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Messages - Edward850

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11
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 25, 2017, 03:29:05 AM »
Update E; I'd say this would likely be the last update again but then I'd jinx it again:
  • Restored 2 more N64 maps, Endangered Species and Moonlit Mayhem.
  • Fixed an issue where the client could get caught in limbo if they connected to the server before the server actually finished starting up (and a related crash on the server).
  • Core array construction optimizations, slightly improves performance everywhere.
  • Added a hidden mode to Raptor Fest.
As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Additional reminder that a Doomseeker plugin exists here as always: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/

12
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 21, 2017, 08:32:58 PM »
Another update, likely the last one before this goes into the main public:
  • Slightly altered the weights of the RaptorFest spawns.
  • Added measures to help make sure enemies can't get stuck in RaptorFest when they aren't idle.
  • InstaRok was missing a flag for generator spawns.
  • Scoreboard visual improvements and additonal information about the running game.
  • Escheria has music now.
As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Additional reminder that a Doomseeker plugin exists here as always: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/

13
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 19, 2017, 05:10:31 PM »
When will it come to gog? :/ hate how gog gets update last.
It's simply a beta at the moment, so GOG will get it when push it into the main branch.
Basically it's just so we can push out updates faster by focusing on one build if anything goes wrong (and something did, there was a multithreading issue with packets), and Steam has the bigger userbase.
It likely won't stay in beta for long, namely because we want dedicated server support pushed to everyone ASAP.

It was on a regular dedicated server, maybe Postal's. PLaying H2Whoa and the whole map was flooded with enemies. Got "connection interrupted" message two times while playing, but I just rejoined as if nothing happened.
That sounds normal. Connection Interrupted just means the server isn't responding to your input so it's pauses itself while it waits for the server to respond again to prevent having too many input commands backed up.
Raptor Fest requires huge amounts of bandwidth to sync large enemy counts, especially when there are lots of nodes* to sync it to. Some hosts may benefit from using a lower network frequency.

*A node is any connected client, but not necessarily a player as a node running splitscreen can have 4 players.

14
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 19, 2017, 04:55:27 AM »
I wasn't being a dick at all (at least that's certainly not my intent at all, being rude doesn't get anybody anywhere :P), I was asking him to clarify what he meant because "connection issue" does not mean "I cannot connect to the server", and from the sounds of things he could connect and was having a different problem, hence the point of clarification as you have assumed differently.
"Enemies are jittery or unresponsive", for example, would clear a lot of things up.

15
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 18, 2017, 10:52:12 PM »
Dont worry I was just asking if anyone else experienced that. Next time ill check indepth
No that's what I mean, "connection error" doesn't mean anything and can't compare to anything. So you need to explain what kind of connection issue you were having for anybody else to compare it.
You might not be aware that what you are saying is literally "I was having a problem, does anybody else have this same problem?"

16
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 18, 2017, 10:39:18 PM »
Any big maps works ok for raptor fest, but it seems enemies can climb walls.
Climbing walls was intended to make sure enemies couldn't get stuck or were otherwise unable to traverse to the players. There's a lot of situations that the AI simply have no method of pathing to the player in the multiplayer maps.
I kept getting connection errors during raptor fest, was it because of the amount of enemies?
Going to need to be vastly more descriptive than "connection error". The term is too generic to mean anything to anyone.

17
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: May 19, 2017, 08:13:04 PM »
* Texturing on the Plasma Rifle has been fixed

Essentially it just changed from the PC Plasma texture to the N64 Plasma texture. It is the N64 Plasma texture now right? I know the first one was the PC version. Haven't played T2 on N64 in years. I like the pc textures of the Plasma more.
The texture between the N64 and PC is actually exactly the same. The issue is most subtle in that the PC version didn't change anything. The N64 had a function to mirror textures to reduce VRAM and storage usage for models, however DirectX/Glide at the time had no such function (or if it did, Iguana strangely didn't use it). The end result is one of the textures for the plasma rifle was stretched over the entire weapon, instead of being mirrored part way.

18
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: April 22, 2017, 05:19:10 PM »
Did the multiplayer release for GOG?
Yes. The GOG Galaxy multiplayer is available on both Steam and GOG.

19
Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: April 14, 2017, 03:55:23 PM »
For now theres the "network speed" option.

From what I could see, its exclusively works for whoever hosts the server.
Nope, clients and server. The resulting connection speed for a node on the server is the slowest configured speed between server<->client. So a server at 60Hz and client at 30Hz, the connection is at 30Hz for that client. If the server is at 30Hz, no client can be faster than 30Hz, but can still be lower.

I posted a complete guide to explain what any any and all multiplayer options do. http://steamcommunity.com/app/405830/discussions/0/135514402720424070/

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