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Turok Games => Turok 2 Seeds of Evil => Topic started by: ひまわりくん on June 18, 2017, 04:03:21 PM

Title: New BETA Update
Post by: ひまわりくん on June 18, 2017, 04:03:21 PM
Quote
Rendering Optimizations and Bug Fixes
This particular update contains a lot of rendering optimizations from the upcoming XB1 port, which will mostly benefit DirectX (like instanced particles, batched shadow maps, etc). Numerous rendering glitches (whoops) has also been addressed.

AI Optimizations
Another major change to note is that parts of the AI is now multithreaded, which should benefit those who are CPU-bottlenecked. Any weird behavior or random crashes please report them ASAP.
NOTE: If for whatever reason that you want this disabled, you can set jobs_useTasks to 0.

New Multiplayer Gamemode
In addition to optimizations, there is a new multiplayer game mode called 'Raptor-Fest' which is a team-based game against hordes of enemy AI.

Quick Weapon Select
Next, a new feature called 'Quick Weapon Select' has been implemented. To use this feature, go into your bindings menu and assign a key to "Quick Weapon Select 1" and "Quick Weapon Select 2". For those who played the original, this is more or less the exact same thing, which makes it less a hassle to choose a weapon. On the quick select screen (by holding down the binded key), you can use the mouse to quickly select a weapon on the wheel (or thumbstick if using the gamepad).

Dedicated Server Support
Lastly, by popular demand, Turok 2 EX now has dedicated server support! A guide on using the dedicated server should be located in Steam/steamapps/common/Turok 2 Seeds of Evil folder. Name of this file is called "Turok2Ex Dedicated Server Guide.pdf" Edward850 will provide more info on this later.

This patch will go live in the official branch in about a week or so.

Patch Notes (KEX Engine 1.5.5)
Renderer / Graphics
====================
* Instanced rendering for particles (Direct X optimization)
* Shadow map optimizations (batched actor shadow casters)
* Uniform buffer optimizations (Direct X)
* Fixed cloaking effect not rendering
* Fixed explosions changing color when making contact with 'alien flesh' surface types
* Particles and trails can now be occluded by geometry (optimizations)

Single-Player Gameplay
======================
* Destructibles now flash red when shot
* Fix turrets in River of Souls not firing at player
* Some components of the AI is now multi-threaded (optimizations)

Local and Network Multiplayer
=============================
* New Raptor-Fest game mode
* Stability updates

User Interface
==============
* New quick weapon select feature

Misc
==============
* Optimized collision detection with static meshes
* Fixed floating blood splats from shotgun bullets
Someone should work on making Raptor Fest maps.
Title: Re: New BETA Update
Post by: Mon-Ark on June 18, 2017, 05:07:21 PM
Any big maps works ok for raptor fest, but it seems enemies can climb walls.
Title: Re: New BETA Update
Post by: DoomMarine23 on June 18, 2017, 06:44:03 PM
Was fun as hell hosting for everyone.
Title: Re: New BETA Update
Post by: Mon-Ark on June 18, 2017, 10:21:43 PM
I kept getting connection errors during raptor fest, was it because of the amount of enemies?
Title: Re: New BETA Update
Post by: Edward850 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.
Title: Re: New BETA Update
Post by: Mon-Ark on June 18, 2017, 10:47:10 PM
Dont worry I was just asking if anyone else experienced that. Next time ill check indepth
Title: Re: New BETA Update
Post by: Edward850 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?"
Title: Re: New BETA Update
Post by: Mon-Ark on June 18, 2017, 11:03:34 PM
Im very aware
Title: Re: New BETA Update
Post by: Edward850 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.
Title: Re: New BETA Update
Post by: Jay Doomed on June 19, 2017, 10:05:00 AM
Suddenly all the mp maps that I have worked on turn into some form of co op/ sp dino hunting action. I played with Sixty Four and it was really fun its how we play on Doom survivor mode! Except this time it was on Turok 2. The Caverns map works really good for raptor fest because there is actually a lot of open room! We played for about 2 hours though it was really fun we set it to 100 kills no time limit :D And tested this mp map pack that will release soon. Wow it gives a hole new meaning to the mp maps we worked on. And the Doom maps some really good mp maps for any mode is coming very soon and features more than one mapper. I don't get to play mp often I'm so freaking busy but that was 100% worth my time.

Good job Edward for making this, you modded something new in and I think people like to see that initiative, at least I know I do. And I saw the note about Doomseeker, waits patiently! Please provide us with that.

I don't think Edward meant to be rude there this update is in beta and they're most likely looking for all the help and bugs they can find before sending out a non beta patch. So the connection error is important for them but no info makes it exactly how he mentioned it, tough.
Title: Re: New BETA Update
Post by: Mon-Ark on June 19, 2017, 02:23:48 PM
I just was asking if anyone else who tried raptor fest noticed anything, I wasnt even reporting a bug. If was i would had checked the console or wathever, and report it on the steam forums.

Jesuschrist chill down everyone.
Title: Re: New BETA Update
Post by: Duke64 on June 19, 2017, 03:32:15 PM
I just was asking if anyone else who tried raptor fest noticed anything, I wasnt even reporting a bug. If was i would had checked the console or wathever, and report it on the steam forums.

Jesuschrist chill down everyone.

A connection error overall would be considered a bug, yes one that doesn't give any guidance but its still something a dev may be interested in. That hasn't been mentioned anywhere that I'm aware of so its reasonable for someone to look into your comment. Were you playing a mod or just regular raptor fest mode? But to answer the general question on my end- no I haven't noticed any problems its running really smooth. Did you possibly try verifying cache integrity yet? If it happens more yeah just be sure to report it. No worries.

Suddenly all the mp maps that I have worked on turn into some form of co op/ sp dino hunting action. I played with Sixty Four and it was really fun its how we play on Doom survivor mode! Except this time it was on Turok 2. The Caverns map works really good for raptor fest because there is actually a lot of open room! We played for about 2 hours though it was really fun we set it to 100 kills no time limit :D And tested this mp map pack that will release soon. Wow it gives a hole new meaning to the mp maps we worked on. And the Doom maps some really good mp maps for any mode is coming very soon and features more than one mapper. I don't get to play mp often I'm so freaking busy but that was 100% worth my time.


It was very fun thanks for testing with me I have a few kinks to work out on the maps but its all small stuff. My full focus will go on that once I finish my SP map which is about 90% done right now. Yeah its pretty crazy to see the mp maps turn into co op survival monster fest's. Very neat game mode.
Title: Re: New BETA Update
Post by: Rok on June 19, 2017, 03:43:39 PM
When will it come to gog? :/ hate how gog gets update last. Looks really fun I will play that mode alone even. And I see them trying to clean up for the xbx one port. Really cool to see that still being a thing that happens.
Title: Re: New BETA Update
Post by: Mon-Ark on June 19, 2017, 04:34:34 PM
I just was asking if anyone else who tried raptor fest noticed anything, I wasnt even reporting a bug. If was i would had checked the console or wathever, and report it on the steam forums.

Jesuschrist chill down everyone.

A connection error overall would be considered a bug, yes one that doesn't give any guidance but its still something a dev may be interested in. That hasn't been mentioned anywhere that I'm aware of so its reasonable for someone to look into your comment. Were you playing a mod or just regular raptor fest mode? But to answer the general question on my end- no I haven't noticed any problems its running really smooth. Did you possibly try verifying cache integrity yet? If it happens more yeah just be sure to report it. No worries.

Suddenly all the mp maps that I have worked on turn into some form of co op/ sp dino hunting action. I played with Sixty Four and it was really fun its how we play on Doom survivor mode! Except this time it was on Turok 2. The Caverns map works really good for raptor fest because there is actually a lot of open room! We played for about 2 hours though it was really fun we set it to 100 kills no time limit :D And tested this mp map pack that will release soon. Wow it gives a hole new meaning to the mp maps we worked on. And the Doom maps some really good mp maps for any mode is coming very soon and features more than one mapper. I don't get to play mp often I'm so freaking busy but that was 100% worth my time.


It was very fun thanks for testing with me I have a few kinks to work out on the maps but its all small stuff. My full focus will go on that once I finish my SP map which is about 90% done right now. Yeah its pretty crazy to see the mp maps turn into co op survival monster fest's. Very neat game mode.


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.
Title: Re: New BETA Update
Post by: Edward850 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.
Title: Re: New BETA Update
Post by: Sneakze on June 20, 2017, 05:50:50 AM
Another beta update, along with a new N64 map (Escheria)! Also Doomseeker server browser support along with the T2 plugin.

Quote
We have updated the beta again with
- Some improvements to region navigation City-5 for RaptorFest.
- Externalised the RaptorFest spawn list to /defs/raptorFestInfo.txt (so the spawn list can be modded if your heart desires; take heed, not every AI is going to work, and some will even crash the game on sight).
- Improved reliability of client<->server weapon synchronizations with non-user input weapon change events.
- Revived another N64 map, Escheria.

As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Meanwhile, if you are a fan of Doomseeker (or just the concept of external server browsers and Turok2), click this link: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/
Title: Re: New BETA Update
Post by: Jay Doomed on June 20, 2017, 09:56:42 AM
Wow that's bad ass hell yeah 8) Yes I am a fan of Doomseeker lol lately all I play is Doomseeker and Turok its pretty ironic for me seeing them in the same place like that.
Title: Re: New BETA Update
Post by: Mon-Ark on June 20, 2017, 01:28:04 PM
What is doomseeker?

By the way is there a console command to switch difficulty midgame?
Title: Re: New BETA Update
Post by: Jay Doomed on June 20, 2017, 02:12:42 PM
Doomseeker simply put is a program people use to play Doom mp. You don't have to use it for dedicated servers for Turok 2 there are already ways for that, its just an additional option for those who may like to host and play through that. Its actually funny to me because Sixty Four, Deathsphere, Revenant Blood, and I all play Doom together on Doomseeker.
Title: Re: New BETA Update
Post by: Edward850 on June 21, 2017, 08:32:58 PM
Another update, likely the last one before this goes into the main public:
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/
Title: Re: New BETA Update
Post by: EduCatOR on June 24, 2017, 02:33:40 PM
Good shit very nice update.  8)

I've got an FFA and TDM server up in Chicago, Dark Fiber servers peeps.
Title: Re: New BETA Update
Post by: Edward850 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:
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/
Title: Re: New BETA Update
Post by: Duke64 on June 25, 2017, 03:49:28 AM
Moonlit Mayhem is my favorite N64 map thanks nice job.
Title: Re: New BETA Update
Post by: BehemothProgrammer on June 25, 2017, 09:16:02 PM
Love the new maps and raptorfest mode. Happy to see enemies in MP for some coop style gameplay it's been fun playing that mode.

I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Title: Re: New BETA Update
Post by: Edward850 on June 26, 2017, 01:47:52 AM
I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.
Title: Re: New BETA Update
Post by: Jay Doomed on June 26, 2017, 11:40:14 AM
Great updates really liking the raptor fest also and appreciate the hard work.
Title: Re: New BETA Update
Post by: BehemothProgrammer on June 26, 2017, 04:00:42 PM
I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.

What I'm doing to get the result is attaching a script on a player or enemy that simply prints a message to the console when OnDamage is called.

Here is the .kpf file of it for you to be able to replicate it. https://www.dropbox.com/s/3okq8jd4iriad6y/test.kpf?dl=0 (https://www.dropbox.com/s/3okq8jd4iriad6y/test.kpf?dl=0)
contents:

Here is a video of it happening in MP and then in SP. You can see whenever I get hit the prints to console happen twice at the same time in MP.


Thank you for taking the time to look into this I really appreciate it.
Title: Re: New BETA Update
Post by: Edward850 on June 26, 2017, 08:49:21 PM
It's just a script issue it turns out. OnDamage internally is being called just once but the player has two script delegates setup for the same action, due to some weirdness in how players are setup in multiplayer, causing the script to be executed twice for one damage event (so you are still only being damaged once).
I'll see if I can stamp that out but it probably wont be in the next patch, due to the delicate setup needed for spawning players in multiplayer.
Title: Re: New BETA Update
Post by: BehemothProgrammer on June 27, 2017, 12:52:38 AM
Ah I see. No problem I can wait until it eventually gets patched and do a work around for it in the mean time. Glad that you know of it now. Thanks again for looking into it!