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Urban Terror 4.2.015 Released
#44
Posted 29 September 2013 - 03:34 PM
hellraiser, on 29 September 2013 - 02:45 PM, said:
..again..i can not disable that crosshair! please why do not add an option to turn it off by the next relase, please?
The trick settin it to dot and decreasin its size(set to 5) does not work...again..>.<
The trick settin it to dot and decreasin its size(set to 5) does not work...again..>.<
i just set a nonvalid rgb and it disapears :D
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#47
Posted 29 September 2013 - 05:19 PM
KarlMariaSeeberg, on 29 September 2013 - 12:52 PM, said:
mac osx version of urt 4.2 is still fucked up..
please try to do something essential with the next update and work on the performance..
thanks
As requested I did present and filed the question as to a possible performance difference on a Mac between version 4.1 and 4.2 to QA and the response from Fenix, one of or chief code base developers was.
Quote
I got a Mac. I tested this already and I can't see differences performance related.
This would suggest that the current issues as to performance is client side as to a unique condition that requires further investigation on the part of the client and as part of the responsibilities of my position with the team I continuously investigate performance issues that not only effects our game but other games as well as being general in nature.
The following is common to all games requiring client side attention.
Frame stuttering
Video driver time out.
Thermal throttling
Non-optimized video driver or settings.
To name just a few and since performance is a huge issue if performance was related directly to our current engine design it would have been immediately been picked up through all of our current feedback systems as a fundamental problem.
Fenix also added
Quote
Also because the engine is the very same, player models are the very same, maps are the same
So if the issues was engine based a given issue as to performance would show up on all platforms by extension.
The only suggestion I can make is to accept the fact your issue with performance is client related and is “possibly†unique in nature that could be resolved by looking to see if other games have the same issues as you do and as to possible solutions. This is what I did to solve my video driver time out problem with my brand new computer.
doing "stuff" with dead things.
#48
Posted 29 September 2013 - 05:57 PM
i know how fenix feels about this ... just asking him is not the same as acutally comparing the various builds on one machine .. actually playing the different builds for a while.. you will be having a hard time to handle your in game character .. controls feel sluggish and a little off .. you will miss jumps and you might have difficulty aiming properly (hits are fine once you get your crosshair pointed towards the enemy > that's the diffculty here)in 4.2
and sorry, can't except the issue is client side . nope, can't do that..it's just way too convenient for you guys... mitsu's/ voidref's build accomplished something you haven't been able to achieve..
i experienced a major performance boost firsthand on two different macs (old macbook intel core duo 2 and imac i7 2,94 ghz)
your build lacks perfomance as the official 4.1 build did .. compared to the optimized build
just try to get your build to the performance level of mitu's build and everybody should be happy ...
and i still don't understand why you didn't incoporate the changes he made first thing when you released 4.2 .. worked with psychorunner's build as well ...
and if really everything is the same i don't see why creating a 64 bit version is that hard ... that's the one major difference between mitsu's build and 4.2 right now isn't it?
i feel the need to stress that:
you have to actually play the game to notice a difference, watching benchmarks won't get you there..
and sorry, can't except the issue is client side . nope, can't do that..it's just way too convenient for you guys... mitsu's/ voidref's build accomplished something you haven't been able to achieve..
i experienced a major performance boost firsthand on two different macs (old macbook intel core duo 2 and imac i7 2,94 ghz)
your build lacks perfomance as the official 4.1 build did .. compared to the optimized build
just try to get your build to the performance level of mitu's build and everybody should be happy ...
and i still don't understand why you didn't incoporate the changes he made first thing when you released 4.2 .. worked with psychorunner's build as well ...
and if really everything is the same i don't see why creating a 64 bit version is that hard ... that's the one major difference between mitsu's build and 4.2 right now isn't it?
i feel the need to stress that:
you have to actually play the game to notice a difference, watching benchmarks won't get you there..
This post has been edited by KarlMariaSeeberg: 29 September 2013 - 06:10 PM
if you don't like uptown, you are basically hating urban terror.
#49
Posted 29 September 2013 - 06:51 PM
KarlMariaSeeberg, on 29 September 2013 - 05:57 PM, said:
stuff
It's not an issue of convenience but a factor of time and going from a complete stand still, as in 4.2 was planed to be the final release, back to a full robust and active development cycle has and continues to be difficult as to priorities of resources and the time and effort asked of the members of our team.
This is not to say your issue in hand is not of importance but as a priority it is equal in nature as to the many other issues others who play the game feel is a negative element as to their overall enjoyment of the game.
Granted many will only see the improvements or the direction the game know as Urban Terror is heading based on a release yet do not have the option or the opportunity to see the upgrades and improvements to internal infrastructure that needs to be done first before even attempting the very things or the no brainier ideas as presented as a suggestion or as an off hand remark.
As for pulling in general this is and continues to be an option when usability is a factor but what is not generally a known fact is such options are generally obsolete as to our current working build as well as our road map as to future engine improvements and unless fit to finish would once again interfere with time and resources better spent else where.
A good example is the issues some have as it relates to animations where the idea that we can fix the problems based on the current conditions and requirements of MD3 are simply not possible and the solution to the problem is not to continue to patch over the problems but to replace the entire sub-system entirely from scratch by design.
The result will be at least a 75% byte for byte resource recovery of the current MD3 system that includes at least a 8 times improvement in performance and since the player models will be 100% hardware rendered they have zero impact as to frame rates.
This is not assumption but a proven fact
Be kind as this is a behind the scenes development video as to relates to performance issues and improvements but as you can see the need for improvements goes back to at least May of 2011 and is just the tip of the Iceberg when it comes to “meaningful†improvements that does not involve yet again a subjective patch.
To get all the goodies in, so everyone gets what they want, is nothing more than a factor of time.
doing "stuff" with dead things.