What i think, what could be great: A high number of players/bots seen at the same time in the server. What is the maximum?
I would love it, if there could be like 50 players (not only players, that includes bots also) at the same time.
New features and changes of upcoming patch 469e
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Re: New features and changes of upcoming patch 469e
There no limit in engine. Only some assumptions in game modes and other uscript code. You can implement own game modes and bots setup. And try use even 100 bots.
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Re: New features and changes of upcoming patch 469e
you can have 5000 bots on a single level, i've checked that
:barf:
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Re: New features and changes of upcoming patch 469e
Well, stock code use sleep for dead bots in amount proportional of count of bots.
So most of them simple dormant and sleep in dead state.
You can try SmartStockBots. It reset sleep delay to like 200 ms, or which set in ini.
With it I guarantee you get slideshow near 200, if even not 100 bots.
Auto merged new post submitted 1 hour 42 minutes later
133. DevNetTrafficLogs - new tool for debug replication
In 469e added new console command - DevNetTrafficLogs which useful for dump any replication info, include record/play demo.
Such tool very useful for track what come from replication. Together with UTrace it can be good for hunt down bugs.
Also there show size of send bytes and which properties on which actor, so this good tool for optimize net usage as well.
And since demos based on replications, this tool apply to demo play/demo record as well.
So can be used for debug demo play/record too.
Auto merged new post submitted 5 hours 23 minutes later
134. No Red Box on UTrace on server
In 469e UTrace heavily optimized, so it make near 10% impact to CPU load only. So you can use it whenever it need. For example on server, for track bugs, which appear only on server.
Note: produced amount of info into the log keep the same, so not turn it for long time, or space on disc ended and game server will ruin ini files, on attempt store them.
Auto merged new post submitted 10 hours 24 minutes later
135. EditActor from Log Window
In 469e you can use EditActor command in the Log Window.
This also work with dedicated server log window (called from systray on windows).
So now you can examine actor properties even on dedicated server, which greatly help for debug network stuff.
Auto merged new post submitted 7 hours 23 minutes later
136. Monsters respect movers on dedicated server
In 469e on dedicated servers work moving brush tracker. Which mean gameplay exactly same as in local play - monsters not see you through movers (doors) and not try shoot in you through doors.
Also this change mean same for all splash damage. it is not pass through movers, like be before.
So even if you fire redeemer into door, anything after this door will be untouched and undamaged.
Same as in local play.
However this feature optional and can be turned off in INI, if you still need old bad bugged behavior.
Auto merged new post submitted 6 hours 32 minutes later
137. TryRenderDevice new console command
In 469e added new console command TryRenderDevice, which allow you swap render midgame.
Very useful tool for compare renders performance in same conditions.
Or check if some renders acts in same way.
Auto merged new post submitted 8 hours 13 minutes later
138. Can't select hidden brushes with Shift+LMB
In 469e if brush hidden, you can't select it with Shift+LMB on texture of this brush.
Auto merged new post submitted 10 hours 10 minutes later
139. Meshes not disappear if center goes off-screen or behind camera
In 469e used proper rejection of meshes, based on their bounding box.
So mesh not disappear, right after it center goes behind camera, like it be before.
However such fix not free. Check every mesh for proper bounding box is more expensive, from use wrong, but simple check.
So this fix little reduce FPS. Difference more noticeable if on screen great count of meshes.
Auto merged new post submitted 8 hours 59 minutes later
140. Movers not flicker during move
In 469e movers not flicker, when move. This happen usually on complicated maps.
This change too can slightly reduce FPS. however there difference mostly not noticeable.
Auto merged new post submitted 5 hours 36 minutes later
141. Texture Pan never stop
In 469e panning of textures never stop. Which can be issue on previous versions. Any pan of textures eventually stop. More fast move texture, sooner this happen.
Auto merged new post submitted 9 hours 8 minutes later
142. Box Selection ignore camera actors
In 469e Box Selection not select any cameras, which belong to UnrealEd viewports.
This help work with actual level actors, not make mess with viewport camera actors.
Auto merged new post submitted 6 hours 40 minutes later
143. Uniform Shadows - shadows not depends from texture scale
In 469e add build option "uniform shadows", which make shadows independent from texture scaling.
So if you mix for example scale of textures 16 and 0.25, shadows still be consistent and seamless.
Auto merged new post submitted 11 hours 50 minutes later
144. Copy surface not copy dangerous flags
In 469e if you copy surface with properties, dangerous flags not copied.
This prevent destroy level and make unwanted things.
Auto merged new post submitted 6 hours 35 minutes later
145. Decals not glitch on specific edges
In 469e decals properly display on linear edges which contain immediate vertex in middle.
Auto merged new post submitted 4 hours 49 minutes later
146. Properly draw sprites visible in Canvas Portals
In 469e sprites properly draw in Canvas Portals. before that they can be missed at all (469d) or appear in left top corner of the screen, like if Canvas Portal located here, without any offset.
Auto merged new post submitted 8 hours 6 minutes later
147. Proper place pivot for brushes
In 469e when you place pivot in 2D viewport, 3D coordinate preserved from old pivot location. When before it reset to zero.
Which make this option almost useless.
But now you can properly adjust pivot in 2 viewports and it will appear in exactly desired location.
Auto merged new post submitted 9 hours 53 minutes later
148. Rotate vertices in Vertex Edit mode
In 469e you can rotate selected vertices around any desired pivot point.
Just use Ctrl + RMB drag in 2D viewports.
Keep in mind, vertices goes be snapped to grid, so for less distort brushes set grid size to smaller value or disable it at all.
Also be aware, distortion can cause planes with 4+ vertices be non-coplanar anymore. which will require tessellate them.
Auto merged new post submitted 21 hours 11 minutes later
149. Join Polys: fix BSP bugs and reduce Nodes on 40% (improve FPS)
Here example of use Join Polys tool.
In this example solved BSP bug, which produce overlapping BSP nodes, so this make impossible properly display decals in some spots.
This caused by out-of-grid brushes with tessellated surfaces (door brushes).
That produce a lot near coplanar surfaces, which start make bad BSP things, like a lot point on very close distances.
Join Polys solve this in few clicks. And additionally map now use 40% less nodes, which mean it greatly improve FPS on it.
So most of them simple dormant and sleep in dead state.
You can try SmartStockBots. It reset sleep delay to like 200 ms, or which set in ini.
With it I guarantee you get slideshow near 200, if even not 100 bots.
Auto merged new post submitted 1 hour 42 minutes later
133. DevNetTrafficLogs - new tool for debug replication
In 469e added new console command - DevNetTrafficLogs which useful for dump any replication info, include record/play demo.
Such tool very useful for track what come from replication. Together with UTrace it can be good for hunt down bugs.
Also there show size of send bytes and which properties on which actor, so this good tool for optimize net usage as well.
And since demos based on replications, this tool apply to demo play/demo record as well.
So can be used for debug demo play/record too.
Auto merged new post submitted 5 hours 23 minutes later
134. No Red Box on UTrace on server
In 469e UTrace heavily optimized, so it make near 10% impact to CPU load only. So you can use it whenever it need. For example on server, for track bugs, which appear only on server.
Note: produced amount of info into the log keep the same, so not turn it for long time, or space on disc ended and game server will ruin ini files, on attempt store them.
Auto merged new post submitted 10 hours 24 minutes later
135. EditActor from Log Window
In 469e you can use EditActor command in the Log Window.
This also work with dedicated server log window (called from systray on windows).
So now you can examine actor properties even on dedicated server, which greatly help for debug network stuff.
Auto merged new post submitted 7 hours 23 minutes later
136. Monsters respect movers on dedicated server
In 469e on dedicated servers work moving brush tracker. Which mean gameplay exactly same as in local play - monsters not see you through movers (doors) and not try shoot in you through doors.
Also this change mean same for all splash damage. it is not pass through movers, like be before.
So even if you fire redeemer into door, anything after this door will be untouched and undamaged.
Same as in local play.
However this feature optional and can be turned off in INI, if you still need old bad bugged behavior.
Auto merged new post submitted 6 hours 32 minutes later
137. TryRenderDevice new console command
In 469e added new console command TryRenderDevice, which allow you swap render midgame.
Very useful tool for compare renders performance in same conditions.
Or check if some renders acts in same way.
Auto merged new post submitted 8 hours 13 minutes later
138. Can't select hidden brushes with Shift+LMB
In 469e if brush hidden, you can't select it with Shift+LMB on texture of this brush.
Auto merged new post submitted 10 hours 10 minutes later
139. Meshes not disappear if center goes off-screen or behind camera
In 469e used proper rejection of meshes, based on their bounding box.
So mesh not disappear, right after it center goes behind camera, like it be before.
However such fix not free. Check every mesh for proper bounding box is more expensive, from use wrong, but simple check.
So this fix little reduce FPS. Difference more noticeable if on screen great count of meshes.
Auto merged new post submitted 8 hours 59 minutes later
140. Movers not flicker during move
In 469e movers not flicker, when move. This happen usually on complicated maps.
This change too can slightly reduce FPS. however there difference mostly not noticeable.
Auto merged new post submitted 5 hours 36 minutes later
141. Texture Pan never stop
In 469e panning of textures never stop. Which can be issue on previous versions. Any pan of textures eventually stop. More fast move texture, sooner this happen.
Auto merged new post submitted 9 hours 8 minutes later
142. Box Selection ignore camera actors
In 469e Box Selection not select any cameras, which belong to UnrealEd viewports.
This help work with actual level actors, not make mess with viewport camera actors.
Auto merged new post submitted 6 hours 40 minutes later
143. Uniform Shadows - shadows not depends from texture scale
In 469e add build option "uniform shadows", which make shadows independent from texture scaling.
So if you mix for example scale of textures 16 and 0.25, shadows still be consistent and seamless.
Auto merged new post submitted 11 hours 50 minutes later
144. Copy surface not copy dangerous flags
In 469e if you copy surface with properties, dangerous flags not copied.
This prevent destroy level and make unwanted things.
Auto merged new post submitted 6 hours 35 minutes later
145. Decals not glitch on specific edges
In 469e decals properly display on linear edges which contain immediate vertex in middle.
Auto merged new post submitted 4 hours 49 minutes later
146. Properly draw sprites visible in Canvas Portals
In 469e sprites properly draw in Canvas Portals. before that they can be missed at all (469d) or appear in left top corner of the screen, like if Canvas Portal located here, without any offset.
Auto merged new post submitted 8 hours 6 minutes later
147. Proper place pivot for brushes
In 469e when you place pivot in 2D viewport, 3D coordinate preserved from old pivot location. When before it reset to zero.
Which make this option almost useless.
But now you can properly adjust pivot in 2 viewports and it will appear in exactly desired location.
Auto merged new post submitted 9 hours 53 minutes later
148. Rotate vertices in Vertex Edit mode
In 469e you can rotate selected vertices around any desired pivot point.
Just use Ctrl + RMB drag in 2D viewports.
Keep in mind, vertices goes be snapped to grid, so for less distort brushes set grid size to smaller value or disable it at all.
Also be aware, distortion can cause planes with 4+ vertices be non-coplanar anymore. which will require tessellate them.
Auto merged new post submitted 21 hours 11 minutes later
149. Join Polys: fix BSP bugs and reduce Nodes on 40% (improve FPS)
Here example of use Join Polys tool.
In this example solved BSP bug, which produce overlapping BSP nodes, so this make impossible properly display decals in some spots.
This caused by out-of-grid brushes with tessellated surfaces (door brushes).
That produce a lot near coplanar surfaces, which start make bad BSP things, like a lot point on very close distances.
Join Polys solve this in few clicks. And additionally map now use 40% less nodes, which mean it greatly improve FPS on it.
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- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: New features and changes of upcoming patch 469e
150. Scale vertices in vertex edit mode
In 469e you can scale selected vertices (via hold Ctrl + LMB + RMB) against free-choose pivot point.
Such feature allow you transform part of brushes, for reach new shapes.
In 469e you can scale selected vertices (via hold Ctrl + LMB + RMB) against free-choose pivot point.
Such feature allow you transform part of brushes, for reach new shapes.