396e
or 369e? I guess the latter, but just to be sure.
369e indeed :)
396e
or 369e? I guess the latter, but just to be sure.
369e indeed :)
same for me, unplayable for me after patch :/
edit: after closing all razer apps it improved a lot, altho not as good as before but playable
Good now since 396e I hope?
My framerate is absolute dogshit since the patch. From 250-300 FPS before to 100-130 now.
We are going to explain this in the next patch notes, but there were temporary (massive) leaks due to a bug in Gameface (menu UI engine), we tracked them down to the video vignettes that we have in the interface, which is why they are disabled now since 369e*. So things should be back to normal.
The last threads still have multiple things to address which are not forgotten, but I'll create this to separate some of the solved problems from last week and issues that players find during this week
Read more External link →So make different bind keys for pncr and crossbows. For example I have both weapons, but I want to take pncr, why should I press the weapon button twice to get it?
That situation is not possible in a regular game after it starts, only during the warmup state if the map has both pickups and in edit mode. In a regular game if you get the Crossbow and then the PnCR (or in the other order) you will not be able to use the Crossbow because the PnCR is the upgraded version and replaces it. If you still want to be able to access the weapon separately with a bind in the warmup state of a mode or in edit mode it's possible to
/bind KEY weapon_specific 7
for the Crossbow
/bind KEY weapon_specific 8
for the PnCR
No. I have all settings at max including textures. 4K resolution + 50% resolution scaling. So I suppose that it's caused by scaling.
Ah no, in that case I don't think it's a scaling issue. I think the texture is just a bit too low-res and it may even be a bit more noticeable for you because you play at x2160. We can increase them two-fold.
The Ping Screen-edge waypoints no longer become very small at long distances
Works great. Thanks for this fix.
When using lower resolution scales the various in-game indicators now retain the full resolution of the application so that they have better readability (indicators such as Base waypoints, teammate names, Powerup waypoints, MacGuffin waypoint, Weapon waypoints)
Markers look fine now but the icons inside are still blurry/distorted. Another minor issue is that icons are not centered.
If you play with the texture quality setting to low, that halves the resolution of every texture, and this includes these icons used in UI elements like this too. Do you use this setting?
I was really excited for the seperate crossbow and PnCR settings, except it deleted my reticle and mask from both of them. It's all redone now, but it's kinda frustrating to have to deal with that.
This is unexpected. PNCR settings would be clean because it's a new slot and you'll have to fill them in, but Crossbow ones should have remained as they were. Are you sure this was not the case?
In Settings-More settings there is now an option to customize the screen-edge ping waypoints so that they are always visible, only threat pings (red) visible, or never visible
- Let's fix the waypoints' size. IMO their size should not change depending on the distance. Sometimes they are huge, sometimes they are really tiny and barely noticeable.
- Let's fix the image quality of waypoints. It seems that you use bitmaps rather than vectors or there is something wrong with scaling because they are not always sharp, especially when resolution scaling is enabled.
Let's fix the waypoints' size. IMO their size should not change depending on the distance. Sometimes they are huge, sometimes they are really tiny and barely noticeable.
We plan to add some more options for this. But there is also an issue with the waypoints for pings, they don't scale in the same way the other waypoints do, we'll fix this in the next patch.
Let's fix the image quality of waypoints. It seems that you use bitmaps rather than vectors or there is something wrong with scaling because they are not always sharp, especially when resolution scaling is enabled.
Vectors are still going to look very similar if you play with resolution downscaling as long as they are rendered at the downscaled resolution. We need to render those elements in native resolution. I'm not even sure why it's not that way at the moment, it may have regressed by accident at some point and I didn't notice. We'll try to fix th...
Read moreFixed an issue that could cause a team's score in MacGuffin to be stuck on 99
My team had that issue ALL THE TIME ... wait ..
Sorry we actually made this issue way more frequent for a brief period of time this morning. It should be fixed now.
Fixed an issue that could cause a team's score in MacGuffin to be stuck on 99
Maybe this is a different issue but this appears not fixed, I just played a ranked McGuffin 3v3 that got my team stuck on 99 in the first round, we were stuck in perpetual overtime so we let the other team cap in the end
game ver: 0.20.366c
match id: 33e77dd3-6754-476e-8f65-481b3b89db3a
I'll make a post in the bug thread also
Pushed a tentative actual fix for this at 13:40 CEST to all servers. I'll update if we can confirm the issue is gone.
UPDATE: Seems to be fixed now, sorry about that, we were trying to fix a fairly rare issue that only happened in a very few instances and we made it way more frequent.
UPDATE2: Minor version 366d which is going out now brings the same fix that's live on our servers to LAN.
I have tried disabling Tinywall and same think. It takes a bunch of attempts until it works, this is so annoying, I waste so much time waiting.
If you DM me on discord I can send you some things for diagnostics and look into it.
Can you fix the mapvote crash? Getting a 30 minute ban because of a bug really sucks. Especially when I'm trying to queue for duel, a mode where me leaving doesn't even hurt anything.
Really sorry about that. That's a crash on a 3rd party dependency, the HTML UI engine we use to render the menu screens. We sent them info about the crash and they fixed it, but the version in which it's fixed introduced a performance regression that prevents us from updating. We are looking into it with them. We'll fix this as soon as we can, it's a top priority. (We also have long term plans to reduce our exposure to this sort of thing.)
Can Firefrog speak to the specifics on improvements to netcode and projectiles?
In general, if we expect things to work we won't get into much detail intentionally. If we are transparent about things (explaining just in case we have created this expectation), it's usually in the context of explaining what we are doing about an issue for the sake of productive communication with the community or to give some technical context on things so that the feedback that we get on a particular area is more focused. Ideally things just work so that people don't even need to discuss it. There're reasons for this discretion that involve often-unfounded anticheat fears, competitive-edge protection, not giving fodder to patent trolls, time constraints, embarrassment because an issue was too dumb, a desire for conciseness to not waste people's time or a general sense of modesty. Also netcode may be the kind of thing where you don't want to explain too much or people start reporting ghosts because you colour their experience introducing concepts for which the scope can't be com...
Read more-The Shop has been updated
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