Overwatch

Overwatch Dev Tracker




10 Feb

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Nevermind! I actually tracked this down. Keep an eye out for a fix in a future update. Thanks again for the report!

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Thanks for the report! Do you happen to have any additional details on what exact steps you took to reproduce the crash? I tried to reproduce by pasting in subroutines in various indices and I couldn’t hit it yet. I’m still looking, but any additional info/example scripts would be greatly appreciated!


09 Feb


08 Feb

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In the first example, restricting at the event level is much less expensive than restricting via a condition, so rule(“B”) is less expensive.

The second example is interesting. In the first version, the server does a big spike of work up front and then never does anything again, leaving all the heavy lifting to be done by the client apps (since continuously changing values on effects and HUD elements are evaluated on the client). In the second version, both the server and client do some work whenever each player’s A switches between 42 and not 42. It’s hard to say which is “better”. Obviously, if the initial spike on the server in the first version is enough to trigger the server load threshold, then the second version is your only choice. If not, and you’re struggling with server load otherwise (and you don’t mind shifting some of the cost to the client), then the first version might be what you want. Overall, I think the second version is more desirable unless A is changing...

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When testing Workshop scripts, the answer to the question “why did my server shut down?” is almost always due to what we call “server load”, which is a measurement we take to determine how much processing power a given game instance is consuming. In order to accommodate a large number of instances, we must shut down individual instances that have started to use too much of the available processing power.

So why does this happen? The short answer is that too many Workshop actions are executing. Sometimes it’s because a high number of actions have occurred over several seconds. Sometimes it’s because an extremely high number of actions happen on a single frame.

Not all actions impact server load the same amount, however. Creating and destroying dummy bots, for example, is very costly, while modifying variables is relatively inexpensive (especially starting in patch 1.45). The values you provide actions will affect server load as well. For example, the ray casting values ...

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There’s a post coming very soon that should be helpful. Stay tuned!


07 Feb

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This first thing you should do is make sure you don’t have any infinite loops! That is a potential risk along with the new features that have been added (we’ll be making a post regarding that soon). Besides that, if you think there’s an actual issue that’s reproducible, feel free to upload your script and we can look into it!

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As Dan posted here: New 1.45 PTR build, we have a new 1.45 build currently up on the PTR. This new update should fix many issues you all have been encountering. Please test your creations here and let us know if you still encounter any issues!

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We just released a new PTR build that should fix many of the issues people had in the previous PTR build. If you have a chance, please test your creations using this new build and let us know if you encounter any incorrect behavior. Patch notes for this build can be found here. Thanks!

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Overwatch PTR Patch Notes – February 7, 2020

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only an...

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If you have a specific script you don’t feel like it’s working, feel free to post it and we can take a look. If you setup a trivial example with multiple damage mods, it’s pretty easy for us to see whether or not its working as intended.

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  1. Applies separately to damage modifications and healing modifications (so 64 each)
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Thanks for the report. We’ll have this fixed in the next PTR update.

The 2020 Overwatch League season has arrived.

Join us for Week 1 action in New York and Dallas!

All matches will air live on YouTube and OverwatchLeague.com....

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Thanks for the report! Keep an eye out for future ptr updates for the fix for this!