1.1.4.4 Public Beta Update Available

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FW1
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Joined: Wed Oct 16, 2013 7:41 am

Re: 1.1.3.2 Public Beta Update Available

Post by FW1 »

Cauldyth wrote: Sat Apr 01, 2023 2:08 am Right, but then it sounds like it doesn't leave anything for the rendering system.
Is the rendering bit handled by your GPU or CPU do we know?

Thanks
rollhax
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Location: Minnesota, USA

Re: 1.1.3.2 Public Beta Update Available

Post by rollhax »

This update appears to break linux (proton) support again. I'm happy to help provide any testing and feedback. There's a good number of us that work to get the game running on linux via Proton every patch, and generally with some tinkering it runs fine for long play sessions. I'd hate to see this one go out without some additional linux support (and going forward).

Here's the error I'm seeing in the proton logs after clicking "PLAY" in the launcher:

Code: Select all

System.InvalidOperationException: Category 'Processor Information' does not exist.
   at System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
   at System.Diagnostics.PerformanceCounter.InitializeImpl()
   at System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName,
 Boolean readOnly)
   at WindowsHelpers.TrackSystemLoad()
666.713:0228:022c:fixme:thread:NtSetInformationThread Can't set other thread's platform description
666.713:0228:02e8:fixme:advapi:RegisterEventSourceW ((null),L".NET Runtime"): stub
666.713:0228:02e8:fixme:advapi:ReportEventW (00000000CAFE4242,0x0001,0x0000,0x00000402,0000000000000000,0x0001,
0x00000000,000000006CE5D780,0000000000000000): stub
666.713:0228:02e8:err:eventlog:ReportEventW L"Application: DistantWorlds2.exe\nCoreCLR Version: 7.0.323.6910\n.
NET Version: 7.0.3\nDescription: The process was terminated due to an unhandled exception.\nException Info: Sys
tem.InvalidOperationException: Category 'Processor Information' does not exist.\r\n   at System.Diagnostics.Per
fo"...
666.713:0228:02e8:fixme:advapi:DeregisterEventSource (00000000CAFE4242) stub
666.713:0228:02e8:trace:seh:call_handler handler at 000000014059DCA8 returned 1
Appears to be an immediate crash after the launcher disappears (game window never opens).

For reference, here's a link to DW2 on Protondb: https://www.protondb.com/app/1531540
AMD 5900x, 32GB 3600Mhz, 3080

Journey before destination.
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MaximKI
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Re: 1.1.3.4 Public Beta Update Available

Post by MaximKI »

A new public beta is out now! Please see original post for details.
Cauldyth
Posts: 931
Joined: Sun Jun 27, 2010 1:24 am

Re: 1.1.3.4 Public Beta Update Available

Post by Cauldyth »

MaximKI wrote: Thu Apr 06, 2023 3:17 pm A new public beta is out now! Please see original post for details.
Thanks for the background nebula and starfield configurability, much appreciated! I prefer my space to be very black, with just a few stars. :D
Buio
Posts: 341
Joined: Wed Nov 21, 2012 7:40 pm

Re: 1.1.3.4 Public Beta Update Available

Post by Buio »

Cauldyth wrote: Thu Apr 06, 2023 3:38 pm
MaximKI wrote: Thu Apr 06, 2023 3:17 pm A new public beta is out now! Please see original post for details.
Thanks for the background nebula and starfield configurability, much appreciated! I prefer my space to be very black, with just a few stars. :D
Agree, great responsive update which even added configurability for the starfield. Thanks!
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rxnnxs
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Re: 1.1.3.4 Public Beta Update Available

Post by rxnnxs »

MaximKI wrote: Thu Mar 30, 2023 3:48 pm Hi everyone,

Please try this new beta and let us know if it helps your game.

..
PERFORMANCE IMPROVEMENTS
- optimized nebula rendering to be more performant
- added configurable nebula rendering density option in game settings, if you still have any performance issues in nebulae, turn this setting down
- fixed some items not being processed in background
- fixed some systems and locations becoming very slow when have very many debris items
- Texture Streaming is now off by default, can reenable in game settings but DW2 generally performs better with this turned off

BACKGROUND STAR FIELD
- fixed up background starfield fade-out
- added configurable background star field density level option in game settings to allow each player to adjust the density of the starfield to their liking
- added configurable background star field opacity option in game settings to allow each player to adjust the brightness of the starfield to their liking
..
Thank you soooo much!!!
This is really great, thank you. That was really needed!
DiggyDad
Posts: 45
Joined: Sun Jun 28, 2009 1:24 pm

Re: 1.1.3.4 Public Beta Update Available

Post by DiggyDad »

I've been playing this beta a few days now and, for me, the fps improvement while using the Vulkan 1.10 is significant. I have an older AMD machine with AMD RX 580 graphics so some difficulties are to be expected. The bugs though are also significant. Some of them I have noticed had been squashed in previous patches but are now back. Weird path finding, logistics problems, unable to load proper races by colony ships that results in the continuous load/unload cycle, etc. I'm excited about the mid/late game performance improvements but am unable to trust the game ai atm because of the aforementioned problems. Thanks for the hard work, looking forward to more race releases (especially the Keterov).
+
David W. Burrows
Evil Steve
Posts: 47
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Re: 1.1.3.4 Public Beta Update Available

Post by Evil Steve »

try validating your files in you're on steam? I had 100+ files that needed to be replaced when i finally checked, and a lot of the issues subsequently disappeared. Well, appeared to, at least.
rustyj
Posts: 39
Joined: Sun May 29, 2022 4:00 am

Re: 1.1.3.4 Public Beta Update Available

Post by rustyj »

I'm late game and reached Victory but decided to play on and have just realized none of my Planetary Fighter Bases M3 have any fighters. I have reloaded game. Spaceports and Carriers have full complement of fighters and bombers. Anyone else get this far in their game and can confirm whether it's a bug or a game mechanic I have got wrong.

Performance wise, I have major improvements, particularly with fleet movement, which is much appreciated, but still have to reload game every 10 minutes or so because of increasing buildup of lag.

I also revalidated files - got 108 that needed reloading. However no change to missing fighters.

PS. I loaded another older vanilla game into beta. The same thing. So I think this is a bug in the beta.
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MaximKI
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Re: 1.1.3.5 Public Beta Update Available

Post by MaximKI »

New public beta build is live now! See OP for details.
Latajj
Posts: 2
Joined: Sun Jul 31, 2022 5:09 pm

Re: 1.1.3.5 Public Beta Update Available

Post by Latajj »

MaximKI wrote: Fri Apr 21, 2023 3:40 pm New public beta build is live now! See OP for details.
I'm seeing the 8x speed option removed, but I still see 1/8x speed
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rxnnxs
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Re: 1.1.3.5 Public Beta Update Available

Post by rxnnxs »

Why is that removed?
And why should not if that was not working (again, why not for better cpus) 1/8 still be kept?
fruitgnome
Posts: 426
Joined: Wed Jun 04, 2014 11:49 am

Re: 1.1.3.5 Public Beta Update Available

Post by fruitgnome »

Started a new game with latest beta (1.1.3.5).

Fighters are still a problem, fleets only start their mission if I focus and zoom to them.

Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.

Invade fleets do not have to attack single ships, their order is to invade colonies.

Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations

Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying

Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets

Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
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Erik Rutins
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Re: 1.1.3.5 Public Beta Update Available

Post by Erik Rutins »

fruitgnome wrote: Thu Apr 27, 2023 11:32 am Started a new game with latest beta (1.1.3.5).
Fighters are still a problem, fleets only start their mission if I focus and zoom to them.
Do you have a save showing this? I'm not seeing this in 1.1.3.5.
Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.
Save please?
Invade fleets do not have to attack single ships, their order is to invade colonies.
Fleets are complex and they will have their ships perform more than one mission when it makes sense. The troop transports can be invading while their escorting ships in the same fleet attack the defending ships to keep them away from the troop transports, for example.
Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations
I'm not sure how this would improve things.
Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying
Did you try this in 1.1.3.5?

"UI IMPROVEMENTS
- added larger step increments for numeric up/down controls (shift-click, ctrl-click, shift-ctrl-click) in areas of the interface that support them"
Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets
How would you imagine this working from a UI perspective?
Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
There is typically a notification of each of those and you'd see if you have them on the artifacts sub-screen or the government change choices.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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MaximKI
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Re: 1.1.3.6 Public Beta Update Available

Post by MaximKI »

A new public beta build is now live! See OP for details.
estonianman
Posts: 15
Joined: Sat Aug 15, 2015 9:16 pm

Re: 1.1.3.6 Public Beta Update Available

Post by estonianman »

1.1.3.6 seems to run really well at 230 FPS, but my 13900K runs 90 - 95 C consistently!
AKicebear
Posts: 616
Joined: Sat Jul 26, 2014 2:11 pm

Re: 1.1.3.6 Public Beta Update Available

Post by AKicebear »

estonianman wrote: Sun Apr 30, 2023 2:38 pm 1.1.3.6 seems to run really well at 230 FPS, but my 13900K runs 90 - 95 C consistently!
Why not use the frame rate limiter?
estonianman
Posts: 15
Joined: Sat Aug 15, 2015 9:16 pm

Re: 1.1.3.6 Public Beta Update Available

Post by estonianman »

AKicebear wrote: Sun Apr 30, 2023 6:18 pm
estonianman wrote: Sun Apr 30, 2023 2:38 pm 1.1.3.6 seems to run really well at 230 FPS, but my 13900K runs 90 - 95 C consistently!
Why not use the frame rate limiter?
Its nice to use the hardware on a screen that supports 240.

I turned it down to 144 with vertical sync OFF and CPU temps decreased about 10 degrees.
fruitgnome
Posts: 426
Joined: Wed Jun 04, 2014 11:49 am

Re: 1.1.3.5 Public Beta Update Available

Post by fruitgnome »

I wrote my answers in blue
Erik Rutins wrote: Thu Apr 27, 2023 4:52 pm
fruitgnome wrote: Thu Apr 27, 2023 11:32 am Started a new game with latest beta (1.1.3.5).
Fighters are still a problem, fleets only start their mission if I focus and zoom to them.
Do you have a save showing this? I'm not seeing this in 1.1.3.5. The problem is that after save and loading the problem is solved till next attack order.
Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.
Save please? The problem is that after save and loading the problem is solved till next attack order.
Invade fleets do not have to attack single ships, their order is to invade colonies.
Fleets are complex and they will have their ships perform more than one mission when it makes sense. The troop transports can be invading while their escorting ships in the same fleet attack the defending ships to keep them away from the troop transports, for example. Yes, but this make only sence if the fleet has arrived the target colony and not at start to jump from my own territory.
Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations
I'm not sure how this would improve things.

Because of reputation and playstyle. I always play friendly and punish empires who attack friendly empires or even do genocide or "slave" their own people.
Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying
100k is the highest in diplomy screen.

Did you try this in 1.1.3.5?

"UI IMPROVEMENTS
- added larger step increments for numeric up/down controls (shift-click, ctrl-click, shift-ctrl-click) in areas of the interface that support them"
Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets
How would you imagine this working from a UI perspective?

I meant this: click on colony let the game jump to the colony, but it is not possible to jump to the fleet.

Image
Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
There is typically a notification of each of those and you'd see if you have them on the artifacts sub-screen or the government change choices.

I mean a permanent notification.

Regards,

- Erik
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MaximKI
Posts: 947
Joined: Thu Oct 20, 2022 12:29 pm

Re: 1.1.3.5 Public Beta Update Available

Post by MaximKI »

fruitgnome wrote: Tue May 02, 2023 12:32 pm I wrote my answers in blue
Erik Rutins wrote: Thu Apr 27, 2023 4:52 pm
fruitgnome wrote: Thu Apr 27, 2023 11:32 am Started a new game with latest beta (1.1.3.5).
Fighters are still a problem, fleets only start their mission if I focus and zoom to them.
Do you have a save showing this? I'm not seeing this in 1.1.3.5. The problem is that after save and loading the problem is solved till next attack order.
Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.
Save please? The problem is that after save and loading the problem is solved till next attack order.
Invade fleets do not have to attack single ships, their order is to invade colonies.
Fleets are complex and they will have their ships perform more than one mission when it makes sense. The troop transports can be invading while their escorting ships in the same fleet attack the defending ships to keep them away from the troop transports, for example. Yes, but this make only sence if the fleet has arrived the target colony and not at start to jump from my own territory.
Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations
I'm not sure how this would improve things.

Because of reputation and playstyle. I always play friendly and punish empires who attack friendly empires or even do genocide or "slave" their own people.
Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying
100k is the highest in diplomy screen.

Did you try this in 1.1.3.5?

"UI IMPROVEMENTS
- added larger step increments for numeric up/down controls (shift-click, ctrl-click, shift-ctrl-click) in areas of the interface that support them"
Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets
How would you imagine this working from a UI perspective?

I meant this: click on colony let the game jump to the colony, but it is not possible to jump to the fleet.

Image
Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
There is typically a notification of each of those and you'd see if you have them on the artifacts sub-screen or the government change choices.

I mean a permanent notification.

Regards,

- Erik
Hello fruitgnome, for the first three issues you and Erik have been discussing - we've noticed that several issues we're unable to reproduce from saves (as you mention) due to reloading the save resolving the issue.

To help pin down and catch these issues would you be able to provide any of the following:
- Screenshots
- Detailed description of your observations of the issue (contextualized with screenshots would also help). The more detail you can provide the better
- Videos demonstrating the issue + explanation of what's happening in the video
- Do any of the issues that resolve from a reload occur at regular intervals of gameplay? E.g. after 10-15 minutes of gameplay?
- What policy settings do you have set for your fleets and other areas of your faction?

Feel free to PM me any answers/info that you may have or post them in this forum.
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