BETA Discussion Topic - Update 14th Feb
So... You will have seen from the main update thread that we've made Beta branch available.
This is so you can get a preview of the update we'll push to everyone tomorrow, providing SEGA QA are happy that we've addressed the majority of the known issues correctly.
Couple of bits of information you need to know if you're going to opt into the Beta branch...
A: You won't be able to play online multi-player games with anyone on the main live branch. So if you opt into the Beta and your friend doesn't - then you can't play together. You both need to be in - or out :)
B: Whilst we believe we've not introduced any horrid bugs, this is still under QA down at SEGA. So there may be issues we don't know about yet...
C: This thread is for users wanting to discuss their experience of the Beta in preperation for the Update going live tomorrow. Feel free to report anything positive or negative *specifically* about the Beta, but note this isn't the thread to ask about new modifications, characters requests, game tips or more. If you choose to post something off-topic in here, I may choose to delete it :)
How do you get access then...
1. Go to the Steam Library Page.
2. Find game in the list!
3. Right click on the game, and choose 'Properties' from the context menu.
4. Click on the BETAS tab.
5. Choose the 'Beta - Beta' branch.
6. It'll want a password. The password for now is 'GottaGoFast'.
7. Click close to exit the Properties page...
8. Watch the game update...!
9. Play game as normal :)
Note at any time you can opt out of the Beta. Follow the above steps and choose the 'NONE - Opt out of all Betas' option instead of the Beta Branch at Step 5. This may require Steam to download the game again though. Be warned about that before you opt in!
When we push the update live to everyone tomorrow, if you're on the Beta, you'll already be up to date if you drop back to the live version, you won't need to download the update twice. Steam is clever like that.
We believe this addresses....
Multiplayer joining issues (especially cross region).
Stability on certain hardware (i.e. less crashy!).
Launcher pointer should no longer drift on Direct Input controllers...
...and Direct Input controllers should work nicer and have better default mapping.
Framerate issues on high spec machines should be resolved.
Ghost should download correctly in Time Attack for top ten players.
It also adds...
Options to mute players in the lobby (when using Steam Voice chat)
Steam Voice chat options to enable/disable Steam Voice chat.
Steam Voice chat Push to Talk option (make sure to configure the key in the launcher!)
Steam Voice chat volume options.
And half a dozen minor tweaks and tucks we made as we could :P
What doesn't it address yet...
INTZ alternative for older GPU's - this is coming, but still WIP.
Discuss, but play nice too :P
Update 13th Feb
Just pushed a new version live to this branch. This has a couple of changes to it...
1. Frame Lock method adjusted - Now should correctly clamp to 60fps regardless of Vsync setting. This should alleviate dropped frames on Samba. Fraps will report the game running at 59fps, but this it's doing what it should. Be interested in those folk who had dropped fps trying this and seeing if its better now.
2. Launcher Update - Found a slight gotcha in the launcher, sometimes it would fail to launch due to race conditions. This meant in Big Picture it would sometimes launch but be behind Big Picture too. Grrrr!
I'll have a run through and catch up on specific comments shortly too...!
Update 14th Feb
Just as we love you so much (Happy Valentines day!), we spent a good few hours last night trying to figure out the strange framerate drop, especially on Samba. We think we've got this fully ironed out now.
We've pushed an update to the Beta branch. If you run with Vsync off it'll use our revised framelock. Fraps may report the game is running at 57fps - it's actually running at 60fps - but the drops on Samba should be gone.
If you run full-screen with Vsync on - then it reverts to how things used to be with the limiter removed. It'll still lock to a 60Hz refresh though...
As always, we appreciate the help we're getting in here. Our plan is if this works, we'll push it to the Live branch later today so everyone gets the new netcode, controller code and other associated fixes.
In the meantime, we're back on beating INTZ into shape...!
Zuletzt bearbeitet von S0L
14. Feb. 2013 um 3:48 Uhr