Star Ruler 2

Star Ruler 2

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MAGICAL SPLASH FLARE  [developer] Feb 11 @ 3:23am
Star Ruler 2 Version 2.0.3 Fix
Hi all. I've just pushed out a small fix patch for SR2. This is a fix for a performance problem that most significantly affected users of certain AMD FX range processors, but should slightly improve performance in large games for everyone else as well.

Mods with extensive modifications to core script files may be incompatible with this version until updated. (Unified diff of all changed scripts[data.glacicle.org]). It is possible to opt into the v2.0.2-legacy steam beta branch to stay on the previous version.
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Showing 1-15 of 35 comments
NanitOne Feb 11 @ 5:21am 
Thanks for this!
Hobi Feb 11 @ 5:30am 
Thank You
from me 2
The diff is out of date - the most notable error is version.as (RS promptly threw up an 'incompatible version' warning when I was about to update it), but there may be other errors as well.

(Thankfully, while I initially got a billion errors when I started the game, this was just because I switched Git branches at an inconvenient moment and blew everything up. Restarting shows no errors except the version warning.)
Last edited by Dalo Lorn; Feb 11 @ 6:16am
dolynick Feb 11 @ 7:57am 
Thanks for the patch Lucas.

Unfortunately, it lands just as I'm about to head out for the weekend. DOF is sure to have issues with 2.0.3 and isn't likely to see any updates roll out until at least Monday.
*starts siphoning people out of DOF's playerbase to his own*
dolynick Feb 11 @ 8:05am 
*starts siphoning people out of DOF's playerbase to his own*

Lol. This time it looks like RS is going to get to be "first".

Although... It looks like there may actually only be one script conflict in the diff. Might be able to fix that before I leave.
Last edited by dolynick; Feb 11 @ 8:05am
dolynick Feb 11 @ 8:23am 
Ok. I fibbed a bit in my first post. DOF has gotten a minor update for 2.0.3 compatibility.
dolynick Feb 11 @ 11:43am 
On a whim, I loaded up my last saved game. It wasn't huge, but it was still large enough that tps typically suffers in the mid-to-late game. Me + 9 hard AIs in 200 - 300 systems with 200% planets. There appeared to be a massive increase in TPS from what I normally expected to see in a game like that. Where I was expecting 5-10 tps, I was seeing a locked 60. I was even able to bump it up to x2 and x5 and still retain decent tps rates. I'm on an Intel CPU as well.

Needs more testing but at first glance it looks like you've made dramtic improvements for larger and longer games Lucas. Very nicely done!

Last edited by dolynick; Feb 11 @ 11:45am
Dalo Lorn Feb 11 @ 11:46am 
Yeah, I've had a 60-system 1v1 today - where most combat simulation would have stuttered in 2.0.2, now it's pretty smooth.
Is there any way GoG users can get their hands on this patch? - GoG doesn't seem to have the patch, their SR2 Forum Section also has no infos. I already tried using the ingame Updater, but it told me my game is up to date aswell.

I guess im screwed for now unless I rebuy the game (not really my preferred option tbh)
dolynick Feb 11 @ 11:51am 
Originally posted by Dalo Lorn:
Yeah, I've had a 60-system 1v1 today - where most combat simulation would have stuttered in 2.0.2, now it's pretty smooth.

When I have time, I may try a 12-20 AI game on 500-600 systems, possibly with multiple galaxies. Those became unplayable pretty quickly in 2.0.2. I'm curious to see what happens now. It looks must more promising based on my quick test.

Should probably re-test multiplayer TPS as well. Last time I did some test I was seeing large TPS drops in MP, presumably from latency. If this actually greatly improved MP tps as well that would be amazing.
Last edited by dolynick; Feb 11 @ 11:55am
MAGICAL SPLASH FLARE  [developer] Feb 11 @ 12:11pm 
Originally posted by Engine Of Darkness:
Is there any way GoG users can get their hands on this patch?

There's a bit more work involved in getting a patch ready for the gog build compared to steam's automated system, so we've usually been waiting a little while to make sure there aren't any big issues that would require a hotfix. Since this is a fairly small patch, if there are no issues by tomorrow I'll prepare the patch for the gog build's in-game updater then.

The numbers you guys are quoting for the 2.0.2 tps values you were experiencing are definitely (retroactively?) alarming, it takes a whole lot more than that for the engine to go down to 5tps when it's functioning correctly. I am a little miffed it took this long to find the problem, and even then it was complete dumb luck that I happened to look at a piece of code that would otherwise never have been looked at, completely unrelated to SR2 :/
Last edited by MAGICAL SPLASH FLARE; Feb 11 @ 12:23pm
Originally posted by GGLucas:
There's a bit more work involved in getting a patch ready for the gog build compared to steam's automated system, so we've usually been waiting a little while to make sure there aren't any big issues that would require a hotfix. Since this is a fairly small patch, if there are no issues by tomorrow I'll prepare the patch for the gog build's in-game updater then.


Alright ok, just thought i missed something obvious. No hurries though.
Thank you very much.
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