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Update 1.182.3 - Memory Optimizations

Discussion in 'Change Log' started by flexx, Aug 11, 2017.

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This last post in this thread was made more than 31 days old.
  1. flexx

    flexx SE Asst. Producer Staff

    Messages:
    198
    Hello, Engineers! This week’s minor release is primarily focused on memory optimizations and fixing memory leaks although it does contain some more general improvements for the game as well. We are getting extremely close to our next major update with the team finalizing and testing the features that will be present in that release so stay tuned. Going back to today’s update, our programmers were able to track down various memory leaks, some of which we know have been very problematic for players recently but we appreciate your patience while these were being resolved. On top of this, they were also able to optimize memory usage in certain areas of the game during their search for leaks. But be sure to let us know if you experience any more memory leaks on your worlds and servers. Some of the other issues fixed include rotor displacement settings not working on static grids, air vents consuming power even when disabled and the rocket launcher block’s shoot toggle not functioning. Additionally, we resolved an explosive situation where it was possible to add a rotor head even if it’s spawn position was obstructed.




    Please do consider leaving us a review on Steam as a way to share your feedback with the team and the worldwide gaming community.
    Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.

    Fixes:
    • fixed huge texture memory leak introduced in 182 major release
    • reduced necessary texture memory to half by fixing long term issue
    • fixed long term huge grid, planet and voxel storage related leaks (multiple gigabytes per one session)
    • fixed lots of minor, game related memory leaks
    • fixed issue with certain grids exploding due to merge block
    • fixed emisivity for merge block
    • fixed rotor issue with velocity and rotation on static grids
    • fixed displacement option not working on static grids for rotors
    • fixed small head rotor having the wrong displacement values
    • fixed rocket launcher option "shoot" not working properly
    • fixed interior turrets aiming above intended target
    • fixed misplacement of bullets origin when shooting and crouching
    • fixed meteors destroying themselves on spawn
    • fixed air vent draining power when turned off
    Hotfix 1.182.304
    • fixed game crash when using mods and reloading
    • fixed game crash when unloading data
     
    Last edited by a moderator: Aug 11, 2017
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  2. captainbladej52

    captainbladej52 Apprentice Engineer

    Messages:
    462
    first?

    Rexxar says nope ( ͡° ͜ʖ ͡°)
     
    Last edited by a moderator: Aug 11, 2017
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  3. northypark

    northypark Trainee Engineer

    Messages:
    30
  4. Barrio575

    Barrio575 Apprentice Engineer

    Messages:
    290
  5. ZinuxGamer

    ZinuxGamer Trainee Engineer

    Messages:
    55
    first!
    edit: damn it .... 3rd ...
     
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  6. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    Hey,

    Anything wrong with the update let me know.
     
    • Friendly Friendly x 1
  7. sintri

    sintri Trainee Engineer

    Messages:
    3
    Update's not being pushed from steam atm. Also your captchas are pretty bad, one involved counting, the others wouldn't accept my answers, controller, dreamcast, and shItphone.

    Nvm, restart of steam did it.
     
  8. Balmung

    Balmung Senior Engineer

    Messages:
    1,947
    I still wait for the Update. No Update yet on Steam. ;)

    And too late for a Server restart (not my Server), to see if it's better there.

    Edit: and the Update is here. ;)
     
    Last edited: Aug 11, 2017
  9. Roxette

    Roxette Senior Engineer

    Messages:
    1,546
    It was late, and I was hoping for an early night :p
     
  10. Elfi Wolfe

    Elfi Wolfe Apprentice Engineer

    Messages:
    498
    um /starts up LCD script see what happens.
     
  11. Forjo

    Forjo Apprentice Engineer

    Messages:
    130
    https://forums.keenswh.com/threads/dirty-lcds-1-182-3.7396551/

    Try the world I sent you.

    And if you pilot the projector tug at my asteroid base, you'll see glitchy movement which has been a problem for several patches. That projector tug has a rotor with a small grid to support a small projector and antenna.

    -Forjo
     
  12. Omega Ryu

    Omega Ryu Trainee Engineer

    Messages:
    43
    Its late! ( ͡° ͜ʖ ͡°)
     
  13. UncleCletus

    UncleCletus Trainee Engineer

    Messages:
    30
    aw yes! This is what i've been waiting for. Them sweet sweet memory leak fixes, thank you so much!
     
    • Agree Agree x 1
  14. Pegas519

    Pegas519 Apprentice Engineer

    Messages:
    202
    Actually you're not. I see post #2 for you, flexx is technically first.
     
  15. zDeveloper10

    zDeveloper10 Junior Engineer

    Messages:
    742
    haven't launched it yet,might poke at it later tonight. sounds like it'll run a lot better for me though. the loading time update was awesome too
     
  16. Fiadra

    Fiadra Trainee Engineer

    Messages:
    9
    Hold on a second, so SE always gobbling up 11-12GB of Memory after an hour playtime or so for the entire last year was a bug?
    Whelp, who would've guessed :p

    Now lets see if this has finally ended. If so: big thumbs up to you guys!
     
    • Agree Agree x 2
  17. Buzzed Bear

    Buzzed Bear Apprentice Engineer

    Messages:
    275
    Did they fix the problem with the Oxygen Generators? What problem? The one where once it is place you cannot delete it because it seems to be invisible. Can only be deleted when all attached blocks to the oxygen generator have been removed.
     
  18. ViroMan

    ViroMan Senior Engineer

    Messages:
    1,123
    Not just the oxygen generator... I have had that with other blocks as well. Those blocks can often even act like projected blocks because you can walk THROUGH them. I get this issue more often with small grid though, that may be because there are more blocks involved.
     
  19. JuStX2

    JuStX2 Apprentice Engineer

    Messages:
    312
    if Truly Fixed
    • fixed long term huge grid, planet and voxel storage related leaks (multiple gigabytes per one session)
    Would be grounds for a major update in and of itself; I hope the community will continue to test for memory leaks not taking Keen's words for granted; If they have shaved off Gigabytes of Memory Leaking this could lead to the game being playable again for the greater majority of gamers; and would set the wheels in motion for a revival of this somewhat dead game.
     
    • Agree Agree x 2
  20. odizzido

    odizzido Junior Engineer

    Messages:
    684
    Not dead for me....though I wasn't able to even play an empty solar system on 8gigs of ram on the last major update. I am curious how much it will take up now....going to find out.

    edit------

    I little under 3gigs. Pretty solid update for me, especially since the air vent's insane power use always bugs me. Playing with it always eating that much power even when off was terrible.
     
    Last edited: Aug 11, 2017
  21. GrindyGears

    GrindyGears Senior Engineer

    Messages:
    1,787
    I disagree the team didnt really fix the rotor offset issue... rather they just solidified it.... Previously you could move small grid rotor heads on large grid bases -40cm to +20cm. Two updates ago it would only move between +/- 11cm however the slider still showed that it could move further back and forth. This update now the slider reflects the +/- 11cm limits.... Not exactly the fix i had in mind...
     
    • Informative Informative x 1
  22. EnjoyCoke

    EnjoyCoke Trainee Engineer

    Messages:
    72
    I'd like to see small ship spherical grav gens.
    If possible, please... this could become an insanely helpful tool, when mining by hand.



    CONCERN REPORT:
    When building very massive grids, clicking K on a console to bring up the command menu introduces 25-45 second lag spikes that diminish over time to a steady 15-20 seconds.
    This makes programming and setup nearly impossible on huge ships.

    Is even worse if using a Remote Control-block, or looking through the lens of a camera.
    Any fix to this? The Orpington05 cannot be re-released until the game is optimised well enough to actually manage to click the command consoles...
     
  23. Entopia

    Entopia Trainee Engineer

    Messages:
    9
    Schön zu sehen das ihr euch den MemoryLeaks und den enormen Ram verbrauch endlich mal annehmen tut.

    Aber zum Review bleibt meiner negativ bis endlich der Netcode fähig ist, 32+ spieler gleichzeitig bei nahezu 1.0 simspeed zu betreiben. Auch da Thema Voxel bzw Map Speicherung ist noch lange nicht vom tisch, sowie ingame Administrative Tools lassen nach wie vor auf sich Warten damit endlich ein Serverbetreiber Ingame den Server ordentlich verwalten kann.
     
    • Disagree Disagree x 3
  24. R-TEAM

    R-TEAM Junior Engineer

    Messages:
    549
    @Entopia
    völliger nonsens was du da schreibst ... sorry ...
    Es gibt SICHER ne menge gründe warum mann nen Neg. Review abgibt .. bugs gibts genug und development fehlentscheidungen ....
    Aber zu "verlangen" das 32+ spieler es im multiplayer spielen können, etwas was NIRGENDWO versprochen wurde oder auch nur ANGEDEUTET, grenzt schon an größenwahn ...
    dann kann man ja jedwege beliebige sachen verlangen .. z.b. das es auf nen handy laufen muss .. oder auf 32bit systemen .... wie schon gesagt - pure fantasy und weit weg von jeder realität ..
    Typisch Troll ....
     
    Last edited: Aug 11, 2017
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  25. Seagoon

    Seagoon Trainee Engineer

    Messages:
    32
    I could not find any official word on this, whats going on with the small ship modded weapons not functioning ?

    Trying to get into modding, making a weapon pack, but its a tad off putting when the gun you just finished making suddenly stops functioning as soon as you get the model finished heh.
     
  26. Sarekh

    Sarekh Senior Engineer

    Messages:
    1,200
    This game is not battlefield and never will be. Wanting 32 players at sim speed 1 is nice, granted. I want that, too! But making a negative review on SE until you get it? Pretty entitled, good friend, I have to agree with R-Team on that one. This was never promised.

    Also, would you kindly stick to English? It's only polite (and in the rules)
     
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  27. Forcedminer

    Forcedminer Senior Engineer

    Messages:
    2,227
    ( ͡° ͜ʖ ͡°) I was wondering why my internet went slow around midnight
    downloading a SE update! :D
    .
    the only issues i had experienced was 80% of 8 gb ram being used....im sure thats not an issue.

    but one issue was driving a rover it would freeze on spot the game was still running it felt like it froze the game for a moment to calculate something for a while everything was frozen but i could see grass particles emitting from the tires...i expected it to explode violently but it didn't...so thanks. :)
     
  28. Cetric

    Cetric Junior Engineer

    Messages:
    814
    After update my savegame does not load anymore, or before the process is completed, the game gets kicked out and I see the Keen screen for commenting on logs being sent in. However, the sending is prevented as well, followed by error message.
    Is it possible a not yet updated mod is throwing the game out of starting procedure?
    --
    In 1.182.2 savegame still could be loaded. My problems there: stuttering movement and character got trapped in mid air for no apparent reason, each time got free after trying to move to different directions, switching off and on the thruster rucksack/mag boots, for a while. Occasional blue screens for Kernel inpage errors.
     
  29. Ondřej Nahálka

    Ondřej Nahálka QA Lead Staff

    Messages:
    88
    Hey Cetric,

    regarding the affected save position: could you please send it to me? – ondrej.nahalka@keenswh.com

    I will check it out. :)
     
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  30. FlakMagnet

    FlakMagnet Senior Engineer

    Messages:
    1,551
    @Entopia
    They could easily get a stable multiplayer game with 32 players.....but it wouldn't be SE. You would have to lose complex objects built out of blocks, lose voxel deformation, and say goodbye to custom ships, bases and what have you.

    If large numbers on a server is that important to you, then I think you are playing the wrong game. Giving a game a negative review because you don't like it is different to giving a bad review on a game that fails to deliver what it promised. I have bought games that were not for me, but I just accept it and go play something else. Planet Nomads....I am talking about you....
     
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Thread Status:
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