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BlunterCheese9

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  1. I've seen issues starting yesterday after the Dante Unbound update (v35.5.1 and v35.5.2) where auto-melee sometimes stops working. The behavior acts as if the melee key was released, when I am still holding it. In one example, I was using the new Dex Nikana. I pressed and held melee (E) and it hit 2 or 3 times quickly, before my frame stops melee attacking entirely. If I release melee and press and hold it again, it would start meleeing again. If I had to guess, this issue was happening maybe 10-25% of the time in that particular mission. The rest of the time, the auto-melee worked as I expected. In another example, I was using the hate incarnon (both regular and incarnon modes). It seemed to happen much more frequently, maybe 30-50% of the time if I attacked long enough. However, in other situations I've been unable to reproduce the issue. The only consistent variable I've noticed is that I've only seen the issue in missions where I'm in a squad (either as host or as client). I've been unable to reproduce the issue when solo (be it set to solo or set to public and no one else joined.) Fast or slow melees both have the issue. Holding other keys or just the melee key both have the issue (so not key ghosting). Attacking enemies or swinging at nothing both have reproduced the issue. I even took the exact same loadouts with the Dex Nikana and Hate into the simulacrum (solo) and was unable to reproduce the issue. And I used the same loadout with hate in a mission yesterday solo and I didn't notice the issue. Edit: IIRC, there was 1-2 missions where I was in a 2-man squad where the issue didn't reproduce. Previous times where it did reproduce were 4-man squads.
  2. Adding that I've had this same issue in the recent past (prior to the Dante Unbound update). I personally found that using a non-black color led to better less-headache-inducing results.
  3. I believe that Warframe is sending UDP packets to other computers on my LAN. Is this expected behavior? More specifically: I run a homelab (server with a bunch of VMs) on my LAN. These VMs are setup with a firewall that by default denies all incoming traffic. I've gotten a lot of emails from the log monitoring system about blocked UDP packets from my gaming computer where I run Warframe from port 4955 to port 4950. Given that ports 4950 and 4955 are used by Warfame, I suspect that Warframe is sending them. What's weird about this is that Warframe has no reason to know about or interact with these VMs. These are things like my print server, backup server, git server, etc. Additionally, Warframe does not appear to be scanning the network or anything. Looking at the logs, generally Warframe will send packets to only one of these VMs at a time (say within a period of an hour or two). although over the course of days it does appear to send to most if not all of these VMs. I assume it is sending to other computers on my LAN, although I don't have logs for anything else. I assume this is safe to ignore, but it also seems like unintended behavior, so I wanted to mention it. Here's an example for reference (with parts replaced with <placeholder> where appropriate):
  4. From the patch notes for Hotfix 35.0.4: FYI: This was a significant performance regression for me. My setup is a Linux system running Proton with a Nvidia graphics card. By default Proton reports graphics cards as AMD, since this tends to get better results. But that forced me into DX11 with this hotfix. Since the Kullervo update earlier this year, DX11's performance has been poor. Specifically, it acts as if there's a memory leak, although it may instead be related to compiling the shaders for DX11. I'm not quite sure. The end result is that on launch Warframe uses twice as much physical memory as when configured to run with DX12. And over time it grows until my computer starts swapping to disk. This not only hurts the performance of the game, but also makes other applications such as VOIP and wiki terrible. This post on ProtonDB provided the information needed to workaround / fix the issue: https://www.protondb.com/app/230410#zbKusfL9PY. Specifically, the following settings which make Proton tell Warframe that it's Nivida / DX12 capable, thereby re-enabling the option in the launcher. I have no idea yet whether there are any other side effects. Hope this helps. Best of luck with the debugging.
  5. I assume this is planned, but to be sure: please also include the ability to swap evolutions in the Simulacrum as well.
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