Natural Selection 2 News Update - Build 196 released

13

Comments

  • tyrael64tyrael64 Join Date: 2010-02-13 Member: 70551Members
    on mineshaft too
    some can some no
    i think the nodes utilized in the last match can or not be used
  • invTempestinvTempest Join Date: 2003-03-02 Member: 14223Members, Constellation, Squad Five Blue
    The powernode bug has already been reproduced and added to the bug tracker.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    @invtempest:

    what are the conditions to reproduce so we can avoid them ingame in the meantime??
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    <!--quoteo(post=1904031:date=Feb 16 2012, 10:55 PM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 16 2012, 10:55 PM) <a href="index.php?act=findpost&pid=1904031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And have stretched models?

    16:10 is flatout superior. It is still the most common monitor size, while TV's are 16:9. Kind of amazing in this day and age, you know, to not properly support the most common aspect ratio.<!--QuoteEnd--></div><!--QuoteEEnd-->

    16:9 is most common monitor size.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    <!--quoteo(post=1904035:date=Feb 16 2012, 10:59 PM:name=Egad!)--><div class='quotetop'>QUOTE (Egad! @ Feb 16 2012, 10:59 PM) <a href="index.php?act=findpost&pid=1904035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are some power node bugs, at least on Summit.

    In one game I was in, marines couldn't build the power node in reactor core, but it worked for a MAC (I think, it might not have actually), and in vent neither marines nor MACs could build the node. In another game, when I was alien, most all of the power nodes were not working for the marine team.

    Sorry I don't have more specific details at the moment, but I thought I'd mention this rather serious bug as soon as I could.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was in this game, I can confirm this bug.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Kind of embarrassing to see so many people seemingly unable to grasp the concept of "ratio".
  • wazups2xwazups2x Join Date: 2010-07-26 Member: 72902Members
    <!--quoteo(post=1904031:date=Feb 16 2012, 07:55 PM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 16 2012, 07:55 PM) <a href="index.php?act=findpost&pid=1904031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And have stretched models?

    16:10 is flatout superior. It is still the most common monitor size, while TV's are 16:9. Kind of amazing in this day and age, you know, to not properly support the most common aspect ratio.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're in living in the past. 16:9 completely took over 16:10. It's hard to find a 16:10 monitor now.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    HOLD ON


    HERE'S THE MAIN MENU IN 16:9
    <img src="http://i42.tinypic.com/i5c85l.jpg" border="0" class="linked-image" />

    NOW IN 16:10
    <img src="http://i44.tinypic.com/14o7yhf.jpg" border="0" class="linked-image" />

    Look at the beams on the ceiling

    I SEE +VERTICAL ON 16:10
    Thus proving.... I am an unstoppable source of awesome.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited February 2012
    Something must be wrong with your testing method.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function GetScreenAdjustedFov(horizontalFov, standardAspect)
            
        local actualAspect   = Client.GetScreenWidth() / Client.GetScreenHeight()
        
        local verticalFov    = 2.0 * math.atan(math.tan(horizontalFov * 0.5) / standardAspect)
        horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)

        return horizontalFov    

    end<!--c2--></div><!--ec2-->
    This is the code. Notice how verticalFov <b>only</b> depends on standardAspect, <b>not</b> on your resolution <b>at all</b>.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    <strike>how could changing the resolution be incorrect.
    hmmmmmmmm</strike>


    Just tested ingame as a marine.
    Yes 16:10 is -horizontal :(

    That kinda sucks because it's the incorrect way to do it.
    Most other games DON'T use -horizontal.
    They use +vertical for 16:10
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited February 2012
    -Its nice to be able to hit macs from behind now.
    -Due to starting IP, shotguns are up way too early meaning that early tense lmg/skulk play is basically dead for the most part.
    -Sometimes the starting IP is placed behind the CC.. against the wall..in a corner.. Not kool. I honestly wonder if you factored in the ability to spawn camp in the combat simulator.
    -No ninja slow on hit as far as i can tell. Major props UWE on seeing the light :)
  • invTempestinvTempest Join Date: 2003-03-02 Member: 14223Members, Constellation, Squad Five Blue
    <!--quoteo(post=1904095:date=Feb 16 2012, 11:27 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 16 2012, 11:27 PM) <a href="index.php?act=findpost&pid=1904095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@invtempest:

    what are the conditions to reproduce so we can avoid them ingame in the meantime??<!--QuoteEnd--></div><!--QuoteEEnd-->

    1. Build a power node
    2. Have alien kill the node
    3. End round with power node still dead
    4. Power node will become unbuildable in next round

    This makes the bug pretty hard to avoid. A temp fix that can be implemented by server operators is to create a mapcycle and set the min_time to something low like 5 minutes. This way the map will change after a round is over unless a skulk rush happens which, for the most part, doesn't involve power nodes being destroyed.
  • RebellionEliteRebellionElite Join Date: 2011-07-27 Member: 112530Members
    Why is the rubber banding still not fixed? Multiple servers, every 3 seconds, it rubberbands a bit witha ping of 50.

    Heavily overclocked i7 970 and 5870, so its not the comp.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1904004:date=Feb 17 2012, 02:03 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Feb 17 2012, 02:03 AM) <a href="index.php?act=findpost&pid=1904004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really like the health and armour being in the middle of the screen. It doesn't need to be right next to the ammo counter in order for players to see it. I preferred it when it was at the bottom left and the meters were longer. That way you could quickly see what your health status was by glancing (would also help if they changed colour as you were low on HP). Now you need to read the numbers because the meters are so small and chunky.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The marine HUD is in the process of getting reworked, and all the things you mention regarding the health and armor elements will be that way in the new version (on the left again, longer bars, and changing to red when low on HP ).

    All of the UI in the entire game is in the process of going through a big rework, so you'll be seeing it updating over the next bunch of patches.

    --Cory
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2012
    So you guys found some good ui artist(s) - great!

    Portfolio, name, mockups? :D
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1904119:date=Feb 17 2012, 01:16 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 17 2012, 01:16 AM) <a href="index.php?act=findpost&pid=1904119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The marine HUD is in the process of getting reworked, and all the things you mention regarding the health and armor elements will be that way in the new version (on the left again, longer bars, and changing to red when low on HP ).

    All of the UI in the entire game is in the process of going through a big rework, so you'll be seeing it updating over the next bunch of patches.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have you guys looked at having horizontally centered health/armor values? (not in the center of the screen, but not in the far corners either)
    Even having it as a player-triggered overlay could be a fun idea. Right now it's really irritating glancing at the far corners..
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Nice update, seems a bit more stable in terms of crashes!
    Although I am missing Yuuki's fade mod from the changelog :P
  • ClonesaClonesa Join Date: 2012-02-05 Member: 143691Members
    <!--quoteo(post=1904112:date=Feb 16 2012, 11:57 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Feb 16 2012, 11:57 PM) <a href="index.php?act=findpost&pid=1904112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Its nice to be able to hit macs from behind now.
    -Due to starting IP, shotguns are up way too early meaning that early tense lmg/skulk play is basically dead for the most part.
    -Sometimes the starting IP is placed behind the CC.. against the wall..in a corner.. Not kool. I honestly wonder if you factored in the ability to spawn camp in the combat simulator.
    -No ninja slow on hit as far as i can tell. Major props UWE on seeing the light :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem isn't with shotgun cost or IP cost, its with the fact that there are so few weapon choices and that the shogun is incredibly overpowered and essentially completely replaces the LMG until grenade launcher. Essentially there is no choice, only eventuality.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    <!--quoteo(post=1904100:date=Feb 17 2012, 05:34 AM:name=wazups2x)--><div class='quotetop'>QUOTE (wazups2x @ Feb 17 2012, 05:34 AM) <a href="index.php?act=findpost&pid=1904100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're in living in the past. 16:9 completely took over 16:10. It's hard to find a 16:10 monitor now.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Not according to Steam Stats, which are updated monthly. Remember, people don't buy a new monitor every year or two like a new CPU or GPU. They buy a monitor and use it 5+ years.

    16:10, on the computing space, is still the most common, next to 4:3.

    16:9 is close to over-taking 16:10 on Steam stats, the last few months they've become nearly even. However, being at least tied for first as the most common aspect ratio...I find it odd they chose not to support it, when they can support all 3 if they wanted to.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    <!--quoteo(post=1904131:date=Feb 17 2012, 01:50 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 17 2012, 01:50 AM) <a href="index.php?act=findpost&pid=1904131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not according to Steam Stats, which are updated monthly. Remember, people don't buy a new monitor every year or two like a new CPU or GPU. They buy a monitor and use it 5+ years.

    16:10, on the computing space, is still the most common, next to 4:3.

    16:9 is close to over-taking 16:10 on Steam stats, the last few months they've become nearly even. However, being at least tied for first as the most common aspect ratio...I find it odd they chose not to support it, when they can support all 3 if they wanted to.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you look at 16:9 and 16:10 monitors available to be bought, there are almost no 16:10 monitors for sale anymore!
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    FOV changes work great for multi-monitor users. Joining a game and seeing it work without tweaking was happiness.

    Thanks! :D
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    edited February 2012
    Yes, but we're talking bout right now.

    I'm not talking about the ones I'm sale, I'm talking about currently, 16:10 still dominates the PC market, with 16:9 a close second, and then 4:3.

    However, we see catering to 4:3 users, and 16:9 users, and then the most used PC aspect ratio, completely ignored. Just feels bad man. Even console ports these days properly support 16:10, usually, and if not, with the help of a community tweak.

    Cmon guys, let us CHOOSE our FoV.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    I'll probably hack in 16:10 through lua
    Just have to get around the client differs from server stuff.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited February 2012
    <!--quoteo(post=1904130:date=Feb 17 2012, 04:45 PM:name=Clonesa)--><div class='quotetop'>QUOTE (Clonesa @ Feb 17 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1904130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem isn't with shotgun cost or IP cost, its with the fact that there are so few weapon choices and that the shogun is incredibly overpowered and essentially completely replaces the LMG until grenade launcher. Essentially there is no choice, only eventuality.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You are right, the problem is not shotgun cost or IP cost. It is that marines now start with 10 more res so to speak.

    However, I'm not saying that the shotgun is overpowered or not, this is a balance issue. What i am saying is that it is possible to get the shotgun much too early in a normal marine build (by this i mean one that has resource expansion and control as a priority over something like a 'shotgun rush') which makes early game lmg play only last like under a minute. It may be an eventuality, but it is coming about much too quickly and at little tradeoff.

    In previous builds, shotguns were always pushed back as you needed res to build resource towers. IP, Armoury and 3-4 RT's for example meaning you couldn't afford shotguns untill a bit later. Right now, since the IP is free, you can easily afford to get shotguns straight off and still do a 3-4 RT expand into phasegates with no res bottlenecks.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited February 2012
    <!--quoteo(post=1904119:date=Feb 17 2012, 05:16 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 17 2012, 05:16 AM) <a href="index.php?act=findpost&pid=1904119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All of the UI in the entire game is in the process of going through a big rework, so you'll be seeing it updating over the next bunch of patches.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice one Cory, looking forward to it. :) I think I had an error that was drawing my health bars in the middle of the screen. Seems to be back to normal now.


    <!--quoteo(post=1904105:date=Feb 17 2012, 04:47 AM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 17 2012, 04:47 AM) <a href="index.php?act=findpost&pid=1904105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just tested ingame as a marine.
    Yes 16:10 is -horizontal :(

    That kinda sucks because it's the incorrect way to do it.
    Most other games DON'T use -horizontal.
    They use +vertical for 16:10<!--QuoteEnd--></div><!--QuoteEEnd-->

    This really pisses me off. It took me a while to finally convince the devs to fix the FOV and now people who don't have a clue are telling them to change it back. The current method is the same way it is done on all source games and starcraft2 and many many more. They used to have the horizontal FOV fixed and I had to play on 4:3 resolutions on my 16:10 monitor as it was super zoomed in and horrible. Now it is fixed and everyone can play on their standard resolution with good FOV settings.


    <a href="http://en.wikipedia.org/wiki/Field_of_view_in_video_games" target="_blank">http://en.wikipedia.org/wiki/Field_of_view_in_video_games</a>

    From wikipedia: HOR+ is the most common scaling method for computer games released after 2005. Here is a list of many of the games that use it: <a href="http://widescreengamingforum.com/taxonomy/term/11" target="_blank">http://widescreengamingforum.com/taxonomy/term/11</a> so you are wrong, most other games DO use it.

    The fact that you are worried about having a little bit extra cut off the sides instead just dumbfounds me. You wouldn't even notice it without switching back and forth between resolutions.


    <!--quoteo(post=1904131:date=Feb 17 2012, 05:50 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 17 2012, 05:50 AM) <a href="index.php?act=findpost&pid=1904131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not according to Steam Stats, which are updated monthly. Remember, people don't buy a new monitor every year or two like a new CPU or GPU. They buy a monitor and use it 5+ years.

    16:10, on the computing space, is still the most common, next to 4:3.

    16:9 is close to over-taking 16:10 on Steam stats, the last few months they've become nearly even. However, being at least tied for first as the most common aspect ratio...I find it odd they chose not to support it, when they can support all 3 if they wanted to.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe you should learn to count while your learning how to read, 16:9 has overtaken 16:10 I'm afraid. I have no idea where you get this idea that they don't support it.

    The devs should be getting praised for this change. It's great for all players no matter what aspect ratio you play on.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1904141:date=Feb 17 2012, 07:37 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 17 2012, 07:37 AM) <a href="index.php?act=findpost&pid=1904141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, but we're talking bout right now.

    I'm not talking about the ones I'm sale, I'm talking about currently, 16:10 still dominates the PC market, with 16:9 a close second, and then 4:3.

    However, we see catering to 4:3 users, and 16:9 users, and then the most used PC aspect ratio, completely ignored. Just feels bad man. Even console ports these days properly support 16:10, usually, and if not, with the help of a community tweak.

    Cmon guys, let us CHOOSE our FoV.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You got your reply on page 3 already.

    <!--quoteo(post=1904034:date=Feb 17 2012, 03:57 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Feb 17 2012, 03:57 AM) <a href="index.php?act=findpost&pid=1904034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is properly supported. It has 100.5 horizontal FOV, just like you wanted.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    unfortunately this is what happens when patches release too quick~~ bugs slip past :(
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1904185:date=Feb 17 2012, 05:50 AM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Feb 17 2012, 05:50 AM) <a href="index.php?act=findpost&pid=1904185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->unfortunately this is what happens when patches release too quick~~ bugs slip past :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Or, you're playing a <i>real </i>Beta ;-)
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->All of the UI in the entire game is in the process of going through a big rework, so you'll be seeing it updating over the next bunch of patches.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That would be really cool is to have a config file (later linked to in game options) where we can easily disable unwanted UI elements (like the minimap on the top left, I never ever use it).
    Also being able to move stuff to the map screen (C key) would be sweet, for example you don't really need to see the upgrades all the time.

    I just had a quick look yesterday and the fov changes made me a bit sick, but I guess I'll get used to it.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <b>Hey Fragmagnet</b>
    -horizontal was build 195.
    Build 196 is +horizontal.

    Please calm down. Everyone, absolutely everyone, got more horizontal FoV in 196. The vertical FoV did not change for anyone in 196. It was a pure buff, no nerf.
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