Natural Selection 2
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Sewlek
The programmer previously known as Schimmel
2:46PM
Sewlek's Balance mod
i disabled falling down with crouch for now to see how that works out
Sewlek
The programmer previously known as Schimmel
12:58PM
Sewlek's Balance mod
i was playing around with that now but it overlaps so much with wall jumping and, the initial wall jump is not difficult to do (simply run along a wall -> jump -> faster). but i have to say its a little bit weird that for all other classes the movement modifier key increases your speed, but for skulk it slows you down. so a flat speed increase (like +1) when holding down the button which consumes energy over time would make more sense, and use crouch instead (for all classes) for sneaking.
Hugh
Cameraman
May 16
Request: Always Jump before jetpack starts
Very cool idea! I'll nudge Andi and see if he can add it. (No guarantee it can happen!! You never know what weird stuff might be going on in code with jetpacks...)
Hugh
Cameraman
May 16
Extreme Definition Natural Selection 2 Artwork
Kouji_San said: G'day and welcome to NS2 Extreme HD! Already exists! http://www.youtube.com/watch?v=rUxuvf80Ylg
matso
Master of Patches
May 16
Pistol-Scripting: Can it be deterred?
xDragon said: After testing it, it does appear that perhaps some recent changes (I believe what your saying about having a move command sent without fire being pressed is required, so it now requires 20 moves to complete), have actually impacted this, reducing the benefits of the script. Here - http://www.youtube.com/watch?v=uxdnbArG9CU is a video I recorded back in Feburary which shows what was possible on a default server with a script. It took me 20 frames to fire 10 shots there, or about 300ms. When tested today, it took on average about 40 frames @ 60 fps to fire 10 shots (so ~6-700ms). As a note, by hand I was able to hit 50 frames to fire all 10 shots, and that's while holding the mouse normally and not going all out. That said, it also increased the impacts of running the pistol 'fix', since it would appear that ends up adding some missed move time to the .1s, resulting in ~85 frames @ 60fps (1.38s) to fire a full clip. IMO the ideal rate cap is probably closer to .08, which will allow you to still achieve near 1s to empty the pistol clip, while fixing the advantage you can get using a script. Increasing the moverate did have the impacts I expected where the pistol can fire extremely quickly, buts that's mainly for use as an example that the animations are not blocking. With a moverate of 200 I could fire all 10 shots in 12 frames, or about 200ms.http://www.youtube.com/watch?v=SV-HlqLu80A& is the new video, and I have a less compressed zip version if needed.Final point about the cap is more to eliminate the speed benefits of using the script - it will ways make aiming easier to simply hold a button rather than spamming one, but the people that gain most from that generally have subpar tracking already, which makes its impacts pretty minimal. Nice. A simple way of showing that its not limited is to use "cheats 1; speed 0.1" and seeing that you are still firing at the same rate.That the limits is close to 13-15 ROF due to move rate limitations is probably why it wasn't detected earlier... but in the future, it's quite likely that move rate will be increased a bit, so might as well fix it.Patch submitted, should be included in 247. Limits you to empty your pistol in 1.0 seconds.
MurphyIdiot
NS2 programmer
May 1
New official modding tutorial
I have created a modding tutorial aimed at new modders. http://unknownworlds.com/ns2/time-to-make-the-mods/ Let me know what you think! I plan to make more tutorials in the future assuming these are useful.
Max
Technical Director, Unknown Worlds Entertainment
May 1
API documentation
In Build 246 we silently included "documentation" on the entire API that is exposed to Lua by the game engine. You can find this under the Natural Selection 2/docs/api folder in Steam. I put documentation in quotes because this is just a list of all of the classes, functions and parameters -- it doesn't include any explanation on what the functions do yet. Even though it's limited, I think this is a important first step. I contemplated generating nicely formatted HTML files from this information, but I concluded that the people in the community would probably do a much better job than I would, so instead I exported the data as machine friendly JSON. These JSON files are automatically generated by our build process so they will always be up-to-date. My plan is to start including descriptions of the functions in the JSON data, but this will take some time for us to flesh out. I look forward to seeing what you can do with this data!
Insane
Anomaly
April 17
Refinery Out-of-Map Exploit Fix
GET IT HERE: http://steamcommunity.com/sharedfiles/filedetails/?id=139686258 This is a temporarily available mod that fixes an exploit that allowed players to get outside the map and cause all kinds of trouble. This will be brought into the main NS2 build in the next patch, however the Mod Jam has pushed that back. In the mean time, please add this to your map rotation! I have named the level file ns2_refinery_fixed so it is clear at-a-glance that a server is running the fixed level. Cross-posted to General Discussion.
Insane
Anomaly
April 17
Refinery Out-of-Map Exploit Fix
GET IT HERE: http://steamcommunity.com/sharedfiles/filedetails/?id=139686258 This is a temporarily available mod that fixes an exploit that allowed players to get outside the map and cause all kinds of trouble. This will be brought into the main NS2 build in the next patch, however the Mod Jam has pushed that back. In the mean time, please add this to your map rotation! I have named the level file ns2_refinery_fixed so it is clear at-a-glance that a server is running the fixed level. Cross-posted to Server Discussion.
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