Natural Selection 2
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Sewlek
The programmer previously known as Schimmel
2:30PM
Sewlek's Balance mod
current1y wrote: » You can any time switch between upgrades still right? What prevents people from switching from cara to regen then back to cara whenever they get chipped? Now instead of falling back to the hive or crag spot they just heal up around the first corner. its faster to fall back to the hive and heal there than evolving (and being extremely vulnerable as egg)
matso
Master of Patches
May 19
UWE to replace Vanilla NS2 with Sewlek's balance mod in the near future
Bacillus wrote: » Salraine_Chi wrote: » 1. Bhop in any shape or form. No comments on the actual gameplay and what it needs, but I wish people would get over the bloody fear of the word bhop. You probably couldn't sell pure gold if it was labeled as bhop because people go NONONONO!! every time the word is even mentioned. You don't like something about bhop? Fine, let's see if we can cut that bad part off and see if we can make the thing work for you. If you can coexist with a game with wallhop in it, I'm fairly sure you can coexist with a game with well designed bhop system in it. bhop has a long story of being a weird, difficult and unituitive way of abusing a bug in the hl1 movement code to move faster than originally designed. So using that name does give lots of people the creeps. I'm quite certain that NS2 does not need bhop in that sense of the word, and I'm pretty sure that is what people are complaining about with the skulk movement system - they do not want a weird, difficult and unintuitive way of gaining extra speed. Compare the way to get extra speed as a marine - you press the sprint key. As a skulk you need to ... well, try explain how to do it in 5 words... well, that's too much to require. But IMHO, you really shouldn't need a 10 min tutorial video showing you how to move your mouse, touch walls at exactly the right angle and which keys to press and release in the right order in order to be a decent skulk. A fun, self-explaining and easy to learn, hard to master movement system? Sure, I'm all for that... but I would not call that a bhop system.
matso
Master of Patches
May 19
UWE to replace Vanilla NS2 with Sewlek's balance mod in the near future
Therius wrote: » matso wrote: » Res wrote: » Robotix wrote: » There are glancing bites on structures (at least, there are on Phase Gates and Extractors). For Phase Gates, you get glancing bites whenever you bite the actual phasing portal and not the structure. Are you talking about in the balance mod or in live game? I know glancing bites on structures is in live game... and it's annoying. Can easily tell when the damage numbers go up in increments of 25 or 50 instead of 75. Or you can just turn a local server, turn on cheats, alltech, build a pg and bite it. Then you can watch all those nice, clean 75 pts hits show up. Try as you may, you won't be able to get a 25 or 50 to show up. Glancing bites for structures were removed ages (3-4 months? ago). But the legend lives on. So are you saying that when you see a 25 or 50 as a skulk biting a PG, it's actually a 75, no matter the value of the draw damage function? No. The damage number is real. With a bit of further digging, the culprit turns on to be NS2Stats. NS2Stats overrides the PerformGradualMeleeAttack() method in order to extract some stats from it, and it uses the old unpatched version. So if you play on a server with NS2Stats installed, you DO get glancing bites on buildings. Sorry for the confusion, and my apologies to anyone that started to doubt their eyes ...
matso
Master of Patches
May 19
UWE to replace Vanilla NS2 with Sewlek's balance mod in the near future
Res wrote: » Robotix wrote: » There are glancing bites on structures (at least, there are on Phase Gates and Extractors). For Phase Gates, you get glancing bites whenever you bite the actual phasing portal and not the structure. Are you talking about in the balance mod or in live game? I know glancing bites on structures is in live game... and it's annoying. Can easily tell when the damage numbers go up in increments of 25 or 50 instead of 75. Or you can just turn a local server, turn on cheats, alltech, build a pg and bite it. Then you can watch all those nice, clean 75 pts hits show up. Try as you may, you won't be able to get a 25 or 50 to show up. Glancing bites for structures were removed ages (3-4 months? ago). But the legend lives on.
Sewlek
The programmer previously known as Schimmel
May 18
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
May 18
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...)
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!
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