I replaced all entities except the tech points and i still get that in the console. I even reverted back to vanilla ns2 game files and no change in the error spam but i am allowed to join team in play area of the map. The mod works in my other levels just fine so something is fubar in that levels entities somewhere. I'm thinking it's a problem with the mini-map extents for some odd reason. You should have a link to the level file in your inbox. Also note that when i try to build the overview files i get this:
and it hangs, then when canceled it spams resources leaked like this: <img src="http://www.super-nova-team.com/ns2/editorerrors/canceloverviewbuild.png" border="0" class="linked-image" />
It's not the mod doing it as it works in vanilla ns2 except with this build came the error spam when ran in the engine. Editor shows nothing in the output.
Very peculiar! I've got your level file. It loaded ok on mine but I also saw a heap of errors. It doesn't play nice with my randomised team locations code either so I've disabled that for now. I'll try debugging through the code today to work out exactly what's wrong.
Also. I found my first real bug today... There's currently no way (that I can see) to allow custom keybindings to work when I want to create a brand new command, from the LUA side at least (there's a bitmask that allows you to detect keypresses which appears to be defined from the C++ side). I've raised the problem in a separate topic.
so i tinkered around with it and copied the whole map minus entities to a new editor window and it showed an error of invalid group and said something like invalid group removed. I launched it and would not load so i put the entities back in and it launched and ran fine.
Here is the kicker. I added the minimap extents and launched and got the hightmap errors then i ran the overview.exe and got a crash of the overview.exe same as above.
I am totally stumped as i ran the overview.exe on my other levels and it worked fine. I filtered all entities out on the copy with all layers visible and i had no groups defined (created).
I will tinker a bit more then post the level in general mapping for anyone who wants to help troubleshoot as not to junk up this thread anymore.
Me thinks this mod needs it's own little forum. That or you're going to need to create new threads for alpha and beta (and release) versions you want people to download/test (until UWE do their in game mod browsing thing).
@Wolf: Sounds like you need to get the minimap going. Check out the mapper forum for this kind of stuff (Kouji_San has a good guide on the wiki).
@Delphic: I plan to do so. For now this is just a development thread as it's not at a stage where it's fun to play yet. Work still continues!
<b>Progress so far this sprint:</b>
<ul><li>There's now an upgrades menu. You can currently upgrade Armor #1, Weapons #1 or unlock the shotgun. It's not tied into the tech tree yet and isn't checking for your rank yet.</li><li>Tweaked the experience bar a bit. It's smaller now and has a nice effect when you've just gained experience.</li><li>Created an alien texture for the experience bar so that it fits in a bit better (will raise this in a separate thread)</li><li>The axe now heals friendly structures.</li><li>Network performance tweaks</li><li>Added an "Upgrades Available" message. No points for guessing what this does!</li><li>Gave players "infinite plasma", you can buy / evolve as much as you like.</li></ul> <b>Alien Experience Bar:</b>
I found a gruesome picture but it doesn't look quite right. At the moment it is my placeholder alien experience bar (which will creep along the bottom of the alien HUD). I noticed that the alien Experience HUD that I have at the moment just doesn't go very well with the design of the rest of the alien HUD, so I am planning to change its style to fit. What do you think, and can anyone help me find/make a better texture for it?
<b>Plans</b>
I'm not going to do another release until build 163 is out - this should give me at least one more day to tidy stuff up and merge the code and do a proper release. Once the brouhaha surrounding 163 dies down I'll hopefully be able to drop a version suitable for playtesting!
Some good news! I have cleared all the milestones and we're looking good for a playtest release next week. I played a game with some bots today and it all seems to work pretty well now (obviously still missing Onos and Exosuit but the rest is all there)! I'll take some screenshots and package up a proper release once build 163 is finished and merged in. I've updated the thread header with a more concise description of what's implemented now.
Basically, you can buy upgrades (hooked into a custom tech tree), go up levels and also I implemented health packs and a scanner for the marines today.
Would anyone like to help me test for balance sometime soon? I have found that the built-in map "Junction" plays pretty well for a CO map (it is quite small). Not sure what time is good for everyone but am on GMT. Also, anyone know someone I can contact to get a server hosted?
Okay, i think everyone was a bit "eeeewwwwed out" on that one...lol. So i got to thinking what is kinda gross but not to much and came up with this----> <img src="http://www.super-nova-team.com/ns2/alienbar.png" border="0" class="linked-image" />
What is this oddity you say? Well since i live on the coastline it's a rather familiar creature and it's called a geoduck (doesn't look much like a duck to me) witch is a type of clam and well.... when they are out of their shell that's what they look like.
<div align='left'></div>Well, at the moment it's an orangey-red bar (I took the colour scheme from the existing HUD. No rush to change it!). I also spent some time so that it shrinks down to not get in your way when you're not gaining experience. Looks like there's a lot of changes to come in b163 - I'll have to spend a little time working out what to do with Dynamic Infestation!
For the first release, unless it massively breaks gameplay, I can leave DI and hydras in and see how it works in a playtest a few days after b163. I think we need to take a couple of days at least to help UWE test their new features and merge the code properly!
I don't feel that most of the RTS elements are necessary for a Combat game-mode. I see dynamic infestation as one such RTS element. If it yields appreciable combat changes, then I would rather you find some way to specify it as a static entity that mappers can use for the alien half of the map; or simply try to work those into the game elsewise and remove DI entirely.
I agree with hari, di should not be so dynamic in combat mode, as it is more of a territorial thing than anything else. But entirely static would not really be needed, how about instead make it only spread from their start, but stop spreading after a certain distance?
I don't personally see the point then. Is it just for visual effect?
In fact, for this combat game-mode, you probably will have to tweak values for each of the weapons/abilities/health etc. Ideally each weapon works the same way as it does in Vanilla, but clearly you might have to dampen those RTS-style Rock-Paper-Scissors mechanics, to make the player-vs-player combat more balanced and fun. By extension, the flamethrower|infestation dynamic doesn't really have to be in there.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
DI could represent the score of the teams. If aliens dominate, DI will spread further to the marines, and the oposite when marines domaine. You can take the percentage buth teams have in points.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
<!--quoteo(post=1831118:date=Feb 11 2011, 07:18 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Feb 11 2011, 07:18 AM) <a href="index.php?act=findpost&pid=1831118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Think you're right. It's actually too gross. I'll try and find something else when I'm merging with b163. Maybe another community competition?<!--QuoteEnd--></div><!--QuoteEEnd--> Don't remove it from the post! What about the people (like myself) who didn't get to see it.
I've finally got it to the point where you can play it! The gameplay and balance is mostly there (though I've been having trouble testing it in a real world environment). I've also updated the first post with the features etc.
Download it from here: <a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-0.1.0.0-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...1.0.0-Setup.exe</a>
Please can you guys have a play and let me know what you think? Also if anyone is up for running a server that would be cool too (I might run one odd nights from the UK, but not sure how good my hosting provider is and haven't set it up yet!)
I'll install this tonight and run it on a US west coast quad core box with a 25mb connection. Look for it around 6 or 7pm PST. It should be able to handle 6-8 players
Probably not idea location for some but will at least make it available to road test. Thanks for all the work put forth on this mod!
EDIT: Server up US west for combat mode!!
I had to seek my install path as the installer didn't see it @ "\steamapps\common\natural selection 2\Combat" so i had to point it at "C:\Program Files\Steam\steamapps\common\natural selection 2\Combat".
Additionally i had to change the arguments from "&& start NS2.exe" to "&& start Server.exe" as steam is required to be running under the NS2.exe. (clients use NS2.exe , servers use Server.exe)
The server name is "Supernova-West" and the Game type is "Combat". I might not be available to test or watch it but i have it on auto restarter that Martin built specifically for ns2 server that will reset server if it crashes or disconnects from steam servers. (Thanks Martin) So if your near us west coast you should be able to battle it out with minimal lag....i hope....
The server runs fine but, when a second client joins the Display flashes "to many players" after the countdown finishes and sends everyone back to the ready room.
I have no clue how to start the server with cheats on and am looking through the forums to find a way to do so.
Here it is: <a href="http://1690247.websites.xs4all.nl/NS2/Combat_NS2GmOvrmind.zip" target="_blank">Combat & NS2-GmOvrmind</a>. Just extract\overwrite to the naturalselection2-directory.
Comments
<img src="http://www.super-nova-team.com/ns2/editorerrors/highterror.png" border="0" class="linked-image" />
I replaced all entities except the tech points and i still get that in the console. I even reverted back to vanilla ns2 game files and no change in the error spam but i am allowed to join team in play area of the map. The mod works in my other levels just fine so something is fubar in that levels entities somewhere. I'm thinking it's a problem with the mini-map extents for some odd reason. You should have a link to the level file in your inbox. Also note that when i try to build the overview files i get this:
<img src="http://www.super-nova-team.com/ns2/editorerrors/overviewerror.png" border="0" class="linked-image" />
and it hangs, then when canceled it spams resources leaked like this:
<img src="http://www.super-nova-team.com/ns2/editorerrors/canceloverviewbuild.png" border="0" class="linked-image" />
It's not the mod doing it as it works in vanilla ns2 except with this build came the error spam when ran in the engine. Editor shows nothing in the output.
Also. I found my first real bug today... There's currently no way (that I can see) to allow custom keybindings to work when I want to create a brand new command, from the LUA side at least (there's a bitmask that allows you to detect keypresses which appears to be defined from the C++ side). I've raised the problem in a separate topic.
I pm'd you the details of my test, maybe someone else is having this issue and will touch on this at some point.
Nothing like spawning in at the correct location without entities to tell you where and what team to spawn on or no tech-points for that matter.
not sure if that was what you're looking for, but i got those errors constantly when running around my level until i got the minimap working.
Here is the kicker. I added the minimap extents and launched and got the hightmap errors then i ran the overview.exe and got a crash of the overview.exe same as above.
I am totally stumped as i ran the overview.exe on my other levels and it worked fine. I filtered all entities out on the copy with all layers visible and i had no groups defined (created).
I will tinker a bit more then post the level in general mapping for anyone who wants to help troubleshoot as not to junk up this thread anymore.
@Delphic: I plan to do so. For now this is just a development thread as it's not at a stage where it's fun to play yet. Work still continues!
<b>Progress so far this sprint:</b>
<ul><li>There's now an upgrades menu. You can currently upgrade Armor #1, Weapons #1 or unlock the shotgun. It's not tied into the tech tree yet and isn't checking for your rank yet.</li><li>Tweaked the experience bar a bit. It's smaller now and has a nice effect when you've just gained experience.</li><li>Created an alien texture for the experience bar so that it fits in a bit better (will raise this in a separate thread)</li><li>The axe now heals friendly structures.</li><li>Network performance tweaks</li><li>Added an "Upgrades Available" message. No points for guessing what this does!</li><li>Gave players "infinite plasma", you can buy / evolve as much as you like.</li></ul>
<b>Alien Experience Bar:</b>
I found a gruesome picture but it doesn't look quite right. At the moment it is my placeholder alien experience bar (which will creep along the bottom of the alien HUD). I noticed that the alien Experience HUD that I have at the moment just doesn't go very well with the design of the rest of the alien HUD, so I am planning to change its style to fit. What do you think, and can anyone help me find/make a better texture for it?
<b>Plans</b>
I'm not going to do another release until build 163 is out - this should give me at least one more day to tidy stuff up and merge the code and do a proper release. Once the brouhaha surrounding 163 dies down I'll hopefully be able to drop a version suitable for playtesting!
Basically, you can buy upgrades (hooked into a custom tech tree), go up levels and also I implemented health packs and a scanner for the marines today.
Would anyone like to help me test for balance sometime soon? I have found that the built-in map "Junction" plays pretty well for a CO map (it is quite small). Not sure what time is good for everyone but am on GMT. Also, anyone know someone I can contact to get a server hosted?
I'm available from 6pm to 10 PST evenings m-f and just about anytime on the weekends if that works.
I also have a quad core box with nothing but a ts3 server running at the moment located on the central west coast, usa.
I have to agree, that tumour thing... blergh.
<img src="http://www.super-nova-team.com/ns2/alienbar.png" border="0" class="linked-image" />
What is this oddity you say? Well since i live on the coastline it's a rather familiar creature and it's called a geoduck (doesn't look much like a duck to me) witch is a type of clam and well.... when they are out of their shell that's what they look like.
I rather see you use something else :P
For the first release, unless it massively breaks gameplay, I can leave DI and hydras in and see how it works in a playtest a few days after b163. I think we need to take a couple of days at least to help UWE test their new features and merge the code properly!
In fact, for this combat game-mode, you probably will have to tweak values for each of the weapons/abilities/health etc. Ideally each weapon works the same way as it does in Vanilla, but clearly you might have to dampen those RTS-style Rock-Paper-Scissors mechanics, to make the player-vs-player combat more balanced and fun.
By extension, the flamethrower|infestation dynamic doesn't really have to be in there.
visual, yes ofc, its nice :P
Don't remove it from the post! What about the people (like myself) who didn't get to see it.
<a href="http://m.flickr.com/#/photos/58863706@N04/5423007071/" target="_blank">http://m.flickr.com/#/photos/58863706@N04/5423007071/</a>
P.S. Looking ready for first release today or tomorrow (depending on how happy I am with the balance) - full release notes to come soon!
Download it from here:
<a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-0.1.0.0-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...1.0.0-Setup.exe</a>
Please can you guys have a play and let me know what you think? Also if anyone is up for running a server that would be cool too (I might run one odd nights from the UK, but not sure how good my hosting provider is and haven't set it up yet!)
Bon appetit!
Probably not idea location for some but will at least make it available to road test. Thanks for all the work put forth on this mod!
EDIT: Server up US west for combat mode!!
I had to seek my install path as the installer didn't see it @ "\steamapps\common\natural selection 2\Combat" so i had to point it at "C:\Program Files\Steam\steamapps\common\natural selection 2\Combat".
Additionally i had to change the arguments from "&& start NS2.exe" to "&& start Server.exe" as steam is required to be running under the NS2.exe. (clients use NS2.exe , servers use Server.exe)
The server name is "Supernova-West" and the Game type is "Combat". I might not be available to test or watch it but i have it on auto restarter that Martin built specifically for ns2 server that will reset server if it crashes or disconnects from steam servers. (Thanks Martin) So if your near us west coast you should be able to battle it out with minimal lag....i hope....
Q6600 quad w/4GB ram on a 25 meg connection.
I have no clue how to start the server with cheats on and am looking through the forums to find a way to do so.
Server exe crashes atm
Let me just be so bold to create a working package of the two.
Check back in a few mins.