Natural Selection 2 News Update - NS2 Build 178 (ns2_summit, bloom, blink, etc.)

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Comments

  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    i do really love the new patch! i have shown it to many friends already, because its getting interesting now (-:

    i had some nice and fun matches on stable servers, but more matches on servers with performance issues. i think in 178 it sure has more problems with server tickrate, hope you guys will fix this soon.
    sind 178 my spark editor crashes everytime i use the circle, paint, displacement, props and entity tool :( ill reinstall tonight, hopefully it works again then
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    I just had two awsome games as alien on rockdown. It was really stable with barely any lagg. The first game I played mainly as a gorge and managed to lock down gully and an extended siege started with fades, skulks and lerkers attacking the base, hydras and crags at the fallback in gully. Eventually, we grinded them down.
    The second game I decided to try out the new fade blink, something I had planned for the first game but never got around to. After a few harrassment kills as a skulk I had enough res for the fade, and turned it. I really love the new blink, it's very smooth and gives a very good control of were you are going, great for both incombat distortion/dodging/gapclosing and escaping. After a quite intense but short game, we defeated the marine team, and I had begun to love the sodlier that is the new fade.
    Lots of props for the new build, I had a blast!
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    <!--quoteo(post=1850984:date=Jun 9 2011, 12:49 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jun 9 2011, 12:49 AM) <a href="index.php?act=findpost&pid=1850984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now, with correct video!<!--QuoteEnd--></div><!--QuoteEEnd-->

    If I take the RSS Feed link I still got the old video, just fyi.
  • SmicoSmico Join Date: 2010-09-21 Member: 74125Members
    edited June 2011
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Please don't evade the swear filter.<!--colorc--></span><!--/colorc-->
  • gorge.ousgorge.ous Join Date: 2011-01-07 Member: 76481Members
    edited June 2011
    Looks good so far. Most issues have only been discussed so I only want to bring up the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113700" target="_blank">motion sickness issue</a>: whatever you did to the head bob of the Marine: please include an option to diasble it. It's making me dizzy as I'am sesitive to motion sickness.
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    Hehe great patch, although gorge are overpowered now. We where 4 marines with rifles against 1 little tiny fat gorge :P and we all got powned by the gorge :)

    Still appear new bugs though,

    - cant get in to the alien hive,
    - cant build respawn beacon and arms lab.
    - Had hard problems to get in to the comm chair :/ Barely impossible
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    bugs I've noticed:

    - floating alien and marine models appear in game (there's no player controlling them they are just hanging there in mid air, cannot be killed and I dont know I was the only one seeing them). Last time I saw 2 marine models hanging in mid air at marine spawn in summit, and a fade and a gorge nearby marine start. Could it be ghosts of players from the end of the previous round?

    - eggs floating a little bit off the ground

    - drifters very buggy and hard to get them to place structures sometimes. some drifters become totally useless and you just have to leave them alone. please let gorge place all structures its so much better.

    - the muzzle flash from marine's rifles rarely matches the location of the gun and doesnt appear consistently.

    - when activating r_atmospherics true, the flashlight beam starts about 15cm above the marine's rifle.

    - the welding noise constantly played even in the following round.

    - it's hard to drag the alien minimap's white rectangle to the bottom of the minimap, it gets stuck as if it doesnt recognise the true size of the screen.

    - MACs not always building structures when told to
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    Main page still shows the vid for 168 instead of 178.
    Here is the link for 178, <a href="http://www.youtube.com/watch?v=r70iikApVnE&feature=mfu_in_order&list=UL" target="_blank">http://www.youtube.com/watch?v=r70iikApVnE...der&list=UL</a>

    This is looking so awesome guys! I can't wait to play this patch....but too bad my video card died and I have to send it in. :(
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    I like the changes, it seems much closer to what I am used to in NS1 which is a good thing. It no longer feels like a completely different game. There are still things in the game that make no sense to me, like why turrets are so expensive but so useless unless pointed down a long hallway. The multiple commander thing is really easy to grief and makes it confusing to both commanding and being a regular marine. Performance still is the biggest annoyance for me in the game. Unloading clips at a single skulk lined up in my crosshairs but apparently is not taking any damage or registering hits makes me want to leave the game.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited June 2011
    <!--quoteo(post=1851199:date=Jun 9 2011, 01:05 PM:name=[R8]DJBourgeoisie)--><div class='quotetop'>QUOTE ([R8]DJBourgeoisie @ Jun 9 2011, 01:05 PM) <a href="index.php?act=findpost&pid=1851199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    Unloading clips at a single skulk lined up in my crosshairs but apparently is not taking any damage or registering hits makes me want to leave the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you'll notice the Comment from <u>LiveMixin:TakeDamageServer</u>...

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            if doerPlayer and doerPlayer:isa("Player") then
                    // Not sent reliably as this notification is just an added bonus.
                    Server.SendNetworkMessage(doerPlayer, "GiveDamageIndicator", BuildGiveDamageIndicatorMessage(damage), false)
                end<!--c2--></div><!--ec2-->

    Just because you aren't seeing the HUD indication doesn't mean you aren't hitting your target.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    I think "Not sent reliably" is refering to the network message type, meaning the server doesn't expect an acknowledgment from the client.
    The damage indicator should still show most of the time, unless the connection is absolutely terrible.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Love this patch, absolutely awesome!!!
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Ghost bug is back, big time.
  • PekermanPekerman Join Date: 2010-03-07 Member: 70876Members
    great work guys!

    i must admit that i'd love portal style PGs where you can see the other side

    <span style='color:#000000;background:#000000'><img src="http://www.haxornoob.com/wp-content/uploads/2011/04/Two-types-of-Portals.jpg" border="0" class="linked-image" /></span>
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    ^ that would be cool!
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    Keep up the great work guys!
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1851302:date=Jun 9 2011, 10:43 PM:name=Pekerman)--><div class='quotetop'>QUOTE (Pekerman @ Jun 9 2011, 10:43 PM) <a href="index.php?act=findpost&pid=1851302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great work guys!

    i must admit that i'd love portal style PGs where you can see the other side

    <span style='color:#000000;background:#000000'><img src="http://www.haxornoob.com/wp-content/uploads/2011/04/Two-types-of-Portals.jpg" border="0" class="linked-image" /></span><!--QuoteEnd--></div><!--QuoteEEnd-->

    Nah, I think it kind of ruins the sudden thrill of entering a new area or battle.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1851310:date=Jun 9 2011, 05:58 PM:name=BarerRudeROC)--><div class='quotetop'>QUOTE (BarerRudeROC @ Jun 9 2011, 05:58 PM) <a href="index.php?act=findpost&pid=1851310"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nah, I think it kind of ruins the sudden thrill of entering a new area or battle.<!--QuoteEnd--></div><!--QuoteEEnd-->

    on the contrary, seeing your team getting torn apart through the phase gate before entering it yourself would be quite the dramatic moment.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    It would be a bit odd to see a skulk chewing on the phasegate on the other side. Equally odd if the skulk could see the marine about to step through. The marine might not want to go through when he sees an onos with his mouth open waiting on the other side. LOL

    I wonder how it would work if skulks, lerks, and gorges were allowed to go through marine phasegates. Might be interesting to test out.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1851311:date=Jun 9 2011, 05:00 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jun 9 2011, 05:00 PM) <a href="index.php?act=findpost&pid=1851311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->on the contrary, seeing your team getting torn apart through the phase gate before entering it yourself would be quite the dramatic moment.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Except then no one would go through. Especially on a pub server
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I doubt that would work well in a fast multiplayer game with up to twenty people.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1851318:date=Jun 9 2011, 05:20 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jun 9 2011, 05:20 PM) <a href="index.php?act=findpost&pid=1851318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder how it would work if skulks, lerks, and gorges were allowed to go through marine phasegates. Might be interesting to test out.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've heard stories of a very old time in NS1 where this was possible. I'm guessing devs removed it for a reason :P
  • skydruidskydruid Join Date: 2003-08-09 Member: 19242Members, Constellation, Reinforced - Gold
    If players could see the other side of the portal when they look at it like in game Portal would be useful and very cool :)
  • thecowsaysmoothecowsaysmoo Join Date: 2008-02-02 Member: 63557Members
    ok so I think the majority of the community would agree that we want more maps from psyk0man!
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    No. If you can see through the portal, you'd expect to be able to shoot through the portal, too. It's not supposed to work that way.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited June 2011
    Visually, portals are fine how they are. It adds to the suspense if you have no idea what you're jumping into. :V

    Only complaint is exiting portals. The phasegate should only have one exit path, and the commander should be able to set it's rotation before dropping it. It's pretty disorienting how it is currently.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I agree Iept, the arrows on the Phase Gate's pads should point at which end the player will come through, and entering from both sides of the portal should result in the same exit direction at the other Phase Gates.
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    <!--quoteo(post=1851395:date=Jun 9 2011, 11:43 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 9 2011, 11:43 PM) <a href="index.php?act=findpost&pid=1851395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree Iept, the arrows on the Phase Gate's pads should point at which end the player will come through, and entering from both sides of the portal should result in the same exit direction at the other Phase Gates.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are there arrows showing which direction the marines will face when placing the phase gate as commander? (Don't play much marine.)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1851403:date=Jun 9 2011, 09:10 PM:name=TravCarp)--><div class='quotetop'>QUOTE (TravCarp @ Jun 9 2011, 09:10 PM) <a href="index.php?act=findpost&pid=1851403"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are there arrows showing which direction the marines will face when placing the phase gate as commander? (Don't play much marine.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Comm can pick the direction which the Phase Gate will face (I am not sure if it's the exit direction or entrance direction...), similar to the Sentry's rotation. The arrows I'm talking about are on the Phase Gate's model which point to the portal.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    NOOOOOOOOOO

    Hey developers,

    Build 178 doesn't work for my computer now. I don't know why and it is annoying me... :(

    I want to play this build.


    My NS2 keeps on crashing when I join the Marine side and I get the same graphic bugs over and over again when I join the aliens. Nothing is working. I have tried reinstalling it and deleting the Appdata part of it. Nothing works, 1 thing though is that I have installed a new hard-drive to my computer and it is now a slave. So I uninstalled it on my primary hard-drive and reinstalled it on my slave. I am not sure if there is a problem with the hard-drives conflicting because of perhaps they have the same files or that build 178 doesn't work properly on my system...
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