Natural Selection 2 News Update - NS2 Build 189 released

123468

Comments

  • Hitman[GER]Hitman[GER] Join Date: 2011-11-29 Member: 135845Members
    [189]Script Errors

    Hello,

    I have found some Script Errors in the server logfile.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:274

    DisplayModeTooltip lua/Spectator.lua:295

    CycleTarget lua/Spectator.lua:365

    _HandleSpectatorButtons lua/Spectator.lua:411

    _HandleSpectatorButtons lua/AlienSpectator.lua:199

    callFunc lua/Spectator.lua:487

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:274

    DisplayModeTooltip lua/Spectator.lua:295

    CycleTarget lua/Spectator.lua:365

    _HandleSpectatorButtons lua/Spectator.lua:411

    _HandleSpectatorButtons lua/AlienSpectator.lua:199

    callFunc lua/Spectator.lua:487

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:274

    DisplayModeTooltip lua/Spectator.lua:295

    CycleTarget lua/Spectator.lua:365

    _HandleSpectatorButtons lua/Spectator.lua:411

    _HandleSpectatorButtons lua/AlienSpectator.lua:199

    callFunc lua/Spectator.lua:487

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    SetSpectatorMode lua/Spectator.lua:266

    OnInit lua/Spectator.lua:73

    OnInit lua/AlienSpectator.lua:24

    InitEntity lua/Utility.lua:1519

    CreateEntity lua/Utility.lua:1547

    Replace lua/Player_Server.lua:490

    _UpdateChangeToSpectator lua/Player_Server.lua:345

    OnUpdatePlayer lua/Player_Server.lua:322

    OnProcessMove lua/Player.lua:1290

    OnProcessMove lua/Alien.lua:285

    callFunc lua/Fade.lua:264

    lua/MixinUtility.lua:180

    Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)

    GetStatusDescription lua/Structure.lua:278

    DisplayModeTooltip lua/Spectator.lua:295

    CycleTarget lua/Spectator.lua:365

    _HandleSpectatorButtons lua/Spectator.lua:411

    _HandleSpectatorButtons lua/AlienSpectator.lua:199

    callFunc lua/Spectator.lua:487

    lua/MixinUtility.lua:180<!--c2--></div><!--ec2-->
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    edited December 2011
    Fade doesnt need a nerf. If you nerf it, then nerf it's cost aswell.

    About the build, i got a performance boost. I can play on normal graphics now and as a marine (before i couldnt even move around as one because it always "lagg warped" around). Still, after i start shooting i cant aim, due to the drops of it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2011
    <!--quoteo(post=1888324:date=Dec 4 2011, 05:04 PM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Dec 4 2011, 05:04 PM) <a href="index.php?act=findpost&pid=1888324"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fade doesnt need a nerf. If you nerf it, then nerf it's cost aswell.

    About the build, i got a performance boost. I can play on normal graphics now and as a marine (before i couldnt even move around as one because it always "lagg warped" around). Still, after i start shooting i cant aim, due to the drops of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What are your system specifications, it's always interesting to see system vs fps for each new build :)
  • 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
    What about a trailing effect of cloud or something subtle behind the fade? it would be enough to warn you but not give away his trajectory. you'd know he was entering the room. Maybe a sound?
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1888333:date=Dec 4 2011, 06:47 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Dec 4 2011, 06:47 PM) <a href="index.php?act=findpost&pid=1888333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about a trailing effect of cloud or something subtle behind the fade? it would be enough to warn you but not give away his trajectory. you'd know he was entering the room. Maybe a sound?<!--QuoteEnd--></div><!--QuoteEEnd-->
    While making a fade easier to kill, that still doesn't add any depth or extra skill to blinking, wich have been the main point of concern presented here. Numbers are easy to tweak, challengeing gameplay are not.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    edited December 2011
    game already has such poor skill curve, and want to nerf things further more. Once fps will improve more of you realize how broken alien movement is, and how weak aliens really are.

    aliens movement is so awkward with slow predictable movement, and easy to master. (no skills required, very limited)

    they still never fixed secondary attack of the fade, which is shocking. who the hell even uses it?
    stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.
  • 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
    Didn't want to word it like this but it should essentially be the ns1 blink but be visible only at the start and end. With bullets still affecting the fade. If he tries to blink away with 10hp and a predictable blink path, you should be able to kill him.

    Blink path prediction would be a fun game element. Just give some hitdetection with an ethreal cry, and a blood splatter when you successfully hit them.

    With this you could even give back the fade's original armor stats.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2011
    <!--quoteo(post=1888344:date=Dec 4 2011, 07:01 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Dec 4 2011, 07:01 PM) <a href="index.php?act=findpost&pid=1888344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's an all-directional blink though :)

    (W, A, S, D, Space and Crouch)
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1888350:date=Dec 4 2011, 08:37 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2011, 08:37 PM) <a href="index.php?act=findpost&pid=1888350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's an all-directional blink though :)

    (W, A, S, D, Space and Crouch)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Jump and Crouch too? Haven't tried that yet :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2011
    Well I'm not entirely sure about crouch. <strike>But Jump doesn't give you a lot of momentum vs looking up and using W</strike>


    [edit]
    Hmm, apparently jump has no effect anymore. Oh well WASD Fade it is
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Stop saying the fade needs a nerf,it doesn't it's fine the way it is just aim use the flamer with some shotgun
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2011
    Well lets put in more aircontrol(even tho i dont like it, because it makes jumping less fun and spamable as skulk if you cant just correct movement in air however you like it) and faster movement speeds! (at least for skulks)
  • 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 December 2011
    Also how about the possibility of having doors only be lockable if there is an active power node to where the door is connecting to. With more chances for doors.

    Less locked doors at the beginning of a match and more chances for doors as territorial defense.

    With the aliens being able to break down doors next patch, could work for some nice cinematic moments.

    Also as a side note, weirdly enough the recent changes to the marine power system is making me think about ns2 like a hexagon boardgame.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2011
    Some ns2 nitpicking:

    <a href="http://www.youtube.com/watch?v=WVPEHM3Tb28" target="_blank">http://www.youtube.com/watch?v=WVPEHM3Tb28</a>
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WVPEHM3Tb28"></param><embed src="http://www.youtube.com/v/WVPEHM3Tb28" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    Floating (while i get why, it seems a little bit too high maybe?), stutter, missing animations/smoothness.

    edit: Also building powernodes (which looks very very sexy btw.) could be smoother - you see the steps between each percent.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Floating is a known issue, most buildings have the same problem :)

    That stutter problem is indeed weird. Is this also an issue on other players or just on your own character in third person (client side)?


    Most animations are indeed WiP. Thanks for this video Koruyo!
  • 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
    edited December 2011
    <!--quoteo(post=1888344:date=Dec 4 2011, 11:01 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Dec 4 2011, 11:01 AM) <a href="index.php?act=findpost&pid=1888344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    what are you talking about? i consistently wreck teams of rines with him??
    and being on the receiving end of a good player sucks only when he gets a free slash right out of teleporting.

    <i>perhaps if his own ethereal sound followed him roughly into a room</i>, the same game play engagement would occur as it is now, but the frustrating "nightcrawler in oval office" effect of not getting a chance to fire before getting hit, would diminish slightly.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--quoteo(post=1888368:date=Dec 4 2011, 04:02 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Dec 4 2011, 04:02 PM) <a href="index.php?act=findpost&pid=1888368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also how about the possibility of having doors only be lockable if there is an active power node to where the door is connecting to.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like this idea, but then what about using onos or infestation to break down doors? That feature becomes irrelevant. Instead, you could <b>need power to interact with doors</b>, that is, to lock/unlock them as marine commander, or temporarily open them as a marine. But if they are locked, even if the power goes out, you still need an onos or infestation to destroy them.

    Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    <!--quoteo(post=1888373:date=Dec 4 2011, 10:24 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2011, 10:24 PM) <a href="index.php?act=findpost&pid=1888373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Floating is a known issue, most buildings have the same problem :)

    That stutter problem is indeed weird. Is this also an issue on other players or just on your own character in third person (client side)?


    Most animations are indeed WiP. Thanks for this video Koruyo!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just tested it, also happens if i watch other players.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1888388:date=Dec 4 2011, 03:27 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Dec 4 2011, 03:27 PM) <a href="index.php?act=findpost&pid=1888388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea, but then what about using onos or infestation to break down doors? That feature becomes irrelevant. Instead, you could <b>need power to interact with doors</b>, that is, to lock/unlock them as marine commander, or temporarily open them as a marine. But if they are locked, even if the power goes out, you still need an onos or infestation to destroy them.

    Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can agree with this. It doesn't really make sense how the Marine Comm can lock doors halfway across the map.

    Also, locked doors will probably be destructible at all times, only welded doors require Onos or infestation according to design log.

    I wouldn't want to be the Marine stuck behind a locked door in an unpowered room when Kharaa come a knockin' :P
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1888393:date=Dec 4 2011, 10:39 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Dec 4 2011, 10:39 PM) <a href="index.php?act=findpost&pid=1888393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just tested it, also happens if i watch other players.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good stuff, reported to the devs :)
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Agreed with zero learning-curve for many classes currently (the way to improve your skulk-play for NS2 at the moment is find out how best to glitch the model\hitbox-animation, which is quite sad). I'm inclined to sit it out a bit longer still, there are supposedly some new movement-mechanics to be implemented for the skulk at least. But if things kinda stay the way they are now when the game is feature-complete and 1.0 creeps closer, I don't think we can avoid a pro(or something less elitist sounding)-mod that will devide the community quite a bit.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1888388:date=Dec 4 2011, 11:27 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Dec 4 2011, 11:27 PM) <a href="index.php?act=findpost&pid=1888388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You are probably referring to my post on the previous page.

    <!--quoteo(post=1888285:date=Dec 4 2011, 11:10 AM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Dec 4 2011, 11:10 AM) <a href="index.php?act=findpost&pid=1888285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The basic is that the actual blink would work exactly as it does now, but your camera would stay behind in the cloud where you started the blink. No indication such as the ghost fade would be visible like in the early beta, you would just see what happens around the location you blinked from. Adding this, it would require a lot more practice and map knowledge to end your blink where you want. A secondary skill on this implementation would be that since the position change of blink is instantaneous, the fade would need to do the same adaptation to the new location and aim accordingly as the marines have to.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <i>I took the liberty to correct my spelling mistakes</i>

    The more I think of it, the more I think the implementation would work out well. It would add a new dimension to playing the fade, to be aware of your speed and remember the positions of objects around you and time it precisely. Surely that would take skill mastering close to, if not exceeding, that of the NS1 fade? <i>Perhaps someone who played the fade extensively review this?</i>

    I also think there wouldn't be a lot of coding changes needed, the only two being unhitching the camera from the physical representation of your model while entering blink, and reattach it when you exit it.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    <!--quoteo(post=1888328:date=Dec 4 2011, 05:25 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2011, 05:25 PM) <a href="index.php?act=findpost&pid=1888328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are your system specifications, it's always interesting to see system vs fps for each new build :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Os: Windows 7, 64 bits
    RAM: 4Gb
    Intel i7 Q 720 1.60Ghz
    Total memory storage: 465 GB
    ATI Mobility Radeon HD 5470
    DirectX 10
    Main resolution: 1366x768

    I always use Gamebooster 3.0 when to play ns2 too
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2011
    @Fade swipe change,

    Im not sure if it really helps that the range gets reduced a bit, or if it gets annoying - because it could get a pain... to hit jumping marines if range is shorter.
    Hope playtester make good feedback on that.


    My idea:
    After thinking a bit, it might be an interesting idea, if the fade fades(:P) into blink, so if you start to blink - you fade into the blink mode staying vulnerable(either fixed amount of dmg reduce like 30/50%, or depending on your level of visibility 100%-0% dmg if invisible) for lets say 2s until getting 100% invisible and invulnerable.

    So for marines, if the fade starts to blink, the fade model gets "smoky" black and fades into 100% invisibility in ~2s.

    This would mean, the quick jumps in and out of blink in close combat are not as effective anymore since you wont be 100% invulnerable and also marines have it a bit more easy to track, or at least get a more clear idea of the direction of your movement (its not as hard as an invisible fade, but also not as easy as following a perfectly visible model - at least thats how it should be) while quick jumping. (currently you can stay in a room pretty long, and combined with frenzy, jump out kill a medpack(marine) jump in, jump out kill a medpack, jump in... - guess this would change a lot after)

    The indicator for the fade would be that the fade vision also fades in (synchronized) - so you will know when you are 100% invisible/invulnerable and when you are not.

    edit: ofc this might need some energy tweaking, and maybe even hp/armor...
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    Koruyo, do you mean that during the transition time, the fade wouldn't move? Because if that's the case, then it would be pretty much useless to make quick combat jumps (<1s) because for example a grenade or a shotgun could hit both the real model and your fadin model, making you take extra damage. If you mean that the movement would start right away, but the fading model follow with you, you would be visible for all but the long range blinks. I estimate that it takes about 2 sec to traverse a long corridor.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited December 2011
    I think the whole blink mechanic has to change. Pasting a couple of shiny decorations on a broken mechanic isn't going to change anything.

    Having some momentum and more ways to control the motion would be the first two things in my book. It takes fade towards the NS1 implementation, but frankly that's the best direction I can think of without having to rethink the fade as a whole.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    None of the suggestions so far address the underlying shallow learning curve issue. Instead they either make playing fade really frustrating (Fluid Core's) or make the fade more vulnerable through an overly complicated mechanic (Koruyo's).

    <!--quoteo(post=1888401:date=Dec 5 2011, 12:16 AM:name=player)--><div class='quotetop'>QUOTE (player @ Dec 5 2011, 12:16 AM) <a href="index.php?act=findpost&pid=1888401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed with zero learning-curve for many classes currently (the way to improve your skulk-play for NS2 at the moment is find out how best to glitch the model\hitbox-animation, which is quite sad). I'm inclined to sit it out a bit longer still, there are supposedly some new movement-mechanics to be implemented for the skulk at least. But if things kinda stay the way they are now when the game is feature-complete and 1.0 creeps closer, I don't think we can avoid a pro(or something less elitist sounding)-mod that will devide the community quite a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The skulk actually has the deepest learning curve of the alien classes, which I guess is somewhat disappointing considering it's still not very deep. The rather complicated game of ambush/bait/timing/teamwork/dodging/tracking is still there just as much as before, but it lacks the other dimension it used to have because of bh/air control/air acceleration. If I was to make a bad allegory, I guess I would compare skulking in NS2 to a pizza without any toppings. Sure, it's alright, but it's a lot better with a bunch of pepperoni slices and pineapple on top (NS1 skulking).
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Give Fades the NS1 blink movement, but keep the invisibility and let bullets hit them during blink,

    or

    give them the NS1 blink movement, make them transparent (difficult to track but not quite invisible) during blink but don't let them get hit.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I did the same suggestion Koruyo :

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114510" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114510</a>

    Another idea :

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115112&start=0&p=1879094&#entry1879094" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1879094</a>

    Anyway if we want things done I think the best way is to do a mod and to show that our ideas are actually better. It's not that complicated.

    About the shotgun, I think you should use exponential-like falloff and not the actual hard threshold, the spread distribution is also a bit weird immo :

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115247" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115247</a>
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1888543:date=Dec 5 2011, 07:00 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 5 2011, 07:00 PM) <a href="index.php?act=findpost&pid=1888543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Give Fades the NS1 blink movement, but keep the invisibility and let bullets hit them during blink,

    or

    give them the NS1 blink movement, make them transparent (difficult to track but not quite invisible) during blink but don't let them get hit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i've actually made somewhat good idea about how blink should be handled, I will repeat it here yet again.

    first blink, this is the current blink system we have now, you must hold right click button to blink. During this phase you're immune to damage because you enter eternal world to avoid damage but during this phase your energy drains much quicker.

    secondary blink, you tap right click button which allows you to blink like ns1 fade. This method allows you to conserve energy while blinking but during this phase you are visible/exposed to everyone which means they can see you and attack you while you're blinking.
Sign In or Register to comment.