<!--quoteo(post=1901395:date=Feb 9 2012, 05:23 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Feb 9 2012, 05:23 PM) <a href="index.php?act=findpost&pid=1901395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's ridiculous to play on 5:4 now with the new vertical FoV implementation (why is it not on the changelog?). God, I hate having to buy a new monitor just to play FPS games properly... That's gonna bust my budget for a new PC...<!--QuoteEnd--></div><!--QuoteEEnd-->
it really isn't their fault that you picked a monitor not suited to gaming. it really isn't.
<!--quoteo(post=1901394:date=Feb 9 2012, 10:22 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Feb 9 2012, 10:22 PM) <a href="index.php?act=findpost&pid=1901394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk Roost is a welcomed addition (finally!) since it creates a lot of ambush possibilities!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, but you need to remove the movement key condition for detaching, it really feels bugged now. Change :
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited February 2012
I just went to check what exactly you did to the melee weapon system, but the "trace <x>" command now produces script errors since you seem to have changed it completely, but not the diagnostics.
@Wheeee: I wasn't saying that. I just hate widescreen monitors, but hate playing zoomed in all the time even more. Years ago games didn't even have any FoV restrictions. If someone wants to play fish-eye and someone else wants to play sniper-rifle, why not? And actually, buying a new monitor won't help much right now, because the game will still look zoomed-in to me, no matter how wide the screen is. It's the first build that's not fun for me, so I'm a bit frustrated about that right now :/ Just put a FoV slider into the game and maybe some reasonable restrictions (maybe even just server-side).
And 5:4 is a very common aspect ratio, so it's not his fault. Unknown Worlds should support all aspect ratios. I game on 16:10(8:5), which was the most common aspect ratio for PC monitors until about two years ago.
This update helped...I dunno why, but shooting just seems better...it feels more like source, or other FPS's, due to the FoV change...I can actually aim now without my thing wigging out!
Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->yimmasabi <!--colorc--></span><!--/colorc-->has any luck. Error has been submitted.
At least the log text is getting smaller, no more convex hull errors.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 02/09/12 Time: 14:17:34 -------------------------------------------------------------- Build 195 Starting Natural Selection 2 RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039) Connected to Steam servers Connecting to server 127.0.0.1:27015 Error: Couldn't open file 'models/alien/shift/shift.model Error: Couldn't open file 'models/alien/shift/shift.animation_graph Error: Couldn't open file 'models/alien/cocoon/cocoon.model Error: Couldn't open file 'models/marine/welder/welder.model Error: Couldn't open file 'models/marine/welder/welder_view.model Loading 'maps/ns2_tram.level' Error: Couldn't open file ' Client connecting (127.0.0.1)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--quoteo(post=1901424:date=Feb 9 2012, 07:04 PM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 9 2012, 07:04 PM) <a href="index.php?act=findpost&pid=1901424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And 5:4 is a very common aspect ratio, so it's not his fault. Unknown Worlds should support all aspect ratios. I game on 16:10(8:5), which was the most common aspect ratio for PC monitors until about two years ago.<!--QuoteEnd--></div><!--QuoteEEnd--> 5:4 is somewhat common, but there is only one common resolution with that aspect ratio (1280x1024). 16:10 and 16:9 monitors are <i>much</i> more common these days. The game still technically supports the aspect ratio AFAIK, even though the visibility has changed.
Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->yimmasabi <!--colorc--></span><!--/colorc-->has any luck. Error has been submitted.
At least the log text is getting smaller, no more convex hull errors.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 02/09/12 Time: 14:17:34 -------------------------------------------------------------- Build 195 Starting Natural Selection 2 RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039) Connected to Steam servers Connecting to server 127.0.0.1:27015 Error: Couldn't open file 'models/alien/shift/shift.model Error: Couldn't open file 'models/alien/shift/shift.animation_graph Error: Couldn't open file 'models/alien/cocoon/cocoon.model Error: Couldn't open file 'models/marine/welder/welder.model Error: Couldn't open file 'models/marine/welder/welder_view.model Loading 'maps/ns2_tram.level' Error: Couldn't open file ' Client connecting (127.0.0.1)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116132&view=findpost&p=1899542" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1899542</a> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115960&view=findpost&p=1896047" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1896047</a> <a href="http://getsatisfaction.com/unknownworlds/topics/_191_game_crashes_when_starting_creating_a_server" target="_blank">http://getsatisfaction.com/unknownworlds/t...eating_a_server</a><!--QuoteEnd--></div><!--QuoteEEnd--> Yes I am having the same issue. Can we please get a response on this?
Wait there are now two armouries? I thought the default armoury turned into an advanced armoury? But they both show the same set of weapons available?
Lerk roost is neat, been waiting for that since forever. I remember it was supposed to be in an alpha patch but didnt work out in the end.
Has anything changed about the lerk's spike attack? A lerk was camping way up high in mineshaft in the huge room, shooting our power point. We couldn't work out where the lerk was...couldn't see any spikes flying down through the air...only the impact on the power node. Eventually flushed it out with grenades :D
<!--quoteo(post=1901398:date=Feb 9 2012, 10:29 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 9 2012, 10:29 PM) <a href="index.php?act=findpost&pid=1901398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mine is still stand in art (using the model from NS1), so there is no point in spending the animation time to have the hands holding it until we have the final art. But, when we do get an updated mine model done, it will be animated similar to NS1, with the marine view model hands holding it, and the 3rd person marine animations will get updated as well.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Would it be better in the meantime to make the mine transparent while it is being held, then solid when placed? Otherwise when I select the mine all I see is a solid mine floating in the air - or even appearing to be on the ground - a few feet in front of me.
"Aliens can choose same number of upgrades as they have Hives."
What problem with the game does this solve? It seems like aliens were already strictly weak in terms of upgrades, and this will only serve to make that worse.
I know the idea is probably to put it in line with how upgrades worked in NS1, but the upgrade system is different enough now that it might not need to be that way (making more than 1 shell/veil instead of just 1 DC/SC to raise the upgrade strength, lack of movement chamber equivalent, whip upgrades not being tied to hive type etc).
<!--quoteo(post=1901463:date=Feb 9 2012, 07:24 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 9 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1901463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has anything changed about the lerk's spike attack? A lerk was camping way up high in mineshaft in the huge room, shooting our power point. We couldn't work out where the lerk was...couldn't see any spikes flying down through the air...only the impact on the power node. Eventually flushed it out with grenades :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you try scanning for it?
<b>Also if I'm not mistaken this bug still exists:</b>
- You have 3 upgrades available and 2 pres. You buy 1 upgrade. - You get up to 4 pres and try to buy the remaining 2 upgrades, but you can't. - At 6 pres the game will let you buy the 2 remaining upgrades, and it spends 4 pres to do it.
Seems like an easy fix too (use the cost of the new upgrades instead of the cost of the whole set to determine the cost barrier for evolving).
edit: Just playing now and it seems like a lot of the new changes make the aliens really bad! You can really see the imbalance of early lifeforms against shotguns when the aliens don't spawn rapidly to fight it off in cost inefficient ways.
<!--quoteo(post=1901395:date=Feb 9 2012, 02:23 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Feb 9 2012, 02:23 PM) <a href="index.php?act=findpost&pid=1901395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's ridiculous to play on 5:4 now with the new vertical FoV implementation (why is it not on the changelog?). God, I hate having to buy a new monitor just to play FPS games properly... That's gonna bust my budget for a new PC...<!--QuoteEnd--></div><!--QuoteEEnd--> This is one of those cases where you can't please everyone (for <a href="http://"e.g.%20<a%20href="http://www.shacknews.com/article/48578/aspect-ratiogate-07-bioshock-widescreen""%20target="_blank">http://www.shacknews.com/article/48578/asp...idescreen"</a>" target="_blank">example</a>). Based on the feedback we've received during the beta period, most people prefer the game to have a fixed vertical FOV, so we made the change.
It is in the log btw: "Changed the field of view to remain constant vertically regardless of the aspect ratio of the game"
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited February 2012
<!--quoteo(post=1901499:date=Feb 10 2012, 01:33 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Feb 10 2012, 01:33 AM) <a href="index.php?act=findpost&pid=1901499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is one of those cases where you can't please everyone<!--QuoteEnd--></div><!--QuoteEEnd--> I know that and I'd actually be fine if the FoV wasn't as low as it is now. I don't care about 16:9 users seeing more than me, but I do care about my game looking zoomed-in all the time, disorienting me and making me unable to play, especially in melee combat. Even if I bought a 16:9 screen now, it would still feel strange to me. Others may like it more like this, but some people would like to have more FoV. Keep the vertical FoV, but <b>please</b> add a FoV slider into the game, with a reasonable maximum, like something that would translate to around 90-100° horizontal on 5:4 for standard/marines.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1901517:date=Feb 10 2012, 02:20 AM:name=Wisp)--><div class='quotetop'>QUOTE (Wisp @ Feb 10 2012, 02:20 AM) <a href="index.php?act=findpost&pid=1901517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is 2012. Why are you still running around with a 5:4 monitor?<!--QuoteEnd--></div><!--QuoteEEnd--> Ca. 10% of gamers have a 5:4 monitor. And I like having it for most applications. And as I already said twice, even with a 16:9 monitor, it would still feel zoomed-in for me.
<!--quoteo(post=1901509:date=Feb 10 2012, 12:59 AM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Feb 10 2012, 12:59 AM) <a href="index.php?act=findpost&pid=1901509"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep the vertical FoV, but <b>please</b> add a FoV slider into the game, with a reasonable maximum, like something that would translate to around 90-100° horizontal on 5:4 for standard/marines.<!--QuoteEnd--></div><!--QuoteEEnd--> NS2 does have a FOV of 90 and for skulks its higher, like around 100.
<!--quoteo(post=1901520:date=Feb 10 2012, 12:25 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Feb 10 2012, 12:25 PM) <a href="index.php?act=findpost&pid=1901520"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ca. 10% of gamers have a 5:4 monitor. And I like having it for most applications. And as I already said twice, even with a 16:9 monitor, it would still feel zoomed-in for me.<!--QuoteEnd--></div><!--QuoteEEnd-->Like you stated only 10% of users have this...
So unfortunately tough luck its impossible to please everyone and by always trying to cater to the lowest common denominator the product will suffer badly...
Perhaps at some point they can add an option to change the FOV but at this point in time there are more urgent things to address...
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited February 2012
<!--quoteo(post=1901525:date=Feb 10 2012, 02:34 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 10 2012, 02:34 AM) <a href="index.php?act=findpost&pid=1901525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 does have a FOV of 90 and for skulks its higher, like around 100.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Uh, what? The default FoV before this patch was 90 degrees fixed horizontal (for marines). I've looked in the lua files. Now you've changed the FoV to fixed vertical and my horizontal FoV is <b>definitely</b> lower than before, so something can't be quite right with that statement, or it wasn't 90 degrees before 195. Maybe you mean that 16:9 users now have 90 degrees FoV, which I personally would find too low, but at least somewhat better than playing on 5:4 with 70 degrees. I would like to have a slider making it up to 90 degrees on 5:4. That way, people can still choose less distortion, but competitive players won't be forced to use >120 degrees to be on top like in the old Quake games.
@kabab: I'm asking to make FoV a user-decided tradeoff between visibility and distortion with reasonable restrictions, rather than having something which not everyone likes imposed on all users.
<!--quoteo(post=1901526:date=Feb 9 2012, 09:38 PM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Feb 9 2012, 09:38 PM) <a href="index.php?act=findpost&pid=1901526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Like you stated only 10% of users have this...
So unfortunately tough luck its impossible to please everyone and by always trying to cater to the lowest common denominator the product will suffer badly...
Perhaps at some point they can add an option to change the FOV but at this point in time there are more urgent things to address...<!--QuoteEnd--></div><!--QuoteEEnd-->
Seems like a big oversight when you're trying to sell a product to the public. 10% is a lot if you want more than the same 100 people to play this game a year from now.
<!--quoteo(post=1901532:date=Feb 10 2012, 12:51 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 10 2012, 12:51 PM) <a href="index.php?act=findpost&pid=1901532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems like a big oversight when you're trying to sell a product to the public. 10% is a lot if you want more than the same 100 people to play this game a year from now.<!--QuoteEnd--></div><!--QuoteEEnd-->You have to draw a line somewhere...
If we use that same 10% thing and applied it to the graphics we would still be using DX8...
<!--quoteo(post=1901538:date=Feb 9 2012, 10:11 PM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Feb 9 2012, 10:11 PM) <a href="index.php?act=findpost&pid=1901538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have to draw a line somewhere...
If we use that same 10% thing and applied it to the graphics we would still be using DX8...<!--QuoteEnd--></div><!--QuoteEEnd-->
how hard is it to make an adjustable fov slider (like every other good fps has) versus keeping the whole game running on DX8?
<!--quoteo(post=1901540:date=Feb 10 2012, 01:12 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 10 2012, 01:12 PM) <a href="index.php?act=findpost&pid=1901540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how hard is it to make an adjustable fov slider (like every other good fps has) versus keeping the whole game running on DX8?<!--QuoteEnd--></div><!--QuoteEEnd--> I said in my original quote that it's something they should probably add as an option but its not a priority right now..
Well done!! the game is shaping up nicely :), the frame rate is going up steadily after each release and the game is getting closer and closer to that awesome NS1 feeling that we all love.
If I may suggest, I'd love to see some big maps ala NS1 style, i loved the scale of NS1 maps both in terms of map size and big rooms (open space). Keep it up guys great work :D
Is it 90 degrees for 4:3 and then + the 15 odd (not doing the maths for it right now) for widescreen or is it 90 degrees for widescreen and then smaller for fullscreen?
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Aliens can choose same number of upgrades as they have Hives.<!--QuoteEnd--></div><!--QuoteEEnd--> It would be much better if aliens can upgrade tech without being overdependent on Hive count.
Right now I feel that aliens are forced to secure a second Hive within the first few minutes, or face increasing disadvantages as time progresses. Where as Marines can slowly gain power, as long as they can defend two adjacent Resource Nodes.
Comments
It does look like there's a script error that's causing a major server slowdown. Schimmel and Brian are on it so it should be resolved shortly.
it really isn't their fault that you picked a monitor not suited to gaming. it really isn't.
<!--quoteo(post=1901394:date=Feb 9 2012, 10:22 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Feb 9 2012, 10:22 PM) <a href="index.php?act=findpost&pid=1901394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk Roost is a welcomed addition (finally!) since it creates a lot of ambush possibilities!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, but you need to remove the movement key condition for detaching, it really feels bugged now. Change :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->breakWallGrip = input.move:GetLength() > 0 or bit.band(input.commands, Move.Crouch) ~= 0<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->breakWallGrip = bit.band(input.commands, Move.Crouch) ~= 0<!--c2--></div><!--ec2-->
Jump should also give speed in the wall direction instead of upward.
<img src="https://pickhost.eu/images/0005/0102/2012-02-09_00005.jpg" border="0" class="linked-image" />
@Wheeee: I wasn't saying that. I just hate widescreen monitors, but hate playing zoomed in all the time even more. Years ago games didn't even have any FoV restrictions. If someone wants to play fish-eye and someone else wants to play sniper-rifle, why not? And actually, buying a new monitor won't help much right now, because the game will still look zoomed-in to me, no matter how wide the screen is.
It's the first build that's not fun for me, so I'm a bit frustrated about that right now :/ Just put a FoV slider into the game and maybe some reasonable restrictions (maybe even just server-side).
Cmon. Balance that crap.
And 5:4 is a very common aspect ratio, so it's not his fault. Unknown Worlds should support all aspect ratios. I game on 16:10(8:5), which was the most common aspect ratio for PC monitors until about two years ago.
This update helped...I dunno why, but shooting just seems better...it feels more like source, or other FPS's, due to the FoV change...I can actually aim now without my thing wigging out!
Thank you!
Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->yimmasabi <!--colorc--></span><!--/colorc-->has any luck. Error has been submitted.
At least the log text is getting smaller, no more convex hull errors.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 02/09/12
Time: 14:17:34
--------------------------------------------------------------
Build 195
Starting Natural Selection 2
RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039)
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Error: Couldn't open file 'models/alien/shift/shift.model
Error: Couldn't open file 'models/alien/shift/shift.animation_graph
Error: Couldn't open file 'models/alien/cocoon/cocoon.model
Error: Couldn't open file 'models/marine/welder/welder.model
Error: Couldn't open file 'models/marine/welder/welder_view.model
Loading 'maps/ns2_tram.level'
Error: Couldn't open file '
Client connecting (127.0.0.1)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116132&view=findpost&p=1899542" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1899542</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115960&view=findpost&p=1896047" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1896047</a>
<a href="http://getsatisfaction.com/unknownworlds/topics/_191_game_crashes_when_starting_creating_a_server" target="_blank">http://getsatisfaction.com/unknownworlds/t...eating_a_server</a>
5:4 is somewhat common, but there is only one common resolution with that aspect ratio (1280x1024). 16:10 and 16:9 monitors are <i>much</i> more common these days. The game still technically supports the aspect ratio AFAIK, even though the visibility has changed.
Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->yimmasabi <!--colorc--></span><!--/colorc-->has any luck. Error has been submitted.
At least the log text is getting smaller, no more convex hull errors.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 02/09/12
Time: 14:17:34
--------------------------------------------------------------
Build 195
Starting Natural Selection 2
RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039)
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Error: Couldn't open file 'models/alien/shift/shift.model
Error: Couldn't open file 'models/alien/shift/shift.animation_graph
Error: Couldn't open file 'models/alien/cocoon/cocoon.model
Error: Couldn't open file 'models/marine/welder/welder.model
Error: Couldn't open file 'models/marine/welder/welder_view.model
Loading 'maps/ns2_tram.level'
Error: Couldn't open file '
Client connecting (127.0.0.1)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116132&view=findpost&p=1899542" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1899542</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115960&view=findpost&p=1896047" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1896047</a>
<a href="http://getsatisfaction.com/unknownworlds/topics/_191_game_crashes_when_starting_creating_a_server" target="_blank">http://getsatisfaction.com/unknownworlds/t...eating_a_server</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I am having the same issue. Can we please get a response on this?
Lerk roost is neat, been waiting for that since forever. I remember it was supposed to be in an alpha patch but didnt work out in the end.
Has anything changed about the lerk's spike attack? A lerk was camping way up high in mineshaft in the huge room, shooting our power point. We couldn't work out where the lerk was...couldn't see any spikes flying down through the air...only the impact on the power node. Eventually flushed it out with grenades :D
<!--quoteo(post=1901398:date=Feb 9 2012, 10:29 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 9 2012, 10:29 PM) <a href="index.php?act=findpost&pid=1901398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mine is still stand in art (using the model from NS1), so there is no point in spending the animation time to have the hands holding it until we have the final art. But, when we do get an updated mine model done, it will be animated similar to NS1, with the marine view model hands holding it, and the 3rd person marine animations will get updated as well.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Would it be better in the meantime to make the mine transparent while it is being held, then solid when placed? Otherwise when I select the mine all I see is a solid mine floating in the air - or even appearing to be on the ground - a few feet in front of me.
What problem with the game does this solve? It seems like aliens were already strictly weak in terms of upgrades, and this will only serve to make that worse.
I know the idea is probably to put it in line with how upgrades worked in NS1, but the upgrade system is different enough now that it might not need to be that way (making more than 1 shell/veil instead of just 1 DC/SC to raise the upgrade strength, lack of movement chamber equivalent, whip upgrades not being tied to hive type etc).
<!--quoteo(post=1901463:date=Feb 9 2012, 07:24 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 9 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1901463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has anything changed about the lerk's spike attack? A lerk was camping way up high in mineshaft in the huge room, shooting our power point. We couldn't work out where the lerk was...couldn't see any spikes flying down through the air...only the impact on the power node. Eventually flushed it out with grenades :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you try scanning for it?
<b>Also if I'm not mistaken this bug still exists:</b>
- You have 3 upgrades available and 2 pres. You buy 1 upgrade.
- You get up to 4 pres and try to buy the remaining 2 upgrades, but you can't.
- At 6 pres the game will let you buy the 2 remaining upgrades, and it spends 4 pres to do it.
Seems like an easy fix too (use the cost of the new upgrades instead of the cost of the whole set to determine the cost barrier for evolving).
edit: Just playing now and it seems like a lot of the new changes make the aliens really bad! You can really see the imbalance of early lifeforms against shotguns when the aliens don't spawn rapidly to fight it off in cost inefficient ways.
Spectators have a player model..?
This is one of those cases where you can't please everyone (for <a href="http://"e.g.%20<a%20href="http://www.shacknews.com/article/48578/aspect-ratiogate-07-bioshock-widescreen""%20target="_blank">http://www.shacknews.com/article/48578/asp...idescreen"</a>" target="_blank">example</a>). Based on the feedback we've received during the beta period, most people prefer the game to have a fixed vertical FOV, so we made the change.
It is in the log btw: "Changed the field of view to remain constant vertically regardless of the aspect ratio of the game"
Onos stomp which disables structures will cause marines to loose the game if all the IP get temporarily disabled...
I had a hard crash playing alien com no other details but because my entire system froze...
I know that and I'd actually be fine if the FoV wasn't as low as it is now. I don't care about 16:9 users seeing more than me, but I do care about my game looking zoomed-in all the time, disorienting me and making me unable to play, especially in melee combat. Even if I bought a 16:9 screen now, it would still feel strange to me. Others may like it more like this, but some people would like to have more FoV.
Keep the vertical FoV, but <b>please</b> add a FoV slider into the game, with a reasonable maximum, like something that would translate to around 90-100° horizontal on 5:4 for standard/marines.
Ca. 10% of gamers have a 5:4 monitor. And I like having it for most applications.
And as I already said twice, even with a 16:9 monitor, it would still feel zoomed-in for me.
NS2 does have a FOV of 90 and for skulks its higher, like around 100.
--Cory
And as I already said twice, even with a 16:9 monitor, it would still feel zoomed-in for me.<!--QuoteEnd--></div><!--QuoteEEnd-->Like you stated only 10% of users have this...
So unfortunately tough luck its impossible to please everyone and by always trying to cater to the lowest common denominator the product will suffer badly...
Perhaps at some point they can add an option to change the FOV but at this point in time there are more urgent things to address...
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, what? The default FoV before this patch was 90 degrees fixed horizontal (for marines). I've looked in the lua files. Now you've changed the FoV to fixed vertical and my horizontal FoV is <b>definitely</b> lower than before, so something can't be quite right with that statement, or it wasn't 90 degrees before 195. Maybe you mean that 16:9 users now have 90 degrees FoV, which I personally would find too low, but at least somewhat better than playing on 5:4 with 70 degrees. I would like to have a slider making it up to 90 degrees on 5:4. That way, people can still choose less distortion, but competitive players won't be forced to use >120 degrees to be on top like in the old Quake games.
@kabab: I'm asking to make FoV a user-decided tradeoff between visibility and distortion with reasonable restrictions, rather than having something which not everyone likes imposed on all users.
So unfortunately tough luck its impossible to please everyone and by always trying to cater to the lowest common denominator the product will suffer badly...
Perhaps at some point they can add an option to change the FOV but at this point in time there are more urgent things to address...<!--QuoteEnd--></div><!--QuoteEEnd-->
Seems like a big oversight when you're trying to sell a product to the public. 10% is a lot if you want more than the same 100 people to play this game a year from now.
If we use that same 10% thing and applied it to the graphics we would still be using DX8...
If we use that same 10% thing and applied it to the graphics we would still be using DX8...<!--QuoteEnd--></div><!--QuoteEEnd-->
how hard is it to make an adjustable fov slider (like every other good fps has) versus keeping the whole game running on DX8?
I said in my original quote that it's something they should probably add as an option but its not a priority right now..
Great work!
If I may suggest, I'd love to see some big maps ala NS1 style, i loved the scale of NS1 maps both in terms of map size and big rooms (open space). Keep it up guys great work :D
Is it 90 degrees for 4:3 and then + the 15 odd (not doing the maths for it right now) for widescreen or is it 90 degrees for widescreen and then smaller for fullscreen?
It would be much better if aliens can upgrade tech without being overdependent on Hive count.
Right now I feel that aliens are forced to secure a second Hive within the first few minutes, or face increasing disadvantages as time progresses. Where as Marines can slowly gain power, as long as they can defend two adjacent Resource Nodes.
4:3 should be 90
16:9 should be 105
16:10 should be 100.5
That is the proper H view for these aspect ratios.