Natural Selection 2 News Update - Build 195 released

13

Comments

  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members Posts: 253
    anything lower than 90 makes me terribly sick :/. And not metaphorically either, i mean it literally makes me wanna throw up. Am i alone with this?

    Either way i agree that eventually they should introduce a slider bar for peoples preferance.
    Awesome patch tho that lerk roost is cool, i hate having to sit on ground structures to shoot stuff. It just makes you a sitting duck.

    i like me. do you like me?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow Posts: 941
    QUOTE (Jow @ Feb 10 2012, 06:16 AM) »
    How does the fov work now anyway?

    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?

    90 degrees standard (105 for skulk, etc.) for 16:10, everything else gets scaled accordingly, so 16:9 has slightly more FoV and 5:4 has horrible 70 degrees.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue Posts: 620 Fully active user
    Would you like log files of the server script errors, or you have enough already? I'm assuming Charlie was referring to the following:

    Server : 17588.349609 : Sentry:GetAttachPointIndex(target): model is nil
    Server : 17588.349609 : Sentry:GetAttachPointOrigin(target): Attach point not found.
    Script Error: lua/Sentry_Server.lua:51: attempt to index fieldref 'targetSelector' (a nil value)
    SetTarget lua/Sentry_Server.lua:51
    callFunc lua/Sentry_Server.lua:38
    OnTakeDamage lua/MixinUtility.lua:92
    TakeDamageServer lua/LiveMixin.lua:502
    TakeDamage lua/LiveMixin.lua:446
    RadiusDamage lua/Entity.lua:317
    Proces###### lua/Weapons/Alien/Bomb.lua:66
    OnUpdate lua/Weapons/Projectile_Server.lua:99
    callFunc lua/Weapons/Alien/Bomb.lua:86
    lua/MixinUtility.lua:92
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members Posts: 478
    edited February 2012
    I've got to say, I'm not to fond of this FOV locking in general. Sadly I'm not going to be replacing my two 5:4 monitors anytime soon, I've honestly never had a reason to over my other more important components. I certainly can't afford to do everything right now. Nor do I see the point of locking FOV aside from some fringe cases that I cant say I care about. Perhaps a server-side check and cap is more preferable for those who want such things, though I can't say I've seen such a thing before so I'm unsure of the feasibility.

    Edit: All that aside.. I do welcome the rest of the build changes.
    Post edited by Unknown User on
    NS2 is a re-imagining, it'll likely never be the sequel some were looking for.

    NS2c, The NS2 you may be looking for; sticking closer to it's roots.

    Thank you, modding community.

    _______________________________________________________________________

    The best page in the universe
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members Posts: 1,397
    Awesome! Thanks for changing the widescreen FOV. I can finally play on my default res =D
    In-game name: Wilson

    My Crosshair Pack: LINK
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow Posts: 656
    Found a new very queer bug in 195: Unlimited drifters.
    One of our hives got stuck in "Researching drifter..." mode, but it would still create drifters whenever you clicked the drifter button. But it created them for free and it could research multiple of them at a time. So I made a mistake of hitting the button like 50 times and then it spawned 50 drifters. Which I just flew into the marine base and the entire server crashed and burned when it tried to handle the pathfinding.

    image
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow Posts: 656
    I guess I should also mention that sometimes harvesters become invulnerable (displays 0% health and just won't die). It might have something to do with that I shot at the drifter several times when it was curling down to turn into a beloved harvester.

    image
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members Posts: 905 Fully active user
    edited February 2012
    QUOTE
    Found a new very queer bug in 195: Unlimited drifters.

    i've seen this in 194 already, only once though.

    anyway, nice patch!

    QUOTE
    Added Lerk "roosting", fly into a wall or ceiling and hold the movement modifier button to latch on (Thanks Matso!)

    i love this feature and it is implemented perfectly.
    Post edited by Unknown User on
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members Posts: 1,397
    I'd like to see an icon and a button to request armour welding from team mates as so many people don't do it and it severely disadvantages you in 1v1 fight.
    In-game name: Wilson

    My Crosshair Pack: LINK
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members Posts: 905 Fully active user
    edited February 2012
    QUOTE
    I'd like to see an icon and a button to request armour welding from team mates as so many people don't do it and it severely disadvantages you in 1v1 fight.

    +1, you might want to create a thread for this in the ns2 ideas&suggestions subforum. i belive people got the habbit of not doing it from the time where the repair-speed was a lot slower, leaving you vulnerable for quite some time.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members Posts: 1,731
    QUOTE (Laosh'Ra @ Feb 10 2012, 10:58 AM) »
    i love this feature and it is implemented perfectly.


    Don't you detach randomly ?
  • FACECHUNKFACECHUNK Join Date: 2012-02-10 Member: 144710Members Posts: 7
    A bright blue translucent laser would be cooler then red in my opinion.

    I think the use of blue has been done very well in this game, and the red seems a little off in the colour regime. This is my first post so I am not sure if this is in the right place, (just clicked fast reply)

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members Posts: 905 Fully active user
    QUOTE
    Don't you detach randomly ?

    never happened to me yet :o maybe if you keep the button pressed although you are supposed to let it go?
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members Posts: 278
    loving the patch

    lerk roost is awesome

    sentry laser is cool

    onos is much better

    but the only thing i dont like is the pistol laser .... it just seems pointless ? i mean we have a crosshair, i just dont see any use for the laser ?

    1 thing i would like to add aswell, the onos ragdoll effect when it dies, it looks like its weightless and it looks really silly sometimes when it goes flying, an onos looks and sounds really heavy so when it dies it should slam down to the ground or something :)

  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members Posts: 1,397
    QUOTE (mushookees @ Feb 10 2012, 11:45 AM) »
    but the only thing i dont like is the pistol laser .... it just seems pointless ? i mean we have a crosshair, i just dont see any use for the laser ?


    I think it's just a visual indicator to let you know the pistol is in alt fire mode.
    In-game name: Wilson

    My Crosshair Pack: LINK
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members Posts: 2,432 Fully active user
    QUOTE (FACECHUNK @ Feb 10 2012, 11:55 AM) »
    A bright blue translucent laser would be cooler then red in my opinion.

    I think the use of blue has been done very well in this game, and the red seems a little off in the colour regime. This is my first post so I am not sure if this is in the right place, (just clicked fast reply)


    +1
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members Posts: 1,397
    QUOTE (Max @ Feb 10 2012, 12:33 AM) »
    This is one of those cases where you can't please everyone (for example). 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"


    Fixed vertical FOV is nice, but people on 4:3 now have less horizontal space than they did in the last patch. Shouldn't it be that widescreens get more rather than 4:3 users getting less? See here: http://www.unknownworlds.com/ns2/forums/in...t&p=1901763

    In-game name: Wilson

    My Crosshair Pack: LINK
  • bobthesobbobthesob Join Date: 2011-12-09 Member: 137195Members Posts: 40
    edited February 2012
    QUOTE (kabab @ Feb 9 2012, 08:13 PM) »
    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 if people want it. guess what its a high priority and the fov is to narrow for me as a marine i know that. give us a slider that takes 10 mins to code im sure.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation Posts: 712
    QUOTE (Dghelneshi @ Feb 9 2012, 10:23 PM) »
    It's ridiculous to play on 5:4 now with the new vertical FoV implementation (why is it not on the changelog?).


    Are you sure the FOV actually changed?
    I use a 5:4 screen, but I just recreated a scene from a screenshot I took with build 188 and I don't see any difference.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members Posts: 812
    edited February 2012
    QUOTE (Skie @ Feb 10 2012, 09:06 AM) »
    image


    I have yet to see this base in game XD


    Edit: Grammar.
    Sig images should be no larger than 400x75px in size.
  • rhysjones81rhysjones81 Join Date: 2007-10-05 Member: 62548Members, Reinforced - Shadow Posts: 44 Fully active user
    I now can't open the game, its ######ness x 10!

    Guess i'll have to delete and reinstall :'(
  • korvokorvo Join Date: 2009-11-19 Member: 69427Members, Squad Five Blue Posts: 112
    Can't play it - now Steam is totally broken - With a new Steam-Update Steam itself isn't displayed anylonger!
  • korvokorvo Join Date: 2009-11-19 Member: 69427Members, Squad Five Blue Posts: 112
    QUOTE (korvo @ Feb 10 2012, 08:29 PM) »
    Can't play it - now Steam is totally broken - With a new Steam-Update Steam itself isn't displayed anylonger!

    Now it works, restarting didn't helped but waiting some time. F*** up Steam.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members Posts: 1,677
    +connect doesn't work yet
    [/whisper]
  • Horseless HeadmanHorseless Headman Join Date: 2011-01-07 Member: 76594Members Posts: 41
    Just popped in to say: they should've called this build 'Matso'.

    Out.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members Posts: 428
    Matso should indeed be getting some kind of paycheck if he isn't already. I know he's just a helpful community member, but maybe give him a lil something other than thanks?

    I mean every patch, he seems to be providing at least 20% of the fixes.
    QUOTE
    GIGA
    ONOS
    BREAKER

    Yours is the axe that will pierce the vault of heaven!

    Onos Rider, I salute thee!


    Core i5 2500K @ 4.5GHZ, 8GB RAM 1866MHZ, GTX670 SLI OC'ed 30%(Increase Voltage), 128GB Samsung 830 SSD + 2 1TB HDDs.) Windows 7 64-bit Professional
  • Mac1OManMac1OMan Join Date: 2004-10-29 Member: 32510Members, Reinforced - Supporter Posts: 295
    QUOTE (TinCan @ Feb 9 2012, 06:19 PM) »
    @#$!

    Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if yimmasabi has any luck. Error has been submitted.

    At least the log text is getting smaller, no more convex hull errors.


    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)




    http://www.unknownworlds.com/ns2/forums/in...t&p=1899542
    http://www.unknownworlds.com/ns2/forums/in...t&p=1896047
    http://getsatisfaction.com/unknownworlds/t...eating_a_server

    QUOTE (Mac1OMan @ Feb 9 2012, 07:12 PM) »
    Yes I am having the same issue. Can we please get a response on this?

  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members Posts: 374
    I beg of you, stop tying tech to hives. You're just recreating all the same slippery slope mechanics from NS1 all over again. You guys are great developers. I know you can find a better and more creative solution.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members Posts: 3,883
    edited February 2012
    QUOTE (l3lessed @ Feb 11 2012, 07:40 AM) »
    I beg of you, stop tying tech to hives. You're just recreating all the same slippery slope mechanics from NS1 all over again. You guys are great developers. I know you can find a better and more creative solution.

    In the past, I had come up with the idea of gaining TR from Tech Points, and PR from Res Nodes. Every single thing is unlocked on structures, independent of how many Tech Points you hold. Holding more Tech Points just means you gain the upgrades that much quicker.

    If you want one team to expand more than the other (e.g. you want aliens to hold multiple hives and marines to hold one CC), then you could just make their Tech Point Structure (Hive/CC) cheaper, make their upgrades cost more (so they are encouraged to expand) and make it harder to statically defend (poor, or expensive, static defenses).

    Lifeforms would be unlocked by the commander in sequence, e.g. Skulk available from the start, Gorge costs 5 TR to unlock (5 total) and is required to unlock Lerk, Lerk costs 10 TR to unlock (15 total) and is required to unlock Fade, Fade costs 20 TR to unlock (35 total) and is required to unlock Onos, Onos costs 40 TR to unlock (75 total).

    Upgrade paths are essentially inexorable (as teams will always hold Tech Points) but the pacing of upgrades tends to also be more predictable (as there are relatively few Tech Points, therefore relatively low variance in TR income). However, you can starve your opponent's "unit production" (PR) by harassing and destroying their Res Node structures (Harvester/Extractor). It also introduces a Tech Point vs Res Node trade-off (reliable but high-investment increase in upgrade speed vs unreliable but low-investment increase in unit production).

    Abolish energy, except for specialised activated-ability structures.

    Put all support abilities to cost TR, and add TRFK, and you have scalable resource income for support (more players, more TRFK, more TR, more support, support/player stays constant), while also introducing support/upgrade trade-offs in commander decision-making.
    Suggestions: ! @ # $ %
  • finalfrogfinalfrog Join Date: 2012-02-11 Member: 144910Members Posts: 2
    Encountered the same infinite drifter bug at our warehouse hive on tram the other night.

    Also while the drifters for the shipping hive on same map no longer spawn inside the wall, about 50% of the time they spawn on the other side of the map in the hallway between ore extraction and repair room. The best bit is the spot they appear at has this crazy electrical graphic anomaly and makes it look like the drifter fell through a rift in space time. =D
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