<!--quoteo(post=1906963:date=Feb 25 2012, 09:57 PM:name=livingin360)--><div class='quotetop'>QUOTE (livingin360 @ Feb 25 2012, 09:57 PM) <a href="index.php?act=findpost&pid=1906963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I welded the Hive then in a instant everyone was kicked from the game.<!--QuoteEnd--></div><!--QuoteEEnd--> Had some trouble moving this post to this topic as the last post so I'm just going to quote it.
<!--quoteo(post=1907149:date=Feb 26 2012, 09:11 AM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ Feb 26 2012, 09:11 AM) <a href="index.php?act=findpost&pid=1907149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Had some trouble moving this post to this topic as the last post so I'm just going to quote it.<!--QuoteEnd--></div><!--QuoteEEnd--> wat
Also seems to be a fun patch so far. Only played a few games as aliens, won most of them, but motion tracking is making it very hard to be a skulk. I like the gorge build menu, just wish it stayed on current build item instead of having to reselect each time.
Lerks are useful as a smoke screen for advancing onos....not sure what else. I like to fly in circles around marines using spores so they wont see the other aliens coming.
If it wasn't fun to fly around with them I'd never bother evolving into one.
Gorge rushes have always been the bane of marine existence for as long as I have played. The only thing is.. it only ever works once.. after that marines are usual ready for it the second time and can kill the gorges in a group... still it's a risky situation.
In order of appearance: 1. bonusJumpSpeed doesn't stop exactly at zero when it counts down while you're walking on the ground or walls. 2. You get negative bonusJumpSpeed if you're walking against a wall and jump against the wall. If you stick to the wall again, the negative bonus speed makes you walk slower and stays the same until you jump again. I tried to look at the walljump code to figure out what was causing this, but it was a bit too complex for me to understand. 3. Looking directly at the wall from the YZ-plane (Y = vertically on your screen, Z = towards and away from the screen) causes the skulk model sometimes flip, depending somehow on how you ended up on that wall.
<!--quoteo(post=1907472:date=Feb 27 2012, 05:09 PM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Feb 27 2012, 05:09 PM) <a href="index.php?act=findpost&pid=1907472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what do i need to change to get the speed/bonusjumpspeed stats showing? would like to play around with the wall jumping myself :)<!--QuoteEnd--></div><!--QuoteEEnd--> To get "speed" visible, you would open "natural selection 2\ns2\lua\Skulk_Client.lua" file and change "gEnableSpeedMeter = false" to "gEnableSpeedMeter = true" on line 12. You don't normally see bonusJumpSpeed, I added that with some extra code for debugging purposes (and removed after recording the bug video, because it's redundant information otherwise).
If you want to change the position of the bars and numbers that you get from enabling gEnableSpeedMeter, then you need to change the "SetPosition" values on lines 32, 42 and 53.
You can also get my settings if you want, from <a href="http://skie.tontut.fi/ns2/Skulk_Client.lua" target="_blank">http://skie.tontut.fi/ns2/Skulk_Client.lua</a> However the speed meter placement is resolution dependent. Mine are calibrated for 1920x1200.
<!--quoteo(post=1906919:date=Feb 25 2012, 09:57 AM:name=TinCan)--><div class='quotetop'>QUOTE (TinCan @ Feb 25 2012, 09:57 AM) <a href="index.php?act=findpost&pid=1906919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I so want to be involved with playing these beta builds. I want to find and report bugs to fix, throw out suggestions to improve game play, argue about FOV, skill based movement etc. but this game just wont run anymore. I did not see anything in the change log that looked like it would address my situation but I tried anyway and I am sorry to report I still have no joy :( .
<!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Windows XP Professional SP3 Pentium4 - 2.80GHz 2046MB RAM ATI Radeon HD 4600 Series <!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<i>Updated description of problem:</i> When trying to start a map the loading screen appears and it seems to stall right then. No zoom effect, No dots ...., nothing. <b>40-45 seconds later </b>the picture changes and then a second later it crashes. The game ran ok before build 190.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><sub>Date: 02/25/12 Time: 08:20:31 -------------------------------------------------------------- Build 198 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 Loading 'maps/ns2_tram.level' Error: Couldn't open file ' Client connecting (127.0.0.1)</sub><!--sizec--></span><!--/sizec-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Has anyone with a single-core CPU been able to play this game since 189? <!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
TinCan: could you run "dxdiag" and the resulting log and a link to this post to max@unknownworlds.com? He'll have a look and see if he can find a problem.
<!--quoteo(post=1906955:date=Feb 25 2012, 11:57 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Feb 25 2012, 11:57 AM) <a href="index.php?act=findpost&pid=1906955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Copy pasted and rearranged the assist menu to something which I think would fit better.
<img src="http://i.imgur.com/ffaCd.jpg" border="0" class="linked-image" /> Current one.
<img src="http://i.imgur.com/lApBX.jpg" border="0" class="linked-image" /> New one with Equipment section and bottom ability bar.
Supplies are kept on top and abilities are on the bottom. There is an equipment section button rather than filling the assist menu with weapons. Keeping priority on the supplies and abilities, while giving more item selection for the commander to drop for his team.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great idea. I'll plan on doing this.
<!--quoteo(post=1906970:date=Feb 25 2012, 01:25 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 25 2012, 01:25 PM) <a href="index.php?act=findpost&pid=1906970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I was aware the devs raised finance through business angel type investors, and also have the money from 30K+ sales. As far as I was aware there were 8 people working at UWE.<!--QuoteEnd--></div><!--QuoteEEnd-->
Someone mentioned that UWE is "running on fumes". That used to be the case, but is no longer. Nothing can stop us now.
<!--quoteo(post=1907638:date=Feb 27 2012, 06:05 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Feb 27 2012, 06:05 PM) <a href="index.php?act=findpost&pid=1907638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Someone mentioned that UWE is "running on fumes". That used to be the case, but is no longer. Nothing can stop us now.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's great to hear! I'd hate to see so much time and effort go to waste due to lack of funds.
<!--quoteo(post=1907638:date=Feb 28 2012, 12:05 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Feb 28 2012, 12:05 AM) <a href="index.php?act=findpost&pid=1907638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->TinCan: could you run "dxdiag" and the resulting log and a link to this post to max@unknownworlds.com? He'll have a look and see if he can find a problem.<!--QuoteEnd--></div><!--QuoteEEnd--> Done. Hope it helps & thanks!
The 'Drifter Bug' ... no doubt you've heard of this on 'get satisfaction' but in Australasia we are having massive problems with drifters dying/taking heavy damage as they build a structure, we play predominatly map control style games here, aliens and marines, drifters often die as they build a structure due to our play style and then lag out the severs, forcing a restart (if lucky enough to have a admin) or a wait-till-server-crash scenario. This issue is *chronic* at the moment.
Pick up weapon and get a bung ammo read out, looks like a 'place holder' or to me, a computer console readout from the poly texture maps, persist and disallows the next weapon upgrade, but consumes res for this. after a weapon buy then death, issue is solved. still, minus 15 pres.
Hate to say it, but marines currently have to take 2 res nodes, secure a hive and pressure 1 out of 2 possible alien expansion hives, all whilst given a more expensive build tech tree than aliens, then defeat Fades, bile gorges, leap skulks and cara lerks *even then.* We. Can't. Do. It. Make marine building worth 10 res each like aliens. If people cry 'no longer asymetrical' then at least make spawns diametric.
People arn't playing non summit maps, I've watched players vs maps alot whilst waiting for a local spot to open, the savage alien dominance isn't helping the new maps get played.
Mostly I'm just whining, that drifter bug IS a killer though, can you please look into it? (oh, and theres no 'forum' link from 198 to this forum on your front page).
GL, have fun!
PS: The solution to your aformentioned gorge rush is shotties. Only I'm allowed to whine!
Comments
Had some trouble moving this post to this topic as the last post so I'm just going to quote it.
wat
Also seems to be a fun patch so far. Only played a few games as aliens, won most of them, but motion tracking is making it very hard to be a skulk. I like the gorge build menu, just wish it stayed on current build item instead of having to reselect each time.
If it wasn't fun to fly around with them I'd never bother evolving into one.
<img src="http://i.imgur.com/9XczC.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/1LUAh.jpg" border="0" class="linked-image" />
The only thing is.. it only ever works once.. after that marines are usual ready for it the second time and can kill the gorges in a group... still it's a risky situation.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/52JJ5kB0Xcg"></param><embed src="http://www.youtube.com/v/52JJ5kB0Xcg" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
In order of appearance:
1. bonusJumpSpeed doesn't stop exactly at zero when it counts down while you're walking on the ground or walls.
2. You get negative bonusJumpSpeed if you're walking against a wall and jump against the wall. If you stick to the wall again, the negative bonus speed makes you walk slower and stays the same until you jump again. I tried to look at the walljump code to figure out what was causing this, but it was a bit too complex for me to understand.
3. Looking directly at the wall from the YZ-plane (Y = vertically on your screen, Z = towards and away from the screen) causes the skulk model sometimes flip, depending somehow on how you ended up on that wall.
To get "speed" visible, you would open "natural selection 2\ns2\lua\Skulk_Client.lua" file and change "gEnableSpeedMeter = false" to "gEnableSpeedMeter = true" on line 12. You don't normally see bonusJumpSpeed, I added that with some extra code for debugging purposes (and removed after recording the bug video, because it's redundant information otherwise).
If you want to change the position of the bars and numbers that you get from enabling gEnableSpeedMeter, then you need to change the "SetPosition" values on lines 32, 42 and 53.
You can also get my settings if you want, from <a href="http://skie.tontut.fi/ns2/Skulk_Client.lua" target="_blank">http://skie.tontut.fi/ns2/Skulk_Client.lua</a>
However the speed meter placement is resolution dependent. Mine are calibrated for 1920x1200.
skulk_speed
in console should work on a local server.
<!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Windows XP Professional SP3
Pentium4 - 2.80GHz
2046MB RAM
ATI Radeon HD 4600 Series <!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<i>Updated description of problem:</i>
When trying to start a map the loading screen appears and it seems to stall right then. No zoom effect, No dots ...., nothing. <b>40-45 seconds later </b>the picture changes and then a second later it crashes. The game ran ok before build 190.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><sub>Date: 02/25/12
Time: 08:20:31
--------------------------------------------------------------
Build 198
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
Loading 'maps/ns2_tram.level'
Error: Couldn't open file '
Client connecting (127.0.0.1)</sub><!--sizec--></span><!--/sizec-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Has anyone with a single-core CPU been able to play this game since 189? <!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
TinCan: could you run "dxdiag" and the resulting log and a link to this post to max@unknownworlds.com? He'll have a look and see if he can find a problem.
<!--quoteo(post=1906955:date=Feb 25 2012, 11:57 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Feb 25 2012, 11:57 AM) <a href="index.php?act=findpost&pid=1906955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Copy pasted and rearranged the assist menu to something which I think would fit better.
<img src="http://i.imgur.com/ffaCd.jpg" border="0" class="linked-image" /> Current one.
<img src="http://i.imgur.com/lApBX.jpg" border="0" class="linked-image" /> New one with Equipment section and bottom ability bar.
Supplies are kept on top and abilities are on the bottom. There is an equipment section button rather than filling the assist menu with weapons. Keeping priority on the supplies and abilities, while giving more item selection for the commander to drop for his team.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great idea. I'll plan on doing this.
<!--quoteo(post=1906970:date=Feb 25 2012, 01:25 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 25 2012, 01:25 PM) <a href="index.php?act=findpost&pid=1906970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I was aware the devs raised finance through business angel type investors, and also have the money from 30K+ sales. As far as I was aware there were 8 people working at UWE.<!--QuoteEnd--></div><!--QuoteEEnd-->
Someone mentioned that UWE is "running on fumes". That used to be the case, but is no longer. Nothing can stop us now.
That's great to hear!
I'd hate to see so much time and effort go to waste due to lack of funds.
And I really want this game to be finished! :)
Done. Hope it helps & thanks!
The 'Drifter Bug' ... no doubt you've heard of this on 'get satisfaction' but in Australasia we are having massive problems with drifters dying/taking heavy damage as they build a structure, we play predominatly map control style games here, aliens and marines, drifters often die as they build a structure due to our play style and then lag out the severs, forcing a restart (if lucky enough to have a admin) or a wait-till-server-crash scenario. This issue is *chronic* at the moment.
Pick up weapon and get a bung ammo read out, looks like a 'place holder' or to me, a computer console readout from the poly texture maps, persist and disallows the next weapon upgrade, but consumes res for this. after a weapon buy then death, issue is solved. still, minus 15 pres.
Hate to say it, but marines currently have to take 2 res nodes, secure a hive and pressure 1 out of 2 possible alien expansion hives, all whilst given a more expensive build tech tree than aliens, then defeat Fades, bile gorges, leap skulks and cara lerks *even then.* We. Can't. Do. It. Make marine building worth 10 res each like aliens. If people cry 'no longer asymetrical' then at least make spawns diametric.
People arn't playing non summit maps, I've watched players vs maps alot whilst waiting for a local spot to open, the savage alien dominance isn't helping the new maps get played.
Mostly I'm just whining, that drifter bug IS a killer though, can you please look into it? (oh, and theres no 'forum' link from 198 to this forum on your front page).
GL, have fun!
PS: The solution to your aformentioned gorge rush is shotties. Only I'm allowed to whine!