ok no_idea we have been thru this alot of times, if you still want to discuss it please do so in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showforum=92" target="_blank">General Discussion</a> forum, this post is here for devs and players to talk about the progresstion of the mod, playtests, bugs, and general ideas to improve what we are building.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
This mod would be playable if aliens couldn't get onos and marines couldn't get exo.
It might even be considered "good" if, in addition to the above, aliens were locked to max five levels and marines were locked to max seven levels with no jetpacks.
there must be an issue with the mod integrated in the menumod ... if i have the folder in the menumod folder the game crashes while loading ... if its on the desktop the game runs fine (but without the combatmod then) ...
Damn in my little test on build 219 I must have failed to check the alien buy menu properly (I'm sure I upgraded to a camouflaged onos and it worked fine - have you downloaded the latest version?)...
The problems with the menu mod support are to do with the Combat Mode code, fsfod's code is very clean so it's likely the introduction of something at our end has broken support. I haven't tested it in a long time so no surprise it's not working. I'll try and reproduce the problem this weekend but I'm away from my main computer so it may not be possible until Monday. Can someone post an error log when running with menumod and I'll try and sort the issue using that?
Thanks for all the feedback. There are going to be some exo balance changes coming in the next version - they are going to cost 4 upgrade points like the onos so hopefully we can go some way to avoid the exo spam that we currently get. Also, we're making it so that you can go up to level 11 now. I think in the final version we may make it so there are 12/13 levels, and add more of an ability tree to help with mid-game balance.
<!--quoteo(post=1977679:date=Sep 14 2012, 05:24 PM:name=eLbot)--><div class='quotetop'>QUOTE (eLbot @ Sep 14 2012, 05:24 PM) <a href="index.php?act=findpost&pid=1977679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->See, that's the problem. SteamCMD is running and my setup was fine for two Vanilla servers, it was on the addition of the Combat mod, and adding strings to enable it that these errors appeared.
I have the port set to 27030 for the connect and 27031 for the query(well thats set automatically) in all the appropriate places and my firewall is set to allow inbound connections on those ports both TCP and UDP to the server.exe in the ns folder. - Which was fine for Vanilla.
Spoon feed me a little; SteamCMD needs to be running - but is one instance per server required? Where does it need to be installed? Did I somehow fluke having the two vanilla servers working side by side?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi eLbot - the main error that I can see in your log is that the port is already in use by another process. Can you run netstat -b and check which process is using port 27030? The most common cause is that something else is already using that port - you could try switching to another one?
Edit: Add me on Steam - you can find me on the Combat Mode group - I can help you troubleshoot the install sometime.
<!--quoteo(post=1979468:date=Sep 18 2012, 02:49 AM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Sep 18 2012, 02:49 AM) <a href="index.php?act=findpost&pid=1979468"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're adding focus for the next version, can anybody tell me the values of the old focus in ns1 combat (attack speed slow factor and damage scalar)?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm almost certain that it was double damage, half attack speed.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1979468:date=Sep 18 2012, 11:49 AM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Sep 18 2012, 11:49 AM) <a href="index.php?act=findpost&pid=1979468"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're adding focus for the next version, can anybody tell me the values of the old focus in ns1 combat (attack speed slow factor and damage scalar)?<!--QuoteEnd--></div><!--QuoteEEnd--> Wasn't it just double damage at half the speed, essentially not changing DPS?
There might be some value in doing one - we've changed a fair amount of stuff since last week so it would be good to try it out. Can you pencil in a test at the usual time and we'll see whether it's possible to test the latest dev code somewhere. Not sure if we are ready for a formal release yet - there's more polish to add and more bugs to fix!
For those wanting to participate in the playtest, I've packaged up a version of the code that we will be testing out here: <a href="https://github.com/downloads/AlexHayton/NS2Combat/NS2Combat-Playtest20120918-v2.zip" target="_blank">https://github.com/downloads/AlexHayton/NS2...20120918-v2.zip</a>
Note that this isn't an official release and I wouldn't recommend this version as anything but a preview of v1.2. I also wouldn't recommend running it on your server yet except for the purposes of today's playtest! We have lots more bugs to fix and features to finish before v1.2 and the final release is at least a week away...
Edit: SN server on the West Coast is updated - I wonder if we can get these onto NS2France #4 in time for today?
Edit #2: Our original time clashes with the UWE dev stream so we're making it 9.30 p.m. CET instead (just after the stream). Hope to see you on the playtest!
Edit #3: for those visiting from the live dev stream here's a little overview of what this is: <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WIkDkuiQxNQ"></param><embed src="http://www.youtube.com/v/WIkDkuiQxNQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited September 2012
<!--quoteo(post=1979699:date=Sep 18 2012, 08:59 PM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Sep 18 2012, 08:59 PM) <a href="index.php?act=findpost&pid=1979699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At the moment theres a big bug with focus, dont buy it as an Onos !!<!--QuoteEnd--></div><!--QuoteEEnd--> Haha yes. The attack_speed variable is used twice in the animation graph for the gore attack, so it will multiply with itself. I actually just reported this as a bug today concerning enzyme cloud. Gorge spit also does not seem to use attack_speed at all.
attack_speed is not the problem, i added it in the animation graph, when it was missing. The problem is that I only want to enable focus on Hud 1 weapons and only on primary attacking, this works fine for every weapon but not for gore (it would work for gore if I disable the hud1 and primary attacking request). And I made a coding mistake so there where an error.
The error is now fixed but I need to look how I get the primary attack status of that gore weapon.
<!--quoteo(post=1979988:date=Sep 19 2012, 03:48 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Sep 19 2012, 03:48 AM) <a href="index.php?act=findpost&pid=1979988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How are you nerfing focus, its still gonna be like ns1 right?<!--QuoteEnd--></div><!--QuoteEEnd--> as it is right now marines are getting massacred including the CC, even the gorges suddenly turned into an effective fighting unit,so yeah this NEEDS to happen I think we talked about nerfing it by 50% and see how it plays out.
Comments
alien evolve menu = crash
It might even be considered "good" if, in addition to the above, aliens were locked to max five levels and marines were locked to max seven levels with no jetpacks.
The problems with the menu mod support are to do with the Combat Mode code, fsfod's code is very clean so it's likely the introduction of something at our end has broken support. I haven't tested it in a long time so no surprise it's not working. I'll try and reproduce the problem this weekend but I'm away from my main computer so it may not be possible until Monday. Can someone post an error log when running with menumod and I'll try and sort the issue using that?
Thanks for all the feedback. There are going to be some exo balance changes coming in the next version - they are going to cost 4 upgrade points like the onos so hopefully we can go some way to avoid the exo spam that we currently get. Also, we're making it so that you can go up to level 11 now. I think in the final version we may make it so there are 12/13 levels, and add more of an ability tree to help with mid-game balance.
and put ns2combat folder in the natural selection 2 folder. Both buy menus work for me.
I have the port set to 27030 for the connect and 27031 for the query(well thats set automatically) in all the appropriate places and my firewall is set to allow inbound connections on those ports both TCP and UDP to the server.exe in the ns folder. - Which was fine for Vanilla.
Spoon feed me a little; SteamCMD needs to be running - but is one instance per server required? Where does it need to be installed? Did I somehow fluke having the two vanilla servers working side by side?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi eLbot - the main error that I can see in your log is that the port is already in use by another process. Can you run netstat -b and check which process is using port 27030? The most common cause is that something else is already using that port - you could try switching to another one?
Edit: Add me on Steam - you can find me on the Combat Mode group - I can help you troubleshoot the install sometime.
(attack speed slow factor and damage scalar)?
(attack speed slow factor and damage scalar)?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm almost certain that it was double damage, half attack speed.
(attack speed slow factor and damage scalar)?<!--QuoteEnd--></div><!--QuoteEEnd-->
Wasn't it just double damage at half the speed, essentially not changing DPS?
Edit:
Ok got it now in + fast reload for marines, lets see how it works when playing.
In theory anyway - in practice you'd never run out of energy like you do without focus, so...
<a href="https://github.com/downloads/AlexHayton/NS2Combat/NS2Combat-Playtest20120918-v2.zip" target="_blank">https://github.com/downloads/AlexHayton/NS2...20120918-v2.zip</a>
Note that this isn't an official release and I wouldn't recommend this version as anything but a preview of v1.2. I also wouldn't recommend running it on your server yet except for the purposes of today's playtest! We have lots more bugs to fix and features to finish before v1.2 and the final release is at least a week away...
Edit: SN server on the West Coast is updated - I wonder if we can get these onto NS2France #4 in time for today?
Edit #2: Our original time clashes with the UWE dev stream so we're making it 9.30 p.m. CET instead (just after the stream). Hope to see you on the playtest!
Edit #3: for those visiting from the live dev stream here's a little overview of what this is:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WIkDkuiQxNQ"></param><embed src="http://www.youtube.com/v/WIkDkuiQxNQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Haha yes. The attack_speed variable is used twice in the animation graph for the gore attack, so it will multiply with itself. I actually just reported this as a bug today concerning enzyme cloud. Gorge spit also does not seem to use attack_speed at all.
The problem is that I only want to enable focus on Hud 1 weapons and only on primary attacking,
this works fine for every weapon but not for gore (it would work for gore if I disable the hud1 and primary attacking request). And I made a coding mistake so there where an error.
The error is now fixed but I need to look how I get the primary attack status of that gore weapon.
as it is right now marines are getting massacred including the CC, even the gorges suddenly turned into an effective fighting unit,so yeah this NEEDS to happen I think we talked about nerfing it by 50% and see how it plays out.
thx for making more and more function like GetUserPlayedInGame local so we can't use them anymore .....