Combat Mode Relaunch

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Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I think so, i'll hit you up on steam..
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    <!--quoteo(post=1980389:date=Sep 19 2012, 07:52 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Sep 19 2012, 07:52 PM) <a href="index.php?act=findpost&pid=1980389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think so, i'll hit you up on steam..<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks your a life saver! adding in some new icons for aliens + marines now
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    due to Jibrail we have now costum Buymenu icons for exo etc.:
    <a href="https://www.dropbox.com/s/freelkyljjl18r4/2012-09-19_00004.jpg" target="_blank">https://www.dropbox.com/s/freelkyljjl18r4/2...09-19_00004.jpg</a>
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Great Work, but I had to LOL Jibrail...

    You've put the Claw and MiniGun hands the wrong way round :)

    Great Job though :)
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Damn it these play tests are always on days I work a 12 hour shift. :P

    Focus Mmmm YES!
    NS2 sorely misses this especially in the late game.

    Spit balling other NS1 ideas.
    I know the HMG is gone, but can anyone mod the new EXO minigun values on to a LMG with an extended clip of 150 Bullets.
    You know you want to.
    L-HMG - Buurrrrrrr Buuuuuurrrrrrrrrrrrr.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited September 2012
    Where do I download the buy menu?
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited September 2012
    <!--quoteo(post=1980501:date=Sep 20 2012, 12:20 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Sep 20 2012, 12:20 AM) <a href="index.php?act=findpost&pid=1980501"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great Work, but I had to LOL Jibrail...

    You've put the Claw and MiniGun hands the wrong way round :)

    Great Job though :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I flipped it cause the icon looked better this way the hand was more visible.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    At the moment, the mod isn't working because of a change in Build 220. We've fixed it on our development version (you can download it here <a href="https://github.com/AlexHayton/NS2Combat/zipball/master" target="_blank">https://github.com/AlexHayton/NS2Combat/zipball/master</a>) and we're prepping up to release a brand new version with a load of new features very soon. Need to have one more playtest to iron out any bugs and balance issues first!
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    Feature request:

    As some admins (like me) run the mod for training it would be cool to deactivate it via an consolecomand to switch the server to normal mode if needed for an pcw or gather.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited September 2012
    Should be possible in combination with a mapchange, will try it.

    Edit:

    Ok it works fine but theres a problem with the reload of the marine weapons cause I made the reload time to a variable
    and vanilla ns2 sends no time back to the animation graph.

    Edit 2:

    Ok got it now, need only to save the variable (kCombatModActive) in the config path, make a good console command and everything should be fine.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    <!--quoteo(post=1981832:date=Sep 22 2012, 08:17 PM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Sep 22 2012, 08:17 PM) <a href="index.php?act=findpost&pid=1981832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should be possible in combination with a mapchange, will try it.

    Edit:

    Ok it works fine but theres a problem with the reload of the marine weapons cause I made the reload time to a variable
    and vanilla ns2 sends no time back to the animation graph.

    Edit 2:

    Ok got it now, need only to save the variable (kCombatModActive) in the config path, make a good console command and everything should be fine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Great job man, I loved this feature from NS1 would be fun to change it up a bit every couple of matches without the need to disconnect and find a server.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    <!--quoteo(post=1980510:date=Sep 20 2012, 10:39 AM:name=WorthyRival)--><div class='quotetop'>QUOTE (WorthyRival @ Sep 20 2012, 10:39 AM) <a href="index.php?act=findpost&pid=1980510"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->L-HMG - Buurrrrrrr Buuuuuurrrrrrrrrrrrr.<!--QuoteEnd--></div><!--QuoteEEnd-->
    light.. heavy.. machine.. gun..
    MY BRAIN
    STOP
    STOP
    ITS EXPLODING
    Bleugh.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    That was fast, great work.
    Is there a chance to download the new version?
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    You can always download the latest development version from here:
    <a href="https://github.com/AlexHayton/NS2Combat/zipball/master" target="_blank">https://github.com/AlexHayton/NS2Combat/zipball/master</a>

    However v1.2 is nearly feature complete and we'll be doing some proper testing of it in the coming week. You can certainly try it out and run it on your server (it's certainly stable enough now) but we're still doing a few runs of bugfixing before we do a new formal release.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    But I haven't uploaded the switching feature yet so if you especially want this you have to wait till I finished it.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited September 2012
    Ok i've finished my ModSwitcher now.

    If you want to test it, you can download the newest version from GitHub and use the following commands:

    co_mode (for ClientBased servers)
    sv_co_mode (for admins and dedicated servers)

    If you just type the command, the game will tell you, if the mode is activated or not.
    When you want to change the mode, type "co_mode false" or "true".

    The game will save the value in a file named "CombatMod.cfg" in your config path (should be standard in %AppData%\Natural Selection 2).
    If the file doesnt exist it should create it, so you don't have to change anything.
  • eLboteLbot Join Date: 2012-09-13 Member: 159229Members
    <!--quoteo(post=1982152:date=Sep 23 2012, 12:50 PM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Sep 23 2012, 12:50 PM) <a href="index.php?act=findpost&pid=1982152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok i've finished my ModSwitcher now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seems to work just fine so far! Will report back if I run into any issues. (The ability to change the server name and tags to preset values when this command is issued would be a fantastic addition, but might not be possible without a restart?)
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited September 2012
    Well... The experience bar is in now (though still some further refinements to be made before it's 'complete'). Thanks to Jibrail, Sphinxter and JimWest's work we have also got a new main menu, loading screens and menu icons. We're planning to do a playtest tonight at the usual time so check out the Steam group for details!

    Also, it looks like mod auto-downloading will finally be available in the next build. This is great news for us as it frees us from the constraints of our current design and allows us to make some customisations we've been avoiding to date in the name of compatibility with those people who haven't got the mod installed. We might be able to make some use of this freedom after v1.2 is released. Also expect much more frequent updates from us if auto-downloading works and is stable!
  • eLboteLbot Join Date: 2012-09-13 Member: 159229Members
    <!--quoteo(post=1982838:date=Sep 25 2012, 04:45 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Sep 25 2012, 04:45 AM) <a href="index.php?act=findpost&pid=1982838"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well... The experience bar is in now (though still some further refinements to be made before it's 'complete'). Thanks to Jibrail, Sphinxter and JimWest's work we have also got a new main menu, loading screens and menu icons. We're planning to do a playtest tonight at the usual time so Chevk out the Steam group for details!

    Also, it looks like mod auto-downloading will finally be available in the next build. This is great news for us as it frees us from the constraints of our current design and allows us to make some customisations we've been avoiding to date in the name of compatibility with those people who haven't got the mod installed. We might be able to make some use of this freedom after v1.2 is released. Also expect much more frequent updates from us if auto-downloading works and is stable!<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is less of a comment on Combat but rather a question to prolific and successful modders like yourself.
    With the Con Checks that are also being added; are you going to start providing edited ConsistencyConfig.json files for server ops to use? I ask because as an op - going through and trying to note down everything that i need to allow in the concheck whilst preventing changes to other files will be a massive headache and I fear most ops will just disable concheck entirely or force everyone down into the default client - no menu or server browser mods, no crosshairs etc etc... Fortunately most of the concheck doesn't apply as of course we want server NS2Combat to match client NS2Combat files, its just we don't want to lock down all other extensibility.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    I think we will probably distribute a ConsistencyConfig.json file of our own - or we may append values to the existing ConsistencyConfig by default. I haven't seen the implementation of it yet so can't say how we'll be hooking into it!
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Here is the file for today's playtest: <a href="https://github.com/downloads/AlexHayton/NS2Combat/NS2Combat-v1.1.99.zip" target="_blank">https://github.com/downloads/AlexHayton/NS2...bat-v1.1.99.zip</a>
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited September 2012
    we have a playtest going right now for anyone interested in joining


    EDIT:
    Thanks for everyone who joined us today, we got alot of feedback on balance and we caught some bugs.
    If you want to join us next time we should have another playtest on tuesday 2 Okt @ 09:00 PM stockholm time, if it changes we will announce it beforehand, to get notification when we start feel free to join our Combat steam group ( link in my signature )
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited September 2012
    Well we had a bit of a bug-fixing spree today. The game is looking pretty damn good now and very close to some kind of commemorative 'feature complete' release. I think if we're lucky it may coincide with the release of the new mod support in v221. We are planning to do a final playtest on tuesday where we can confirm that we've axed all the showstopper bugs and get some feedback on the new experience bars, menu icons and game stability. I'd also like to record the game in high-definition if we can and use it as a demo of where we're at now...

    From the work and mini-tests we've completed in the last couple of days I can confirm that the crash issues affecting server operators should all now be addressed and the spawn issues that have been plaguing games to date have had something of a breakthrough today - fingers crossed, they are all history now! The changelist for the next official release of Combat is crazy big now and it means that hopefully we can focus on performance improvements, balance and improvements for mappers after this one is out the door...
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    nice, the playtests are always too early for me :(
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Hehe same Codeine. One before last was at 5am no wonder I keep missing them.

    Damn Australian timezone.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Was a good session earlier, and I hope that feature complete is really soon, so we can get more mods out the door!! haha.

    Great work guys, all around :)
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Yeah, missing these playtests every time. Always wake up to the Steam notification. :D
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
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  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    OK Combat is broken with 221 and you can't laod 2 mods.
    If you activated the SoulCatcher mod, but load the Game with -game NS2Comabat, only the SoulCatcher will load.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    what about not loading the soul catcher mod?
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