Here's my problems. The "omg game borked halp y no one fix it!"
To actually be useful, you need reproduction steps and or a log. That's the only way anything will get fixed. Making your own hacks and not telling anyone about the fix does nothing. Logs are in %AppData%/Natural Selection 2/. There's a LOT higher chance something will get fixed if you give a log and a description.
Alright here goes:
Step 1: go gorge
Step 2: shoot something
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited January 2014
After, (FINALLY) doing this myself on my own server since server admins can't seem to send any logs, I figured out the problem and fixed it. Just waiting for them to publish it.
This morning I published a new version of Combat (v5.21) which contains some important fixes by SamusDroid.
Hopefully this fixes some of the bugs that have plagued combat for a while since we stopped official support!
Here's the changelog:
- Fixed gorge spit bug
- Fixed missing .soundinfo file
This morning I published a new version of Combat (v5.21) which contains some important fixes by SamusDroid.
Hopefully this fixes some of the bugs that have plagued combat for a while since we stopped official support!
Here's the changelog:
- Fixed gorge spit bug
- Fixed missing .soundinfo file
Unfortunately, it appears you published xeno swarm instead and combat mod no longer exists...
Sorry guys. It looks like that old problem has resurfaced. It's strange because this is a brand new machine (but I copied my old user profile onto it). I can fix this but it'll have to wait until tonight, I can install NS2 on a spare machine and publish from there.
i have a combat server running on windows 2012 r2 and i works all fine but sometimes i see in the console not the normal output but very quick "spam" output. the cpu load rise up and the server performance goes down. in this case i have on the server a tickrate from 10 till 20.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
The function is trying to perform a sum on the value of totalKills, but when it does totalKills is nil, instead of having a value. This is shown at the bottom of the section beginning #2: SetTotalKills lua/ScoringMixin.lua:253, but it appears as the last line before #3: lua/PlayerRanking.lua:314 in your list.
Without looking further into the error I can't say what the problem is, but the variable should have a value and currently it does not, hence the error.
Yea I believe that is the same error I reported a few months ago you should get it randomly at any time when running combat mod as it has not been fixed yet.
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Great job fixing the gorge spit bug guys! One other issue is still outstanding that I know of. On pretty much every combat server, there is a massive lag spike any time somebody joins the server... I'm talking 0.5 - 1 seconds of lag. At first, I blamed the server as one could reasonably expect, but I noticed it happens on every combat server... so I suspect it's the mod.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
OK, I spent quite a bit of time today playing Combat on Various servers, and I have to say, the game fundamentally does not work.
There are so many artificial restrictions added to the game that if you do not go straight for LifeForm upgrades etc, you will be a skulk, or gorge, for the entirety of the rest of the game. I was playing today, I got celerity and level 2 upgrades, then thought i'd be a lerk for a bit, but oh no, 3 people on my team have already gone lerk, so I am not allowed.
So go a bit further, I have enough for fade now, but wait, now there is too many fades. Let's not even talk about Exo and Onos.....
Combat is supposed to be a game where you can hone and practise your NS2 combat skills, except you can't, unless you are already super skilled, at which point you get your upgrades first and can choose all the lifeforms to play with.
The game needs to be balanced, so people can play and use the lifeforms, or your only choice is to stack marines, because there's never too many Shotguns, or never too many JetPacks.
Yeah, and why when there is a team full of JP's and Shotties, are you only allowed a couple of lerks and fades per team.
I am really disappointed in this game, hugely massively disappointed.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
@SamusDroid, I appreciate you disagree, but when combat mod was started, one of the things we talked about at great length between myself, Greeds & Jim, was the fact that artificial limits to the number of items should not be put in, as the whole point of the mod is to practice the life-forms, abilities etc.
We all felt pretty strongly about that in the beginning, and I am more than a little disappointed to see these limits in for lower lifeforms. Because of this compromise Combat is now sat in a wasteland, it is not pure NS2 Combat, but it is also not a balanced stand on it's own two feet game.
I appreciate you are 'looking after' the mod now, but Combat as it stands is not what it set out to be, and has not forged on to follow it's own path, as a game mode, it is very disappointing. It offers you toys, and then slaps you in the face with a wet kipper when you try and play with them.
Combat either needs to balance life-forms amongst itself, thus creating a fun balanced gameplay, or it needs to stick to NS2 mechaincs rigidly. Sticking to NS2 mechanics rigidly doesn't work at all, so it needs to move on and forge it's own path. Sure it is fast, paced and frenetic, but if you can't play how you want to play, because of artificial limits, that is bad game design and execution.
I guess you don't like me Samus, as you disagree with a lot of my posts on the forums, either that or we see the world with opposite view points....
OK, I spent quite a bit of time today playing Combat on Various servers, and I have to say, the game fundamentally does not work.
There are so many artificial restrictions added to the game that if you do not go straight for LifeForm upgrades etc, you will be a skulk, or gorge, for the entirety of the rest of the game. I was playing today, I got celerity and level 2 upgrades, then thought i'd be a lerk for a bit, but oh no, 3 people on my team have already gone lerk, so I am not allowed.
So go a bit further, I have enough for fade now, but wait, now there is too many fades. Let's not even talk about Exo and Onos.....
Combat is supposed to be a game where you can hone and practise your NS2 combat skills, except you can't, unless you are already super skilled, at which point you get your upgrades first and can choose all the lifeforms to play with.
The game needs to be balanced, so people can play and use the lifeforms, or your only choice is to stack marines, because there's never too many Shotguns, or never too many JetPacks.
Yeah, and why when there is a team full of JP's and Shotties, are you only allowed a couple of lerks and fades per team.
I am really disappointed in this game, hugely massively disappointed.
Yes! Jetpacks have made it extremely frustrating to go Aliens in this mod. After a while, it seems all that Marines have to do in order to win is just get a jetpack, and a grenade launcher, and just keep doing suicide runs on the hive. It'll eventually go down, no matter how quickly the alien team responds, you'll always be able to get at least one grenade in there.
awaiting for the day of /xmenu release. maybe implement into the current buy menu but with a secondary page to the current upgrades.
at this point i find many things need adjustment
1) skulk + armor is practically useless against any level of shotgun
2) fade's shadow step needs to be reduced while under attack
3) flamethrower is too powerful for hive
4) spawn protection needs to be increased
5) jetpack fuel needs to be recharge faster
6) lerk's spikes needs to have limitation
7) bring back onos charge to replace with bone shield
btw as an old school ns1 player, ns2 combat is not even close to ns1 combat at all.
@Flayra - This is no longer being developed, the guys have left NS2 and set-up their own studio to create games on Unity.
@SamusDroid is looking after bug-fixes etc, but you won't see any more major updates for the mod. It would really need to be re-written.
This makes me sad.
Combat mode is the only reason I could handle playing NS1, and has been so much to play as it developed in NS2.
The importance of this mod to the NS2 community should not be overlooked as it provides a gateway for new players to learn how to fight with all the tools in the game, and then progress onto the full vanilla version.
Were I not heavily involved in school and work, I would try my hand at learning LUA and improving this mod.
@Flayra - This is no longer being developed, the guys have left NS2 and set-up their own studio to create games on Unity.
@SamusDroid is looking after bug-fixes etc, but you won't see any more major updates for the mod. It would really need to be re-written.
This makes me sad.
Combat mode is the only reason I could handle playing NS1, and has been so much to play as it developed in NS2.
The importance of this mod to the NS2 community should not be overlooked as it provides a gateway for new players to learn how to fight with all the tools in the game, and then progress onto the full vanilla version.
Were I not heavily involved in school and work, I would try my hand at learning LUA and improving this mod.
Good luck finding the cause of the lag spikes, because I sure couldn't find him.
Comments
Alright here goes:
Step 1: go gorge
Step 2: shoot something
Hopefully this fixes some of the bugs that have plagued combat for a while since we stopped official support!
Here's the changelog:
- Fixed gorge spit bug
- Fixed missing .soundinfo file
Unfortunately, it appears you published xeno swarm instead and combat mod no longer exists...
Could we please get combat mod back lol?
"Error installing mod 'NS2 COmbat Mode'"
Thank you for your efforts...It appears the workshop overlords have put the hex on things at the moment.
I haven't had any workshop content download, so I'm inclined to believe this is a Workshop issue.
1. Get armor 2
2. Get Exo and notice correct armor level
3. Die
4. Take exo again
5. Notice 280 armor (armor 0).
Same thing might apply to weapon level, I remember that it scaled, unlike vanilla?
Also:
1. Get Armor 2
2. Get jetpack
3. Notice armor 0 (might not happen all of the time? can someone confirm)
i have a combat server running on windows 2012 r2 and i works all fine but sometimes i see in the console not the normal output but very quick "spam" output. the cpu load rise up and the server performance goes down. in this case i have on the server a tickrate from 10 till 20.
here the output from the log:
any idea?
thx.
Without looking further into the error I can't say what the problem is, but the variable should have a value and currently it does not, hence the error.
Well this should be the top priority then, because it's barely playable now
There are so many artificial restrictions added to the game that if you do not go straight for LifeForm upgrades etc, you will be a skulk, or gorge, for the entirety of the rest of the game. I was playing today, I got celerity and level 2 upgrades, then thought i'd be a lerk for a bit, but oh no, 3 people on my team have already gone lerk, so I am not allowed.
So go a bit further, I have enough for fade now, but wait, now there is too many fades. Let's not even talk about Exo and Onos.....
Combat is supposed to be a game where you can hone and practise your NS2 combat skills, except you can't, unless you are already super skilled, at which point you get your upgrades first and can choose all the lifeforms to play with.
The game needs to be balanced, so people can play and use the lifeforms, or your only choice is to stack marines, because there's never too many Shotguns, or never too many JetPacks.
Yeah, and why when there is a team full of JP's and Shotties, are you only allowed a couple of lerks and fades per team.
I am really disappointed in this game, hugely massively disappointed.
We all felt pretty strongly about that in the beginning, and I am more than a little disappointed to see these limits in for lower lifeforms. Because of this compromise Combat is now sat in a wasteland, it is not pure NS2 Combat, but it is also not a balanced stand on it's own two feet game.
I appreciate you are 'looking after' the mod now, but Combat as it stands is not what it set out to be, and has not forged on to follow it's own path, as a game mode, it is very disappointing. It offers you toys, and then slaps you in the face with a wet kipper when you try and play with them.
Combat either needs to balance life-forms amongst itself, thus creating a fun balanced gameplay, or it needs to stick to NS2 mechaincs rigidly. Sticking to NS2 mechanics rigidly doesn't work at all, so it needs to move on and forge it's own path. Sure it is fast, paced and frenetic, but if you can't play how you want to play, because of artificial limits, that is bad game design and execution.
I guess you don't like me Samus, as you disagree with a lot of my posts on the forums, either that or we see the world with opposite view points....
Yes! Jetpacks have made it extremely frustrating to go Aliens in this mod. After a while, it seems all that Marines have to do in order to win is just get a jetpack, and a grenade launcher, and just keep doing suicide runs on the hive. It'll eventually go down, no matter how quickly the alien team responds, you'll always be able to get at least one grenade in there.
at this point i find many things need adjustment
1) skulk + armor is practically useless against any level of shotgun
2) fade's shadow step needs to be reduced while under attack
3) flamethrower is too powerful for hive
4) spawn protection needs to be increased
5) jetpack fuel needs to be recharge faster
6) lerk's spikes needs to have limitation
7) bring back onos charge to replace with bone shield
btw as an old school ns1 player, ns2 combat is not even close to ns1 combat at all.
@SamusDroid is looking after bug-fixes etc, but you won't see any more major updates for the mod. It would really need to be re-written.
This makes me sad.
Combat mode is the only reason I could handle playing NS1, and has been so much to play as it developed in NS2.
The importance of this mod to the NS2 community should not be overlooked as it provides a gateway for new players to learn how to fight with all the tools in the game, and then progress onto the full vanilla version.
Were I not heavily involved in school and work, I would try my hand at learning LUA and improving this mod.
Good luck finding the cause of the lag spikes, because I sure couldn't find him.