Just to remind people, Lockdown for 1.0, doesn't mean the game is finished. It just means all the features that are supposed to be in 1.0, are in. This means that until release, UWE can focus on performance, balance and polish without those pesky 'new features' that take up so much time to code getting in the way. :-)
<!--quoteo(post=1982699:date=Sep 25 2012, 10:46 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Sep 25 2012, 10:46 AM) <a href="index.php?act=findpost&pid=1982699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just to remind people, Lockdown for 1.0, doesn't mean the game is finished. It just means all the features that are supposed to be in 1.0, are in. This means that until release, UWE can focus on performance, balance and polish without those pesky 'new features' that take up so much time to code getting in the way. :-)<!--QuoteEnd--></div><!--QuoteEEnd-->
"performance" awww yeaaah! That's what we want :P Cheers mate for keeping us plebs up to date :)
<!--quoteo(post=1982699:date=Sep 24 2012, 10:46 PM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Sep 24 2012, 10:46 PM) <a href="index.php?act=findpost&pid=1982699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just to remind people, Lockdown for 1.0, doesn't mean the game is finished. It just means all the features that are supposed to be in 1.0, are in. This means that until release, UWE can focus on performance, balance and polish without those pesky 'new features' that take up so much time to code getting in the way. :-)<!--QuoteEnd--></div><!--QuoteEEnd--> Wasnt the last new feature to be added the exo? That was like a month ago.
<!--quoteo(post=1982621:date=Sep 24 2012, 07:20 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Sep 24 2012, 07:20 PM) <a href="index.php?act=findpost&pid=1982621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which means sentry batteries would not be getting changed, which is what dominator was referring to.<!--QuoteEnd--></div><!--QuoteEEnd--> I was honest to God hoping I was wrong. If that is the case we might as well start doling out the shovels.
<!--quoteo(post=1982635:date=Sep 24 2012, 07:40 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Sep 24 2012, 07:40 PM) <a href="index.php?act=findpost&pid=1982635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't wait to see all of these problems get fixed that should have been fixed in beta in less than a week. Still hoping it will happen, but I doubt it.<!--QuoteEnd--></div><!--QuoteEEnd--> Dont you know releasing game fixes all problems silly?
i wish NS2 runs as smooth as NS1 (running at least 60fps.) my 570 gtx on 1920x1080 runs the LOWEST quality. i still get a little choppy movement unlike NS1 i can easily jump and shoot at same time, not to mention the registry is poop in NS2.
<!--quoteo(post=1982723:date=Sep 24 2012, 11:18 PM:name=Trance420)--><div class='quotetop'>QUOTE (Trance420 @ Sep 24 2012, 11:18 PM) <a href="index.php?act=findpost&pid=1982723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i wish NS2 runs as smooth as NS1 (running at least 60fps.) my 570 gtx on 1920x1080 runs the LOWEST quality. i still get a little choppy movement unlike NS1 i can easily jump and shoot at same time, not to mention the registry is poop in NS2.<!--QuoteEnd--></div><!--QuoteEEnd--> I play with a GTX460 at 1920x1200 on high settings. Your GPU is not the bottleneck.
<!--quoteo(post=1982716:date=Sep 24 2012, 10:47 PM:name=Starkwind)--><div class='quotetop'>QUOTE (Starkwind @ Sep 24 2012, 10:47 PM) <a href="index.php?act=findpost&pid=1982716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably wont happen but i was hoping for a new map or two for 1.0 =].<!--QuoteEnd--></div><!--QuoteEEnd--> See page <a href="http://unknownworlds.com/ns2/forums/index.php?s=&showtopic=121379&view=findpost&p=1982623" target="_blank">one</a>
*coughs* while we are adding to the list, what about viewing the server list from inside the game? When the Australian servers are full, I'll join an American one or one with players on it and I'd like to be able to view the server menu from the game instead of disconnecting the current game everytime :(
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1982644:date=Sep 25 2012, 01:55 AM:name=male_fatalities)--><div class='quotetop'>QUOTE (male_fatalities @ Sep 25 2012, 01:55 AM) <a href="index.php?act=findpost&pid=1982644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5. Less delay/sluggish movement for marines (no deacceleration/acceleration when changing between strafe directions)<!--QuoteEnd--></div><!--QuoteEEnd--> This will very much be a success/failure thing for NS2 v1.0. And not just for marines, aliens needs to have removed their rollerskates too.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1982745:date=Sep 24 2012, 10:43 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Sep 24 2012, 10:43 PM) <a href="index.php?act=findpost&pid=1982745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->devour is still missing, and the feature for gorge/onos to climb ladders.<!--QuoteEnd--></div><!--QuoteEEnd--> Devour isn't "missing" it was never going to be NS2 from the get go; and aliens are intentionally prevented from using ladders, map design should account for this so silly looking things like an Onos moonwalking up a yellow ladder doesn't occur :)
Dude.. Seriously? How do you picture that animation. :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, obviously the aliens have had to adapt to these contraptions called 'ladders' ever since encountering human vessels and installations. The hive mind in its ingenuity must have noticed that oni have a problem that prevents them from being super awesome in regards to these 'ladders'. Logically, one of the following evolutions must have been chosen:
1) Skulk rollerskates: One skulk per leg. Let wallhopping commence! 2) Ladder blink: We all know the onos is just a bigger fade, right? Surely such a big fade can do big wormholethingies and blink up and down ladders. Only ladders though! 3) Ladder devour: The onos devours the ladder and replaces the ladder with a clog ramp. 4) Lerk lift: In true NS1 style, lerks pick up oni and lift them up the ladders! 5) Ladder chamber: Khamm evolves a hive into a ladder hive and has access to ladder chambers that allow oni to climb ladders. This could also unlock several other ladder-upgrades!
<!--quoteo(post=1982644:date=Sep 24 2012, 07:55 PM:name=male_fatalities)--><div class='quotetop'>QUOTE (male_fatalities @ Sep 24 2012, 07:55 PM) <a href="index.php?act=findpost&pid=1982644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5. Less delay/sluggish movement for marines (no deacceleration/acceleration when changing between strafe directions)<!--QuoteEnd--></div><!--QuoteEEnd--> So simply and small thing but still the most annoying feature in NS2. It's beyond me how that can still be in a game, when it turn off more competitive players than any other bad feature in NS2. Shouldn't be that hard to remove it.
I hope they don't forget to improve the server browser (filters, favorites, etc...) while optimizing everything else.
I must say the last few builds were extremely reassuring to me. When I play, I'm having flashbacks of the feelings felt in NS1; love nearly all the new mechanics and oh, the eye-candy. The game is really fun to play now.
After 4 years of emotional and (modest) financial investment, I know that in a month I'll have a blast playing NS2!
Hope most basic aspect of the game - 1v1 skulk marine - is fixed. That's been in a poor state for the entire alpha and beta, and in the latest build it's gone back a few steps...there's no good way to spin it :/
Another very 'basic' thing is skulk and marine movement and animations. Hope they focus on those things because people wont care so much for the flashy stuff if the movement and level one combat is broken and frustrating.
I'd be happy with pure performance gains for the release build. Playing BF3 on max/1080, yet NS2 on min/720 is kinda bad. Hitting ESC and waiting 10 seconds for the interface is ::meh::. And the training buttons not actually working is a p.i.t.a. Alt-Tab'ing causing the game to crash is also a p.i.t.a. The only time I played Alien comm, 4 marines with exos took down my commander hive (1st of 2) and upon ejection the game totally froze -- p.i.t.a (though I submitted the bug report).
All part of a beta.
I'd even be willing to experiment with a build that took away marine structure destruction animation/disolution, had reduced polycount models for marines/skulks/cysts, and increased load on my own CPU so there were more servers at slightly lower pings. I'd also recommend that the game recommend hard-caps on the amount of players a server is allowed to have based upon server specs (overridable of course).
As part of the tweaking, maybe they could add orange highlights to the vent entrances when the aliens hit 'F'? I get so lost just looking for them as a noob...
Falling short are we? When or if NS2 actually comes out I see several problems if 1.0 brings out new maps and new features or many new corrections. While the play testers do have a job to do, I think we all can agree the general public/players that already have the game are much better at finding bugs or ways to abuse features in the game.
Now while I hope things go as planned and NS2 has a great release, I just don’t see it happening.
<!--quoteo(post=1982792:date=Sep 25 2012, 02:28 AM:name=jihem)--><div class='quotetop'>QUOTE (jihem @ Sep 25 2012, 02:28 AM) <a href="index.php?act=findpost&pid=1982792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope they don't forget to improve the server browser (filters, favorites, etc...) while optimizing everything else.<!--QuoteEnd--></div><!--QuoteEEnd-->
Try the noflash menu mod, it has a significantly better performing server browser - also, we have nanogrid now: <a href="http://hypernovadesign.co.uk/nanogrid/" target="_blank">http://hypernovadesign.co.uk/nanogrid/</a> .
On a separate note I love and thank UWE for all their hard work, but I have a feeling it is the community that will turn a great game - into something really quite special! There's evidence of it all over the forums, they had a strong and knowledge driven early player base. But many of the most talented mod makers / patchers / mappers stepped away from what <b>used</b> to be an ever shifting codebase, 1.0 with a faint promise of smaller numbers of fundamental changes that will break a modders hard work from this point forward will draw a lot of them back.
Now simply isn't the time to be upset about features you wished UWE had changed before retail release, but rather time to put on our best suits and represent the caring, giving community that we have right now. This will give the core game the best chance it can get. There are some of us that want a slightly different game, separate from UWE's vision and it will be there too, we have two separate teams working on competition play alone, for a total of 4 flavors of the game that you will be able to decide between from just the next few months. Expecting clean performance out of the gate for a game like this would push back release many months, we may disagree with their decision to pull the trigger in October, but it has to be pulled at some point and all we can do if we want to be playing this game 2 years from now is to make sure we support rather then detract from their efforts.
Negativity from us will provide our friends and the public with a bad impression of the game, it's time to suck up our disappointments and instead work on fixing them using mods (which are being enchanced in 221 to auto-download from server to client) to help this game reach a proper status, both in E-sport arenas and in social gaming contexts (Gorge craft comes to mind).
<!--quoteo(post=1982805:date=Sep 25 2012, 03:26 AM:name=eLbot)--><div class='quotetop'>QUOTE (eLbot @ Sep 25 2012, 03:26 AM) <a href="index.php?act=findpost&pid=1982805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try the noflash menu mod, it has a significantly better performing server browser [/url] .<!--QuoteEnd--></div><!--QuoteEEnd-->
Warning: It will probably not work with 221 due to consistency checks
<!--quoteo(post=1982807:date=Sep 25 2012, 03:40 AM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Sep 25 2012, 03:40 AM) <a href="index.php?act=findpost&pid=1982807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Warning: It will probably not work with 221 due to consistency checks<!--QuoteEnd--></div><!--QuoteEEnd-->
Whilst true, many ops (including myself) will be editing the checks to avoid destroying important mods like this until such a time that malicious coders present themselves and force our hands to protect player environments. Hell, i'll likely be disabling them entirely until they've extended their functionality because i believe (quite plainly) that it is the modders that will make or break this game.
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
<!--quoteo(post=1982807:date=Sep 25 2012, 12:40 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Sep 25 2012, 12:40 PM) <a href="index.php?act=findpost&pid=1982807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Warning: It will probably not work with 221 due to consistency checks<!--QuoteEnd--></div><!--QuoteEEnd--> I really hope UWE have something planned for this, I (like many others) cannot play the game without Menu Mod, the ingame menu causes too many crashes.
<!--quoteo(post=1982811:date=Sep 25 2012, 03:46 AM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Sep 25 2012, 03:46 AM) <a href="index.php?act=findpost&pid=1982811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really hope UWE have something planned for this, I (like many others) cannot play the game without Menu Mod, the ingame menu causes too many crashes.<!--QuoteEnd--></div><!--QuoteEEnd-->
As I understand it (time for me to double check and report back) server ops can edit the files that are checked, to the extent that no checks are made at all - I expect many of us to do just this.
EDIT: from another thread;
<!--quoteo(post=1980913:date=Sep 20 2012, 11:31 AM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ Sep 20 2012, 11:31 AM) <a href="index.php?act=findpost&pid=1980913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->221 will also have consistency checking (a form of anti-cheat).
A file called ConsistencyConfig.json will automatically be generated in the server config directory when you first start the server. It can be edited to change what type of files are checked on the client.
A client that has modified files will automatically be disconnected from the server.
You can disable consistency checking on your server by editing ConsistencyConfig.json from this: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[ "*.lua", "*.fx", "*.screenfx", "*.surface_shader", "*.fxh", "*.render_setup", "*.shader_template" ]<!--c2--></div><!--ec2-->
To this: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[ ]<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
Hell, i'll even change my server's tags to: ModsOK , so that people know that ccheck is off.
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
<!--quoteo(post=1982812:date=Sep 25 2012, 12:48 PM:name=eLbot)--><div class='quotetop'>QUOTE (eLbot @ Sep 25 2012, 12:48 PM) <a href="index.php?act=findpost&pid=1982812"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...<!--QuoteEnd--></div><!--QuoteEEnd--> It is great server mods have control over the consistency checking, but come release with a mass of new servers available (hopefully) there will be plenty of servers in default configs. It would be incredibly frustrating to go back to the situation where I have a 50% chance of making it through a session without a crash and when quitting NS2, it hardlocks my PC. This would make me sad!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I expect many of us to do just this.<!--QuoteEnd--></div><!--QuoteEEnd--> So you will keep an open door to cheaters, just to cater to a minority who want to mod some aspects of their game?
And obviously they need to fix the menu. so people wouldn't need the menu mod in the first place. Mods are great, server side ones that is. I don't see why you need to allow client side mods, it's incredibly easy to exploit. (And I'm not just talking cheating, there'll be plenty of mods out there that could simply give players an edge)
<!--quoteo(post=1982822:date=Sep 25 2012, 05:05 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Sep 25 2012, 05:05 AM) <a href="index.php?act=findpost&pid=1982822"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So you will keep an open door to cheaters, just to cater to a minority who want to mod some aspects of their game? (Where as you could just allow those mods in the code and nothing else)<!--QuoteEnd--></div><!--QuoteEEnd-->
Tell me - do you have evidence of a hack that is in the wild today? If you do, then no - the door wont be entirely open, i'll sit down and spend the few hours it takes to learn what files each of the important/popular player interface mods need to change and then filter out those files from the checks. If indeed hackers start appearing then i'll open dialogue with the modders to try and reduce the number of exploitable files that need to be changed to enable their mod so that we can further bolster security.
But yes my stance is an open door, to support and foster modding - until such a point where evidence presents itself that such a door is indeed exploitable and needs to be closed as far as it can to protect player environments, as I suggested earlier.
Comments
"performance" awww yeaaah! That's what we want :P Cheers mate for keeping us plebs up to date :)
Wasnt the last new feature to be added the exo? That was like a month ago.
<!--quoteo(post=1982621:date=Sep 24 2012, 07:20 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Sep 24 2012, 07:20 PM) <a href="index.php?act=findpost&pid=1982621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which means sentry batteries would not be getting changed, which is what dominator was referring to.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was honest to God hoping I was wrong. If that is the case we might as well start doling out the shovels.
<!--quoteo(post=1982635:date=Sep 24 2012, 07:40 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Sep 24 2012, 07:40 PM) <a href="index.php?act=findpost&pid=1982635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't wait to see all of these problems get fixed that should have been fixed in beta in less than a week. Still hoping it will happen, but I doubt it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont you know releasing game fixes all problems silly?
Especially some kind of Bio dome which was hinted at earlier.
i still get a little choppy movement unlike NS1 i can easily jump and shoot at same time, not to mention the registry is poop in NS2.
i still get a little choppy movement unlike NS1 i can easily jump and shoot at same time, not to mention the registry is poop in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
I play with a GTX460 at 1920x1200 on high settings. Your GPU is not the bottleneck.
<!--quoteo(post=1982716:date=Sep 24 2012, 10:47 PM:name=Starkwind)--><div class='quotetop'>QUOTE (Starkwind @ Sep 24 2012, 10:47 PM) <a href="index.php?act=findpost&pid=1982716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably wont happen but i was hoping for a new map or two for 1.0 =].<!--QuoteEnd--></div><!--QuoteEEnd-->
See page <a href="http://unknownworlds.com/ns2/forums/index.php?s=&showtopic=121379&view=findpost&p=1982623" target="_blank">one</a>
When the Australian servers are full, I'll join an American one or one with players on it and I'd like to be able to view the server menu from the game instead of disconnecting the current game everytime :(
This will very much be a success/failure thing for NS2 v1.0.
And not just for marines, aliens needs to have removed their rollerskates too.
Devour isn't "missing" it was never going to be NS2 from the get go; and aliens are intentionally prevented from using ladders, map design should account for this so silly looking things like an Onos moonwalking up a yellow ladder doesn't occur :)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->..onos to climb ladders.<!--QuoteEnd--></div><!--QuoteEEnd-->
onos climb ladders.
Dude.. Seriously? How do you picture that animation.
:P
Dude.. Seriously? How do you picture that animation.
:P<!--QuoteEnd--></div><!--QuoteEEnd-->
I kind of picture it like this <a href="http://mimg.ugo.com/201110/8/0/5/210508/cuts/robocop53_480x360.jpg" target="_blank">picture</a>
Dude.. Seriously? How do you picture that animation.
:P<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, obviously the aliens have had to adapt to these contraptions called 'ladders' ever since encountering human vessels and installations. The hive mind in its ingenuity must have noticed that oni have a problem that prevents them from being super awesome in regards to these 'ladders'. Logically, one of the following evolutions must have been chosen:
1) Skulk rollerskates: One skulk per leg. Let wallhopping commence!
2) Ladder blink: We all know the onos is just a bigger fade, right? Surely such a big fade can do big wormholethingies and blink up and down ladders. Only ladders though!
3) Ladder devour: The onos devours the ladder and replaces the ladder with a clog ramp.
4) Lerk lift: In true NS1 style, lerks pick up oni and lift them up the ladders!
5) Ladder chamber: Khamm evolves a hive into a ladder hive and has access to ladder chambers that allow oni to climb ladders. This could also unlock several other ladder-upgrades!
So simply and small thing but still the most annoying feature in NS2. It's beyond me how that can still be in a game, when it turn off more competitive players than any other bad feature in NS2. Shouldn't be that hard to remove it.
No devour? Like, at all? That makes me a sad orca :/
I must say the last few builds were extremely reassuring to me. When I play, I'm having flashbacks of the feelings felt in NS1; love nearly all the new mechanics and oh, the eye-candy. The game is really fun to play now.
After 4 years of emotional and (modest) financial investment, I know that in a month I'll have a blast playing NS2!
Another very 'basic' thing is skulk and marine movement and animations. Hope they focus on those things because people wont care so much for the flashy stuff if the movement and level one combat is broken and frustrating.
Still, congratulations.
All part of a beta.
I'd even be willing to experiment with a build that took away marine structure destruction animation/disolution, had reduced polycount models for marines/skulks/cysts, and increased load on my own CPU so there were more servers at slightly lower pings. I'd also recommend that the game recommend hard-caps on the amount of players a server is allowed to have based upon server specs (overridable of course).
As part of the tweaking, maybe they could add orange highlights to the vent entrances when the aliens hit 'F'? I get so lost just looking for them as a noob...
Now while I hope things go as planned and NS2 has a great release, I just don’t see it happening.
Try the noflash menu mod, it has a significantly better performing server browser - also, we have nanogrid now: <a href="http://hypernovadesign.co.uk/nanogrid/" target="_blank">http://hypernovadesign.co.uk/nanogrid/</a> .
On a separate note I love and thank UWE for all their hard work, but I have a feeling it is the community that will turn a great game - into something really quite special! There's evidence of it all over the forums, they had a strong and knowledge driven early player base. But many of the most talented mod makers / patchers / mappers stepped away from what <b>used</b> to be an ever shifting codebase, 1.0 with a faint promise of smaller numbers of fundamental changes that will break a modders hard work from this point forward will draw a lot of them back.
Now simply isn't the time to be upset about features you wished UWE had changed before retail release, but rather time to put on our best suits and represent the caring, giving community that we have right now. This will give the core game the best chance it can get. There are some of us that want a slightly different game, separate from UWE's vision and it will be there too, we have two separate teams working on competition play alone, for a total of 4 flavors of the game that you will be able to decide between from just the next few months. Expecting clean performance out of the gate for a game like this would push back release many months, we may disagree with their decision to pull the trigger in October, but it has to be pulled at some point and all we can do if we want to be playing this game 2 years from now is to make sure we support rather then detract from their efforts.
Negativity from us will provide our friends and the public with a bad impression of the game, it's time to suck up our disappointments and instead work on fixing them using mods (which are being enchanced in 221 to auto-download from server to client) to help this game reach a proper status, both in E-sport arenas and in social gaming contexts (Gorge craft comes to mind).
Warning: It will probably not work with 221 due to consistency checks
Whilst true, many ops (including myself) will be editing the checks to avoid destroying important mods like this until such a time that malicious coders present themselves and force our hands to protect player environments. Hell, i'll likely be disabling them entirely until they've extended their functionality because i believe (quite plainly) that it is the modders that will make or break this game.
I really hope UWE have something planned for this, I (like many others) cannot play the game without Menu Mod, the ingame menu causes too many crashes.
As I understand it (time for me to double check and report back) server ops can edit the files that are checked, to the extent that no checks are made at all - I expect many of us to do just this.
EDIT: from another thread;
<!--quoteo(post=1980913:date=Sep 20 2012, 11:31 AM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ Sep 20 2012, 11:31 AM) <a href="index.php?act=findpost&pid=1980913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->221 will also have consistency checking (a form of anti-cheat).
A file called ConsistencyConfig.json will automatically be generated in the server config directory when you first start the server. It can be edited to change what type of files are checked on the client.
A client that has modified files will automatically be disconnected from the server.
You can disable consistency checking on your server by editing ConsistencyConfig.json from this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[ "*.lua", "*.fx", "*.screenfx", "*.surface_shader", "*.fxh", "*.render_setup", "*.shader_template" ]<!--c2--></div><!--ec2-->
To this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[ ]<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
Hell, i'll even change my server's tags to: ModsOK , so that people know that ccheck is off.
It is great server mods have control over the consistency checking, but come release with a mass of new servers available (hopefully) there will be plenty of servers in default configs. It would be incredibly frustrating to go back to the situation where I have a 50% chance of making it through a session without a crash and when quitting NS2, it hardlocks my PC. This would make me sad!
So you will keep an open door to cheaters, just to cater to a minority who want to mod some aspects of their game?
And obviously they need to fix the menu. so people wouldn't need the menu mod in the first place. Mods are great, server side ones that is. I don't see why you need to allow client side mods, it's incredibly easy to exploit. (And I'm not just talking cheating, there'll be plenty of mods out there that could simply give players an edge)
Tell me - do you have evidence of a hack that is in the wild today? If you do, then no - the door wont be entirely open, i'll sit down and spend the few hours it takes to learn what files each of the important/popular player interface mods need to change and then filter out those files from the checks. If indeed hackers start appearing then i'll open dialogue with the modders to try and reduce the number of exploitable files that need to be changed to enable their mod so that we can further bolster security.
But yes my stance is an open door, to support and foster modding - until such a point where evidence presents itself that such a door is indeed exploitable and needs to be closed as far as it can to protect player environments, as I suggested earlier.