Natural Selection News Update - Beta Build 224 released!

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Comments

  • JowJow Join Date: 2011-06-23 Member: 106032Members
    Looking nice, my FPS is consistently being held back by the GPU now when I max everything out, hope optimisation keeps on going though:)

    Apart from that, fixing crouch jumping as soon as possible would be amazing.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1996859:date=Oct 25 2012, 01:20 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 25 2012, 01:20 PM) <a href="index.php?act=findpost&pid=1996859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both damage numbers and hit indicator are client side (in other words; useless, you may as well turn them off (I have)).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think the damage numbers are more reliable than the hit indicator. This is from a few builds ago:

    Refactored damage numbers to use network messages - more correct and clean at the cost of slight delay.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    <!--quoteo(post=1996801:date=Oct 25 2012, 12:03 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Oct 25 2012, 12:03 PM) <a href="index.php?act=findpost&pid=1996801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only thing it could possibly be "obscuring" is your hands and weapon, which you don't need to see... It's a very elegant use of screenspace, only affecting that which was useless before.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I only experienced it as an exo, looks like it only covers the model which is ok.
  • mR.WafflesmR.Waffles Join Date: 2009-02-03 Member: 66280Members, Reinforced - Shadow
    Glancing hits should help. I still want focus.
  • KuddlyKalliKuddlyKalli Yuggera Country Join Date: 2010-12-23 Member: 75905Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    <!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Thank you soooo much for working so hard on this patch, guys! After the crucible that was 223, anything would seem great now, but you've honestly pulled off some real magic here. Lots of folks reporting huge framerate gains, summit looks better than ever (yay snow!) and so much more.

    My only critique so far: I notice you added some extra visual feedback when taking damage, though it's kind of subtle. However, what is really needed is <b>audio feedback</b> for it. It is still near impossible to notice a silenced skulk chewing on your leg. I cannot stress how important it is to have clear, responsive feedback when you take a hit. Make it happen, gents.

    Again, outstanding work. We love you guys! <3<!--colorc--></span><!--/colorc-->
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    I don't understand why changing the old weapon and armor upgrade icons for marines? I really thought they were good. :)
  • carlgmcarlgm Join Date: 2004-08-26 Member: 30907Members, Constellation
    <!--quoteo(post=1996885:date=Oct 25 2012, 08:56 AM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Oct 25 2012, 08:56 AM) <a href="index.php?act=findpost&pid=1996885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand why changing the old weapon and armor upgrade icons for marines? I really thought they were good. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think they've been unified, it was in the Q&A at the end but I've not seen them myself other than on the forums.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    Don't like the new arms lab icons either, the old ones were perfect and subtle.
    Also, the observatory icon overlapping alien commander build 'shortcuts' (those grey icons displaying on top of structures that can research things) is pretty funny :p.

    Loving the new spikes, though I'd still like to see them moved to T2 and gas coming back as T1. (As T2 the spike damage could probably be upped a tiny bit more even).

    The glancing bites are playing out better than expected, it rewards proper aiming while being a lot more forgiving for the lesser skilled or newer plays. (And making skulk teamwork more effective at the same time)

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Please remove glancing melee hits. Have ONE cone for melee attacks.
    There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit.
    Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would suggest having glancing bites display in a different colour on the number overlay or have some sort of other visual representation, that would be the easiest way to address your concern. Heck, could even have a slightly different audio cue.

    Lastly, strange welding visual glitch: weld someone that's moving and there will be like a floating trail of weld-animation for a short while.
  • shadershader Join Date: 2003-02-07 Member: 13247Members
    <!--quoteo(post=1996840:date=Oct 25 2012, 06:59 AM:name=Jekt)--><div class='quotetop'>QUOTE (Jekt @ Oct 25 2012, 06:59 AM) <a href="index.php?act=findpost&pid=1996840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players pinging is really ###### annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was complaining about that earlier. Then I discovered the game had added a keybind for 'ping map' to a key I press constantly in game. So I was probably creating all the pings I was complaining about.

    Ditto on disliking the marine upgrade icons.

    Ditto on loving the performance increase.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    Good increase in performance at most times during the round, still drops heavily later/when entering hiverooms etc., but overall a lot better.

    Glancing melee hits are pretty annoying though, having constant numbers for the amount of hits related to armor ups was really good, now it just feels random as hell. You can never know if its worth it to stay and try to kill the marine or run away.

    Collisions didnt feel any better, still walking over skulks and sliding off to the sides etc. general awfulness.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    Oh gawd the bugs!

    <b>Muh map is broken :(.</b>
    Most of the time, I can only bring it up in the ready room or while waiting to respawn.

    Also I notice black squares appearing while other menu options are waiting to load (map, when it works, or weapons available at the bottom when first spawning as a skulk).

    First server I joined had the console going insane after a map change and everyone was hitching to an unplayable extent with no ability to build structures.

    Next server I joined crashed before I had played a full game.

    Seems like someone already mentioned the obs menu bug where an obs appears over lots of (alien) commander help buttons on mouseover.

    <b>That said:</b>

    The performance is absolutely beautiful. Everyone in the servers was marveling at it over mic chat. Most significant performance gain I've seen yet. Didn't get a chance to play long enough to comment much on the balance, but most of the changes sound pretty good. Gonna be tough to appreciate it properly without my map though. Hope there's an easy fix.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Keep getting 'Authentication timed out' when I try and join any server.
  • tk-421tk-421 Join Date: 2006-11-03 Member: 58315Members, Reinforced - Shadow
    Has anyone noticed if whips work better against GL's in this patch?

    They seemed to miss all the time with 223 and a few earlier patches.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    edited October 2012
    <!--quoteo(post=1996968:date=Oct 25 2012, 03:46 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 03:46 PM) <a href="index.php?act=findpost&pid=1996968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep getting 'Authentication timed out' when I try and join any server.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Same :-(
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1996968:date=Oct 25 2012, 08:46 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 08:46 AM) <a href="index.php?act=findpost&pid=1996968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep getting 'Authentication timed out' when I try and join any server.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I believe the steam master servers are eating it at the moment.
  • ToumalToumal Join Date: 2010-05-02 Member: 71591Members
    edited October 2012
    Excellent performance gain. I was wary of glance bite, turns out it's actually really good and having played both sides now, it feels really fair to be honest. A lone marine can't expect to outdance three skulks, nor should he be able to.
    Aliens feel a lot more dangerous now, while not being supermonsters either. I've had no problems waxing single skulks in a 1:1 and I'm not the greatest shot there is.
    Tracers - oh man when I read this I was afraid - but frankly the effect is subtle enough to not be a nuisance. I still feel tracers are silly, but I'm not bothered by them.

    I echo the request for more damage sounds on marines, it's weird to take damage and not notice a thing. Definitely a weak area IMHO.

    I don't mind the new alien upgrade icons, but may I suggest changing evolve menu? For a non-insider it is REALLY hard to see that these upgrade things are something you can click.

    Also, ranged lerk gas, pretty please? ^_^
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    OK thanks. How does Steam decide who authenticates and who doesn't?

    (great sig btw)
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited October 2012
    <u><b>peregrinus</b></u>

    I think everyone should just set the Ancient Aliens Kook as their sig:

    <img src="http://media.tumblr.com/tumblr_m92qszp2f11qanol4.jpg" border="0" class="linked-image" />

    -
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1996973:date=Oct 25 2012, 03:49 PM:name=Industry)--><div class='quotetop'>QUOTE (Industry @ Oct 25 2012, 03:49 PM) <a href="index.php?act=findpost&pid=1996973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe the steam master servers are eating it at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They are... <a href="https://twitter.com/Steam_Support/status/261484620615405568" target="_blank">https://twitter.com/Steam_Support/status/261484620615405568</a>
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    I was only able to get 2 games in last night, but damn did it feel great. I could even play on a 300ms aussie server and my fps was not affected. Skulks, fades and lerks all felt much better as well.

    I look forward to hypermutations return though =[
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1996980:date=Oct 25 2012, 08:53 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 08:53 AM) <a href="index.php?act=findpost&pid=1996980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OK thanks. How does Steam decide who authenticates and who doesn't?

    (great sig btw)<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's essentially the Steamworks DRM as I understand it. It checks your account to make sure you actually own the game and then if you do allows you to connect. With the servers being wishywashy it can't make that check so it is timing out.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    edited October 2012
    <!--quoteo(post=1996859:date=Oct 25 2012, 03:20 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 25 2012, 03:20 PM) <a href="index.php?act=findpost&pid=1996859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both damage numbers and hit indicator are client side (in other words; useless, you may as well turn them off (I have)).

    Glancing bite seems like an interesting idea that could work well, but swalk's concern is valid. Perhaps more important, is the concern that aliens will no longer be able to "count bites".

    Will reserve my judgement on the patch and glancing bites until I've properly tested it, though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They're pretty accurate from experience. At least for skulks, for spray n pray marines, not so much.
    I don't think I've ever seen the damage indicators go off as a false positive for bites.
    More visual feedback of what type of bite it is might be a good idea, though.
    Perhaps for 25 dmg bites, no blood spatter, for 50 dmg bites, a little blood splatter and for full bites, substantial blood splatter. Server side, of course.

    And you can still count 3, 4 or 8 respectively for 75, 50 and 25.
    Plus any combination of these.

    Glancing bite definitely helps skulks end engagements faster, especially against wounded, hopping marines.
    A marine will have a lot of trouble of they're in the same square meter as a skulk.
    It also gives new players a positive reinforcement loop as they gradually get more full on bites instead of them getting mangled for missing slightly.
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    For the last couple builds I've been getting the "red connectivity icon of death" and have had pretty terrible lag/hitching/etc. For example, in my last game, I got it about half way through and started noticing warping of all players. I then proceeded to completely spazz out where I could move around the map, but no one else was. It resolved itself after about 30 seconds and warped me back to where I was when it started, but then it did it again for around another 30 seconds. Again, it fixed itself and I could play normally, if with the connection problems stated above. Around 1 min after I could play again, I received all of the chat and kill spam instantaneously, blinding and deafening me for a second or so.

    No one else in the game seemed to have had this issue, does anyone know what the problem is? This started around 220 and has been occurring in every game that I play even though it shouldn't, based on my specs and connection, as far as I can tell. Don't have this problem in any other game.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1996979:date=Oct 25 2012, 09:53 AM:name=Toumal)--><div class='quotetop'>QUOTE (Toumal @ Oct 25 2012, 09:53 AM) <a href="index.php?act=findpost&pid=1996979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Excellent performance gain. I was wary of glance bite, turns out it's actually really good and having played both sides now, it feels really fair to be honest. A lone marine can't expect to outdance three skulks, nor should he be able to.

    Also, ranged lerk gas, pretty please? ^_^<!--QuoteEnd--></div><!--QuoteEEnd-->

    i still think the prob wasnt so much dancing (it helps but isnt a god mode usually). the prob is still collisions are still wonky.

    +1 for range gas! hell ill even trade the stronger spikes for range gas.
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    <!--quoteo(post=1997016:date=Oct 25 2012, 12:03 PM:name=Samus1111111)--><div class='quotetop'>QUOTE (Samus1111111 @ Oct 25 2012, 12:03 PM) <a href="index.php?act=findpost&pid=1997016"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For the last couple builds I've been getting the "red connectivity icon of death" and have had pretty terrible lag/hitching/etc. For example, in my last game, I got it about half way through and started noticing warping of all players. I then proceeded to completely spazz out where I could move around the map, but no one else was. It resolved itself after about 30 seconds and warped me back to where I was when it started, but then it did it again for around another 30 seconds. Again, it fixed itself and I could play normally, if with the connection problems stated above. Around 1 min after I could play again, I received all of the chat and kill spam instantaneously, blinding and deafening me for a second or so.

    No one else in the game seemed to have had this issue, does anyone know what the problem is? This started around 220 and has been occurring in every game that I play even though it shouldn't, based on my specs and connection, as far as I can tell. Don't have this problem in any other game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    try to reinstall NS2.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    bug - shift does not ragdoll on death.
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    <!--quoteo(post=1996667:date=Oct 24 2012, 11:07 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Oct 24 2012, 11:07 PM) <a href="index.php?act=findpost&pid=1996667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just so you aren't going to be devastated on release, I'll break the bad news to you now. Bullet holes (decals) are unfortunately not going to make it into 1.0, due to the ridiculous amount of other high priority stuff needing to get done. But I expect it won't be too many patches after release before they make an appearance.

    There are 3 damage cones. So, for the skulk, for example, the full damage (75) is the same width that the entire bite cone width was in 223 (.5 width). Then, at (1) the damage is 50, then at 1.5 the damage is 25. So, the overall bite cone width has been increased, from 223, with full damage being no different then 223, but just with the extra lesser damage for a bite that would have been a complete miss in the last patch. So, this is a buff, not a nerf.

    No, there were no speed changes to make blink and shadowstep slower this patch.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks so much Cory. This patch feels great, so many crucial fixes. I really appreciate your feedback and the effort you all put into 224!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1996859:date=Oct 25 2012, 08:20 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 25 2012, 08:20 AM) <a href="index.php?act=findpost&pid=1996859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both damage numbers and hit indicator are client side (in other words; useless, you may as well turn them off (I have)).<!--QuoteEnd--></div><!--QuoteEEnd-->

    both are server side
  • EißfeldtEißfeldt Join Date: 2012-08-15 Member: 155658Members
    I can't test it at the moment so I have a question:
    Are marines still able to jump on top of the skulks while trying to dodge in melee comabt?
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Whips don't seem to attack exos, I stood next to a cloaked one and it didn't do anything.
This discussion has been closed.