another bug on the map docking: <img src="http://www7.pic-upload.de/27.10.12/id2anhuwykmy.jpg" border="0" class="linked-image" /> --> you can run out of the map in this case
My lategame FPS has gone down a lot it seems :( Turns out it's only better at the start of the game, even in 224 it wasn't this bad. Just had a game on tram where lategame I dropped into 15 FPS.
When you pick upgrades for lifeforms they show black, making it very confusing. The new A and W level representations are just black boxes (up to 3 for lvl 3)? Looks really sloppy. Also please allow aliens to rechoose upgrades when near a hive, it's annoying to be stuck on upgrade choices on higher lifeforms.
Skulk bite cone and hit reg in general feels different, not sure what's up with this. Hope you didn't secretly nerf the bite cone one day after its implementation.
Like the new load screens though sometimes they seem to be random, i.e I got a docking loadscreen on a mapchange to summit once.
<!--quoteo(post=1998540:date=Oct 27 2012, 05:39 PM:name=Illidan)--><div class='quotetop'>QUOTE (Illidan @ Oct 27 2012, 05:39 PM) <a href="index.php?act=findpost&pid=1998540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like your last 2 patches! :-) <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NS2 is ready for 1.0, definetly!<!--colorc--></span><!--/colorc-->
One thing that I noticed: Sometime skulks hit me while looking away from me... I stood behind a skulk which was biting and he killed me somehow o_O This happened several times.
Oh, and in Tram is a problem regarding jetpacks: Using the vent at Departures Hive as jetpacker, you might come out of the map (Exit next to Stability Monitoring). There you get stuck walking outside of the map...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1998579:date=Oct 27 2012, 11:16 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 27 2012, 11:16 AM) <a href="index.php?act=findpost&pid=1998579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is something horribly wrong with the machine gun hitreg in this patch. I have no idea what's causing it, but bullets seem to just disappear.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is not just the LMG hit reg, it is all hitreg. :/
You know, when he referenced workers, I thought macs/drifters too, but they state twice about two different limits. I then thought "workers" might be the conceptual floaty aliens that swarmed around a hive area. I think there are some floaty particle effects right now and I never knew if the little orange floaties from the concept art ended up becoming the drifter model or what.
Doesn't do any good pondering I guess when you can see in game.
<!--quoteo(post=1998546:date=Oct 27 2012, 12:53 PM:name=Lepidus)--><div class='quotetop'>QUOTE (Lepidus @ Oct 27 2012, 12:53 PM) <a href="index.php?act=findpost&pid=1998546"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->another bug on the map docking: <img src="http://www7.pic-upload.de/27.10.12/id2anhuwykmy.jpg" border="0" class="linked-image" /> --> you can run out of the map in this case<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh god this bug lol I had skulks running outside of the map and gorging above terminal. They were then able to spit at everything through the ceiling without being shootable by the marines on the ground.
<!--quoteo(post=1998594:date=Oct 27 2012, 02:41 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Oct 27 2012, 02:41 PM) <a href="index.php?act=findpost&pid=1998594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh god this bug lol I had skulks running outside of the map and gorging above terminal. They were then able to spit at everything through the ceiling without being shootable by the marines on the ground.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1998594:date=Oct 27 2012, 07:41 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Oct 27 2012, 07:41 PM) <a href="index.php?act=findpost&pid=1998594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh god this bug lol I had skulks running outside of the map and gorging above terminal. They were then able to spit at everything through the ceiling without being shootable by the marines on the ground.<!--QuoteEnd--></div><!--QuoteEEnd-->
The map changes (that fixed this hole) didn't get included in the build somehow :(
<!--quoteo(post=1998600:date=Oct 27 2012, 02:49 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 27 2012, 02:49 PM) <a href="index.php?act=findpost&pid=1998600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The map changes (that fixed this hole) didn't get included in the build somehow :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha I dont mind, it was a rather fun break from the norm when I discovered it last night on villain's server. Marines won every time the aliens mucked around with it of course =P
This happend in veil <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=105041963" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=105041963</a>
<!--quoteo(post=1998596:date=Oct 27 2012, 01:44 PM:name=Bad Mojo)--><div class='quotetop'>QUOTE (Bad Mojo @ Oct 27 2012, 01:44 PM) <a href="index.php?act=findpost&pid=1998596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally aliens have a chance!<!--QuoteEnd--></div><!--QuoteEEnd--> I was in that game. Marines still won by egg locking. ROFL.
There is a bug on docking where skulks can get under the floor of terminal and destroy marine buildings through the floor. I don't know if it's related to the skybox leak other people have posted here.
There's also a hole on Docking inside the vent that you can fall through between Courtyard and Departures. It's the one with the broken window and above the escalators.
Should have just lowered drifter hp to 150 and worked on ai pathing/optimisation. There was also never any reason to have it at 300 on a unit that is <b>permanently cloaked</b> due to not having a collision model (unless you had 5 second reaction times or something). I still think even with a hardcap, 300hp doesn't fit the function of a scouting unit - its still a nice meatshield for sending infront of skulks.
But i won't whine too much. Another good build oveall -Increased maximum FPS limit to 200 -Fixed misprediction of Onos charge -Fixed damage number feedback overlapping with the crosshair at high distance -Fixed ARCs not being able to hit unsighted but detected targets
there were more changes I noticed which don't show up in the patch notes. (or did I miss it?)
shift's egg spawn ability has been changed. and I recognized that the ability does NOT cost any tres anymore. that's really strange because the tooltip says otherwise.
another thing. The spores cause a graphical issue with the holo hud of the shotgun (maybe with other weapons, too)
one more issue. I was able to block the "cyst pathing" with a shift on ns2_veil in sub sector. I was not able to proceed placing cysts. maybe have a look on that, so structures dont count as solid walls.
the cyst placement bug is definitely back ... you don't have too lock out and in, selecting something else, like another cyst, is enough, but of course its stil annoying
Don't know if its been mentioned yet, buy you don't click and place when creating eggs with a shift anymore. Just hit the key and it spawns one randomly in the area.
<!--quoteo(post=1998701:date=Oct 27 2012, 10:01 PM:name=koewi)--><div class='quotetop'>QUOTE (koewi @ Oct 27 2012, 10:01 PM) <a href="index.php?act=findpost&pid=1998701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the cyst placement bug is definitely back ... you don't have too lock out and in, selecting something else, like another cyst, is enough, but of course its stil annoying<!--QuoteEnd--></div><!--QuoteEEnd-->
And that...how could I forget that flipping problem...
Comments
<img src="http://www7.pic-upload.de/27.10.12/id2anhuwykmy.jpg" border="0" class="linked-image" />
--> you can run out of the map in this case
When you pick upgrades for lifeforms they show black, making it very confusing. The new A and W level representations are just black boxes (up to 3 for lvl 3)? Looks really sloppy. Also please allow aliens to rechoose upgrades when near a hive, it's annoying to be stuck on upgrade choices on higher lifeforms.
Skulk bite cone and hit reg in general feels different, not sure what's up with this. Hope you didn't secretly nerf the bite cone one day after its implementation.
Like the new load screens though sometimes they seem to be random, i.e I got a docking loadscreen on a mapchange to summit once.
One thing that I noticed: Sometime skulks hit me while looking away from me... I stood behind a skulk which was biting and he killed me somehow o_O This happened several times.
Oh, and in Tram is a problem regarding jetpacks:
Using the vent at Departures Hive as jetpacker, you might come out of the map (Exit next to Stability Monitoring). There you get stuck walking outside of the map...<!--QuoteEnd--></div><!--QuoteEEnd-->
1 word: No.
> Launched game, entered server on mineshaft
> Mineshaft artwork displayed properly
> Map change, still showed mineshaft artwork
It is not just the LMG hit reg, it is all hitreg. :/
Doesn't do any good pondering I guess when you can see in game.
<img src="http://www7.pic-upload.de/27.10.12/id2anhuwykmy.jpg" border="0" class="linked-image" />
--> you can run out of the map in this case<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh god this bug lol I had skulks running outside of the map and gorging above terminal. They were then able to spit at everything through the ceiling without being shootable by the marines on the ground.
Finally aliens have a chance!
The map changes (that fixed this hole) didn't get included in the build somehow :(
Haha I dont mind, it was a rather fun break from the norm when I discovered it last night on villain's server. Marines won every time the aliens mucked around with it of course =P
I was in that game. Marines still won by egg locking. ROFL.
But i won't whine too much. Another good build oveall
-Increased maximum FPS limit to 200
-Fixed misprediction of Onos charge
-Fixed damage number feedback overlapping with the crosshair at high distance
-Fixed ARCs not being able to hit unsighted but detected targets
May change as NS2 stats collects more data.
<a href="http://ns2stats.org/" target="_blank">http://ns2stats.org/</a>
shift's egg spawn ability has been changed. and I recognized that the ability does NOT cost any tres anymore. that's really strange because the tooltip says otherwise.
another thing. The spores cause a graphical issue with the holo hud of the shotgun (maybe with other weapons, too)
one more issue. I was able to block the "cyst pathing" with a shift on ns2_veil in sub sector.
I was not able to proceed placing cysts.
maybe have a look on that, so structures dont count as solid walls.
you don't have too lock out and in, selecting something else, like another cyst, is enough, but of course its stil annoying
you don't have too lock out and in, selecting something else, like another cyst, is enough, but of course its stil annoying<!--QuoteEnd--></div><!--QuoteEEnd-->
And that...how could I forget that flipping problem...