Well that sucks. It's ok to take defences down from onos bar with arcs but hive? Same thing in Mineshaft. Arcs in central can take deposit hive down. In Veil u can take nano with arcs, but that is different. Only rt's there, no hive(or chair) place there.
I never have any issues with AVG free until this. It has protected me on numerous occasions, and rates highly when compared to other virus programs which are paid for. Not going to switch. There is NO reason, a steam game should be having a false virus reading.
<!--quoteo(post=2059864:date=Jan 12 2013, 07:13 PM:name=ttmmm2001)--><div class='quotetop'>QUOTE (ttmmm2001 @ Jan 12 2013, 07:13 PM) <a href="index.php?act=findpost&pid=2059864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never have any issues with AVG free until this. It has protected me on numerous occasions, and rates highly when compared to other virus programs which are paid for. Not going to switch. There is NO reason, a steam game should be having a false virus reading.<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL. having an antivirus is no subsitute to having good practices. you don't even need an antivirus 99% of the time. the cure is worse than the disease.
i wrote a reply then erased it. I came here to report my expirience with the beta so the developers could take a look into it which is done. have fun trolling some one else. - peace.
<!--quoteo(post=2059592:date=Jan 12 2013, 04:51 AM:name=Kallistrate)--><div class='quotetop'>QUOTE (Kallistrate @ Jan 12 2013, 04:51 AM) <a href="index.php?act=findpost&pid=2059592"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->We've been working on this patch for a while now, hard to recall everything that went into it. And no, it is not the content update.
Some highlights include: <i>- Major changes to Docking, specifically around cafeteria, east wing, and departures. - Gorge spit had its hit detection fixed. Works like a charm now, don't mess with the battlegorge! - More bug fixes than you can poke a stick at.</i><!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2059864:date=Jan 12 2013, 06:13 PM:name=ttmmm2001)--><div class='quotetop'>QUOTE (ttmmm2001 @ Jan 12 2013, 06:13 PM) <a href="index.php?act=findpost&pid=2059864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never have any issues with AVG free until this. It has protected me on numerous occasions, and rates highly when compared to other virus programs which are paid for. Not going to switch. There is NO reason, a steam game should be having a false virus reading.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like something you should be telling AVG rofl. False detections are cased by the antivirus, not what it false detected.
<!--quoteo(post=2059786:date=Jan 12 2013, 11:54 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jan 12 2013, 11:54 AM) <a href="index.php?act=findpost&pid=2059786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If they would post the change log, everyone would just discuss in the forums or play the normal game. If they don't post them, more people will try the beta.<!--QuoteEnd--></div><!--QuoteEEnd--> or they read the changelog, and then play the beta and are more well-equipped to look for bugs (as if discussion is a bad thing anyway)
East wing looks nice! I also noticed the addition of more 'greens', which is a nice touch. The addition of escalators gives the area much more character than before, and also opens it up a bit. Too bad departure's tech point couldn't have been expanded too; that's always been a cramped tech-point no matter which side occupies it. Unless that is by design. Reminds me of 'The Bridge' in that map in NS1 which was so freaking cramped all the time.
The changes to Cafeteria are nice as well, although it does seem a tiny bit disjointed how neither the tech-point, power node nor the resource node are within line of sight of any of the others. Probably just takes some getting used to.
I know on Docking they moved the power node in Terminal so that it couldn't be hit from outside the room through the window, but the new (current) location is no better. It changed one problem for another. Instead of sniping from outside through the window, you can snipe outside down the long hall. If the kiosk that is just north of the power node could be moved a bit to the west to block line of sight from the west hallway (running north) then it would finally fix this pesky issue.
Im having major issues with this. I joined Beta Playground [v236]. When I join a game, a few things happen: <ul><li>I have no crosshair for the marines.</li><li>I dont show up on the minimap for both sides</li><li>The main menu is distorted and unusable. It appears near the top of the screen. This happens on the marines only.</li><li>Am unable to type marines only.</li></ul> Many of the marine problems go away when I sit in the CC.
This all goes away when I go back into the waiting room, the happens again when I pick the marines. Will add more if I see them.
<!--quoteo(post=2059922:date=Jan 12 2013, 06:15 PM:name=GreatGrizzly)--><div class='quotetop'>QUOTE (GreatGrizzly @ Jan 12 2013, 06:15 PM) <a href="index.php?act=findpost&pid=2059922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im having major issues with this. I joined Beta Playground [v236].<!--QuoteEnd--></div><!--QuoteEEnd-->
Anything odd in your log? Any errors? You should try verifying the install files in Steam. It seems like maybe something is corrupted.
Regarding the change log: It was getting late on Friday night. I simply wanted to go home to eat delicious soup more than I wanted to edit a change log for a beta patch build that is going to end up being much different once the official release is out a few days later.
Also, as many have stated already, we are looking for major bugs with this patch. Just play some games, if you notice big problems, we would appreciate if you could report them.
Thanks for all the feedback on docking and the build in general everyone!
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
also editing in a change-log can have a bad effect on bugs, like for example, people will want to try to break the new 'features' and overlook things that may have accidentally broken which weren't changed to begin with.
there's odd issues on the beta playground server, i think it might have to do with the extra consistency checks but idk. but some audio doesn't play at all for me (reloading magazines into marine weapons).
<!--quoteo(post=2059949:date=Jan 12 2013, 11:40 PM:name=Warrior J)--><div class='quotetop'>QUOTE (Warrior J @ Jan 12 2013, 11:40 PM) <a href="index.php?act=findpost&pid=2059949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems being hit by Gorge spit obscures your vision a lot now. Anyone else notice this?<!--QuoteEnd--></div><!--QuoteEEnd--> It always has, just before you never got hit by Gorge spit.
Ditto to not showing up on my own minimap. The console is full of error logs. Though the sample below is as a marine, the same problem appears as an alien.
<!--quoteo(post=2059954:date=Jan 12 2013, 10:55 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jan 12 2013, 10:55 PM) <a href="index.php?act=findpost&pid=2059954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It always has, just before you never got hit by Gorge spit.<!--QuoteEnd--></div><!--QuoteEEnd-->
lol. No but really, the effect seems to be enhanced.
<!--quoteo(post=2059964:date=Jan 13 2013, 12:39 AM:name=Warrior J)--><div class='quotetop'>QUOTE (Warrior J @ Jan 13 2013, 12:39 AM) <a href="index.php?act=findpost&pid=2059964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol. No but really, the effect seems to be enhanced.
Maybe its wishful thinking.<!--QuoteEnd--></div><!--QuoteEEnd-->
i believe the intensity of the effect was proportional to how close the gorge spit was to your head and what direction you were facing when it hit you. believe me the vision obscuration hasn't change much if at all.
<!--quoteo(post=2059949:date=Jan 13 2013, 03:40 AM:name=Warrior J)--><div class='quotetop'>QUOTE (Warrior J @ Jan 13 2013, 03:40 AM) <a href="index.php?act=findpost&pid=2059949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems being hit by Gorge spit obscures your vision a lot now. Anyone else notice this?<!--QuoteEnd--></div><!--QuoteEEnd--> We did not make spit obscure your vision more often. It is a by product of the improvement we made to the spit hit reg, meaning that the spit actually hits the marine like its supposed to now, so as a marine you probably see the screen spit effect more often as a result. To help compensate we did scale down both the size and transparency of the effect by 50%, so you may be seeing it more often but it should be a lot less vision obscuring then it used to be.
It's too early to thumb through all the replies so if someone mentioned it I apologize, but I'm going to be lazy for a min..
Once on a team, Hitting TAB for the scoreboard does nothing.. If I attempt to use the mini-map while dead It stays on the screen and I can't get rid of it. When I do get the mini-map to function it doesn't appear to show my own position or anyone elses If I attempt to chat, the Team: or All: stays on the screen and nothing on the GUI updates.. once I leave the team and go to the Waiting room, all of it clears up.
<!--quoteo(post=2060072:date=Jan 13 2013, 10:32 AM:name=ma$$a$$ter)--><div class='quotetop'>QUOTE (ma$$a$$ter @ Jan 13 2013, 10:32 AM) <a href="index.php?act=findpost&pid=2060072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's too early to thumb through all the replies so if someone mentioned it I apologize, but I'm going to be lazy for a min..
Once on a team, Hitting TAB for the scoreboard does nothing.. If I attempt to use the mini-map while dead It stays on the screen and I can't get rid of it. When I do get the mini-map to function it doesn't appear to show my own position or anyone elses If I attempt to chat, the Team: or All: stays on the screen and nothing on the GUI updates.. once I leave the team and go to the Waiting room, all of it clears up.<!--QuoteEnd--></div><!--QuoteEEnd-->
were you on the modded server? it has some extended consistency checks and i think that's messing with things
placed an observatory and a cc in crossroads. Beaconed from there. the marines were beaconed to flight control (where there was another cc).
Another time I had to beacon there, it was ok.
It seems also (on alien side) that the cyst check it does prior to placing a cyst is slower. I mean, if you are cysting on a side of the map and you suddenly go to a different place, it needs more seconds to find the "nearest cyst". But this could be only the server i was in.
Regarding the game: insta-receding infestation seemed only to recede faster. It was not an huge problem. Placing a chain requires some accomodation, probably you need less cyst now?
On a side note, i used frap on summit, it seems it's somewhat faster? my benchmark (1200000 ms) says min 31-max 94-med 64. Let's cross fingers :D
Comments
IIRC Onos Bar to Locker room remains untouched. So yeah.
Played the beta for about 30 minutes, no problems....
[attachment=36191:ns2virus.jpg]
Not going to switch.
There is NO reason, a steam game should be having a false virus reading.
Not going to switch.
There is NO reason, a steam game should be having a false virus reading.<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL. having an antivirus is no subsitute to having good practices. you don't even need an antivirus 99% of the time. the cure is worse than the disease.
I came here to report my expirience with the beta so the developers could take a look into it which is done.
have fun trolling some one else.
- peace.
Some highlights include:
<i>- Major changes to Docking, specifically around cafeteria, east wing, and departures.
- Gorge spit had its hit detection fixed. Works like a charm now, don't mess with the battlegorge!
- More bug fixes than you can poke a stick at.</i><!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like performance increases to me!!!!
Not going to switch.
There is NO reason, a steam game should be having a false virus reading.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like something you should be telling AVG rofl. False detections are cased by the antivirus, not what it false detected.
or they read the changelog, and then play the beta and are more well-equipped to look for bugs (as if discussion is a bad thing anyway)
Honestly, there is more high pitched whining here than on facebook, this is so much better than Cosmo!
East wing looks nice! I also noticed the addition of more 'greens', which is a nice touch. The addition of escalators gives the area much more character than before, and also opens it up a bit. Too bad departure's tech point couldn't have been expanded too; that's always been a cramped tech-point no matter which side occupies it. Unless that is by design. Reminds me of 'The Bridge' in that map in NS1 which was so freaking cramped all the time.
The changes to Cafeteria are nice as well, although it does seem a tiny bit disjointed how neither the tech-point, power node nor the resource node are within line of sight of any of the others. Probably just takes some getting used to.
I know on Docking they moved the power node in Terminal so that it couldn't be hit from outside the room through the window, but the new (current) location is no better. It changed one problem for another. Instead of sniping from outside through the window, you can snipe outside down the long hall. If the kiosk that is just north of the power node could be moved a bit to the west to block line of sight from the west hallway (running north) then it would finally fix this pesky issue.
<ul><li>I have no crosshair for the marines.</li><li>I dont show up on the minimap for both sides</li><li>The main menu is distorted and unusable. It appears near the top of the screen. This happens on the marines only.</li><li>Am unable to type marines only.</li></ul>
Many of the marine problems go away when I sit in the CC.
This all goes away when I go back into the waiting room, the happens again when I pick the marines. Will add more if I see them.
Anything odd in your log? Any errors? You should try verifying the install files in Steam. It seems like maybe something is corrupted.
Regarding the change log: It was getting late on Friday night. I simply wanted to go home to eat delicious soup more than I wanted to edit a change log for a beta patch build that is going to end up being much different once the official release is out a few days later.
Also, as many have stated already, we are looking for major bugs with this patch. Just play some games, if you notice big problems, we would appreciate if you could report them.
Thanks for all the feedback on docking and the build in general everyone!
It always has, just before you never got hit by Gorge spit.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[Client] Script Error #1: lua/Player_Client.lua:2856: attempt to call method 'GetPositionForMinimap' (a nil value)
Call stack:
#1: PlayerUI_GetPositionOnMinimap lua/Player_Client.lua:2856
player = Marine-1374 {activeWeaponId=418, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=12, animationSequence2=-1, animationSequence=0, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=769.67907714844, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=4.7699413299561, cameraDistance=0, catpackboost=false, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=false, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=44.42786026001, y=-0.81472092866898, z=35.070095062256 }, gameEffectsFlags=0, gameStarted=false, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=151, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1691, locationId=2, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=45, moveTransition=false, nanoShielded=false, onGround=false, onGroundNeedsUpdate=false, onLadder=false, parasited=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, requireNewSprintPress=false, resources=20, runningBodyYaw=0.092817172408104, ruptured=false, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=1.6047399044037, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0, stepStartTime=0, stunTime=0, teamNumber=1, teamResources=0, techId=43, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=0, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=0, timeOfLastWeaponSwitch=769.52734375, timeSprintChange=769.73840332031, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=2.9849998950958, y=-0.88749998807907, z=-0.10249999910593 }, velocityLength=3.2000000476837, velocityPitch=5.9863419532776, velocityYaw=6.2337112426758, viewModelId=1278, viewPitch=0.17642933130264, viewRoll=0, viewYaw=1.6047399044037, visibleClient=false, vortexed=false, waitingForAutoTeamBalance=false, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581, webbed=false }
#2: UpdatePlayerIcon lua/GUIMinimap.lua:396
self = GUIMinimapFrame { }
#3: Update lua/GUIMinimap.lua:762
self = GUIMinimapFrame { }
deltaTime = 0
#4: Update lua/GUIMinimapFrame.lua:128
self = GUIMinimapFrame { }
deltaTime = 0
#5: ShowMap lua/GUIMinimap.lua:797
self = GUIMinimapFrame { }
showMap = true
#6: InitializeMinimap lua/Hud/Marine/GUIMarineHud.lua:318
self = GUIMarineHUD { }
#7: Initialize lua/Hud/Marine/GUIMarineHud.lua:219
self = GUIMarineHUD { }
#8: SharedCreate lua/GUIManager.lua:82
scriptName = "GUIMarineHUD"
result = {1="Hud", 2="Marine", 3="GUIMarineHUD" }
creationFunction = {AddAnimatingItem=function, CreateAnimatedGraphicItem=function, CreateAnimatedTextItem=function, InitFrame=function, Initialize=function, InitializeMinimap=function, NotifyGUIItemDestroyed=function, OnAnimationCompleted=function, OnAnimationsEnd=function, OnResolutionChanged=function, RefreshMinimapZoom=function, RemoveAnimatingItem=function, RemoveItem=function, Reset=function, ResetMinimap=function, SendCharacterEvent=function, SendKeyEvent=function, SetFrameVisible=function, SetHUDMapEnabled=function, SetInventoryDisplayVisible=function, SetIsVisible=function, SetStatusDisplayVisible=function, ShowNewArmorLevel=function, ShowNewWeaponLevel=function, TriggerInitAnimations=function, Uninitialize=function, UninitializeMinimap=function, Update=function, UpdatePowerIcon=function, isa=function, kActiveCommanderColor=Color {a=1, b=0.14509804546833, g=0.99607843160629, r=0.96470588445663 }, kBackgroundColor=Color {a=1, b=1, g=0.56078433990479, r=0.0039215688593686 }, kCommanderFontName="fonts/AgencyFB_small.fnt", kCommanderNameOffset=Vector {x=20, y=330, z=0 }, kFrameBottomLeftCoords= {1=0, 2=384, 3=680, 4=768 }, kFrameBottomRightCoords= {1=680, 2=384, 3=1360, 4=768 }, kFrameSize=Vector {x=1000, y=600, z=0 }, kFrameTexture="ui/marine_HUD_frame.dds", kFrameTopLeftCoords= {1=0, 2=0, 3=680, 4=384 }, kFrameTopRightCoords= {1=680, 2=0, 3=1360, 4=384 }, kGameTimeTextFontSize=26, kGameTimeTextPos=Vector {x=210, y=-170, z=0 }, kInitSquareColors=Color {a=0.30000001192093, b=1, g=0.55294120311737, r=0.0039215688593686 }, kInitSquareSize=Vector {x=64, y=80, z=0 }, kLocationTextOffset=Vector {x=180, y=46, z=0 }, kLocationTextSize=22, kMinimapBackgroundSize=Vector {x=400, y=256, z=0 }, kMinimapBackgroundTextureCoords= {1=0, 2=0, 3=400, 4=256 }, kMinimapBorderTextureCoords= {1=400, 2=256, 3=800, 4=512 }, kMinimapPos=Vector {x=30, y=80, z=0 }, kMinimapPowerPos=Vector {x=150, y=-34, z=0 }, kMinimapPowerSize=Vector {x=43, y=28, z=0 }, kMinimapPowerTextureCoords= {1=0, 2=1024, 3=43, 4=1052 }, kMinimapScanEndPos=Vector {x=0, y=768, z=0 }, kMinimapScanStartPos=Vector {x=0, y=-128, z=0 }, kMinimapScanTextureCoords= {1=400, 2=512, 3=800, 4=768 }, kMinimapScanlineTextureCoords= {1=0, 2=0, 3=400, 4=128 }, kMinimapStencilTextureCoords= {1=400, 2=768, 3=800, 4=1024 }, kMinimapYOffset=5, kMinimapscanlinesPos=Vector {x=40, y=54, z=0 }, kNanoShieldFontName="fonts/AgencyFB_large.fnt", kNanoShieldFontSize=20, kNotificationUpdateIntervall=0.2, kNumInitSquares=10, kPassiveUpgradesUpdateIntervall=2, kScanLineTextureCoords= {1=0, 2=0, 3=362, 4=1200 }, kScanTexture="ui/marine_HUD_scanLines.dds", kStencilPos=Vector {x=0, y=128, z=0 }, kStencilSize=Vector {x=400, y=256, z=0 }, kTextFontName="fonts/AgencyFB_small.fnt", kUpgradePos=Vector {x=-116, y=40, z=0 }, kUpgradeSize=Vector {x=100, y=100, z=0 }, kUpgradesTexture="ui/buildmenu.dds" }
newScript = GUIMarineHUD { }
#9: CreateGUIScript lua/GUIManager.lua:91
self = GUIManager { }
scriptName = "Hud/Marine/GUIMarineHUD"
#10: OnInitLocalClient lua/Marine_Client.lua:139
self = Marine-1374 {activeWeaponId=418, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=12, animationSequence2=-1, animationSequence=0, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=769.67907714844, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=4.7699413299561, cameraDistance=0, catpackboost=false, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=false, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=44.42786026001, y=-0.81472092866898, z=35.070095062256 }, gameEffectsFlags=0, gameStarted=false, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=151, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1691, locationId=2, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=45, moveTransition=false, nanoShielded=false, onGround=false, onGroundNeedsUpdate=false, onLadder=false, parasited=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, requireNewSprintPress=false, resources=20, runningBodyYaw=0.092817172408104, ruptured=false, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=1.6047399044037, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0, stepStartTime=0, stunTime=0, teamNumber=1, teamResources=0, techId=43, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=0, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=0, timeOfLastWeaponSwitch=769.52734375, timeSprintChange=769.73840332031, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=2.9849998950958, y=-0.88749998807907, z=-0.10249999910593 }, velocityLength=3.2000000476837, velocityPitch=5.9863419532776, velocityYaw=6.2337112426758, viewModelId=1278, viewPitch=0.17642933130264, viewRoll=0, viewYaw=1.6047399044037, visibleClient=false, vortexed=false, waitingForAutoTeamBalance=false, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581, webbed=false }
#11: OnInitialized lua/Player.lua:504
self = Marine-1374 {activeWeaponId=418, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=12, animationSequence2=-1, animationSequence=0, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=769.67907714844, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=4.7699413299561, cameraDistance=0, catpackboost=false, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=false, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=44.42786026001, y=-0.81472092866898, z=35.070095062256 }, gameEffectsFlags=0, gameStarted=false, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=151, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1691, locationId=2, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=45, moveTransition=false, nanoShielded=false, onGround=false, onGroundNeedsUpdate=false, onLadder=false, parasited=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, requireNewSprintPress=false, resources=20, runningBodyYaw=0.092817172408104, ruptured=false, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=1.6047399044037, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0, stepStartTime=0, stunTime=0, teamNumber=1, teamResources=0, techId=43, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=0, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=0, timeOfLastWeaponSwitch=769.52734375, timeSprintChange=769.73840332031, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=2.9849998950958, y=-0.88749998807907, z=-0.10249999910593 }, velocityLength=3.2000000476837, velocityPitch=5.9863419532776, velocityYaw=6.2337112426758, viewModelId=1278, viewPitch=0.17642933130264, viewRoll=0, viewYaw=1.6047399044037, visibleClient=false, vortexed=false, waitingForAutoTeamBalance=false, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581, webbed=false }
player = Marine-1374 {activeWeaponId=418, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=12, animationSequence2=-1, animationSequence=0, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=769.67907714844, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=4.7699413299561, cameraDistance=0, catpackboost=false, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=false, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=44.42786026001, y=-0.81472092866898, z=35.070095062256 }, gameEffectsFlags=0, gameStarted=false, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=151, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1691, locationId=2, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=45, moveTransition=false, nanoShielded=false, onGround=false, onGroundNeedsUpdate=false, onLadder=false, parasited=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, requireNewSprintPress=false, resources=20, runningBodyYaw=0.092817172408104, ruptured=false, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=1.6047399044037, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0, stepStartTime=0, stunTime=0, teamNumber=1, teamResources=0, techId=43, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=0, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=0, timeOfLastWeaponSwitch=769.52734375, timeSprintChange=769.73840332031, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=2.9849998950958, y=-0.88749998807907, z=-0.10249999910593 }, velocityLength=3.2000000476837, velocityPitch=5.9863419532776, velocityYaw=6.2337112426758, viewModelId=1278, viewPitch=0.17642933130264, viewRoll=0, viewYaw=1.6047399044037, visibleClient=false, vortexed=false, waitingForAutoTeamBalance=false, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581, webbed=false }
#12: lua/Marine.lua:225
self = Marine-1374 {activeWeaponId=418, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=12, animationSequence2=-1, animationSequence=0, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=769.67907714844, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=4.7699413299561, cameraDistance=0, catpackboost=false, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=false, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=44.42786026001, y=-0.81472092866898, z=35.070095062256 }, gameEffectsFlags=0, gameStarted=false, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=151, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1691, locationId=2, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=45, moveTransition=false, nanoShielded=false, onGround=false, onGroundNeedsUpdate=false, onLadder=false, parasited=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, requireNewSprintPress=false, resources=20, runningBodyYaw=0.092817172408104, ruptured=false, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=1.6047399044037, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0, stepStartTime=0, stunTime=0, teamNumber=1, teamResources=0, techId=43, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=0, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=0, timeOfLastWeaponSwitch=769.52734375, timeSprintChange=769.73840332031, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=2.9849998950958, y=-0.88749998807907, z=-0.10249999910593 }, velocityLength=3.2000000476837, velocityPitch=5.9863419532776, velocityYaw=6.2337112426758, viewModelId=1278, viewPitch=0.17642933130264, viewRoll=0, viewYaw=1.6047399044037, visibleClient=false, vortexed=false, waitingForAutoTeamBalance=false, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581, webbed=false }
#13: [C]:-1<!--c2--></div><!--ec2-->
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->changed the [ codebox ] --> [ code ] -Kouji San<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
lol. No but really, the effect seems to be enhanced.
Maybe its wishful thinking.
Maybe its wishful thinking.<!--QuoteEnd--></div><!--QuoteEEnd-->
i believe the intensity of the effect was proportional to how close the gorge spit was to your head and what direction you were facing when it hit you. believe me the vision obscuration hasn't change much if at all.
We did not make spit obscure your vision more often. It is a by product of the improvement we made to the spit hit reg, meaning that the spit actually hits the marine like its supposed to now, so as a marine you probably see the screen spit effect more often as a result. To help compensate we did scale down both the size and transparency of the effect by 50%, so you may be seeing it more often but it should be a lot less vision obscuring then it used to be.
--Cory
Once on a team, Hitting TAB for the scoreboard does nothing..
If I attempt to use the mini-map while dead It stays on the screen and I can't get rid of it.
When I do get the mini-map to function it doesn't appear to show my own position or anyone elses
If I attempt to chat, the Team: or All: stays on the screen and nothing on the GUI updates..
once I leave the team and go to the Waiting room, all of it clears up.
Once on a team, Hitting TAB for the scoreboard does nothing..
If I attempt to use the mini-map while dead It stays on the screen and I can't get rid of it.
When I do get the mini-map to function it doesn't appear to show my own position or anyone elses
If I attempt to chat, the Team: or All: stays on the screen and nothing on the GUI updates..
once I leave the team and go to the Waiting room, all of it clears up.<!--QuoteEnd--></div><!--QuoteEEnd-->
were you on the modded server? it has some extended consistency checks and i think that's messing with things
I will try without them on -
Beta Playground mods are off as well, just need players to actually play this release with :*(
placed an observatory and a cc in crossroads.
Beaconed from there.
the marines were beaconed to flight control (where there was another cc).
Another time I had to beacon there, it was ok.
It seems also (on alien side) that the cyst check it does prior to placing a cyst is slower. I mean, if you are cysting on a side of the map and you suddenly go to a different place, it needs more seconds to find the "nearest cyst".
But this could be only the server i was in.
Regarding the game: insta-receding infestation seemed only to recede faster. It was not an huge problem. Placing a chain requires some accomodation, probably you need less cyst now?
On a side note, i used frap on summit, it seems it's somewhat faster? my benchmark (1200000 ms) says min 31-max 94-med 64. Let's cross fingers :D