So how long does a hardcore gamer have to wait for freaking LASTINV and a proper way to bind multiple buttons to do same action? and unbind mousewheel in the controls menu would be nice too so wouldn't need to touch the cfg files.
Updated: I would like to see server browser improvements as well and hopefully a option to show only fps and REMOVE "build xxx" from my view..
Hooray for the effort, and hooray for optimizations that actually work! (Few projects manage this, usually, as features are added and the code grows in complexity, performance plummets).
I still have to take care of certain bothersome, non-NS2 related stuff - you know, real life and these things, but then I am locking doors and barring windows, and it's off the virtual world of NS2!
Loving how you put in the mini tweaks on refinary after all this time, its nice to see them still support and improove the existing maps instead of throwing halfdone maps and dlc content at us just like cod. Descent was good enough on its own and definatly worth waiting for! Now im going to wait patiently for the next map to amaze me
Descent secret room is p good, hate the refinery change in smelting, those boxes were a god send to clearing out annoying gorges/lerks. FPS is the same, like the water in descent too.
edit: there is also a gorge driving the forklift in the secret room in summit now...
Descent secret room is p good, hate the refinery change in smelting, those boxes were a god send to clearing out annoying gorges/lerks. FPS is the same, like the water in descent too.
Descent secret room is p good, hate the refinery change in smelting, those boxes were a god send to clearing out annoying gorges/lerks. FPS is the same, like the water in descent too.
Hats off to UWE: this patch is absolutely great. I feel that there isn't a massive uphill battle as aliens any more, nor is there an easy ride as marines really do stand a great chance unless they're too defensive. The performance improvements are noticeable (I run everything on minimum so I can run natively at 1920x1200), and very, very much appreciated.
The bug with NS2stats also manifests itself in a white map with odd colours, as well - that's a problem with NS2Stats not NS2 at this point, but just so people know if the map is white and you have a weird jump bug as skulk: tell the server op to disable NS2stats. I was just on a french server where the (very helpful) server owner did this, and the games subsequent to that have been really, really balanced and great fun!
Skulking is, for me, a bit more enjoyable than it was in 240 and 241, but the movement still being quite heavy is noticeable and makes it quite annoying at times. I keep meaning to play on public servers more like I do in gathers, ie much more carefully as skulk - for some reason I seem to think I'm indestructible in pubs, which of course leads to horrible deaths all the time. Maybe I need to adapt, but from my perspective, the skulk could use just a little bit more love in the movement area, be that a little more boost from surfaces, a bit more friction and acceleration... I'm not sure, but it's not quite there for me at the moment (but still better than 240).
With that minor criticism of skulk movement aside, I really feel that the game is in a great place right now. Overall, balance feels great. The speed of the snowball for the winning team in early to mid game is still a little high - I'm not sure I can offer any helpful suggestions for how to slow this down during the early game, though. On the whole, it's possible to call too many games from quite early on. That to me seems the major remaining challenge for making the game as enjoyable as it can be. I would like to clarify though: I find NS2 the most enjoyable game I can remember playing. Huge thanks for the continued support, love and care that you're putting into this game post release, UWE. I will continue to recommend NS2 to friends, to buy them copies (and randoms from my steam list, as I have already done!) and put the word out there about the game.
Just when I found those to be annoying they got fixed :
Score board will now reset on round start (instead on round end)
Fixed bug where “Removing old version of mod” would not actually remove the mod from disk.
\o/
15:11 <@Align> Brian, Steve, Dushan, Max and Andi have been hard at work making
the game work better, faster, and with more carrot.
15:11 <@Align> so what did Charlie do?
Why is it so hard to release a new build without breaking NS2Stats? I don't get it.
Why should UWE not make certain changes that improve performance because there's a risk of a third party mod getting broken in the process? UWE should not be hide-bound by other people's additions to the game, it's up to those people to update when breakages happen. There's no blame here, it's one of the things that happens and needs to be dealt with by the creators of NS2stats.
Suggestions have been made to add hooks to NS2, allowing for mods like NS2 stats to work (and be future-compatible). That may happen at some point. Until then, the only way it can work is by making many tweaks throughout the NS2 code. Predictably, some of these are modified when UW makes a release, breaking the mod.
The game feels smoother now...didn't get to play much after the ninja update last night, but I'm hoping that I wasn't seeing things. Do these new cysts show up on obs passive/active scan?
Thanks for changing the babblers to never fall off, but you still have hidden numbers. The timer is still a hidden number.
If I'm going to pay for something, it shouldn't disappear until it's killed/destroyed or I die. It's like giving a marine a welder, but having it disappear after 5 minutes because of a hidden timer.
Thanks for changing the babblers to never fall off, but you still have hidden numbers. The timer is still a hidden number.
If I'm going to pay for something, it shouldn't disappear until it's killed/destroyed or I die. It's like giving a marine a welder, but having it disappear after 5 minutes because of a hidden timer.
The real question is, how is it that you are contributing so little to the team that you managed to keep your babblers alive for 5 minutes.
Just tried the 242 build, and the game has been pushed into the unplayable area for me. Not because of client performance - I always had good FPS, but because of the network latency.
While I enjoyed steady 30-40 ms latencies at European (mostly German servers) closest to me with versions 238, 239, version 240 pushed them into the 40-50 range, which was still playable. The latest update made it 60-80 ms on the same servers, where prediction starts to fail and enemy movement is jerky. I can now play only commanders.
I have 20-30 ms latencies in games like Team Fortress or Counterstrike on EU servers, even Arma 2, which is much more complex game, offers better latencies.
So I think I will shelf the game for now, will test new versions if there is improvement, but ... you know.
Had a good fun with the game anyway, so I hope others won't be affected and will continue to enjoy this fine game.
Thanks for changing the babblers to never fall off, but you still have hidden numbers. The timer is still a hidden number.
If I'm going to pay for something, it shouldn't disappear until it's killed/destroyed or I die. It's like giving a marine a welder, but having it disappear after 5 minutes because of a hidden timer.
The real question is, how is it that you are contributing so little to the team that you managed to keep your babblers alive for 5 minutes.
Rather:
How is it that the person he attached them too is doing so little as to keep them alive. Or perhaps how are they so good to as never be shot. Even more extreme has is he such an elusive Gorge as to be forever covered in Babblers amongst a hailstorm of bullets.
Ad babblers - if you remove the timer on babblers, evident problems will emerge, like increasing number of babblers eventually clogging the network connections to clients. If you remove the timer, you must introduce "max babblers in game" parameter that will result in messages like "sorry, no more babblers possible to spawn, limit reached". It seems much worse to me.
With infestation on minimal I don't see any infestation except for a streak across the middle of the screen, it's very distracting but I am loathe to turn on rich infestation. Has anyone else got this or is it just me?
P.S. @kalakuja - I can use enzyme, bonewall and scan hives just fine, maybe something on your client or the server you were playing on. Try to reproduce the problem and then report how you did it, what you said and how you said it was not helpful.
Comments
Updated: I would like to see server browser improvements as well and hopefully a option to show only fps and REMOVE "build xxx" from my view..
I still have to take care of certain bothersome, non-NS2 related stuff - you know, real life and these things, but then I am locking doors and barring windows, and it's off the virtual world of NS2!
edit: there is also a gorge driving the forklift in the secret room in summit now...
OT
Does every map have a secret room? Can't find one in tram or refinery RR.
Just go noclip mode! (spectator)
The bug with NS2stats also manifests itself in a white map with odd colours, as well - that's a problem with NS2Stats not NS2 at this point, but just so people know if the map is white and you have a weird jump bug as skulk: tell the server op to disable NS2stats. I was just on a french server where the (very helpful) server owner did this, and the games subsequent to that have been really, really balanced and great fun!
Skulking is, for me, a bit more enjoyable than it was in 240 and 241, but the movement still being quite heavy is noticeable and makes it quite annoying at times. I keep meaning to play on public servers more like I do in gathers, ie much more carefully as skulk - for some reason I seem to think I'm indestructible in pubs, which of course leads to horrible deaths all the time. Maybe I need to adapt, but from my perspective, the skulk could use just a little bit more love in the movement area, be that a little more boost from surfaces, a bit more friction and acceleration... I'm not sure, but it's not quite there for me at the moment (but still better than 240).
With that minor criticism of skulk movement aside, I really feel that the game is in a great place right now. Overall, balance feels great. The speed of the snowball for the winning team in early to mid game is still a little high - I'm not sure I can offer any helpful suggestions for how to slow this down during the early game, though. On the whole, it's possible to call too many games from quite early on. That to me seems the major remaining challenge for making the game as enjoyable as it can be. I would like to clarify though: I find NS2 the most enjoyable game I can remember playing. Huge thanks for the continued support, love and care that you're putting into this game post release, UWE. I will continue to recommend NS2 to friends, to buy them copies (and randoms from my steam list, as I have already done!) and put the word out there about the game.
Score board will now reset on round start (instead on round end)
Fixed bug where “Removing old version of mod” would not actually remove the mod from disk.
\o/
Also, from IRC:
Why should UWE not make certain changes that improve performance because there's a risk of a third party mod getting broken in the process? UWE should not be hide-bound by other people's additions to the game, it's up to those people to update when breakages happen. There's no blame here, it's one of the things that happens and needs to be dealt with by the creators of NS2stats.
We do not have time to test every build that gets made with NS2Stats. As it's not official, it's up to NS2Stats to keep itself up to date.
If I'm going to pay for something, it shouldn't disappear until it's killed/destroyed or I die. It's like giving a marine a welder, but having it disappear after 5 minutes because of a hidden timer.
The real question is, how is it that you are contributing so little to the team that you managed to keep your babblers alive for 5 minutes.
While I enjoyed steady 30-40 ms latencies at European (mostly German servers) closest to me with versions 238, 239, version 240 pushed them into the 40-50 range, which was still playable. The latest update made it 60-80 ms on the same servers, where prediction starts to fail and enemy movement is jerky. I can now play only commanders.
I have 20-30 ms latencies in games like Team Fortress or Counterstrike on EU servers, even Arma 2, which is much more complex game, offers better latencies.
So I think I will shelf the game for now, will test new versions if there is improvement, but ... you know.
Had a good fun with the game anyway, so I hope others won't be affected and will continue to enjoy this fine game.
How is it that the person he attached them too is doing so little as to keep them alive. Or perhaps how are they so good to as never be shot. Even more extreme has is he such an elusive Gorge as to be forever covered in Babblers amongst a hailstorm of bullets.
Still below 30 fps late game. laptop i7 OC to 2.6 ghz bottlenecking. Over a fan of course.
OVERALL NICE EFFORT!
What? I was able to enzyme mist/nutrient mist last night, and bone wall worked fine.
P.S. @kalakuja - I can use enzyme, bonewall and scan hives just fine, maybe something on your client or the server you were playing on. Try to reproduce the problem and then report how you did it, what you said and how you said it was not helpful.