Im not pushing the issue any further... but you can remove your gun model in just about every valve game. It is also acceptable to do so in competitive leagues. L4d/l4d2, tf2, quake, cs 1.6, css (the only reason you cant in csgo is because of gun skins). There is even a console command to do so... no need for mods or addons.
Im all for keeping the game clean. Skins can start to border on material hacks when taken too far. But removing your gun model has been around for a very long time and has, in almost every game, been intentionally added by the developers.
Its really not a huge deal to me whether or not it is removed. Just want to make sure that we have some valid reasons as to why we oppose the removal.
It gives you a rather large advantage over players that did not remove the viewmodel, which some people consider borderline cheating. Since this mod requires you to install it server side, we really can't use any talk about it being a "cheat" as this will probably reduce it's popularity.
The effect of removed viewmodels is a lot bigger than in other fps like cs and whatnot. The alien viewmodel blocks a very big part of your view and even more so during a bite. If you disabled it you would have a much easier time following marines in melee (which is probably the prime reason people want to remove it).
If you want to compare to other games think of the "noscope" hack in counter strike. It basically also just removed a view obscuring hud element, but it made the AWM much more effective in close combat situations and ruined balance, thus it was considered a cheat. I think it's the same with the skulk viewmodel. Not sure how big the impact on marine gunmodel would be, though.
Alright, so I'm going through with the mod name change, from now on, this mod will be called NS2+ to better reflect the scope. I think I updated everything to reflect this change, although internally it's still all CHUD...
It also comes with these changes:
- Name change: To better reflect what the mod does, it is now called NS2+.
- The stats after you die now show up in the UI instead of the console. End round stats still show up in console.
- Reduced size of NS2 Beta upgrade icons to better reflect the old size.
- Fixed inactive/unbuilt structures not blinking red when under attack.
- Fixed alien structures not blinking red when uncysted.
Alright, so I'm going through with the mod name change, from now on, this mod will be called NS2+ to better reflect the scope. I think I updated everything to reflect this change, although internally it's still all CHUD...
It also comes with these changes:
- Name change: To better reflect what the mod does, it is now called NS2+.
- The stats after you die now show up in the UI instead of the console. End round stats still show up in console.
- Reduced size of NS2 Beta upgrade icons to better reflect the old size.
- Fixed inactive/unbuilt structures not blinking red when under attack.
- Fixed alien structures not blinking red when uncysted.
Congrats for renaming your mod. I wish you alot of success with NS2+
I updated, don't try to look for jokes, there are none, unless you consider this a joke:
- Made the rifle color for commanders teal instead of blue to make it easier on the eyes.
- Fixed bug where Egg count icon would overlap with the new Stats UI.
Great to see the hit beep is being looked at! I was beginning to wonder if I was the only person who remembered the superior hit indicator. I have a crazy bonus idea, replace damage numbers with some sort of "rising tone"* which would allow you to judge the amount of damage with experience whilst doing away with the visual clutter. You would probably need some kind of filter though to avoid a cacophony when using AE weapons (especially cluster grenades).
*This may be the wrong way to phrase this, I am musically incompetent.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
I have a idea, unless I missed it. And I would love to hear what the rest of the comp community thinks about it.
When you mouseover a friendly structure (or better, player) from any distance, it shows the health/armour bar.
or at least bigger range then currently ingame.
@Mendasp would it be possible to show on death, overall accuracy and life accuracy (Last-life) on the screen?
It's possible, I will add it.
So, for the hitsounds now.
Here's the implementation I have in mind (having in mind technical limitations, etc):
- Only weapons that contribute to the accuracy will count. This means no GL, Flamethrower, Bilebomb, etc hitsounds.
- Only PvP. Hitting structures should not produce any sound, that'd get ridiculous/annoying very fast.
- All weapons should function like in the example video. This means, every hit plays the same sound.
- Shotgun plays 3 different pitched sounds depending on the amount of pellets hit (33%, 66%, 90%+). The more you hit, the lower pitched it is.
Comments
Im all for keeping the game clean. Skins can start to border on material hacks when taken too far. But removing your gun model has been around for a very long time and has, in almost every game, been intentionally added by the developers.
Its really not a huge deal to me whether or not it is removed. Just want to make sure that we have some valid reasons as to why we oppose the removal.
The effect of removed viewmodels is a lot bigger than in other fps like cs and whatnot. The alien viewmodel blocks a very big part of your view and even more so during a bite. If you disabled it you would have a much easier time following marines in melee (which is probably the prime reason people want to remove it).
If you want to compare to other games think of the "noscope" hack in counter strike. It basically also just removed a view obscuring hud element, but it made the AWM much more effective in close combat situations and ruined balance, thus it was considered a cheat. I think it's the same with the skulk viewmodel. Not sure how big the impact on marine gunmodel would be, though.
Aww... It's such a pain to walljump as a skulk when the rocks stick out a few feet further than they look.
It also comes with these changes:
- Name change: To better reflect what the mod does, it is now called NS2+.
- The stats after you die now show up in the UI instead of the console. End round stats still show up in console.
- Reduced size of NS2 Beta upgrade icons to better reflect the old size.
- Fixed inactive/unbuilt structures not blinking red when under attack.
- Fixed alien structures not blinking red when uncysted.
Congrats for renaming your mod. I wish you alot of success with NS2+
Just throwing my hat in, I also think "NS2+" is a great name for the mod.
Mendasp already moded that (client side) for himself. He just doesn't want to share it with the rest of us peasants.
- Made the rifle color for commanders teal instead of blue to make it easier on the eyes.
- Fixed bug where Egg count icon would overlap with the new Stats UI.
*This may be the wrong way to phrase this, I am musically incompetent.
Quick, we need a woman to translate! @Decoy please help us!
not_goingtohappen
sv_hahahahahaha
Though most of the time I know without anything telling me.
When you mouseover a friendly structure (or better, player) from any distance, it shows the health/armour bar.
or at least bigger range then currently ingame.
So, for the hitsounds now.
Here's the implementation I have in mind (having in mind technical limitations, etc):
- Only weapons that contribute to the accuracy will count. This means no GL, Flamethrower, Bilebomb, etc hitsounds.
- Only PvP. Hitting structures should not produce any sound, that'd get ridiculous/annoying very fast.
- All weapons should function like in the example video. This means, every hit plays the same sound.
- Shotgun plays 3 different pitched sounds depending on the amount of pellets hit (33%, 66%, 90%+). The more you hit, the lower pitched it is.
Sounds good?