I would like to further request that we be able to edit the bindings for the shortcut keys for these. It's a bit of a stretch to request a weld at the moment
I would like to further request that we be able to edit the bindings for the shortcut keys for these. It's a bit of a stretch to request a weld at the moment
I'm seeing grenade explosions in different spots to where the projectile ends up.
The top picture of each set shows where the projectile is going and the bottom one shows where the explosion is shown. (Too difficult to capture in a single screenshot)
It happens on some occsasions, not always.
Right now, we just need better organization, to make balanced teams. Make comp players aware that the group exists, and also let them know that it's not useless to play custom maps
1. IP bug: Although much better than before it's still there, most notably in ns2_refinery Containment location.
2. Gorge tunnel bug: Tunnels not connecting / opening, despite two dropped and built.
3. Red plug and prerendered frames counting up. Happens when nothing / almost nothing to do for GPU?
Here it's in the rr of Ghouls server:
I've only seen this before when loading a very early stage greybox map.
4. Players getting stuck in other players in the readyroom spawn entities after a mapcycle. Most noticable on 20+ slot servers. If you crouch you can free yourself but a rookie doesn't know that.
@IronHorse
1. Everywhere it happened before, just not as often. However, yesterday played two rounds as marine comm on docking, both rounds dropped cc and ips in departures, both rounds players getting stuck on ip. (
If you're asking whether it can be accurately reproduced, not so sure about that. But it is still related to players not moving off the ip on their own after spawning.
2. It happens often on ours, we'll hunt for repro steps asap !
So the pregame crash still happens, but it's a lot more rare. It's now happened on veil and yana, 3 times each. We've disabled a couple of the inbuilt votings, so maybe for some odd reason, those are an issue. Another idea is that the number of spawn spots in the readyroom on some maps causes issues. Since we promote a lot of SCC maps, most of them are accomodating for the high player count. The default ones.. maybe adding more spawn spots could fix that problem? It's a relatively simple thing and won't affect anything..
Ironwall:
1. I'll ask if they can include more spawn points on the vanilla maps
Basically after mapcycle there's players spawning inside each other, even if there are 'free' spawn spots available. You can free yourself by crouching most of the time, rarely people can't free themselves.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited October 2014
Good point @METROID
If you make both and Throw in the natural selection 2 logo (positioned below the marine's kneecaps) it maybe can make it into the game B-)
@Asraniel Sorry for going abit off topic but are you aware of the gorge tunnel bug?
It happens rarely but it is there, must get you a screenshot of this happening, if you jump in a tunnel and emerge from the other side (This seems to happen most if you navigate through the tunnel really fast), the screen goes black but your still in-game and if you run around with your map open, you can roam outside the tunnel albeit in a straight line with no way to get out other than typing kill in console, soon as its replicated I'll screeny and PM you it.
Often when I jump out of the hive/command station, the first time I click, it doesn't bite/shoot. No animation, no damage, nothing. I thought it was a common bug but when I mentioned it someone said they'd never heard of it. Has anyone reported this before?
It's been happening a lot in the last few builds (I forgot which build I started experiencing it). It's getting to be even more annoying than that other bug where you immediately start shooting/biting after you leave the cc/hive.
Seems to be a small glitch in the Alien Commander UI with initial Ctrl + # followed by an attempt to evolve life forms.
Maybe already known but lets see if I can walk through the steps to demonstrate:
-At fresh start enter the hive.
-Place cam view away from hive area (like on another tech point).
-press 1 to select the hive
-press F (or click double helix icon) for life form evolutions
-The interface goes to basic structures section (unexpected!?).
-Move view to hive area.
-press 1 to select the hive
-press F (or click double helix icon) for life form evolutions
-The interface goes to life form evolution chamber.
-From then on it does not matter where the cam is on the map, pressing 1 followed by F (or click) will go to life form evolution chamber as expected.
Same results with additional hives assigned to hotkeys via Ctrl-#
When you log out and back into the comm chair, all the research UI bars on the bottom left of the screen reset to zero. They then progress along as normal until the research is done. No research actually gets reset, it just gets hard to see at a glance how far along things are. This has been a bug for very long time, but I've never seen anybody mention it.
This next one is not really a bug, but it annoys me: how quickswitch works. As an alien, whenever you come out of an egg or the hive, your previous weapon (accessed by the quickswitch button) becomes the highest tech available to you. Even if you individually select your previous weapon before you get an upgrade or hop in the hive, afterwards they will be reset. So, as the game progresses and you get more abilities, the quickswitch button takes you to a different weapon. For example, gorge quickswitch will initially take you the babbler bait. After you get bile, quickswitch will initially take you to bile. If you're alive when the research finishes, the quickswitch button will instantly override your actual previous weapon, and will instead take you to the new ability.
Here's an example: Say I'm a skulk looking at a doorway for a marine. When he comes into view, I quickswitch to para and fire one off. Except the khamm just finished xeno, so that parasite was actually xeno, and I kill myself. Bummer. And now, every time I spawn, I have to cycle to para and back to ensure that I don't accidentally xenocide. And then, if I want to grab an upgrade, I have to remember to cycle to para again.
Having to set my weapons each time I spawn is fine, if annoying. It's an unintuitive mechanic (quickswitch takes you to para for the first ~80% of the game, then suddenly it's xeno?), but it's consistent at least. You just have to be on the ball with your abilities. Okay. But I'm bothered by the fact that it switches while I'm alive. That's something I have no control over.
Also, when you hop out of a hive, you stay on the weapon you had going in. But your last weapon gets reset. For example, if you hop into a hive with bile selected, you will hop out with bile still. But your last weapon is now set to bile. So quickswitch now does nothing. Egging doesn't have this problem because it forgets your selected weapon entirely and starts you with weapon 1.
Those are my gripes with quickswitch. I've never heard anybody complain about it before, so maybe I'm the only one who uses it. Or maybe it makes sense to everybody except me .
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
edited January 2015
It's also annoying how sometimes quick switch doesn't work if no other weapon has been selected yet. The very first time I try it as a skulk, I have to manually switch to parasite as skulk, then I can use quick switch.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
In addition to the above, another tiny bug, when the round starts on alien you're always looking at the floor and have to re-orient yourself. It should spawn you facing the direction you were pointing before the round starts.
Comments
I'm not expecting it to get ported any time soon. So maybe someday in the future.
I noticed this on trello - https://trello.com/c/skVdvd8S/461-ns2-make-it-easier-to-select-items-in-the-voice-request-menu
This is great!
I would like to further request that we be able to edit the bindings for the shortcut keys for these. It's a bit of a stretch to request a weld at the moment
You can bind it through console requestweld
The top picture of each set shows where the projectile is going and the bottom one shows where the explosion is shown. (Too difficult to capture in a single screenshot)
It happens on some occsasions, not always.
:-??
I noticed this on the trello. https://trello.com/c/odZxVn2z/585-restart-map-testing-group
Seems like a good idea. I'm currently organizing these playtests for custom maps.
Do you have any suggestions ?
Right now, we just need better organization, to make balanced teams. Make comp players aware that the group exists, and also let them know that it's not useless to play custom maps
1. IP bug: Although much better than before it's still there, most notably in ns2_refinery Containment location.
2. Gorge tunnel bug: Tunnels not connecting / opening, despite two dropped and built.
3. Red plug and prerendered frames counting up. Happens when nothing / almost nothing to do for GPU?
Here it's in the rr of Ghouls server: I've only seen this before when loading a very early stage greybox map.
4. Players getting stuck in other players in the readyroom spawn entities after a mapcycle. Most noticable on 20+ slot servers. If you crouch you can free yourself but a rookie doesn't know that.
The containment one is the only one known, do you know where else this can be reproduced?
We have no reproduction steps for the gorge tunnel bug
I have not seen that redplug issue before.. we do not have this reported
Players being stuck in RR is most likely due to the number of spawn points in the RR, again we dont have this reported
1. Everywhere it happened before, just not as often. However, yesterday played two rounds as marine comm on docking, both rounds dropped cc and ips in departures, both rounds players getting stuck on ip. (
If you're asking whether it can be accurately reproduced, not so sure about that. But it is still related to players not moving off the ip on their own after spawning.
2. It happens often on ours, we'll hunt for repro steps asap !
3. Continued here.
4. Quoting from pm exchange in June:
ATF: Ironwall:
Basically after mapcycle there's players spawning inside each other, even if there are 'free' spawn spots available. You can free yourself by crouching most of the time, rarely people can't free themselves.
We also need a 21:9 and 4:3 variations of this pix, right @IronHorse?
If you make both and Throw in the natural selection 2 logo (positioned below the marine's kneecaps) it maybe can make it into the game B-)
Or just Choke 100% upon exceeding bwlimit.
fix it plz
It's been happening a lot in the last few builds (I forgot which build I started experiencing it). It's getting to be even more annoying than that other bug where you immediately start shooting/biting after you leave the cc/hive.
Nope haven't heard of that one.
Will try to reproduce it though, thanks
Maybe already known but lets see if I can walk through the steps to demonstrate:
-At fresh start enter the hive.
-Place cam view away from hive area (like on another tech point).
-press 1 to select the hive
-press F (or click double helix icon) for life form evolutions
-The interface goes to basic structures section (unexpected!?).
-Move view to hive area.
-press 1 to select the hive
-press F (or click double helix icon) for life form evolutions
-The interface goes to life form evolution chamber.
-From then on it does not matter where the cam is on the map, pressing 1 followed by F (or click) will go to life form evolution chamber as expected.
Same results with additional hives assigned to hotkeys via Ctrl-#
Only tested in [Vs bots] and [sandbox]
This next one is not really a bug, but it annoys me: how quickswitch works. As an alien, whenever you come out of an egg or the hive, your previous weapon (accessed by the quickswitch button) becomes the highest tech available to you. Even if you individually select your previous weapon before you get an upgrade or hop in the hive, afterwards they will be reset. So, as the game progresses and you get more abilities, the quickswitch button takes you to a different weapon. For example, gorge quickswitch will initially take you the babbler bait. After you get bile, quickswitch will initially take you to bile. If you're alive when the research finishes, the quickswitch button will instantly override your actual previous weapon, and will instead take you to the new ability.
Here's an example: Say I'm a skulk looking at a doorway for a marine. When he comes into view, I quickswitch to para and fire one off. Except the khamm just finished xeno, so that parasite was actually xeno, and I kill myself. Bummer. And now, every time I spawn, I have to cycle to para and back to ensure that I don't accidentally xenocide. And then, if I want to grab an upgrade, I have to remember to cycle to para again.
Having to set my weapons each time I spawn is fine, if annoying. It's an unintuitive mechanic (quickswitch takes you to para for the first ~80% of the game, then suddenly it's xeno?), but it's consistent at least. You just have to be on the ball with your abilities. Okay. But I'm bothered by the fact that it switches while I'm alive. That's something I have no control over.
Also, when you hop out of a hive, you stay on the weapon you had going in. But your last weapon gets reset. For example, if you hop into a hive with bile selected, you will hop out with bile still. But your last weapon is now set to bile. So quickswitch now does nothing. Egging doesn't have this problem because it forgets your selected weapon entirely and starts you with weapon 1.
Those are my gripes with quickswitch. I've never heard anybody complain about it before, so maybe I'm the only one who uses it. Or maybe it makes sense to everybody except me .
I hate that bug..
Some have gotten close to fixing it, but no one has.
Get this, whether you are looking at the ceiling or the floor is determined by whether you are using inverted mouse :P