Things That Will Be Changed/added
Dread
Join Date: 2002-07-24 Member: 993Members
<div class="IPBDescription">in future versions</div> So could you tell us what things are on "to do list". I would like to know very much what the devs are planing for future versions. And in the same time people would actually know what is coming so we would avoid many "I want teh 1337 flamethrowar" posts. I know there is FAQ but its quite out of date and it doesnt really show us whats coming.
Pretty please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Or do you want to surprise us?
Pretty please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Or do you want to surprise us?
Comments
What we do know a bit about is the 1.04 server patch, and that 1.1 release will come after that with several new changes to the client. Perhaps, if we are lucky, the commander interface gets a pepping up to be more flexible in it's use. We might get a few new maps also. We could also be lucky that alien upgrade chambers way of working would be altered.
But it is all guesswork.
What we do know a bit about is the 1.04 server patch, and that 1.1 release will come after that with several new changes to the client. Perhaps, if we are lucky, the commander interface gets a pepping up to be more flexible in it's use. We might get a few new maps also. We could also be lucky that alien upgrade chambers way of working would be altered.
But it is all guesswork.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Those indeed seems to be the most important issues from NS-fanatic point of view. Also some upgrades needs some updating. Ofcourse all the gun-maniacs are waiting for the Flamer and Nuke.
Maybe devs could give us some little hints?
TF type structure for Aliens or the removal of TF for marines.
Gorges can build Off. Tow's anywhere while marines have to rely on
commander to place the turrets within the range of the TF. Therefore
Turrets become defenc for the turret factory, which is pretty pointless.
i dont think a flamethrower is going to be included until 1.2...maybe..or 1.02...cant remember...i just hope the 1.1 patch isnt to large...dam 56k modem connection <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
TF type structure for Aliens or the removal of TF for marines.
Gorges can build Off. Tow's anywhere while marines have to rely on
commander to place the turrets within the range of the TF. Therefore
Turrets become defenc for the turret factory, which is pretty pointless.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
er....i dont think the TF is going to be removed somehow...the teams arent meant to be similar...just because gorges can place anywhere doesnt mean marines should be able to.
TF type structure for Aliens or the removal of TF for marines.
Gorges can build Off. Tow's anywhere while marines have to rely on
commander to place the turrets within the range of the TF. Therefore
Turrets become defenc for the turret factory, which is pretty pointless.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No no. No. No. Marine team is supposed to be different from Kharaa. That is one of kharas advantages that they can build anywhere. Besides turrets are way more powerful than chambers due to their firepower and kharaa dont have siege.
Why did I even answer this post? Go figure.
Edit: Supernorn2000, first came 1.0, then 1.01, then 1.02, then 1.03, now we are waiting 1.04 and after that comes the first client side update 1.1 and then 1.11 etc until 1.2, 1.3 etc. Just made sure <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> So i think flamethrower wont be until 1.2 <b>IF</b> ever.
Edit2: Supernorn, see the resemblance in our sigs? <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
aliens can climb walls!! omfg! quick marines should have plungers to stick to the walls with!!
thanks...i get kinda confused with all them CS patches...aahhh stop with the patches!!...aah
anyway...now i know how long i have to wait for BBQ Onos....sigh..
TF type structure for Aliens or the removal of TF for marines.
Gorges can build Off. Tow's anywhere while marines have to rely on
commander to place the turrets within the range of the TF. Therefore
Turrets become defenc for the turret factory, which is pretty pointless.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No no. No. No. Marine team is supposed to be different from Kharaa. That is one of kharas advantages that they can build anywhere. Besides turrets are way more powerful than chambers due to their firepower and kharaa dont have siege.
Why did I even answer this post? Go figure.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
the point i was trying to make was the fact that turrets are only good for defending the TF, a kind of chicken & the egg thing.... it would be better if they had a REASON, skulks can dash past them, fades aicd rocket them from afar, ornos eat them .....
<!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.natural-selection.org/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.natural-selection.org/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.natural-selection.org/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
so the problem can be solved with the available tools.
dust|Protagonist
so the problem can be solved with the available tools.
dust|Protagonist<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know that voogru's server has a 'stuck player' feature like that. I've played on quite a few servers, however, and have yet to see it anywhere else.
If it is an adminmod feature, any clue how to enable it? I regularly play on the N42 server, I know they have adminmod there, but I know there's no /stuck feature.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They do have a reason my good man, and that is to <i>delay</i> the other side, the Devs have stated in the past that defensive structures should not be able to hold off an attack without sentient backup (pub servers excluded <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
you can see these awesome animations (i love that onos charge one...so cool)
with HLMV...sob...i only hope these will be put in for 1.1.....oh yes...and id love them to carry on working on the lag issue..
so the problem can be solved with the available tools.
dust|Protagonist<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know that voogru's server has a 'stuck player' feature like that. I've played on quite a few servers, however, and have yet to see it anywhere else.
If it is an adminmod feature, any clue how to enable it? I regularly play on the N42 server, I know they have adminmod there, but I know there's no /stuck feature.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's NOT an adminmod feature. It's a NSA feature. Natural Selection Admin feature; written by voogru.
Or how about fixing the damn hitbox issues that have plagued this since day 1?
Fix the building collision dectection and the various game balancing issues so the game is actually balanced when the aliens get 2 hives.
Fix the weapon upgrade and armour upgrade for the marines to reflect the proper percentage.
Fix/Tweak the commander's view.
Fix voice muting.
Fix commander ejecting, at least show who voted for what.
Fix resource explot for aliens.
Revamp Alien upgrade system.
<a href='http://amxmod.net/forums/viewtopic.php?t=4652&highlight=destuckme' target='_blank'>http://amxmod.net/forums/viewtopic.php?t=4...light=destuckme</a>
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The reasons were not stupid, thanks.
The Halflife engine was not really designed to handle non bipedal characters very well, so all sorts of issues arise when you try to animate quadraped creatures. For example, the melee attack animation works fine on the Fade, but doesn't work on the Skulk or Lerk.
The animators and Flayra all worked very hard at the end to try and figure out what the problem was with certain animations not playing, but it came down to a choice of significantly delaying the release date further because of these little visual problems or to just go ahead and put NS out so people could start playing. Since the problems were simply graphical and did not effect gameplay significantly we felt it would be better to try and release the game and fix the animations later.
Hopefully we will be able to get these working in the near future.
As far as animations go, more will definitely be hooked in for future versions. Listen to Squeal.
Nukes are just one of those features that doesn't make much sense from a gameplay point of view but are 'l33t r0xx0rs nuks!'.....yuk, no way
as for suggestions...
- Fix the Marine model to reflect whether they're wearing a jetpack or not, none this 'always shown with jetpack' stuff
can't think of much more, asides from a Siege Cannon fix which is already in 1.04 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
1.1 will bring Marine versus Marines and Aliens versus Aliens game types and maps!
[/Dream]
Nukes are just one of those features that doesn't make much sense from a gameplay point of view but are 'l33t r0xx0rs nuks!'.....yuk, no way
as for suggestions...
- Fix the Marine model to reflect whether they're wearing a jetpack or not, none this 'always shown with jetpack' stuff
can't think of much more, asides from a Siege Cannon fix which is already in 1.04 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't seem to have that problem. If the marine has no jetpack, I see no jetpack on the model...
I used to have that bug with CS; every terrorist would have a bomb, regardless of who actually had it.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The reasons were not stupid, thanks.
The Halflife engine was not really designed to handle non bipedal characters very well, so all sorts of issues arise when you try to animate quadraped creatures. For example, the melee attack animation works fine on the Fade, but doesn't work on the Skulk or Lerk.
The animators and Flayra all worked very hard at the end to try and figure out what the problem was with certain animations not playing, but it came down to a choice of significantly delaying the release date further because of these little visual problems or to just go ahead and put NS out so people could start playing. Since the problems were simply graphical and did not effect gameplay significantly we felt it would be better to try and release the game and fix the animations later.
Hopefully we will be able to get these working in the near future.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
oops...that came out wrong.
what i *MEANT* to say was
*its such a shame that them lovely animations, havent been included because they are very nice*
im sure everyone is happier with that statement....
Nukes are just one of those features that doesn't make much sense from a gameplay point of view but are 'l33t r0xx0rs nuks!'.....yuk, no way
as for suggestions...
- Fix the Marine model to reflect whether they're wearing a jetpack or not, none this 'always shown with jetpack' stuff
can't think of much more, asides from a Siege Cannon fix which is already in 1.04 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't seem to have that problem. If the marine has no jetpack, I see no jetpack on the model...
I used to have that bug with CS; every terrorist would have a bomb, regardless of who actually had it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i see jetpacks...help.
how do i fix this.