Short List Of Ns Oddities

abtmabtm Join Date: 2003-04-08 Member: 15337Members
This is a REALLY small list of observances I've made in NS, perhaps it helps out the DEV team, perhaps not; I think it still will help SOMEONE in the process, thanks for reading it.


Oddities:

Knives slashing objects like Alien resource modules will slash at empty space
around the object, but still hit and register.

Pistol firing sounds don't work properly when backround noise is that of an engine
( don't know why, it just is that way, the only thing heard is the richochet)

Pistols when fired twice at the same location don't mark properly (decals are side by side or slightly
mis-overlapped)

When running, skulks can press the "look up" function and look up, when looking down "look down" they make a
"landing" sound when they look down

Objects built near walls reveal themselves to the autohelp. Explanation: When a player scrolls over a wall or door and say for arguements sake, there is a defense tower there, it will show "Defense Tower - DECS"

Infantry Portals are capable of spawning two soldiors at a time just on different a location of the portal or not even on the portal at all.

When Skulks or other charactors stand atop the command chair for the marines, you can see inside and wether there is a commander or not.

On non-EAX sound cards, skulks going under small puddles of water or underwater, remove backround noise totally until ESC is pressed to bring you back to the multiplayer menu and then you click "RESUME"

Turrets cannot hit anything below them, perhaps they need to be modified

======================================================
"Bugs":

When loading a pistol, sometimes the image of the pistol appears to be red "Empty" but the pistol is indeed full

When waypoints are reach and walked through, they do not always disappear. They can also go into walls where they are unreachable
this should be modified.

Siege turrets animations and muzzle flashs are TOTALLY off, they fire, go back into the shaft of the turret fire again and THEN the muzzle flash appears, perhaps it needs to be retimed?

Siege turrets are hitting aliens near objects that are detonated by them as well, although their definition via cl_autohelp defines them as not damaging to people/aliens near them.

Probably known to you; "Blink" does not always work or as attempted, it will transport a fade standing still sometimes from the spot he/she is in to the very same spot, only 2 inches higher.

Comments

  • TsungfaiTsungfai Join Date: 2002-12-23 Member: 11454Members
    edited April 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When loading a pistol, sometimes the image of the pistol appears to be red "Empty" but the pistol is indeed full
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is kinda annoying, not seeing the animation of the weapon firing. But the only two ways of fixing it is to drop the weapon or kill yourself.


    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When waypoints are reach and walked through, they do not always disappear. They can also go into walls where they are unreachable
    this should be modified.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    When you reach the waypoint and it doesn't go away, it usually means that 2 or more players have that same waypoint that they have to reach. Once all the players that have the waypoint reached, it will go away. I agree that it should be modified like when 1 player reaches the waypoint it should disappear for that player only.
  • 2of12B0RG2of12B0RG Join Date: 2002-12-21 Member: 11285Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Infantry Portals are capable of spawning two soldiors at a time just on different a location of the portal or not even on the portal at all.


    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I would like to see this. How do you do it?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When Skulks or other charactors stand atop the command chair for the marines, you can see inside and wether there is a commander or not.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yep. So what?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Probably known to you; "Blink" does not always work or as attempted, it will transport a fade standing still sometimes from the spot he/she is in to the very same spot, only 2 inches higher.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You need to learn how to use blink <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Nothing new. Just wait for 1.1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    most of this is either well known and will probably be fixed in 1.1
    OR
    aLot of what your described sounds like lag errors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Knives slashing objects like Alien resource modules will slash at empty space around the object, but still hit and register.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Just a minor problem with the graphic of the knife, not significant enough to warrent redoing the knife model animation.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Pistols when fired twice at the same location don't mark properly (decals are side by side or slightly
    mis-overlapped)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->The Decals aren't there to show exactly where the projectiles hit, just to show you that you were hitting the wall. It's possible to shoot a shotgun such that it hits an alien but you still get 8 bullet hit decals on the wall behind.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Objects built near walls reveal themselves to the autohelp. Explanation: When a player scrolls over a wall or door and say for arguements sake, there is a defense tower there, it will show "Defense Tower - DECS"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Can't help it. Halflife automatically looks ahead to what it thinks you'll being seeing in a few seconds. I'm not sure if it would be possible at all to code NS so that this wouldn't happen other than removing that bit.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Infantry Portals are capable of spawning two soldiors at a time just on different a location of the portal or not even on the portal at all.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Not sure what you mean - multiple portals are supposed to respawn multiple marines at the same time.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When Skulks or other charactors stand atop the command chair for the marines, you can see inside and wether there is a commander or not.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Any alien can see whether there is a comm or not. That's because the CC pops open when it is attacted and you can see in the side if it is empty or not. Not sure if this is a bug or not though.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On non-EAX sound cards, skulks going under small puddles of water or underwater, remove backround noise totally until ESC is pressed to bring you back to the multiplayer menu and then you click "RESUME"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't believe I have an EAX sound card. I have some problems with loosing sound but I don't remember any from water. Just hit Esc twice next time you die and it's back to normal anyway.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Turrets cannot hit anything below them, perhaps they need to be modified<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Turrets are supposed to be on the ground anyway, they aren't designed for hitting things below them - or above them either.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Siege turrets animations and muzzle flashs are TOTALLY off, they fire, go back into the shaft of the turret fire again and THEN the muzzle flash appears, perhaps it needs to be retimed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yeah, the seige animation is a little screwing, sometimes the muzzle flash stays on the entire time. But this is just an visual detail - not something that changes gameplay.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Siege turrets are hitting aliens near objects that are detonated by them as well, although their definition via cl_autohelp defines them as not damaging to people/aliens near them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->They won't shoot directly at an alien but they do have splash damage. The splash radius on a seige is fairly small actually - it's only because they do so much damage do you see aliens dieing to them.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Probably known to you; "Blink" does not always work or as attempted, it will transport a fade standing still sometimes from the spot he/she is in to the very same spot, only 2 inches higher.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Blink is quite buggy as it is - this is merely because of how it works. It would be quite hard for them to code the current teleport blink so that it works absolutly 100% of the time. If you crouch-jump and aim near the ceiling you can move down a long hallway pretty quickly though.
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