1.1s
MrPink
Join Date: 2002-05-28 Member: 678Members
Complete list found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=35937' target='_blank'>here</a>
1.1s
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O Rewrite HL turrets to fix accuracy problems. They are nasty now, watch out. They may still need more tweaking.
<i>Good, sentries really needed to be beefed up</i>
O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more)
<i>Good, this makes them more useful, and makes more sense with their animation</i>
O Lowered resource activation time from 120 seconds to 90 seconds for both sides to speed up alien game
<i>Good, the complaints about this were overwhelming</i>
O Walking now moves you roughly half-speed, and plays no footstep sounds. Not working perfectly all the time, but it's better.
<i>TY God! Now marines can actually use stealth tactics!</i>
O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
<i>Yay, no more getting stuck cuz of bad IP position!</i>
<u>Those were the few changes in 1.1s I could really comment on, the rest are bug related or small balance tweaks</u>
All in all, 1.1s seems like a <u>huge</u> step in the right direction, from the sound of it, 1.1s seems like the most complete and balanced version as of yet, which means we are growing ever closer to release.
1.1s
-----
O Rewrite HL turrets to fix accuracy problems. They are nasty now, watch out. They may still need more tweaking.
<i>Good, sentries really needed to be beefed up</i>
O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more)
<i>Good, this makes them more useful, and makes more sense with their animation</i>
O Lowered resource activation time from 120 seconds to 90 seconds for both sides to speed up alien game
<i>Good, the complaints about this were overwhelming</i>
O Walking now moves you roughly half-speed, and plays no footstep sounds. Not working perfectly all the time, but it's better.
<i>TY God! Now marines can actually use stealth tactics!</i>
O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
<i>Yay, no more getting stuck cuz of bad IP position!</i>
<u>Those were the few changes in 1.1s I could really comment on, the rest are bug related or small balance tweaks</u>
All in all, 1.1s seems like a <u>huge</u> step in the right direction, from the sound of it, 1.1s seems like the most complete and balanced version as of yet, which means we are growing ever closer to release.
Comments
Now if only they would put gorge sucking back in. But I take what I can get. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It looks like my estimates from Release in Early/MId july are looking solid <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Can't wait.
I'm just worried that turrets are going to be worse than 24 aimhackers with awps :/
O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more)
<i>Good, this makes them more useful, and makes more sense with their animation</i> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thank God! No more being shot at for 10 minutes and taking no damage, only to be hit once and die!
Yep it was really fixed this time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> took 4 1.1s server side patches but skulk bite does land now.
Anyway, Gorges pitter-patter now, eh? Hehehe is that refering to new footstep sounds for them cause I think they mostly make funny noises and grunts when they walk. Oh yeah HA sounds! W00t! It seems 1.1 is getting closer with these kind of tweaks. Best chanelog since 1.1r lol <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
That's pretty much the only thing I wasn't happy about; aliens using the backdoor into a base is good!
Please say it's true!
Love you looooong time if you do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<span style='font-size:8pt;line-height:100%'>*This is my guestimate, do not mistake it for gospel truth.</span>
<i>Yay, no more getting stuck cuz of bad IP position!</i> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Unless the IP and PG actually moves the player OFF the building we shall see llama's sitting on top of the IP stopping people from spawning.
But then again I have no idea how the new system works....
<i>Yay, no more getting stuck cuz of bad IP position!</i> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Unless the IP and PG actually moves the player OFF the building we shall see llama's sitting on top of the IP stopping people from spawning.
But then again I have no idea how the new system works.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lol ... reading rulez my friend. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> They never said, that other lifeforms keep you from spawning. They just said, that IP's and PG's can no longer be PLACED !!! at positions, where they cause a stuck using them. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
No where in the interview did it say that he was messing with the HL2 engine. You might not want to misquote Flayra.
It will take a while for NS to get to HL2 if it ever does. It is my judgement that NS on HL is better than no NS on HL2. Meaning, I'll probably still be playing NS more than HL2 multiplayer and any of the smaller mods that come out early.
<i>Yay, no more getting stuck cuz of bad IP position!</i> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Unless the IP and PG actually moves the player OFF the building we shall see llama's sitting on top of the IP stopping people from spawning.
But then again I have no idea how the new system works.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
you'll simply get telefragged by doing so...
<span style='font-size:8pt;line-height:100%'>*Spelt wrong, probably.</span>
<span style='font-size:8pt;line-height:100%'>*Spelt wrong, probably.</span> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
lol - poetry and spelling aint my thing either <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
that can be great,
but now can an alien blocking, that dead player can be back into game.
Heh, the fix mentioned affects the commanders ability to place IPs, not the way IPs work, if something is blocking it will get telefragged or spawned into, it just checks that this won't happen when you place the IP for the first time, so a map feature won't get spawned into
That's pretty much the only thing I wasn't happy about; aliens using the backdoor into a base is good! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Why would you be unhappy about this if all the vets and PT's say that PG's are never used?
SDRAWKCAB thinking you got there.
Better fix that sig, the limit's 400x75x22KB <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->