<!--QuoteBegin--Quantum_Duck+Nov 26 2003, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum_Duck @ Nov 26 2003, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--PseudoKnight+Nov 25 2003, 12:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Nov 25 2003, 12:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think what Align meant was that the system should switch to the map with the most votes rather than the map with the majority of votes.
ns_eclipse: 4 ns_veil: 5 ns_nothing: 3
In that situation he'd want it to switch to ns_veil. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I havn't tried that, but I think that's how it works. Correct me if I'm wrong (I've only played a few games with the new system), but I believe it instantly map switches if any map gets enough votes, but if no map gets enough votes for an instant switch, it switches to the map with the most votes at the regularly scheduled time. Again, I could be wrong... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm afraid I'm not sure how it works for adminmod or NS 2.1 so I'm going with what Align said since it seems valid.
Ok , I think its just not necessary to start a whole new thread about it , so here is the 3.0a changelog :
<!--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--> v3.0a ----- O Renamed version to v3.0 O Fixed bug where aliens sometimes appear as a marine player and then turn into a skulk. when dying, sometimes an alien player will briefly appear as a marine (bug #193) O Fixed turrets/OCs targeting anomalies (bug #329) O Fixed music playback (updated to FMOD 3.7.1) O Fixed problem where music stops playing on map change O Fixed problem where music stops playing when going to third person camera O Fixed grenade launcher reload animations O New siege deploy animation and "inactive" state (thank Mojo!) O Near-final version of ns_agora. O Just 1 big change in this version concerning the second acces to Cargo Hive (re-added especially for you ) O Added 2 or 3 crates in "The Pit" and "C-Transport" and 1 vent to acces "Analysis Lab". O Fixed format of sounds (giving conversion errors) O Added missing xsmoke1.spr sprite O Fixed acid rocket colliding with attacker when moving forward (bug #163) O Added new hive flinch anims for when hive is building (thanks Mojo!) O Updated infantry portal artwork to get rid of z-buffering issues (thanks Mojo!) O Fixed welding/healing exploit in Combat (bug #328) O Removed spawn invulnerable time by default in Combat (as a test)
O Updated co_angst (ChromeAngel) - New sounds, a new sky, changed lighting, more sensitive doors and warning sights on the closed doors. - I�m thinking of moving the doorway from the bridge to the observatory further towards the back of the bridge, I think this might work around a VIS glitch in the observatory. Since no-one else appears to have noticed and it could cause an r_speed jump elsewhere it I�m not sure it�s worth doing. Thoughts?
O Updated co_kestrel (DevilDog) - There is a new way into the hive. When taking the Subhangar 5 route, after passing through the subhangar, and going through the elevator shaft, you turn left normally. I've opened up the right side door now as well which uses a small corridor that dumps you into the hive - right under it in fact, where the closed door use to be. This leaves a total of 4 ways into the hive now. - I widened the hall from the hive to the comm room. - Moved the hive up so the room is clear and move friendly. - The hangar I dropped portion of the floor (turned it into a lift) and tucked the CC down in it. Its open enough so its not like it was before when it was in that alcove originally, but the lowering of the floor gives it cover from respawning marines (They need to run up to it and look down).
O Updated co_ulysses (Blueman) :: New RR (still needs some work) :: New MS cause many people hated old one. :: Added another vent (4 in total) :: Changed lighting all over the map. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you really think this needs an own thread, feel free to start one, but i think besides (important!!!) bugfixes and updated maps , there's not much new stuff. So feel free to discuss it here !
Um... So when is someone going to unsticky this and make a sticky thread named something like "Latest 3.0 changelog"? It feels wierd talking about the latest 3.0 stuff in a 2.xx changelog thread. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
ns_eclipse: 4
ns_veil: 5
ns_nothing: 3
In that situation he'd want it to switch to ns_veil. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I havn't tried that, but I think that's how it works. Correct me if I'm wrong (I've only played a few games with the new system), but I believe it instantly map switches if any map gets enough votes, but if no map gets enough votes for an instant switch, it switches to the map with the most votes at the regularly scheduled time. Again, I could be wrong... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm afraid I'm not sure how it works for adminmod or NS 2.1 so I'm going with what Align said since it seems valid.
<!--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--> v3.0a
-----
O Renamed version to v3.0
O Fixed bug where aliens sometimes appear as a marine player and then turn into a skulk. when dying, sometimes an alien player will briefly appear as a marine (bug #193)
O Fixed turrets/OCs targeting anomalies (bug #329)
O Fixed music playback (updated to FMOD 3.7.1)
O Fixed problem where music stops playing on map change
O Fixed problem where music stops playing when going to third person camera
O Fixed grenade launcher reload animations
O New siege deploy animation and "inactive" state (thank Mojo!)
O Near-final version of ns_agora.
O Just 1 big change in this version concerning the second acces to Cargo Hive (re-added especially for you )
O Added 2 or 3 crates in "The Pit" and "C-Transport" and 1 vent to acces "Analysis Lab".
O Fixed format of sounds (giving conversion errors)
O Added missing xsmoke1.spr sprite
O Fixed acid rocket colliding with attacker when moving forward (bug #163)
O Added new hive flinch anims for when hive is building (thanks Mojo!)
O Updated infantry portal artwork to get rid of z-buffering issues (thanks Mojo!)
O Fixed welding/healing exploit in Combat (bug #328)
O Removed spawn invulnerable time by default in Combat (as a test)
O Updated co_angst (ChromeAngel)
- New sounds, a new sky, changed lighting, more sensitive doors and warning sights on the closed doors.
- I�m thinking of moving the doorway from the bridge to the observatory further towards the back of the bridge, I think this might work around a VIS glitch in the observatory. Since no-one else appears to have noticed and it could cause an r_speed jump elsewhere it I�m not sure it�s worth doing. Thoughts?
O Updated co_kestrel (DevilDog)
- There is a new way into the hive. When taking the Subhangar 5 route, after passing through the subhangar, and going through the elevator shaft, you turn left normally. I've opened up the right side door now as well which uses a small corridor that dumps you into the hive - right under it in fact, where the closed door use to be. This leaves a total of 4 ways into the hive now.
- I widened the hall from the hive to the comm room.
- Moved the hive up so the room is clear and move friendly.
- The hangar I dropped portion of the floor (turned it into a lift) and tucked the CC down in it. Its open enough so its not like it was before when it was in that alcove originally, but the lowering of the floor gives it cover from respawning marines (They need to run up to it and look down).
O Updated co_ulysses (Blueman)
:: New RR (still needs some work)
:: New MS cause many people hated old one.
:: Added another vent (4 in total)
:: Changed lighting all over the map.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you really think this needs an own thread, feel free to start one, but i think besides (important!!!) bugfixes and updated maps , there's not much new stuff. So feel free to discuss it here !
- RD
goto mapping forum
read longest thread there
When is it done then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->