Pre-build 5!
Thats_Enough
USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Hot off the Constie Forums :)</div> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again.
O Fixed bug that makes dead marines show up with 1 red health segment in the healthbar.
O Tweaked xenocide/gore pushback behavior to eliminate weird flying marines and cratering (WIP).
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.
O Included cool coloured minimaps from JazzX.
O Fixed bug where a dead IP would not reset its respawn queue
O Commander hints will not play if cl_autohelp is set to 0
ns_metal
o General updates
ns_veil
o Reverted to the earliest version without clipping issues.
co_daimos
o Full visual rework
ns_eon
o Made some minor aesthetic improvements.
co_core
o made the new vent wider
ns_hera
o minor bug fixes
o lighting returned to previous states
o fixed ms door
ns_altair
o extended rim around water in Submarine Bay to connect the doorway in the northeast corner with the eastern platform
o combined two nodes to one in the center of the map
o moved node in Settling Tanks closer to MS (back to its former location)
o re-opened wall near Settling Tanks to allow faster travel between MS and the southern hive
co_sava
o General Updates<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Enjoy. Now I go download and check it out.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
O Fixed bug that makes dead marines show up with 1 red health segment in the healthbar.
O Tweaked xenocide/gore pushback behavior to eliminate weird flying marines and cratering (WIP).
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.
O Included cool coloured minimaps from JazzX.
O Fixed bug where a dead IP would not reset its respawn queue
O Commander hints will not play if cl_autohelp is set to 0
ns_metal
o General updates
ns_veil
o Reverted to the earliest version without clipping issues.
co_daimos
o Full visual rework
ns_eon
o Made some minor aesthetic improvements.
co_core
o made the new vent wider
ns_hera
o minor bug fixes
o lighting returned to previous states
o fixed ms door
ns_altair
o extended rim around water in Submarine Bay to connect the doorway in the northeast corner with the eastern platform
o combined two nodes to one in the center of the map
o moved node in Settling Tanks closer to MS (back to its former location)
o re-opened wall near Settling Tanks to allow faster travel between MS and the southern hive
co_sava
o General Updates<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Enjoy. Now I go download and check it out.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Comments
How about some Screenies of the minimaps?
Woa, I need to see daimos.
((Clicking on the image opens a full-sized version))
<a href='http://img.photobucket.com/albums/v198/AlKaholic/ns_lost0004.jpg' target='_blank'><img src='http://img.photobucket.com/albums/v198/AlKaholic/ns_lost0004b.jpg' border='0' alt='user posted image' /></a>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Included cool coloured minimaps from JazzX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So, to answer your question…the vents, that's about it.
<span style='font-size:8pt;line-height:100%'>Yes I know i posted the same thing twice in 2 differant threads.</span>
What does this mean?
o Reverted to the earliest version without clipping issues.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Can someone elaborate? This seems concerning. =P
o Reverted to the earliest version without clipping issues.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Can someone elaborate? This seems concerning. =P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
There were some clipping issues at C12 (invisible walls).
What does this mean? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think he means that they will have to redo the minimap sprite in Photoshop, every time they update the map, whereas with any other piece of text, they just have to change a few words.
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>
just what we needed.
i hope they can somehow take the second one out for cal.
Finally an end to the server crashing.
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>
just what we needed.
i hope they can somehow take the second one out for cal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hopefully
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>
just what we needed.
i hope they can somehow take the second one out for cal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hopefully <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
/retry and f1/f2 is faster.
This was one of the fixes in the first changelog I think ?
As I said in the CM forum, this is a decidedly smaller patch, which is why we didn't do a frontpage announcement about it. The main reasons for the release were the map updates and the cloaking cooldown, both of which we'd very much like to have tested on as large a scale as possible.
C4t, Duo, I apologize for stealing those three seconds of your precious time, but I'd argue that it'd take longer to reconnect to a griefed server, anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Included cool coloured minimaps from JazzX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So, to answer your question…the vents, that's about it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Its the vents and I cleaned up all of the stuff that you see on the default minimap but is wrong for one reason or another, usually because its detail work that you can see but not touch, or the area is under water. (Using Lost as an example take a look at that spot south of Eternal Reqium, but north of External Overlook. Normally the minimap displays the architecture that you can see from outside the windows, but you can't ever actually get to).
They aren't labeled for one really big reason (and a whole ton of little ones), mainly I can't find a stylistic approach that I like for the labelling. I've seen lots of different sets that have been labeled but I've never found one that I personally like. So I did the technical part (cleaning them up and indicating the vents) and I assume that, as before, people who are interesting in labeling them will do so.
What does this mean? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I think he means that they will have to redo the minimap sprite in Photoshop, every time they update the map, whereas with any other piece of text, they just have to change a few words.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If the names were included in the minimap, the minimaps would have to be changed for each language which would be a lot of work. All the other game text is stored in a text file so for localization, you have one place to translate all the text.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Whats spanish for ominous kismet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Whats spanish for ominous kismet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
heh.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Whats spanish for ominous kismet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm in charge of the spanish translation (the localization of NS is a project that seems to be dead...) and we didn't translate locations or "important" gameplay elements for communication reasons.
Now, Ominous kismet's translation would be "Siniestro destino"... or something
Exactly what i thought.
So, does that mean minimaps can have proper labels?
<b>TU</b> ERES ESQUADO CINCO! VAMOS A "WAY-POINT" NOOBS. MY FAKE SPANGLISH WEARS THIN LIKE CERANWRAP.
<b>TU</b> ERES ESQUADO CINCO! VAMOS A "WAY-POINT" NOOBS. MY FAKE SPANGLISH WEARS THIN LIKE CERANWRAP. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Fired.
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>
just what we needed.
i hope they can somehow take the second one out for cal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh its not like thats going to matter. omg 3 seconds *splode*