Ns 3.1 Screenshots Thread!

24

Comments

  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Yay for me in the first screen. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited August 2005
    Has the view origin(or whatever) also been moved up for the heavies or do they look out from their crotches now?
    Ah wait, you were wearing one in the shot. I guess they do.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    edited August 2005
    Yeah, they have vision out of their crotches atm, for the weldme thing, it just makes an icon appear above your head with the welder icon and sets all close marines a waypoint to it on the navigate waypoint bar up top.

    More screenshots!


    Triforce following icon!

    <img src='http://c3.woosah.org/followme2.jpg' border='0' alt='user posted image' />


    View other players armor with welder out

    <img src='http://c3.woosah.org/weldhealthbar.jpg' border='0' alt='user posted image' />
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    Can we see some of the map changes?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Actually you're seeing their health with the welder out, not armor.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    edited August 2005
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-Zek+Aug 5 2005, 06:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Aug 5 2005, 06:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually you're seeing their health with the welder out, not armor. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That makes no sense. The ring should show only armor instead of showing only health.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    in response to Umbraed Monkey...

    <[exi]-Jmms> I don't like how you can only see health, instead of armor, when you pop your welder out
    <@puzl> that's not a bug
    <@puzl> that's a design issue
  • Viper_two_nine_AViper_two_nine_A Join Date: 2004-09-29 Member: 31989Members
    <!--QuoteBegin-CoolCookieCooks+Aug 5 2005, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Aug 5 2005, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> in response to Umbraed Monkey...

    <[exi]-Jmms> I don't like how you can only see health, instead of armor, when you pop your welder out
    <@puzl> that's not a bug
    <@puzl> that's a design issue <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well but it is missing any logic ... the comm sees the health bars ... marines (should) see armor they cant do anything about health ...
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    <!--QuoteBegin-CoolCookieCooks+Aug 5 2005, 05:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Aug 5 2005, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <[exi]-Jmms> I don't like how you can only see health, instead of armor, when you pop your welder out
    <@puzl> that's not a bug
    <@puzl> that's a design issue <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ROFL. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Viper two nine A+Aug 5 2005, 11:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Viper two nine A @ Aug 5 2005, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CoolCookieCooks+Aug 5 2005, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Aug 5 2005, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> in response to Umbraed Monkey...

    <[exi]-Jmms> I don't like how you can only see health, instead of armor, when you pop your welder out
    <@puzl> that's not a bug
    <@puzl> that's a design issue <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    well but it is missing any logic ... the comm sees the health bars ... marines (should) see armor they cant do anything about health ... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Anyone who was written code profressionaly will understand the sarcarm there. There is often a friendly game of "it's a bug - no it's a feature" between development and QA.

    <!--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-->
  • Viper_two_nine_AViper_two_nine_A Join Date: 2004-09-29 Member: 31989Members
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    edited August 2005
    <!--QuoteBegin-puzl+Aug 5 2005, 06:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (puzl @ Aug 5 2005, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Viper two nine A+Aug 5 2005, 11:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Viper two nine A @ Aug 5 2005, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CoolCookieCooks+Aug 5 2005, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Aug 5 2005, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> in response to Umbraed Monkey...

    <[exi]-Jmms> I don't like how you can only see health, instead of armor, when you pop your welder out
    <@puzl> that's not a bug
    <@puzl> that's a design issue <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    well but it is missing any logic ... the comm sees the health bars ... marines (should) see armor they cant do anything about health ... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Anyone who was written code profressionaly will understand the sarcarm there. There is often a friendly game of "it's a bug - no it's a feature" between development and QA.

    <!--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-->
    Thus my "ROFL. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> " above.

    EDIT: I'm just good at understanding sarcasm, I've never actually written code for something professional. Heh... <!--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-->
  • monk3ymonk3y Join Date: 2003-10-30 Member: 22139Members
    uh... A "weld me" icon will appear over someone's head if their armor is 99% or lower right?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    nope, its a call thing like "Need Health" in the right mouse menu.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Can we get screenshots of significant things perhaps
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-CommunistWithAGun+Aug 5 2005, 09:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Aug 5 2005, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can we get screenshots of significant things perhaps <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Check first page. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    can we get an .avi of the new skulk walljump thing

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    i would donate but im totally broke at the moment, and i dont even have a credit card for paypal
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I'll get some nice high resolution screens when I'm finished downloading. If I can capture any of the significant changes I'll put them here.
  • joeejoee Join Date: 2005-06-18 Member: 54113Members
    edited August 2005
    can someone make an avi [or maybe even a .gif] of the skulk wall-jump thing? i have no idea what it's like or how good it is

    e : wow someone stole my idea you jerk thats what i get for not reading the thread
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    hey alien sget a "heal me" over their heads too right?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i have a feeling those icons are going to become very annoying and abused.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    New voice icons :-P (I'm assuming its okay since other people are... if not lemme know):

    Marine:
    <img src='http://img301.imageshack.us/img301/3347/marine3ng.jpg' border='0' alt='user posted image' />

    Alien:
    <img src='http://img301.imageshack.us/img301/2079/alien8ou.jpg' border='0' alt='user posted image' />

    It's the small things that count <!--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-->

    Also the skulk vault off the wall thing really isn't a big deal. Kind of like jumping off the wall in the direction you point a little ways... havn't used it much yet.
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    <!--QuoteBegin-MrBananaMan+Aug 5 2005, 08:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrBananaMan @ Aug 5 2005, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hey alien sget a "heal me" over their heads too right? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ?
  • JoshehJosheh Join Date: 2005-01-10 Member: 34564Members, Constellation
    <a href='http://www.brywright.co.uk/nsforum/index.php?act=Attach&type=post&id=1668' target='_blank'>wall jumping video</a>

    yeah the compression and quality sucks but its 5 am here :'(

    it shows the game changing wall jumping and +speed wall walking
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    <!--QuoteBegin-moultano+Aug 5 2005, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Aug 5 2005, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Crispy+Aug 5 2005, 04:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Aug 5 2005, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really hate to...

    ...hate but those minimaps look kinda sucky. The text looks like I did it drunk and on 'shrooms having some sort of bad trip hallucinating about crappy fonts.

    Is there any way to revamp it and give it the same sleek look as the HUD? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I wonder if it would be feasible to implement with game text popping up over the map. It hardly needs to be on the upper right minimap, because that location is already in the lower left hand corner. All you would need to do is display text like all the rest of the text at the locations corresponding to the centers of the info_location entities when somebody brings up the full screen minimap. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, I really liked the simple "buildminimaps" method. If it can be scripted as a batch in Photoshop then it should be feasable to do in the HL engine.

    i'm with moultano on this one
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    This is just me, but I think they should code two circle-bars, where appropriate. One for armor, one for health. They wouldn't necesarily have to be two circle-bars cocentrically aligned either. For instance, keep the Green/Yellow/Red-In-LightBlue circle for basic health, and a translucent vertical bar guage, working much the same way as the light blue circle, except standing vertically, half-transparent from the center of the ring.

    And then they could code buildings to have an armor layer, working much the same way marine and alien unit armor does. A fade and an OC both die to around two clips of LMG ammo at some weapon level or another, I think, right? Basically, the damage actually done to a structure would no longer be a straight-line graph, but a curve, with armor taking a few seconds of pounding before enemy forces can be driven away, but the structure taking closer and closer to full damage the longer it is under attack. Lower average structure health to balance and voila.

    I think you guys have it wrong with the plan to show the health bars only when the welder is out. I think it should be an information-toggle button, like the show-minimap button or the HUD menu, so you don't need a special piece of equipment. I mean these are high tech marine squads, those cool visor goggles probably are supposed to tell each other at a moment's glance and a button press how much health their buddies have. It shouldn't be welder-specific, I say. Also, ok, I understand what's being said about how marines can't really drop health for their squad if the point guy gets hurt, but otherwise, they'd have to use those health circles for armor instead, and I'm not sure how they might differentiate between it, since buildings would still be showing HP, not AR.

    Sooo maybe the compromise instead of coding some new armor-guage graphic sticking out of the top of everyone's life-circle is; show that marines get armor when they are welded, and structures get health, by making marines have a different colored circle at their feet than buildings. Instead of light blue, which would be for building HP, marines' armor level would be the same green/yellow/red bars in a circle, but maybe the circle would be... orange?? White? Voilet?

    Whatever, work on it, 3.1.1 will rock, and will probably be what will be released by the time my isht gets fixed.

    The triforce Follow Me icon is cool. Are there icons for all the marine audiables? "ALL CLEAR" for instance? Aliens need icons for their heads too. Head icons rock.

    Also, HA ****-Cam is disturbing. I think I already wrote the story about how some light armor guy wouldn't get off the top of the armory while crouching with his pistol out, and he'd just jam his nano-armored package into everyone's faces. Why not raise up the perspective a bit? How would this change basically kill play, is what I'm asking? POV too high for vents? Too high for +duck-shooting at skulks?

    Yay for location names. Put it in My Games and I'll do my part to pretend I'm some NSGuide who lost his icon. Eventually.
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Aliens <b>do</b> have Follow Me! icons and stuff.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    indeed, I have plenty of screenshots of aliens, but no one ever used the new calls like follow me, so I could not get a screenshot <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • LordyLordy Join Date: 2003-10-12 Member: 21627Banned
    edited August 2005
    OLOLOL 3 POINT ONE SCRNEENSHOTZOR

    defualt everything sucks

    <img src='http://www.purework.net/~lordy/l/NS/ns3point1sucks.JPG' border='0' alt='user posted image' />
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