Resident Naysayer's Comments On Beta 5

ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
edited November 2004 in NS General Discussion
<div class="IPBDescription">please read, Flayra.</div> as i am designated the resident naysayer for this mod it is my responsibility to point out things that are wrong with it. yes it is. yes it is. yawhateva. i decided to make my own thread so my statements would not be ignored because many of the bugs i complain about here i believe i have mentioned before. by the way, many of these bugs were not in old versions of NS but were introduced in recent versions. i expected all these bugs to be fixed in this version. so far i have found it very hard to notice any bugs that have been fixed by this version. do not quote this post coz i will keep editing it as i find more errors.


jetpack sound is comical. The other sounds are good.

jetpack physics are still as screwed up as ever. your horizontal velocity still keeps on being zeroed everytime you press force in a direction opposite your current velocity. i know you know how to program it because the way it should be is similar to how the old lerk flight was but without having to constantly tap the jump button. why do you not like my view on this yet you changed the lerk flight to basically exactly how i asked. btw many characters in the game can zero their velocity instantly. when skulks jump laterally to you at high speed and completely stop instantly in midair and drop straight down, i don't think those players are clever; i call them exploiters. besides it just makes the game look totally lame programming-wise and i don't think you want people to think you're a lame programmer do you Flayra. skulks shouldn't be able to stop in midair. they should be able to jump off walls however. that is something that they cannot do yet.

bodies still dissapear way too quickly to see what was killed or even to tell the difference between something being killed or getting away.

chat text still crosses right over the crosshair making it hard to aim.

ns_altair is way too dark. normally i'd say that is cool but because of the retarded HL1 flashlight effect i say that no maps should rely on having to use the flashlight. yes i know a horror game needs darkness but then horror games shouldn't be on the HL1 engine coz it's not capable. yes i know you say that NS is not meant to be a horror game, but i'm sorry, it is meant to be a horror game and even though you designed it i will still say that.

many screens in ns_altair do not have the emmissive maps on them. despite this there is something on the screens. why is the contents of the screen present on diffuse maps as well as emmissive maps. this is not limited to ns-altair.

the flashlight still uses the server's version of your position to determine where the lightspot shows clientside. i found out this bug is not limited to NS.

the radar icon of you still uses the server's version of your orientation to determine how it displays clientside.

for some reason when you crouch, your flashlight spot goes down with you but then twitches up and down. does the server think you are standing briefly when you are crouching? i found out this bug is not limited to NS.


i am uncomfortable with maps being changed as drastically as ns_bast has. make sure you do not take the cool things out of maps. the revolving door was one of those cool things and it was scary because you knew if there was something on the other side you probably weren't coming back. it was like being stuffed into a blender and you didn't know whether the blender was gonna be off or on. it was fun. now that's gone from the mod.

the fact that the shotgun crosshair isn't centered with the others shows a worrying lack of control you have with the programming of your mod Flayra.

the screen still twitches while you are gestating. the eggsac and onos stomach warping effect used to twitch because you needed to use decimal numbers instead of integers and i told you this so you fixed it but then you introduced a gradual view change while gestating as well and now it twitches for the same exact reason that i told you about for the warping effect. is that funny or what?

on some maps, opening and closing the console darkens the screen. on some maps this is desireable and on some it is not.

ammo still doesn't display correctly if you reload and use armory quickly after.

sometimes when using armory your gun still keeps coming out or something.

when spectating an alien you can still see an icon over them which blinds you.

you cannot tell the difference between a marine structure recycling or being destroyed.

in the readyroom your orientation gets reset or something occasionally.

for hera the skybox is pixelated on the top side like the way boobs sometimes look on TV. and the top of the box sky color obviously doesn't match with the side sky color.

in hera reception the scrolling text on the monitor has dark spots among the letters when the letters are supposed to be glowing.

the onos apparently has an anus where his navel would be. from what i've seen from examining the onos, his anus appears to be where we expect it. you would know where the onos anus should be if you ever studied anatomy or ever went to the toilet yourself.

buildings still play their deploy animation when you enter a room. this is a bug since the first version of NS.

electric arc from electrified buildings displays in a completely wrong place. in ns_origin a flame appears in the corner of double. i suspect some other things appear in a completely wrong place such as alien sounds and welder lights.

you hear a reload sound in marine start whenever a marine spawns anywhere on the map.

acid rocket still bursts in fade's face when he goes backwards. this is a bug since the first version of NS.

in ns_eclipse if you look out through the skylights or windows near the ceiling you see that pieces of the map are missing.

what the hell is up with the digestion progress bar.

on properly lit maps such as DOD and CS maps the LMG crosshair is nearly invisible. some small parts of it need to be less transparent.

port engine hive has a triangle missing from the damaged door making it look paper thin.

onos makes heavy armor footsteps noise when walking while digesting heavy armors.

lerk doesn't seem to point up or down when flying.

sometimes all your crosshairs dissapear while playing and it seems you can only get them back by relaunching the game.

sometimes welder repairs without making the repairing sound.

for some reason i have to ask sometimes which team won coz it's not obvious.

death animations sometimes do not play fully before stopping. This is a bug since the first version.

heavy armor's feet go under floor.

heavy armor's feet slide while moving. this is because HAs were originally not meant to be able to run but they can now but the model animation only shows walking.

///////////////////

now in this next section i simply state my opinion on what should be done about combat. i believe that it should be changed so that everytime we die we have to buy all the upgrades again and pay for them again. however since buying them all over and over would involve a tedious grueling torturous mutilatory mouse clicking karate marathon frenzy mania fest, i believe the buying should be automated. we should be able to create a list of which upgrades to buy and we should be able to access this list while we are dead. and we should be able to set a cutoff point of where in the list to stop buying so we can save credits without having to delete things from the list. i know Flayra toyed with the idea of making combat so that we have to buy all upgrades when we die and i can guess the reason he didn't want it ultimately was because it would be too tedious buying things over and over again. we'll i'd just like to say that i like that idea and he should go ahead and code this list thing coz i think it will be worth it coz it would make combat a lot more fun.

btw i don't like that we are limited to about 10 upgrades. i like to play on servers that have a certain plug-in that makes the experience levels basically unlimited. and btw, i hated that combat would go on forever and i was glad that there was a time limit introduced but then when i started playing on the servers with that aforementioned plug-in i hated that there was a time limit. just something to think about. the way combat is now it gets to a point where killing an enemy or dying is totally meaningless coz you neither gain nor lose anything.
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Comments

  • Fog_cartoonsFog_cartoons Join Date: 2003-09-08 Member: 20658Members
    If I ever needed someone to say nay, I would get ViPr.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    Its all already been said.... but yes.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Since when do we actually need a resident naysayer? I thought we had enough in the form of whining (insert plural noun here).

    By the way, I don't care and most people shouldn't care about these little minor and trivial problems. I have recently played some of the most intense and entertaining games of NS and CO in the last week.

    Heh, you're going to lose your job if you're surviving off of scraps of bugs like that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    in one post he summed up at least 80% of everyone's thoughts and complants on ns
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    pretty comprehensive list of little things that annoy us.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    Let me add, it be very useful if they actually released a full list of changes in the changelog. hate finding things that changed without knowing.
  • N1RampageN1Rampage Join Date: 2003-12-15 Member: 24420Members
    This sums up about ~60% of problems in NS (good list too, at that). The other ~40% has to do with balance. That's a WHOLE other thread, by itself.

    GJ! <!--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-->
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Above all of the spectator bugs, exploits, scripting debacles and 3rd hive ability problems, you chose to complain about the location of the onos's anus.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    ya, he's right about the bugs... for some reason, now there is more bugs in the animations then before. Like sometimes if ur an onos, you can see that old attack there with the "tenticules" on the onos head, and the lerk old 1rst attack from 2.0, it's called spike or something...

    nyway, the point is, there's still a lot of bugs, which were fixed in B4 but came back in B5 and others that we expected them to be fixed but were not...

    the most thing i agree on is that green icon on an alien, when ur spectating him... u can't see **** if the alien is not moving... this bug was here from a long time now
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-project_demon+Sep 11 2004, 08:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (project_demon @ Sep 11 2004, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ya, he's right about the bugs... for some reason, now there is more bugs in the animations then before. Like sometimes if ur an onos, you can see that old attack there with the "tenticules" on the onos head, and the lerk old 1rst attack from 2.0, it's called spike or something... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Welcome to the world of SPECTATOR BUGS! <!--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-->
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    *applauds*

    'nuff said.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    <!--QuoteBegin-Alkiller+Sep 11 2004, 07:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Sep 11 2004, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Above all of the spectator bugs, exploits, scripting debacles and 3rd hive ability problems, you chose to complain about the location of the onos's anus. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    HEHEHEHEHEHEHEHEHEHE
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    That's...a lot of nay saying.....

    But it's not surprising coming from the resident naysayer XD
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    edited September 2004
    <span style='color:white'>Be nice.</span>
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    out of all of that you chose to add in the Onos's Anus?!?! can someone please fill me in why that is such a importance flaw in hte game because it's an <b><u>ALIEN</u></b> lifeform that might not even have an anus
  • mirrodinmirrodin Join Date: 2004-06-29 Member: 29621Members
    Heh, well it is a beta. I'm sure they'll change the vacumn's...er...Jetpack's sound in the final version.

    I was looking through the models with HL Model Viewer and I saw the onos's p_mdl, WTH are those three shafts sticking vertically out of it?

    Oni have udders, like...ya know, Female cows... not that there is such a thing as a male cow, that's a bull. And the Onos's udders are spiky.

    </mindless babbling>
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    The onos doesn't need an anus.. the bacteria(vice nanites).. yadayadayada...
  • Axel_StoneAxel_Stone Join Date: 2003-08-05 Member: 18993Members, Constellation
    <!--QuoteBegin-Alkiller+Sep 11 2004, 07:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Sep 11 2004, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Above all of the spectator bugs, exploits, scripting debacles and 3rd hive ability problems, you chose to complain about the location of the onos's anus. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    indeed...

    Geez, I guess I shouldnt have expected less from the designated naysayer.
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    <!--QuoteBegin-ViPr+Sep 11 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Sep 11 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ns_altair is way too dark. normally i'd say that is cool but because of the retarded HL1 flashlight effect i say that no maps should rely on having to use the flashlight. yes i know a horror game needs darkness but then horror games shouldn't be on the HL1 engine coz it's not capable. yes i know you say that Ns is not meant to be a horror game, but i'm sorry, it is meant to be a horror game and even though you designed it i will still say that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <b>NS is not a horrer game.</b>
    if it was a horrer game you would see...
    More blood
    More bodies
    Darker maps
    and Scare Spots (body falls out of vent, shocking the player, thats what i mean by scare spots)
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited September 2004
    <span style='color:white'>Be nice.</span>
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • N1RampageN1Rampage Join Date: 2003-12-15 Member: 24420Members
    <!--QuoteBegin-mirrodin+Sep 11 2004, 10:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mirrodin @ Sep 11 2004, 10:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heh, well it is a beta. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's NO excuse. People have raped that goat WAY too long. Slapping 'beta' to the side of name shouldn't exclude you from being a ****, or making mad decisions, or poorly designed ideas.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    Just a couple of points of clarification:

    Changes to maps are done by the Mappers themselves (or to whoever is in charge of maintaining the map if the original mapper does not want/is no longer able to update it). The maps do have to go through an approval process (hence why the updated ns_eclipse did not ship with Beta5) but the actual changes are left to the mappers. Every official mapper I have talked to is incredibly open to the opinions of the Devs, PTs, and players in general, but ultimately it is not Flayra's decision what gets changed and how it is changed, it is the mappers.

    <!--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-->the fact that the shotgun crosshair isn't centered with the others shows a worrying lack of control you have with the programming of your mod Flayra.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> As you probably know the shotgun spread is static and if you use a centered crosshair the main cluster of bullets is NOT accurately represented by the crosshair you see on the screen. The shifted crosshair had nothing to do with a lack of control over the mod, but rather as a method of making the shotgun more effective and predictable until a decision on the firing pattern could be made.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    yes i knew that about the shotgun. it's worrying that it has not been fixed when it seems so easy to fix and has been known about for so long.

    about ns_bast, i heard the original author left because he was disgusted by the insults at his map. i happen to think ns_bast is the most interesting looking map. i don't mind things being added to maps but i don't like when things are removed.

    btw i edited my first post to add a few more bugs and also to state my opinion on combat mode.
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    <!--QuoteBegin-ViPr+Sep 11 2004, 10:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Sep 11 2004, 10:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> skulks shouldn't be able to stop in midair. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not realistic but IMO giving greater control to players makes it more fun to play and jump around.

    <!--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-->bodies still dissapear way too quickly to see what was killed or even to tell the difference between something being killed or getting away.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I thought the HUD did a good job of telling you what was killed or not.

    <!--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-->chat text still crosses right over the crosshair making it hard to aim.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What are you running, 640x480?

    A lot of those points are still good, though.

    As for being a beta, it means that the developers might try some different ideas. You don't need to go crazy or insult them when some of them don't work out.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    edited September 2004
    <!--QuoteBegin-RandomEngy+Sep 21 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 21 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ViPr+Sep 11 2004, 10:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Sep 11 2004, 10:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> skulks shouldn't be able to stop in midair. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not realistic but IMO giving greater control to players makes it more fun to play and jump around.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    i don't care if making it possible for skulks to stop completely instantly in mid-air makes it easier for them to stop completely instantly in mid-air. in Tron, the lightcycles can make 90 degree turns easily instantly but programmers don't put that capability into a motorcycle simulator to make it easier for players to make 90 degree turns instantly coz it looks lame and it's inappropriate. i can't believe how people can come up with a good side to everything. i bet if an elephant pooped on your head you'd say that's good because it makes it easier for you to stop girls from trying to kiss you all the time. this flaw makes it a lot harder for players to make aliens bounce off walls (which i suggested for skulks in my first post and which i've found out afterwards that Flayra originally wanted for Fades ages ago) because they'll probably just end up dropping straight down instead of jumping off the wall.


    <!--QuoteBegin-RandomEngy+Sep 21 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 21 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--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-->bodies still dissapear way too quickly to see what was killed or even to tell the difference between something being killed or getting away.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I thought the HUD did a good job of telling you what was killed or not.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    it doesn't tell you what was killed. it tells you who killed who with what. if the hud says someone died and your name is not involved and you don't see a body then how do you know it didn't happen somewhere else on the map far away in another battlezone.

    <!--QuoteBegin-RandomEngy+Sep 21 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 21 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->chat text still crosses right over the crosshair making it hard to aim.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What are you running, 640x480?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    1024x768

    <!--QuoteBegin-RandomEngy+Sep 21 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 21 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    A lot of those points are still good, though.

    As for being a beta, it means that the developers might try some different ideas.  You don't need to go crazy or insult them when some of them don't work out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    i'm not insulting them. i'm playtesting for them for free. if i didn't like the mod i'd just not say anything and let them rot.
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    <!--QuoteBegin-ViPr+Sep 21 2004, 07:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Sep 21 2004, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i don't care if making it possible for skulks to stop completely instantly in mid-air makes it easier for them to stop completely instantly in mid-air. in Tron, the lightcycles can make 90 degree turns easily instantly but programmers don't put that capability into a motorcycle simulator to make it easier for players to make 90 degree turns instantly coz it looks lame and it's inappropriate. i can't believe how people can come up with a good side to everything. i bet if an elephant pooped on your head you'd say that's good because it makes it easier for you to stop girls from trying to kiss you all the time. this flaw makes it a lot harder for players to make aliens bounce off walls (which i suggested for skulks in my first post and which i've found out afterwards that Flayra originally wanted for Fades ages ago) because they'll probably just end up dropping straight down instead of jumping off the wall. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There's lots of things in the game that aren't realistic, yet make the game more fun. Saying that it isn't realistic isn't a good enough reason by itself. For example, how do onoses climb ladders? They shouldn't be able to, let's take away that ability.

    <!--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-->it doesn't tell you what was killed. it tells you who killed who with what. if the hud says someone died and your name is not involved and you don't see a body then how do you know it didn't happen somewhere else on the map far away in another battlezone.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think that information is as complete as you're going to get. Showing who killed who as what with what where seems like overkill and further than basically any other game has gone.

    <!--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--><!--QuoteBegin-RandomEngy+Sep 21 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 21 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->chat text still crosses right over the crosshair making it hard to aim.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What are you running, 640x480?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    1024x768<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Weird. I run at that resolution and have no problem at all.

    <!--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--><!--QuoteBegin-RandomEngy+Sep 21 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 21 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    A lot of those points are still good, though.

    As for being a beta, it means that the developers might try some different ideas.  You don't need to go crazy or insult them when some of them don't work out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    i'm not insulting them. i'm playtesting for them for free. if i didn't like the mod i'd just not say anything and let them rot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sorry, I didn't make it clear that the last comment was not directed at you. It's good that you're sharing your views.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    To be honest, the most annoying of those bugs for me is the random ready room disorientation.

    You are running as fast as possible to get to the Marine portal before it becomes lamed up with jumping/flashlighting/voicespamming/music playing players. Then suddenly BLAM.

    You appear twenty feet away facing another direction and run into a wall. Or worse still, into the Kharaa portal. Hah.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    <!--QuoteBegin-AlienCow!+Sep 21 2004, 12:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow! @ Sep 21 2004, 12:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To be honest, the most annoying of those bugs for me is the random ready room disorientation.

    You are running as fast as possible to get to the Marine portal before it becomes lamed up with jumping/flashlighting/voicespamming/music playing players. Then suddenly BLAM.

    You appear twenty feet away facing another direction and run into a wall. Or worse still, into the Kharaa portal. Hah. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you DO realize that F1 and F2 are prebound to join marines/kharaa, right?
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Of course I don't realise that...If I realised that, I wouldn't be running for the portals, would I? Duh.


    PS, thanks <!--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-->
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