Beta 6 Build 2
coris
Join Date: 2003-07-08 Member: 18034Members, Constellation
<div class="IPBDescription">Just released for consties..</div> If you're intrested in the changelog, here it is:
o Fades can blink off ladders.
o Recycling observatories won't uncloak aliens.
o Players only beacon in if they are more than 600 units away from all spawn points.
o Reverted to beta5 hitboxes to get a lead on the hitbox issues.
o Fixed cloaking bugs (lerks no longer cloak when gliding quickly, etc.).
o Increased visibility for aliens moving at greater than normal moving speed (bunnyhopping, gliding, etc.).
o Mines now damage normally when the player leaves the team.
o More tweaks to pancake capping.
o New medpack skin and icons from Supernorn (thanks!).
o Updated ns_eon
o Updated ns_bast
o Updated co_sava
o Updated ns_altair - build 7
* Added vent from Omega to Zeta with two exits into Phi
* Added vent from Muck Pump to Parts Room RT
* Rspeed optimizations
* Adjustments to Surface Umbilical to reduce LOS
* Adjustments to MS top entrance
* New monitor textures by Samejima
* Covered up pit in Omega
* More details
* Removed Diving tanks and connected Nanite Regulation and Settling tanks
* Rerouted path from Settling tanks into Communications
* Moved weldable to Muck Pump
* Optimized Sub Bay
* Moved node from outside Parts room into parts room
o Fades can blink off ladders.
o Recycling observatories won't uncloak aliens.
o Players only beacon in if they are more than 600 units away from all spawn points.
o Reverted to beta5 hitboxes to get a lead on the hitbox issues.
o Fixed cloaking bugs (lerks no longer cloak when gliding quickly, etc.).
o Increased visibility for aliens moving at greater than normal moving speed (bunnyhopping, gliding, etc.).
o Mines now damage normally when the player leaves the team.
o More tweaks to pancake capping.
o New medpack skin and icons from Supernorn (thanks!).
o Updated ns_eon
o Updated ns_bast
o Updated co_sava
o Updated ns_altair - build 7
* Added vent from Omega to Zeta with two exits into Phi
* Added vent from Muck Pump to Parts Room RT
* Rspeed optimizations
* Adjustments to Surface Umbilical to reduce LOS
* Adjustments to MS top entrance
* New monitor textures by Samejima
* Covered up pit in Omega
* More details
* Removed Diving tanks and connected Nanite Regulation and Settling tanks
* Rerouted path from Settling tanks into Communications
* Moved weldable to Muck Pump
* Optimized Sub Bay
* Moved node from outside Parts room into parts room
Comments
Thank you...
Sure. I'll edit this post with a shot of them.
Tada!
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Please tell me Mendasp sekratly put the upside down bast in saying it was an update.
Thank you... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
@Talesin I actually prefer the new skin, fits better with the ammobox (which they should redo anyway so it fits with the new medpack <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Well, as far as I've noticed the ladder fix seems totally borked. Might be me playing with 150 ping though.
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Please tell me Mendasp sekratly put the upside down bast in saying it was an update. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
they didn't let me do this! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> although the changes to bast are going to upset some people... I'm sure
Overall lookin good. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
Ever tried commanding with a green medpack? From commander mode it looks too similar to a catpack/ammo pack. The white reskin makes it much easier to distinguish.
Has anyone commented on this yet? What do they mean by that? Will aliens have "increased visiblity" or will marines be able to see then better? If the former option is the case, how would they do it... dynamically changing FOV? Like the FOV gets wider when you pass a certain speed?
Has anyone commented on this yet? What do they mean by that? Will aliens have "increased visiblity" or will marines be able to see then better? If the former option is the case, how would they do it... dynamically changing FOV? Like the FOV gets wider when you pass a certain speed? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Marines will be able to see them better.
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Please tell me Mendasp sekratly put the upside down bast in saying it was an update. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
they didn't let me do this! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> although the changes to bast are going to upset some people... I'm sure <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If some people didn't get upset with each release, it wouldn't be bast.
Has anyone commented on this yet? What do they mean by that? Will aliens have "increased visiblity" or will marines be able to see then better? If the former option is the case, how would they do it... dynamically changing FOV? Like the FOV gets wider when you pass a certain speed? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's for cloaking...
I'm of course biased, but I'd argue that the cloaking tweaks will remove a lot of the abuseable aspects without of hindering 'first-strike' capabilities too far.
I got the same kind of hitreg problems in this version. Sometimes you can get clear shots dead on and the alien doesn't seem to take any damage, kills you and laughs at you. Wonder what's the cause for this )':
I got the same kind of hitreg problems in this version. Sometimes you can get clear shots dead on and the alien doesn't seem to take any damage, kills you and laughs at you. Wonder what's the cause for this )': <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i thought that everything was reverted back to b5 hitboxes, how would that cause problems?
btw, is there a server comman to show hitboxes? like the cheat command in css? if now, perhaps the dev team could implement it to possibly help in tracking down the problem.