New Prebuild (for Consties)

NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
<div class="IPBDescription">not too many changes this time</div> Well, this build includes the weapon slot fix...finally. It seems that the constie test will be coming to an end soon.

<!--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 Fixed the disabled weapons bug ( AKA Weapon redout )
o updated minimaps from jazzx
O Re-compiled co_faceoff.bsp for performance fixes
O Scan build restrictions removed.  ( still problems dropping on water )
O Reverted structure nobuild radii to 60.
O Allows the placement of items and weapons within RT nobuild radius.
O Fixed xeno/gore knockback so it doesn't cause marines to fly at high speeds.

O Included a reompiled hera with map geometry visible to the naked eye.
O Fixed being able to get on top of hera station.

O Fixed the ns_ayumi alien-spawn-issue.

O Updated ns_eclipse
O Updated ns_veil



O Updated co_daimos
o Fixed two small stuck issues.
o Railings can now be shot through.
o Added windows in the MS ceiling to light up area.
o Added some lights in the Tram Tunnel
o Added some fog in the sewer area.
o Added a hologram to show players where they can activate the PGs.
o Added location names
o Vent from Cargo Storage to Lower Tram now has an alternative exit/entrance at Upper Tram.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Comments

  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    OMG....

    no more weapon bug! yay!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Instead of bothering with the DL links to come up again for the constie prebuild, I think I'll just wait for the new version to come out. If only they'd work sooner..
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    The development team needs to be careful. If NS becomes fully integrated with Steam, we'll come to expect quick updates like this. <!--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-->
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    What more impressive is, isnt all the current Beta's basically on the shoulders of one coder?

    Keep it up! <!--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-->
  • mind_shiftmind_shift Join Date: 2004-06-07 Member: 29165Members
    WHEN WILL IT BE HERE!?! I NEED IT!

    *starts to shiver uncontrolably*
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    woah woah woah guys.
    dont you already think they're working as hard as they can?
    look at the circumstances though, some members of the dev team are very busy, family, school, work, whatever.

    for being plowed with all that, the normal updates they're coming out with should be heavily applauded.
    UWE isn't some multi-million dollar gaming development studio y'know.

    ... yet..
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    Hmm I hope NS3 final will get more players to the mod. News up.
  • GoDlolGoDlol Join Date: 2005-01-08 Member: 33703Members
    I hope this mod gets bigger, because bigger = more maps, more players= more fun. The 4-5 good maps there are to play right now are getting extremely repetitive and boring, and the community is so small that you practically know who every good player is even if they are smurfing by their playing style/ med calls
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    Wait...you mean we'll be able to play without having the game go through weapon_machinegun, weapon_heavymachinegun, weapon_shotgun, weapon_launcher, slot1?

    YAY
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Traken+Mar 3 2005, 04:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Mar 3 2005, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wait...you mean we'll be able to play without having the game go through weapon_machinegun, weapon_heavymachinegun, weapon_shotgun, weapon_launcher, slot1?

    YAY <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-WaterBoy+Mar 3 2005, 08:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WaterBoy @ Mar 3 2005, 08:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What more impressive is, isnt all the current Beta's basically on the shoulders of one coder?

    Keep it up! <!--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-->
    puzl is still the main coder (and did two hells of a job on this version), but some things changed here. Wait a little for details.
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    <!--QuoteBegin-WaterBoy+Mar 3 2005, 04:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WaterBoy @ Mar 3 2005, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Traken+Mar 3 2005, 04:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Mar 3 2005, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wait...you mean we'll be able to play without having the game go through weapon_machinegun, weapon_heavymachinegun, weapon_shotgun, weapon_launcher, slot1?

    YAY <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's a little alias I worked up to get around the bug. It allows you to still use weapons even when the bug is active.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    well then big round of applause for puzl. i wish companies that i actually paid good money for games would come out with patches this fast
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    erm, the weapon slot bug fix goes like this:

    alias fix "record fix; wait; stop"
    bind "key" "fix"
  • Gerald_R_FordGerald_R_Ford Join Date: 2003-11-11 Member: 22544Members
    <!--QuoteBegin-TOmekki+Mar 5 2005, 05:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Mar 5 2005, 05:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm, the weapon slot bug fix goes like this:

    alias fix "record fix; wait; stop"
    bind "key" "fix" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    during our cal match, that didn't work. he did it 3 times, with no avail.
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