Natural Selection 2 News Update - NS2 Build 170 released
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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<a href="http://www.nooooooooooooooo.com/" target="_blank">Nooooooooo</a>
1) Sound bugs return. Sound goes completely out for periods of time, but do return. Marine rifle sounds loop quite often again.
2) MACs are really stupid now. When commanded to go build a res node, if they run into one another, or anything, they just stop and don't move. The won't open doors, so they just sit at the door now (Drifters do the same thing, but drifters seem to still stack, unlike MACs). You now have to babysit each MAC and guide them 2 feet at a time to ensure they make it to the destination. On two occations, I had my MACs simply disappear. I was following them, they hit a locked door, then vanished. Very annoying as marine commander now. Even a simple repair task like repairing the CC takes a good 15 seconds to route the MAC right next to it before commanding a repair. Not fun.
But, all the other stuff seems fine. Just seems like we have to take one step back for every two steps forward in each patch.
And to add to that. When the marine locks the door at alien hive. I couldn't get it open with infestation and drifters don't know what to do with the southern passage being blocked.
I can confirm this. It seems to happen when MACs run into any entity (armory, CS, extractors), not just other MACs/doors. They just stop rather than try to find a way around the obstacle. It makes using MACs very tedious as you have to reissue orders multiple times just to ensure they actually accomplish their task.
And drifters are the same for the most part. They will run into objects and not go around, you have to guide them as well. Hard to do when you have rines burning everything to try to pace a drifter around the map.
Sound loop is back on the rines once in a while.
Love the sticky skulk and the tap dance sound :-)
Still have ghost issues, and seems to be worse. We had one player listed 3 times and me twice. Server still crashing, and player crashing is still common. I will continue to test on the Team #156 West Server.
Playa_2B
Tram:
- One of the damaged crates near the derailed cart in the north was missing it's texture
Aliens:
- Taunting interrupts Belly Slide, allowing you to act freely before the ability completes.
- The Fade's blink indicator model casts shadows.
- Gorge can select "Build Hydras" as an upgrade now, but can build Hydras regardless.
- Alien commander view does not correctly display the names of selected "neutral" units/structures such as Power Nodes and Doors, instead retaining the name of the last unit you had selected.
- Skulk footstep sounds are not played when walking across complex geometry (railings in Tram)
Marines:
- Using the Hotkeys to switch between Build, Advanced, Assist, and Squad tabs does not make the aesthetic tab change that is seen when you instead click the tab.
Both:
- You can use the abilities of structures while they are still being constructed.
I'll withhold any Drifter/MAC commentary, since everyone else has made it clear their AI needs work.
Hope we see a hotfix for a lot of the above issues. It's not very fun to play right now. 169 was at least enjoyable.
I think you are working something crazy behind those. Mostly those updates are easy for you. Reduce angle, reduce animation, and that it is skulk now better.
That takes only 10 minutes. What about 2 weeks? :)
I'm sure there are much more works all behind those
Still my Editor is Black (Nvidia 8800GT, Single core AMD FX57 CPU)
Spark Editor Updates please !, powerfull line and face tools, new features etc.
And Onos please !
Where is the other map?
* Replaced mini-leap with normal full leap and removed leap upgrade
* Fixed bug allowing Fade to blink out of the world
* Changed melee weapons attack timings to be in sync with the animation
* Added a special sound effect when the Skulk or Fade attack a structure
* AI entities will no longer go into other entities (no more Mega MAC Stack Attacks)
* Toned the Skulk camera tilt down a bit (slower transition and less of an angle)
* Added console command "skulk_view false" to disable Skulk camera tilt while on wall
* Added some checks to the Gorge Hydra and Infestation creation code to not use energy or slow down if a placement is invalid due to location or cost
* Improved MAC jet effect
* Fire effects added to environment folder for mappers to use
* Fixed bug preventing players from chatting right after they die
* Fixed bug related to getting minimap coordinates from an invalid player
* Fixed bug preventing MAC from repairing structure armor
* Fixed bug where the game wouldn't properly disconnect from Steam
* Fixed issue where the Editor would crash if a level file contained invalid face mapping data
* Fixed a few tooltips<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome update, I can't wait to play it!
I have a question though (as I can't play it right now):
-Now that the melee weapons are linked with their animations does this mean that the fade will be slightly better? I think most of the reason why people can't hit is because they think it is linked to the animation not when you click. It isn't like this now is it?
Until there were more then 20 hydras and the server perfomance went from very smooth to horrible with three second lags and of course rifle sound lag/bug.
Please address hydras in the near future (or dedicated servers)
Also Macs still tend to build sentries way up on the ceiling or pipes (where it didn't wanted them to go) and sometimes just idle around, not doing what I told them to do but those are surely no real gamebreakers ;)
- what Quovatis said
also, when a mac gets stuck at a door, and you open it a short while later, the mac instantly jumps to where it SHOULD have been given a clear path
For the first time I noticed that the skulk was doing more noise that it should while walking and it seems to be a bug so here's a small recording of it:
<a href="http://www65.zippyshare.com/v/68964974/file.html" target="_blank">http://www65.zippyshare.com/v/68964974/file.html</a>
Might be just me but I feel like the noise is too fast for the speed the skulk is moving to.
this. also, you can't get through the minimum 48 x 48 without difficulty because the skulk tries to cling to both walls.
That takes only 10 minutes. What about 2 weeks? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems that English is not your native language, so maybe you are misunderstanding what you read on the changelog. These are not simple 10-minute changes.
<!--quoteo(post=1839345:date=Mar 30 2011, 03:20 PM:name=)--><div class='quotetop'>QUOTE ( @ Mar 30 2011, 03:20 PM) <a href="index.php?act=findpost&pid=1839345"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this. also, you can't get through the minimum 48 x 48 without difficulty because the skulk tries to cling to both walls.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should see it from third-person. It looks like the Skulk is break-dancing when he can't decide which wall he wants to cling to! High-larious.
That takes only 10 minutes. What about 2 weeks? :)
I'm sure there are much more works all behind those<!--QuoteEnd--></div><!--QuoteEEnd-->
You are correct. There is much more going on than just tweaking a few numbers. For the Skulk leaping for instance, I tried a number of methods to make it easier to leap off a wall and finding the cause of the problem preventing him from sticking to the ceiling took half a day.
Some tasks take 10 mins that I expect to take a few hours (MAC stacks) while others that I expect to take 10 mins take several days (fixing Shotgun animation problems). It is basically completely unpredictable.
<!--quoteo(post=1839287:date=Mar 30 2011, 01:46 AM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Mar 30 2011, 01:46 AM) <a href="index.php?act=findpost&pid=1839287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Now that the melee weapons are linked with their animations does this mean that the fade will be slightly better? I think most of the reason why people can't hit is because they think it is linked to the animation not when you click. It isn't like this now is it?<!--QuoteEnd--></div><!--QuoteEEnd-->
The Fade swipe hit is in sync with the animation now. All the melee attacks should be in sync with the animation now.
<!--quoteo(post=1839322:date=Mar 30 2011, 05:11 PM:name=eXa)--><div class='quotetop'>QUOTE (eXa @ Mar 30 2011, 05:11 PM) <a href="index.php?act=findpost&pid=1839322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For the first time I noticed that the skulk was doing more noise that it should while walking and it seems to be a bug so here's a small recording of it:
<a href="http://www65.zippyshare.com/v/68964974/file.html" target="_blank">http://www65.zippyshare.com/v/68964974/file.html</a>
Might be just me but I feel like the noise is too fast for the speed the skulk is moving to.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, sounds indeed like a severe case of cast-iron diarrhea, now that you mention it. Should be addressed.
If the reasoning is because people got confused, well, that is their issue. It isn't hard to grasp, nor figure out. I can see the mini-leap animation causing confusion, so get rid. But keep stationary leap, and running leap as an upgrade.
If the reasoning is because people got confused, well, that is their issue. It isn't hard to grasp, nor figure out. I can see the mini-leap animation causing confusion, so get rid. But keep stationary leap, and running leap as an upgrade.<!--QuoteEnd--></div><!--QuoteEEnd-->
i think the reason will be obs beacon, scanning, and the ARCs. lets wait til they are in the game and then see if running leap is still op.
This. I liked the tier unlocks new abilitys for lifeforms without special research thing in ns1. But rightmousebutton abilitys make this a bit complicated now. :(