Natural Selection 2 News Update - NS2 Build 177 Released

MaxMax 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
Please post comments on the topic Natural Selection 2 News Update - NS2 Build 177 Released here
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  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    My god you guys are machines.
    Can't wait to go home and try it :)
  • AezayAezay Join Date: 2003-04-19 Member: 15660Members
    You guys just never rest do you? ;)
  • hit321hit321 Join Date: 2007-11-17 Member: 62942Members, Constellation, NS2 Map Tester
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Why are you giving them a reason to slow down? =P

    YOUR TOO SLOW1!!!21

    lolz
  • tyrael64tyrael64 Join Date: 2010-02-13 Member: 70551Members
  • M00_cowM00_cow Join Date: 2007-03-02 Member: 60180Members, Constellation
    Amazing. I can't believe how awesome that clip looks...
  • saltybp53saltybp53 Join Date: 2010-07-22 Member: 72675Members
    Can you decrease the distance needed inbetween sentries in order to build another one? Armory walls just arn't doing it for me anymore :P

    Great Patch guys! Do we has get shiftz now?
  • meb2meb2 Join Date: 2010-07-25 Member: 72824Members
    where da servers at
  • Black_OperativeBlack_Operative Join Date: 2003-06-02 Member: 16957Members, Reinforced - Supporter
    After not having played for a couple of months I just decided to fire up the game and give it a try, and I'm pretty damn impressed, to say the least. It's incredible to me how such a small team can make such significant improvements and so quickly, I'm getting more and more excited to see this game go live. Keep up the amazing work!
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    Still crashing a minute or 2 into the game.

    Date: 05/10/11
    Time: 21:14:17
    --------------------------------------------------------------
    Build 177
    Starting Natural Selection 2
    RenderDevice: NVIDIA GeForce GTX 470 (8.17.12.6658)
    Error: Sound 'materials/door/onos_step' couldn't be loaded (Event not found)
    Error: Sound 'materials/electronic/onos_step' couldn't be loaded (Event not found)
    Error: Sound 'materials/electronic/footstep_left' couldn't be loaded (Event not found)
    Error: Sound 'materials/electronic/footstep_right' couldn't be loaded (Event not found)
    Error: Sound 'alien/fade/land' couldn't be loaded (Event not found)
    Error: Sound 'alien/onos/land' couldn't be loaded (Event not found)
    Error: Sound 'marine/structure/arc/deploy' couldn't be loaded (An invalid parameter was passed to this function. )
    Error: Sound 'materials/door/bash' couldn't be loaded (Event not found)
    Error: Sound 'materials/electronic/bash' couldn't be loaded (Event not found)
    Error: Sound 'alien/healing_mound_heal' couldn't be loaded (Event not found)
    Error: Sound 'alien/skulk/bite_hit_electronic' couldn't be loaded (Event not found)
    Error: Sound 'materials/door/spikes_ricochet' couldn't be loaded (Event not found)
    Error: Sound 'materials/electronic/spikes_ricochet' couldn't be loaded (Event not found)
    Error: Sound 'materials/metal/spikes_ricochet' couldn't be loaded (Event not found)
    Error: Sound 'materials/organic/spikes_ricochet' couldn't be loaded (Event not found)
    Error: Sound 'materials/rock/spikes_ricochet' couldn't be loaded (Event not found)
    Error: Sound 'materials/thin_metal/spikes_ricochet' couldn't be loaded (Event not found)
    Error: Sound 'marine/structures/sentr_spin_up' couldn't be loaded (Event not found)
    Error: Sound 'alien/voiceovers/upgrade_complete' couldn't be loaded (Event not found)
    Error: Sound 'alien/voiceovers/research_complete' couldn't be loaded (Event not found)
    Connecting to server 76.103.116.10:27015
    Client connected and authenticated on the server.
    Loading 'maps/ns2_tram.level'
    Couldn't open file 'models/marine/phase_gate/phase_gate.model'
    Couldn't open file 'models/marine/robotics_factory/robotics_factory.model'
    Couldn't open file 'models/marine/prototype_module/prototype_module.model'
    Couldn't open file 'models/alien/shift/shift.model'
    Couldn't open file 'models/alien/shade/shade.model'
    Couldn't open file 'models/alien/onos/onos.model'
    Couldn't open file 'models/alien/onos/onos_view.model'
    Couldn't open file 'models/alien/cocoon/cocoon.model'
    Couldn't open file 'models/marine/heavy/heavy.model'
    Couldn't open file 'models/marine/minigun/minigun.model'
    Couldn't open file 'models/marine/minigun/minigun_view.model'
    Couldn't open file 'models/marine/jetpack/jetpack.model'
    Couldn't open file 'cinematics/marine/arc/target.cinematic'
    Direct3DDevice::Texture create/initialize failed [dds].
    Direct3DDevice::Texture create/initialize failed [dds].
    Chat All - Bluethunder2k: and what does spreading the infestation do?
    Chat Team 1 - ZippySpeedMonkey: denies you a place to palce irmes
    Chat Team 1 - ZippySpeedMonkey: place items
    Error: Sound 'alien/fade/land' couldn't be loaded (Event not found)
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    edited May 2011
    Please charles, we've been beta testing build 177 now, and aliens has no hitrate anymore. We can't barely touch the marines. We'lve been testing with 10 players now for the past 20 minuts, and compared it to build 176.

    Please solve the hitrate bugg, i'ts unplayable now :(
    both skulk and fade doesnt work
  • tyrael64tyrael64 Join Date: 2010-02-13 Member: 70551Members
    rockdown is getting better and better.

    in some moment server tick rate, die
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    Still very hard to land bites as skulks
    Tick rate still drops through the floor (this happened after we built a 2nd hive)
    Particle effects really hammer the frame rate (can we maybe get a flag to turn them off till they have been optimised)
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    Hitreg is awful in this patch, i solo'd 3-5 skulks in a row with shotgun several times in tram, even charged 2-3 fades and got 2 of them down.

    Tho i noticed it seems like its easier to hit if you're not on the ground. Not completely sure tho.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Hard to land skulk bites, but fade swipes seem super easy now. Also, fades don't make any walking sound...don't know if that's intentional or not. And finally, the rockdown minimap is still misaligned, so when you get into alien commander at the starting hive, your view is way off the map. But the new Rockdown changes look great, and the lighting effects are awesome. Love the slow incremental regain of power.
  • natedawgy7natedawgy7 Join Date: 2010-07-20 Member: 72586Members
    it is much smoother for me now.

    but the first 2 times i loaded it, the sound was ######t.

    it freezes now every time a minute or 2 into the game.

    I will go play ns1 and let these drugs i took do their thing.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    I was in Luximonster server today which normally has really good tickrate, but in build 177 we had a really bad server tickrate lag after a couple minutes after server restart. I dont know what was up with that maybe a new bugg. idk
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited May 2011
    Not on my desktop currently but seeing how this 220m laptop managed to become playable with this patch shows that it's definitely getting better.

    Also it seemed to be easier for me to kill marines this time around, so the hitboxes did improve some.
  • xposed-xposed- Join Date: 2007-09-23 Member: 62412Members, Constellation
    ummm

    is it just me or is the build footage a million times smoother than anything seen before?
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2011
    ummm

    watch the video again(+listen), also read the title. :)
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    edited May 2011
    I was able to bite marines to rack up lots of kills as skulk, so hit box is better. But it still needs a bit more improvement.
    Rockdown looks awesome, but there is some strange server side tick rate drop that happens in Westwing.
    DI still is lagging the server once spread a lot, it still needs improvement.
    There seems to be some Server side tick rate problems compared to 176, went to Team 156 server, Lunixmonster, West and found that server tick rates were lower all over.

    Fixed skulk ability to bite marines and the changes to rockdown have made me so happy! This is getting better all the time.
  • gotmuffgotmuff Join Date: 2009-07-27 Member: 68276Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Removed additional tech point requirement for teching up. Now T2/T3 can be achieved on one base<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea, might allow for teams to make a comeback even when they've been pushed back to a single base. Also refocuses the pursuit of tech points to more of an projection/expansion of map control.

    At any rate, excellent change I reckon!
  • BoBiNoUBoBiNoU Join Date: 2007-12-27 Member: 63274Members
    <!--quoteo(post=1845398:date=May 11 2011, 11:01 AM:name=gotmuff)--><div class='quotetop'>QUOTE (gotmuff @ May 11 2011, 11:01 AM) <a href="index.php?act=findpost&pid=1845398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea, might allow for teams to make a comeback even when they've been pushed back to a single base. Also refocuses the pursuit of tech points to more of an projection/expansion of map control.

    At any rate, excellent change I reckon!<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a good idea but teching on one base should be longer than on several bases.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited May 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It's a good idea but teching on one base should be longer than on several bases.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Something like this might work well as a compromise. Some sort of ability that each hive/comm chair has that gives a clear and wanted bonus.

    I know I should not use this example, but I'm going to anyways. So in starcraft 2, each command center for each race has a unique ability that helps that race out so the more you expand and command centers you have the better off you are. For marines they get mules to harvest extra res and scans to decloak people. For protoss they get nexus boost which speeds up the production of any building tech or unit related. For zerg, they can produce queens that allow them to pop extra larva so they can get bigger armies faster plus it is their only way of producing any unts at all.

    If marines and aliens each had some very unique ability that might help to encourage tech point capturing. Right now macs aren't enough. Aliens kind of have the bonus of free extra DI and eggs, but maybe they should get something else?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I agree that the command centers/hives should get some additional value, but teching on one base is nice.

    Perhaps teching is too cheap right now. A team can turtle on one base (specially marines) and still have enough resources to get grenades/flamethrowers. But i'm sure that will be sorted out when we have proper large scale balance testing.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    Add ability to Hive transport / teleport Alien forms between hives .. as in NS1.
    Add Some king of teleport platform ... as attachment into Commander center (and work in same way as Hive :) )
  • LOLdocLOLdoc Join Date: 2010-07-26 Member: 73077Members
    If you look at 5:34 at that posted ns2hd video (188) you can see a perfect example of why skulk stickiness needs to be toned down.
  • PathdrcPathdrc Join Date: 2005-03-08 Member: 44289Members
    I think that marines need to research welders and then pick one up from the armory, before being able to fix nodes. Maybe even have the welder take up a gun slot - like replace pistol or something.
    ...but NS2HD's video shows how beautiful the game looks and sounds so far. Also shows the lag some people get, if you noticed, one of the rine's was jumping back and forth.
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    <!--quoteo(post=1845437:date=May 11 2011, 11:09 AM:name=LOLdoc)--><div class='quotetop'>QUOTE (LOLdoc @ May 11 2011, 11:09 AM) <a href="index.php?act=findpost&pid=1845437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you look at 5:34 at that posted ns2hd video (188) you can see a perfect example of why skulk stickiness needs to be toned down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yea, I downloaded NS2HD#188 and watched in slow-motion (about 16%) in VLC. It really shows up all the little issues like this.
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