<!--quoteo(post=1862567:date=Jul 23 2011, 01:52 AM:name=Melancor)--><div class='quotetop'>QUOTE (Melancor @ Jul 23 2011, 01:52 AM) <a href="index.php?act=findpost&pid=1862567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the game (which I have bought over a year ago) ever going to be finished?<!--QuoteEnd--></div><!--QuoteEEnd--> I hope not: a "finished" game usually has issues come up at some point and gets boring after a while, but an in-progress game is always being improved and in the case of NS2 always fun to play!
<!--quoteo(post=1862577:date=Jul 23 2011, 04:06 AM:name=Petco)--><div class='quotetop'>QUOTE (Petco @ Jul 23 2011, 04:06 AM) <a href="index.php?act=findpost&pid=1862577"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm should this be done? What if you wanted to defend (order) a target and have marines stay there until the commander decides otherwise?<!--QuoteEnd--></div><!--QuoteEEnd-->
They usually don't stay anyway unless they are teamplayers AND the commander tells them to stay over mic or chat. That's why a staying defend order doesn't make sense. It even prevents me from realising that I've just been given a new order (because the "proceed to waypoint" sound often fails). Having a way to actually complete a defend order is a good thing imho.
Improvements i noticed # More stable and higher FPS; I can track and kill aliens now for the first time! That means it's fun to play marine at last :D # Cysts work better now # Game seems more balanced
Bugs & Problems - Playing on 800 x 600 windowed mode, the scoreboards is too big to see all of it, and the icons such as way point markers are far too big and block my view. - It's much harder to control drifters in this build. They get stuck behind the bar in alien start (summit), and still have problems getting them to build. - Whips had to be selected multiple times in order for the upgrade whip button to work. - No way to get unstuck from some spots on the map
<!--quoteo(post=1862673:date=Jul 23 2011, 10:57 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 23 2011, 10:57 AM) <a href="index.php?act=findpost&pid=1862673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bugs & Problems - Playing on 800 x 600 windowed mode, the scoreboards is too big to see all of it, and the icons such as way point markers are far too big and block my view.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah this needs to scale with resolution, i find the map and scoreboard are too small at 1080p.
There are problems with the gorge's abilities, I had selected one attack but the hydra placer was still there. I really think the cyst ability should have its own icon not be the same as the hydra's one - very confusing.
Might change slightly as people get used to it, but as it stands, the game is way unbalanced without slowdown. Needs bringing back imo, but perhaps in a reduced form.
Would be nice to see how it works on a buch more stable server too. It was really hard to judge any balance issues prior to this patch with everything just being a massive lagfest.
Bugzor - <img src="http://i.imgur.com/27Bail.jpg" border="0" class="linked-image" /> Weird visual glitches of models 'swimming' through the floor. Also seen on MACs/arcs/drifters so far - Saw a skulk respawn on the marine IP(the animation went through and everything, like a marine was spawning but it was a skulk on the alien team instead), he had just joined game. Didn't get a pic of it sadly.
MAC ARC drifter are more buggy than before, mac is too slow sometime, even with speed upgrade and arc are more faster than ussein bolt but go under the map more often than before.
if you want to nerf SG just reduce damage or put it to 20 res but no the two option at the same time ...
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1862685:date=Jul 23 2011, 10:27 AM:name=Slickk-)--><div class='quotetop'>QUOTE (Slickk- @ Jul 23 2011, 10:27 AM) <a href="index.php?act=findpost&pid=1862685"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bug? Definite aimbot :P<!--QuoteEnd--></div><!--QuoteEEnd--> Oh fudge I have been found out!
Also the rifle firing still seems to kill my FPS down to around 12FPS, an improvement over going down to 5FPS but still... I probably still need to disable to smoke thingies...
Comm buttons/placement fails to work half the time which is getting a bit tiresome now, surely its time to fix it?
Also i've noticed for a while now that certain controls and stuff seem to spam repeatedly, you can hear it at least, though perhaps it's just the audio?
Lerk gas is a bit too powerful now, especially considering you don't even need to aim it much. I was using it exclusively rather than switching to spikes because it's so effective now.
My main annoyance is still with the jerky animations and unpredictable movement though. Skulks just keep jumping around you and it's pretty difficult to track them with the current animations and no mouse look head movements.
A few bugs I've noticed:
Marine models running at an angle.
If you join a random team, sometimes it will put you to marines but the switch you to aliens before you spawn. This sometimes causes you to spawn as a skulk at the IP in the marine base.
Devs, trying to give constructive criticism, I know it can be tiring constantly reading "I want this...." "This sucks..." in every post. Keep up the good work :)
First impression: Aww yeah this feels <b>so</b> much smoother! <3
10 minutes later: FRICKING LERKS FARTING NASTY GAS ALL OVER THE PLACE
I'm having trouble judging a lot of the changes because playing against the Lerk is just so enraging right now...
But here's some minor issues:
(old annoyance) Holding e to build, then looking away from the building leaves the weapon invisible/hidden until you let go of "e". This is a problem when building stuff like IPs that already has small/low hitboxes (please make it bigger for building) because it can lead you to think you're building (you notice it because there isn't coming any sparks).
(old annoyance) Double-clicking to buy a weapon actually buys two, which is my own fault, but I can't be the only one who does it again and again.
(dunno) After my first round in 181 the screen became black and I had to restart ns2. Console worked, net_stats worked, but no menu on Escape.
(new in 181) The sound from building a powernode seems to be played locally at the player. I was building the power-node at Heliport and proceeded to run out towards crevice, still hearing the new "power-node-complete" sound like I still was standing in the middle of the room.
(new in 181) If I die while firing the rifle, it keeps playing the fire-sound for a couple of seconds (running out of bullets?).
<!--quoteo(post=1862726:date=Jul 23 2011, 03:15 PM:name=maesse)--><div class='quotetop'>QUOTE (maesse @ Jul 23 2011, 03:15 PM) <a href="index.php?act=findpost&pid=1862726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(dunno) After my first round in 181 the screen became black and I had to restart ns2. Console worked, net_stats worked, but no menu on Escape.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, that's been like that for a few builds now. If you type disconnect in console it will take you back to the menu.
Played a few game on a server with ff on, it was pretty balanced !
- There is a bug on the skulk bite animation, like when you chew on power node, it looks really stupid.
- I still got a big frame drop when firing as a marine. This should be fixed before adding more game-play stuff to address the crazy close combat dance.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Egg, <i>Shift</i>, and <i>Shade</i> don't play idle after being built<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't really feel much different from the previous patch.
New pathing is OK I guess, but pathing worked ok in 180, aside from things not getting stuck where they're built which is nice, not much to improve really.
Lerk spores are ridiculous, they kill you faster than spikes do.
Skulk doesn't feel any faster but the removal of leap is very annoying, I prefer leap to a minor increase in movement speed.
Sentries are still very spammy and very easy to turtle with, only difference is that having to reload them manually is annoying, doesn't seem to be any practical change in how they work.
Game is very laggy still but that could just be crappy server.
Aliens seem to win a lot.
Haven't been able to see if cyst changes make a difference, but cysts certainly lag the map up when you infest it all.
Lots of model orientation bugs as mentioned earlier in the thread.
<!--quoteo(post=1862750:date=Jul 23 2011, 03:44 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Jul 23 2011, 03:44 PM) <a href="index.php?act=findpost&pid=1862750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still havnt got any answear, can we start translating the game now? if yes how??<!--QuoteEnd--></div><!--QuoteEEnd--> Yup, take a look at NaturalSelection2/ns2/gamestrings/enUS.txt
I don't know how to enable them yet, I guess you could just overwrite enUS.txt until that gets figured out.
I'm really enjoying early game lmg vs skulk fights now much better, however the spore change to lerks seems a little too powerful atm.
Marine wise weapon firing seems to have got laggier since the last patch and I don't mean the FPS drop from muzzle flashes I mean like there's a really noticeable delay between when i click and when i fire especially with the SG there's almost a second between clicking and firing. The other thing - although this could have been due to low server fps - was I was finding it really hard to go through PGs, as in if i walked through them it wouldn't work so i'd have to stand still and wait and by the time i could move again on the other side it'd phased me back through the other way :/
But overall i'd say its playing better in both performance wise and game dynamics :)
It seems pretty easy to reproduce on summit. MACs appear to warp around quite a bit while going up stairs or if they spawn in the walls from a robotics factory.<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting I have no idea why they would speed up while going up stairs :/ but the spawning issue should be very fixable as there is code that makes sure they spawn in a pathable space and should spawn in the direction the robo factory is oriented.
<!--quoteo(post=1862750:date=Jul 23 2011, 11:44 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Jul 23 2011, 11:44 AM) <a href="index.php?act=findpost&pid=1862750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still havnt got any answear, can we start translating the game now? if yes how??<!--QuoteEnd--></div><!--QuoteEEnd-->
yes so the way this works is you add a language txt file to the gamestrings folder(I would just copy enUS.txt) and name is the fourCC of your locale in this case for say arabic it would be arSA.txt then in game_setup.xml you will see the other locales you need to add your locale their so the game knows to load it then restart the game bring up the console(yea i know its lame but we have not redone the main menu yet :P) and type option locale arSA and then reload the game and you will see your new text... DO NOT OVERRIDE the enUS.txt locale file :P
<!--quoteo(post=1862773:date=Jul 23 2011, 01:27 PM:name=SiniStarR)--><div class='quotetop'>QUOTE (SiniStarR @ Jul 23 2011, 01:27 PM) <a href="index.php?act=findpost&pid=1862773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My ARC's move much better but occasionally fall through the map... :(
The MAC too pathing is great but too slow for my taste.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm I do not get why the macs are any slower than before they have the same move speed setup the drifters do and they are not effected by this slow down
<!--quoteo(post=1862788:date=Jul 23 2011, 11:53 AM:name=wacko)--><div class='quotetop'>QUOTE (wacko @ Jul 23 2011, 11:53 AM) <a href="index.php?act=findpost&pid=1862788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes so the way this works is you add a language txt file to the gamestrings folder(I would just copy enUS.txt) and name is the fourCC of your locale in this case for say arabic it would be arSA.txt then in game_setup.xml you will see the other locales you need to add your locale their so the game knows to load it then restart the game bring up the console(yea i know its lame but we have not redone the main menu yet :P) and type option locale arSA and then reload the game and you will see your new text... DO NOT OVERRIDE the enUS.txt locale file :P<!--QuoteEnd--></div><!--QuoteEEnd-->
AWESOME! I will start the german translation nextweek when I'm back from my vaccation ;-)
Comments
I hope not: a "finished" game usually has issues come up at some point and gets boring after a while, but an in-progress game is always being improved and in the case of NS2 always fun to play!
They usually don't stay anyway unless they are teamplayers AND the commander tells them to stay over mic or chat. That's why a staying defend order doesn't make sense. It even prevents me from realising that I've just been given a new order (because the "proceed to waypoint" sound often fails). Having a way to actually complete a defend order is a good thing imho.
# More stable and higher FPS; I can track and kill aliens now for the first time! That means it's fun to play marine at last :D
# Cysts work better now
# Game seems more balanced
Bugs & Problems
- Playing on 800 x 600 windowed mode, the scoreboards is too big to see all of it, and the icons such as way point markers are far too big and block my view.
- It's much harder to control drifters in this build. They get stuck behind the bar in alien start (summit), and still have problems getting them to build.
- Whips had to be selected multiple times in order for the upgrade whip button to work.
- No way to get unstuck from some spots on the map
- Playing on 800 x 600 windowed mode, the scoreboards is too big to see all of it, and the icons such as way point markers are far too big and block my view.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah this needs to scale with resolution, i find the map and scoreboard are too small at 1080p.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/GDznPAh1W5w"></param><embed src="http://www.youtube.com/v/GDznPAh1W5w" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://www.youtube.com/watch?v=GDznPAh1W5w" target="_blank">http://www.youtube.com/watch?v=GDznPAh1W5w</a></div><!--QuoteEnd--></div><!--QuoteEEnd-->
Bug? Definite aimbot :P
Would be nice to see how it works on a buch more stable server too. It was really hard to judge any balance issues prior to this patch with everything just being a massive lagfest.
- As alien commander I could not bring up the game menu by pressing escape, I had to exit the hive and then it worked.
- <img src="http://i.imgur.com/27Bail.jpg" border="0" class="linked-image" />
Weird visual glitches of models 'swimming' through the floor. Also seen on MACs/arcs/drifters so far
- Saw a skulk respawn on the marine IP(the animation went through and everything, like a marine was spawning but it was a skulk on the alien team instead), he had just joined game. Didn't get a pic of it sadly.
if you want to nerf SG just reduce damage or put it to 20 res but no the two option at the same time ...
Oh fudge I have been found out!
Also the rifle firing still seems to kill my FPS down to around 12FPS, an improvement over going down to 5FPS but still... I probably still need to disable to smoke thingies...
Also i've noticed for a while now that certain controls and stuff seem to spam repeatedly, you can hear it at least, though perhaps it's just the audio?
My main annoyance is still with the jerky animations and unpredictable movement though. Skulks just keep jumping around you and it's pretty difficult to track them with the current animations and no mouse look head movements.
A few bugs I've noticed:
Marine models running at an angle.
If you join a random team, sometimes it will put you to marines but the switch you to aliens before you spawn. This sometimes causes you to spawn as a skulk at the IP in the marine base.
Devs, trying to give constructive criticism, I know it can be tiring constantly reading "I want this...." "This sucks..." in every post. Keep up the good work :)
10 minutes later: FRICKING LERKS FARTING NASTY GAS ALL OVER THE PLACE
I'm having trouble judging a lot of the changes because playing against the Lerk is just so enraging right now...
But here's some minor issues:
(old annoyance) Holding e to build, then looking away from the building leaves the weapon invisible/hidden until you let go of "e". This is a problem when building stuff like IPs that already has small/low hitboxes (please make it bigger for building) because it can lead you to think you're building (you notice it because there isn't coming any sparks).
(old annoyance) Double-clicking to buy a weapon actually buys two, which is my own fault, but I can't be the only one who does it again and again.
(dunno) After my first round in 181 the screen became black and I had to restart ns2. Console worked, net_stats worked, but no menu on Escape.
(new in 181) The sound from building a powernode seems to be played locally at the player. I was building the power-node at Heliport and proceeded to run out towards crevice, still hearing the new "power-node-complete" sound like I still was standing in the middle of the room.
(new in 181) If I die while firing the rifle, it keeps playing the fire-sound for a couple of seconds (running out of bullets?).
Yeah, that's been like that for a few builds now. If you type disconnect in console it will take you back to the menu.
- There is a bug on the skulk bite animation, like when you chew on power node, it looks really stupid.
- I still got a big frame drop when firing as a marine. This should be fixed before adding more game-play stuff to address the crazy close combat dance.
New pathing is OK I guess, but pathing worked ok in 180, aside from things not getting stuck where they're built which is nice, not much to improve really.
Lerk spores are ridiculous, they kill you faster than spikes do.
Skulk doesn't feel any faster but the removal of leap is very annoying, I prefer leap to a minor increase in movement speed.
Sentries are still very spammy and very easy to turtle with, only difference is that having to reload them manually is annoying, doesn't seem to be any practical change in how they work.
Game is very laggy still but that could just be crappy server.
Aliens seem to win a lot.
Haven't been able to see if cyst changes make a difference, but cysts certainly lag the map up when you infest it all.
Lots of model orientation bugs as mentioned earlier in the thread.
Yup, take a look at NaturalSelection2/ns2/gamestrings/enUS.txt
I don't know how to enable them yet, I guess you could just overwrite enUS.txt until that gets figured out.
Skulk feels more skulky. Slowly getting there.
The MAC too pathing is great but too slow for my taste.
I'm really enjoying early game lmg vs skulk fights now much better, however the spore change to lerks seems a little too powerful atm.
Marine wise weapon firing seems to have got laggier since the last patch and I don't mean the FPS drop from muzzle flashes I mean like there's a really noticeable delay between when i click and when i fire especially with the SG there's almost a second between clicking and firing. The other thing - although this could have been due to low server fps - was I was finding it really hard to go through PGs, as in if i walked through them it wouldn't work so i'd have to stand still and wait and by the time i could move again on the other side it'd phased me back through the other way :/
But overall i'd say its playing better in both performance wise and game dynamics :)
It seems pretty easy to reproduce on summit. MACs appear to warp around quite a bit while going up stairs or if they spawn in the walls from a robotics factory.<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting I have no idea why they would speed up while going up stairs :/ but the spawning issue should be very fixable as there is code that makes sure they spawn in a pathable space and should spawn in the direction the robo factory is oriented.
yes so the way this works is you add a language txt file to the gamestrings folder(I would just copy enUS.txt) and name is the fourCC of your locale in this case for say arabic it would be arSA.txt then in game_setup.xml you will see the other locales you need to add your locale their so the game knows to load it then restart the game bring up the console(yea i know its lame but we have not redone the main menu yet :P) and type option locale arSA and then reload the game and you will see your new text... DO NOT OVERRIDE the enUS.txt locale file :P
The MAC too pathing is great but too slow for my taste.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm I do not get why the macs are any slower than before they have the same move speed setup the drifters do and they are not effected by this slow down
AWESOME!
I will start the german translation nextweek when I'm back from my vaccation ;-)