-loading screens have maps on them, excellent idea -server performance boost, 16 players on linux/wine combination, solid 30 tickrate until I spammed the map full with cysts/shades/whips, then it dipped to 20 -assists shows on scoreboard -limitation on drifters/macs -hive upgrade icons fixed -upgrade icons marines change -after round end all get pushed back to ready room instead of instant mapcycle
bugs noticed: -was playing custom map ns_eclipse_beta something, during map cycle it kicked everyone out with a "File not found" message, manual mapchange worked (showed loading screen from previous map) -server webinterface doesn't show custom maps under Changemap button, do I need to put the custom maps in by Workshop instead? - can't used the # symbol with webinterface admin chat/say
Any recommendations on server administration mods?
Found a bug in the first person exosuit animation for walking. Will post a video shortly.
When you fire the left minigun the walking animation ceases to play and your viewmodel glides along the ground instead of walking. This does not occur when you fire the right hand side minigun. It also occurs when you fire both at the same time. Not sure yet if this applies to the power fist as well.
<!--quoteo(post=1998408:date=Oct 27 2012, 06:31 AM:name=Bad Mojo)--><div class='quotetop'>QUOTE (Bad Mojo @ Oct 27 2012, 06:31 AM) <a href="index.php?act=findpost&pid=1998408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty sure this has been happening sinec at least 223..<!--QuoteEnd--></div><!--QuoteEEnd-->
It was a mod on the All-In servers. Not officially in the game. Same as /unstuck.
<!--quoteo(post=1998321:date=Oct 27 2012, 11:44 AM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Oct 27 2012, 11:44 AM) <a href="index.php?act=findpost&pid=1998321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I noticed the Alien commander has a Cyst ability that says "Generate Infestation."
I presume the infestation will have another role than what's currently in, unless I'm reading it wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, it's not a button since it has no outline on the menu. It's a passive ability that explains what the cyst does, the way SC2 does passive abilities. The same way this observer has the 2 passive ability icons of being a detector and as well as being invisible: <a href="http://img849.imageshack.us/img849/7599/sc2b20111212084045.png" target="_blank">http://img849.imageshack.us/img849/7599/sc...11212084045.png</a>
<!--quoteo(post=1998331:date=Oct 27 2012, 12:06 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Oct 27 2012, 12:06 PM) <a href="index.php?act=findpost&pid=1998331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Liking the blobs, but would be good if some areas are smooth.
I imagine you can't walk on it either, so it is going to be a bit weird huh?<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, the new DI is a bit of a visual overload, just from seeing the Summit Atrium hive loadscreen, my eyes were a bit strained with all the bubbles. You'll lose the shape of the map when it starts getting filled with the new DI and this will confuse players. Kinda looks like a huge milkshake and will make rooms seem smaller(especially tight hallways), easily hide cysts and creating a frustrating game of where's that damn cyst.
Cut down on the huge bubbles on infestation, or flatten them to something more reasonable. Classic case of less is more, IMO. Sure, not as few bubbles as we have now, but don't bring out the damn hose and over-saturate it. Also consider an option for players to go back to the mostly flat DI that we have now for performance reasons.
<!--quoteo(post=1998334:date=Oct 27 2012, 01:09 AM:name=Kallistrate)--><div class='quotetop'>QUOTE (Kallistrate @ Oct 27 2012, 01:09 AM) <a href="index.php?act=findpost&pid=1998334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Hahaha, was waiting for that. Your avatar is now a piece of NS2 history! New players at launch will have no idea what that is. :P<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
Thats not true im going to be one of the "new players at launch" and i know exactly what it is.
<!--quoteo(post=1998424:date=Oct 27 2012, 02:56 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Oct 27 2012, 02:56 PM) <a href="index.php?act=findpost&pid=1998424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed, the new DI is a bit of a visual overload, just from seeing the Summit Atrium hive loadscreen, my eyes were a bit strained with all the bubbles. You'll lose the shape of the map when it starts getting filled with the new DI and this will confuse players.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1998438:date=Oct 27 2012, 04:24 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Oct 27 2012, 04:24 PM) <a href="index.php?act=findpost&pid=1998438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like immersion, not confusion.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not exactly, it kinda does something similar a moire pattern or a repeating tile pattern from certain angles that messes up your depth perception. Only noticed this on the Atrium DI image, the others seems to be ok-ish but still quite busy visually.
Needs a bit of normalization of flat and bubble areas, not an extreme of either.
<!--quoteo(post=1998448:date=Oct 27 2012, 11:41 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Oct 27 2012, 11:41 PM) <a href="index.php?act=findpost&pid=1998448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What you see in the loading screens is not what the final infestation will look like.<!--QuoteEnd--></div><!--QuoteEEnd--> WHY ARE YOU GUYS DOING THIS TO US :D
"look..new infestation! TO BAD, you will never see it in action since the new one looks nothing like that >:D"
Comments
<img src="http://i.imgur.com/x7k6l.jpg" border="0" class="linked-image" />
Changes I've seen so far:
-loading screens have maps on them, excellent idea
-server performance boost, 16 players on linux/wine combination, solid 30 tickrate until I spammed the map full with cysts/shades/whips, then it dipped to 20
-assists shows on scoreboard
-limitation on drifters/macs
-hive upgrade icons fixed
-upgrade icons marines change
-after round end all get pushed back to ready room instead of instant mapcycle
bugs noticed:
-was playing custom map ns_eclipse_beta something, during map cycle it kicked everyone out with a "File not found" message, manual mapchange worked (showed loading screen from previous map)
-server webinterface doesn't show custom maps under Changemap button, do I need to put the custom maps in by Workshop instead?
- can't used the # symbol with webinterface admin chat/say
Any recommendations on server administration mods?
When you fire the left minigun the walking animation ceases to play and your viewmodel glides along the ground instead of walking. This does not occur when you fire the right hand side minigun. It also occurs when you fire both at the same time. Not sure yet if this applies to the power fist as well.
Edit: nvm
Hope they've brought the score system up to good shape, with building, welding and healing given proper score.
Pretty sure this has been happening sinec at least 223..
It was a mod on the All-In servers. Not officially in the game. Same as /unstuck.
I presume the infestation will have another role than what's currently in, unless I'm reading it wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, it's not a button since it has no outline on the menu.
It's a passive ability that explains what the cyst does, the way SC2 does passive abilities.
The same way this observer has the 2 passive ability icons of being a detector and as well as being invisible:
<a href="http://img849.imageshack.us/img849/7599/sc2b20111212084045.png" target="_blank">http://img849.imageshack.us/img849/7599/sc...11212084045.png</a>
<!--quoteo(post=1998331:date=Oct 27 2012, 12:06 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Oct 27 2012, 12:06 PM) <a href="index.php?act=findpost&pid=1998331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Liking the blobs, but would be good if some areas are smooth.
I imagine you can't walk on it either, so it is going to be a bit weird huh?<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, the new DI is a bit of a visual overload, just from seeing the Summit Atrium hive loadscreen, my eyes were a bit strained with all the bubbles.
You'll lose the shape of the map when it starts getting filled with the new DI and this will confuse players.
Kinda looks like a huge milkshake and will make rooms seem smaller(especially tight hallways), easily hide cysts and creating a frustrating game of where's that damn cyst.
Cut down on the huge bubbles on infestation, or flatten them to something more reasonable.
Classic case of less is more, IMO. Sure, not as few bubbles as we have now, but don't bring out the damn hose and over-saturate it.
Also consider an option for players to go back to the mostly flat DI that we have now for performance reasons.
Thats not true im going to be one of the "new players at launch" and i know exactly what it is.
You'll lose the shape of the map when it starts getting filled with the new DI and this will confuse players.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like immersion, not confusion.
Not exactly, it kinda does something similar a moire pattern or a repeating tile pattern from certain angles that messes up your depth perception. Only noticed this on the Atrium DI image, the others seems to be ok-ish but still quite busy visually.
Needs a bit of normalization of flat and bubble areas, not an extreme of either.
Thanks for the update, Max!
WHY ARE YOU GUYS DOING THIS TO US :D
"look..new infestation! TO BAD, you will never see it in action since the new one looks nothing like that >:D"