229 out? or is it a mistake that I'm DLing it?
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
Deleted old post. . .
Here's the update notes as promised:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Nutrient mist won't display for Marine Commanders when they do not have line of sight anymore.
Fixed issues when downloading a mod on the server that didn't contain a valid title.
Fixed Flamethrower damaging the owner.
Fixed bug causing the pistol to sometimes lockup, preventing the player from shooting.
Fixed various crashes when a system runs out of video memory.
Fixed issue where pre-evolving eggs were not valid for respawning.
Fixed bug where resource would be lost if the Commander clicks on pre-evolve on an egg which had already a player assigned.
Fixed bug causing Mines to give Marines weld orders after they had taken damage.
Fixed hallucinated structures appearing unbuilt.
Fixed bug where Commander Alerts were not 100% responsive to player input.
Fixed issue where the main menu would be displayed for a single frame when launching the game directly into a map or a server.
Fixed bug causing weapons to "teleport" back to where they were last equipped when a Marine dies.
Fixed error in the dedicated server documentation specifying how to create .htpasswd files.
Added detailed error messages when a .htpasswd file is not properly constructed.
The game will no longer allow switching to a map that doesn't exist (causing all Clients to be disconnected)
Fixed bug causing the Command Station to display the "Start commanding" help text while unbuilt or while the team already has a Commander.
Fixed bug causing the Hive to display the "Start commanding" help text while unbuilt.
Changed the default Taunt key to T instead of Q to prevent a conflict with Request Health.
Fixed Server script error caused by a game ending while the teams were unbalanced.
Fixed issue where a mod could crash the game by specifying an invalid index when querying the list of servers.
Fixed issue where requesting the server list could overflow or crash some modems.
Fixed rare problem in the Main Menu caused by the options file becoming corrupted.
Fixed bug where mod names would sometimes be displayed as ???
Fixed bug in the "Quick Join" feature.
Fixed bug where mods could not be installed through the web administration interface.
Fixed bug where regeneration effect was visible while cloaked.
Server Browser: "Filter Modded" checkbox now saved.
Fixed Hydras not interacting with nutrient mist.
Fixed Couldn't open "" error message.
Improvement
Fixed Flamethrowers not creating flame residues.
The "connection problems" icon is displayed in yellow or red depending on the "severity" of the problem.
Replaced script error with a warning message when a server config file is ill-formed.
Optimization
Improved bloom performance (thanks Alexander Szpakowski!)
Fixed bug where all models in a level were loaded twice during the loading process.
Load-time optimization: Caching some pathing data, so loads should be faster after loading a map for the first time.
Added a hint for the NVIDIA Optimus driver to use the high performance GPU.
Sdk
Fixed crash and added an error message when the bones for a model don't match the model that is being referenced for animations.
Fixed crash when loading a COLLADA file exported by OpenCollada.
Added Client.GetServerIsSecure function to determine if a server has VAC enabled.
Added an optional callback function to Client.RefreshServer.
Fixed issue where passing invalid value to some script functions would report a script error, but continue execution.
Added Client.GetServerIsModded and Client.GetServerTickRate functions.
Added Client.RequestServerDetails function which must be called before a server's key/values can be queries.
Api
Added a version of Server.SendNetworkMessage() which takes a ServerClient object instead of a Player entity.<!--QuoteEnd--></div><!--QuoteEEnd-->
-
Here's the update notes as promised:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Nutrient mist won't display for Marine Commanders when they do not have line of sight anymore.
Fixed issues when downloading a mod on the server that didn't contain a valid title.
Fixed Flamethrower damaging the owner.
Fixed bug causing the pistol to sometimes lockup, preventing the player from shooting.
Fixed various crashes when a system runs out of video memory.
Fixed issue where pre-evolving eggs were not valid for respawning.
Fixed bug where resource would be lost if the Commander clicks on pre-evolve on an egg which had already a player assigned.
Fixed bug causing Mines to give Marines weld orders after they had taken damage.
Fixed hallucinated structures appearing unbuilt.
Fixed bug where Commander Alerts were not 100% responsive to player input.
Fixed issue where the main menu would be displayed for a single frame when launching the game directly into a map or a server.
Fixed bug causing weapons to "teleport" back to where they were last equipped when a Marine dies.
Fixed error in the dedicated server documentation specifying how to create .htpasswd files.
Added detailed error messages when a .htpasswd file is not properly constructed.
The game will no longer allow switching to a map that doesn't exist (causing all Clients to be disconnected)
Fixed bug causing the Command Station to display the "Start commanding" help text while unbuilt or while the team already has a Commander.
Fixed bug causing the Hive to display the "Start commanding" help text while unbuilt.
Changed the default Taunt key to T instead of Q to prevent a conflict with Request Health.
Fixed Server script error caused by a game ending while the teams were unbalanced.
Fixed issue where a mod could crash the game by specifying an invalid index when querying the list of servers.
Fixed issue where requesting the server list could overflow or crash some modems.
Fixed rare problem in the Main Menu caused by the options file becoming corrupted.
Fixed bug where mod names would sometimes be displayed as ???
Fixed bug in the "Quick Join" feature.
Fixed bug where mods could not be installed through the web administration interface.
Fixed bug where regeneration effect was visible while cloaked.
Server Browser: "Filter Modded" checkbox now saved.
Fixed Hydras not interacting with nutrient mist.
Fixed Couldn't open "" error message.
Improvement
Fixed Flamethrowers not creating flame residues.
The "connection problems" icon is displayed in yellow or red depending on the "severity" of the problem.
Replaced script error with a warning message when a server config file is ill-formed.
Optimization
Improved bloom performance (thanks Alexander Szpakowski!)
Fixed bug where all models in a level were loaded twice during the loading process.
Load-time optimization: Caching some pathing data, so loads should be faster after loading a map for the first time.
Added a hint for the NVIDIA Optimus driver to use the high performance GPU.
Sdk
Fixed crash and added an error message when the bones for a model don't match the model that is being referenced for animations.
Fixed crash when loading a COLLADA file exported by OpenCollada.
Added Client.GetServerIsSecure function to determine if a server has VAC enabled.
Added an optional callback function to Client.RefreshServer.
Fixed issue where passing invalid value to some script functions would report a script error, but continue execution.
Added Client.GetServerIsModded and Client.GetServerTickRate functions.
Added Client.RequestServerDetails function which must be called before a server's key/values can be queries.
Api
Added a version of Server.SendNetworkMessage() which takes a ServerClient object instead of a Player entity.<!--QuoteEnd--></div><!--QuoteEEnd-->
-
Comments
So is it officially released?<!--QuoteEnd--></div><!--QuoteEEnd-->
Checked steam - it said update required, so yes. Eagerly anticipating patch notes.
I could say that I'm sorry for them, but it may not have that fuzzy appeal you desire
---
<u><b>Metal Handkerchief:</b></u>
Well it's possible they could have moved the beta to the official release by accident when they actually wanted to update the beta only
Probably not real likely, but I don't know how different it is on their end to change the two
---
<u><b>Kouji_San:</b></u>
Feels more real coming from you. . .
Are you a playtester by chance? I'm not sure what all the badges are
-
Feels more real coming from you. . .
Are you a playtester by chance? I'm not sure what all the badges are
-<!--QuoteEnd--></div><!--QuoteEEnd-->
The orange Skulk icon and my forum title are a hint :P
* crag heals min(maxHealth * 0.05 + 10, 60) per tick
* crag heal wave heals min(maxHealth * 0.05 + 10, 60) * 2.5 per tick
* a player that uses pre-evolved eggs, will lose his upgrades
ACTIVE ICONS
<img src="http://www.unknownworlds.com/forums/style_images/icons/constellation.gif" border="0" class="linked-image" /> = Constellation. User donated to UWE during the NS1 days when Charlie was living off past-due milk in a tiny apartment.
<img src="http://www.unknownworlds.com/forums/style_images/icons/Squad5Blue.gif" border="0" class="linked-image" /> = Squad Five Blue. User has been recognized by the Squad 5 program as having contributed to the promotion of NS2. Blue is the lowest level.
<img src="http://www.unknownworlds.com/forums/style_images/icons/Squad5Silver.gif" border="0" class="linked-image" /> = Squad Five Silver. User has been recognized by the Squad 5 program as having contributed in a significant fashion to the promotion of NS2. Silver is the middle level.
<img src="http://www.unknownworlds.com/forums/style_images/icons/Squad5Gold.gif" border="0" class="linked-image" /> = Squad Five Gold. User has been recognized by the Squad 5 program as having contributed in a major fashion to the promotion of NS2. Gold is the highest level.
<img src="http://www.unknownworlds.com/forums/style_images/icons/playtester.gif" border="0" class="linked-image" /> = Playtester. User is or was an NS1 or NS2 playtester.
<img src="http://www.unknownworlds.com/forums/style_images/icons/developer_retired.gif" border="0" class="linked-image" /> = Retired developer. User was an NS1 or NS2 developer who has since retired. Almost all of these users are retired NS1 developers rather than NS2.
<img src="http://www.unknownworlds.com/forums/style_images/icons/developer.gif" border="0" class="linked-image" /> = Developer. User is either an employee of UWE, a contracter, or a volunteer developer.
<img src="http://www.unknownworlds.com/forums/style_images/icons/ns2prespecial.gif" border="0" class="linked-image" /> = NS2 special edition pre-order. Nobody but devs actually have these yet, so I may be mis-interpreting the filename.
DEPRECATED ICONS
<img src="http://www.lunixmonster.org/images/icons/vet.gif" border="0" class="linked-image" /> = Veteran. This icon was used at one time to denote members of clans that had been selected for the "Veterans" program, which was basically a core group of active clans.
I think that's all of them. Anybody know if I'm missing any?
EDIT: Amusingly enough, Charlie and Max have both the retired and active developer icons at the same time ;)
We need a nutrient mist on the patch notes!
Would you prefer that they release the patch notes and have it buggy, or wait a few hours so that nobody crashes while reading it on the front page? I'd definitely say the latter.
Wow entitlement much? Wait <!--coloro:orange--><span style="color:orange"><!--/coloro-->*SNIP*<!--colorc--></span><!--/colorc-->
* a player that uses pre-evolved eggs, will lose his upgrades<!--QuoteEnd--></div><!--QuoteEEnd-->
This needs to be in at some point and I'm surprised it isn't already this way.
Sure it'd be annoying to have to choose celerity and carapace again if that's what you're going with. But what if you want to change your upgrades? Evolving to a new lifeform with pres allows you this freedom. Maybe you're a gorge, and want to evolve onos with carapace, but you've already gotten adrenaline? Should you have to unevolve gorge into skulk with celerity (and whatever upgrades the onos needs) just so you can get the right upgrade? Or if you're already skulk, and want a different upgrade, you have to type kill in console to get the lifeform with the upgrades you want.
Oooh, that's nice. I hated forgetting that I was running around with my usual skulk upgrades when I used an Onos egg, as I prefer the exact opposite ones for an Onos, and ended up stuck as an Onos with upgrades I didn't want.
Sure it'd be annoying to have to choose celerity and carapace again if that's what you're going with. But what if you want to change your upgrades? Evolving to a new lifeform with pres allows you this freedom. Maybe you're a gorge, and want to evolve onos with carapace, but you've already gotten adrenaline? Should you have to unevolve gorge into skulk with celerity (and whatever upgrades the onos needs) just so you can get the right upgrade? Or if you're already skulk, and want a different upgrade, you have to type kill in console to get the lifeform with the upgrades you want.<!--QuoteEnd--></div><!--QuoteEEnd-->
It already worked like that, it was just the commander dropped eggs that didn't give you the option to rechoose your upgrades based on the life form for that egg.
Breath in, breath out. Good. Two more times.
There we go.
As others have stated, they will be posted soon. I am much more concerned with the actual patch than getting notes out at the exact same second that the patch goes live to hundreds of people around the globe.
There we go.
As others have stated, they will be posted soon. I am much more concerned with the actual patch than getting notes out at the exact same second that the patch goes live to hundreds of people around the globe.<!--QuoteEnd--></div><!--QuoteEEnd-->
Stop being logical brian. The interwebs is a serious place.
First round, first combat in 229? Could be related to preloading stuff like shaders. Not if it is constantly though...
That's what I was talking about? If that's the case, if you want to go into an onos egg but you have an upgrade you don't want, you have no way to rechoose it beyond evolving to a new lifeform with the upgrade you want, or typing kill in console, before you go into the commander dropped egg.
Hehe no, if you have evolutions on your alien and jump into an Onos egg. The game deselects your evolutions and you can re-choose them after you're done evolving into the Onos (using the commander dropped egg)
It is an extra step, but it is the better one of the two evils, with giving you the option to re-choose your evolutions. Just as if you evolve using your own pres :)
[edit]
228 this was not possible
229 this is now possible :)
The problem went away after a few games and i'm back to normal bad but playable fps so im very happy.