<!--quoteo(post=2044852:date=Dec 13 2012, 12:17 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Dec 13 2012, 12:17 AM) <a href="index.php?act=findpost&pid=2044852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right now we're still tinkering with the values, and our focus has been on eliminating imbalances as much as we can with the current system, which I think we've come a long way with doing already.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, as of right now, it seems like the balance of the mod is back to square 1 because marines still lose a lot, except now its less fun because of the limitations. Honestly, the changes made to limiting onos/exo, nerfing onos, then removing dualminigun have just essentially cancelled each other out because now you're at a spot again where marines are just losing most games still, but this might just be becuase they can't make the push within the time limit. Also, most players might find this mod more fun without the time limit and without the limit on onos/exo.
So, instead of focusing on limiting onos/exo, nerfing onos, and removing dualminigun (becuase those didn't actually seem to work believe it or not), it might be a good idea to undo those changes and try something else, like changing the alien win condition, or we might just have to wait until more content is added to this mod (like extra levels and such).
we know that everything is not perfect yet and working on fixing it right now, there might be small changes to balance but we don't want to commit alot of time seeing as the new UI system will truly bring us back to square one.
I started to see how annoying it is to have the hardcap ( punishing the whole team ) simply removing it is not a good solution but maybe punish the player for losing his own is a good idea like if you evolve into one and die you wont be able to get untill X minuts this way the whole team can still go onos if they like to yet they still need to play smarter and keep that lifeform.
Win condition is still not there and we will try new stuff or totally change win condition if it stays a problem.
The new system will hopefully allow us more flexibility but until then there is only so much we can do with our small team.
ps. I think in order to make it easier to kill the hive or CC something needs to be done about spawning, maybe remove wave spawning and lower the spawn protect even more. Also If you look for stats on ns2stats you will find that wins vary on different maps for instance big maps like co_veilcombat has a 34% win for marines and 66% for aliens and for smaller maps its closing in on that 50/50, everything will change for the better hopefully once the new stuff comes in <b>especially</b> the inclustion of phasegates seeing as aliens will always get around the map faster this should help marines gain more ground and push forward.
been racking my brain out for the last couple hours, fixing the most stupdiest issues I have ever seen.
But the final roadblock has eluded me and i am too exhausted to think anymore.
I have the NS2 Combat Server finally running finding the right maps
However everytime a person joins, it "tries" to download the mods but then says "Missing Mod Required" and doesn't download the mods any further from the server.
I have done the fix with the whole, clear the Workshop folder + content, redownload mods, clear Workshop folder on server, reload workshop folders.
Just doesn't work.....just doesn't work.......
I am at my witts end. It just seems that the clients are not downloading the mods at all or the server is not pushing out the mods.
been racking my brain out for the last couple hours, fixing the most stupdiest issues I have ever seen.
But the final roadblock has eluded me and i am too exhausted to think anymore.
I have the NS2 Combat Server finally running finding the right maps
However everytime a person joins, it "tries" to download the mods but then says "Missing Mod Required" and doesn't download the mods any further from the server.
I have done the fix with the whole, clear the Workshop folder + content, redownload mods, clear Workshop folder on server, reload workshop folders.
Just doesn't work.....just doesn't work.......
I am at my witts end. It just seems that the clients are not downloading the mods at all or the server is not pushing out the mods.
Some server ops have reported success with copying their Workshop folder from their gaming PC to the server, this brings all the mods along with it. Is your server using a proxy to connect to the internet? Also, you should be able to tell exactly which mod failed to download. Can you post your server's startup log on here?
Any particular reason why you should have super admin on my server? It apparently is only used in one place (the kick command) but I see no reason why you should be able to connect to any server running combat mode and kick whoever you want. There is no reason for either of you to have your steam ids hard coded into the mod at all.
this might be related to stuff we talked about such as having icons that would identify the devs and other stuff we havn't talked about in public yet.
either way if this is not the prep work for those stuff and I am mistaken I will let the guys explain, but rest assured we did not try to sneak it in to kick or ban people on your or any other server as that would be counter productive and we want everyone to enjoy our mod and our hope is to someday see all those awsome servers running full.
<!--quoteo(post=2046191:date=Dec 15 2012, 09:17 AM:name=Jibrail)--><div class='quotetop'>QUOTE (Jibrail @ Dec 15 2012, 09:17 AM) <a href="index.php?act=findpost&pid=2046191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this might be related to stuff we talked about such as having icons that would identify the devs and other stuff we havn't talked about in public yet.
either way if this is not the prep work for those stuff and I am mistaken I will let the guys explain, but rest assured we did not try to sneak it in to kick or ban people on your or any other server as that would be counter productive and we want everyone to enjoy our mod and our hope is to someday see all those awsome servers running full.<!--QuoteEnd--></div><!--QuoteEEnd--> There are already other mods that handle icons, wouldn't having them built into combat mode conflict with the ones servers are already running? Also, like I said, even if the intent is not malicious, the ability is currently there (for kicking only atm but still). It is a slippery slope when you start giving devs control over servers that they don't own, no matter how small.
if steamId then for i, entry in ipairs(kSuperAdmins) do if steamId == entry then return true end end end
return false
end
function OnCommandSuperAdminKick(client, userId)
local steamId = client:GetUserId() if Shared.GetCheatsEnabled() or IsSuperAdmin(steamId) then if userId then for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do local playerClient = Server.GetOwner(player) if playerClient:GetUserId() == tonumber(userId) then Server.DisconnectClient(playerClient) break end end
else Shared.Message("Player List -") for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Connecting to server 10.0.10.24:27015 Downloading mods Starting download of 'Combat Mode' Starting download of 'co_chuteout' Starting download of 'Ns2 co_faceoff remake' Starting download of 'Co_Summit' Starting download of 'ns2 co_pulse remake' Starting download of 'co_Core remake (Alpha 3)' Starting download of 'ns2_co_stargate' Starting download of 'ns2_co_veilcombat' Mod 'Co_Summit' installed Starting download of 'Co_Down' Mod 'co_chuteout' installed Error: Couldn't download mod 'Ns2 co_faceoff remake' (error code: 16) Error: Couldn't download mod 'ns2 co_pulse remake' (error code: 16) Mounting mod from C:/Users/username/AppData/Roaming/Natural Selection 2/Workshop/m55e90a3_1354863173/ Mounting mod from C:/Users/username/AppData/Roaming/Natural Selection 2/Workshop/m4fd7fd4_1342767525/ Loading config://ConsoleBindings.json Loading config://FavoriteServers.json Main Menu Initialized at Version: 233 Steam Id: 839865 Error: Couldn't download mod 'Combat Mode' (error code: 16) Error: Couldn't download mod 'ns2_co_stargate' (error code: 16) Error: Couldn't download mod 'ns2_co_veilcombat' (error code: 16) Error: Couldn't download mod 'co_Core remake (Alpha 3)' (error code: 16) Error: Couldn't download mod 'Co_Down' (error code: 16) Error: Attempted to load remote options from a file that does not exist.<!--QuoteEnd--></div><!--QuoteEEnd-->
The above log is when my computer is connecting to the Combat LAN Server We do have a proxy, but i have port forwarded all the relevant ports indicated here. <a href="https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711" target="_blank">https://support.steampowered.com/kb_article...=8571-GLVN-8711</a>
Even if i remove all the mods and just download the combat mode and no maps, still same error. grr
<!--quoteo(post=2046176:date=Dec 15 2012, 05:18 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Dec 15 2012, 05:18 AM) <a href="index.php?act=findpost&pid=2046176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some server ops have reported success with copying their Workshop folder from their gaming PC to the server, this brings all the mods along with it. Is your server using a proxy to connect to the internet? Also, you should be able to tell exactly which mod failed to download. Can you post your server's startup log on here?<!--QuoteEnd--></div><!--QuoteEEnd-->
Already tried as stated in previous post. If i got the mods and gave to every person's PC that want to connect to the server, no problems plays fine. Only the Downloading Mods Part....grr
Edit: After extensive reading from many users with the same error
I have decided to throw in the towel and blame steam of being a POS epically workshop. Thanks all for the help in any case.
By the way, if you need someone to help extensively test things in this mod on a private server with things like figuring out balance issues or finding bugs, or if you just need an idea machine, I could probably help out with that. I would like to help with this mod any way I can.
Have you guys seen the balance stats from this week, aliens are seriously dominating on most maps, even those that are normally quite even show a big change since a week ago.
<!--quoteo(post=2046244:date=Dec 15 2012, 12:37 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Dec 15 2012, 12:37 PM) <a href="index.php?act=findpost&pid=2046244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you guys seen the balance stats from this week, aliens are seriously dominating on most maps, even those that are normally quite even show a big change since a week ago.
<a href="http://ns2stats.org/map/map/12" target="_blank">http://ns2stats.org/map/map/12</a><!--QuoteEnd--></div><!--QuoteEEnd--> This is because not only was exo damage reduced, but dual mini exos were removed (only fist exos). Standard exos are worthless and the nerf to exo damage made them even more so. Games were on some level balanced before, now aliens win the vast majority of matches.
<!--quoteo(post=2046199:date=Dec 16 2012, 01:37 AM:name=IGP)--><div class='quotetop'>QUOTE (IGP @ Dec 16 2012, 01:37 AM) <a href="index.php?act=findpost&pid=2046199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are already other mods that handle icons, wouldn't having them built into combat mode conflict with the ones servers are already running? Also, like I said, even if the intent is not malicious, the ability is currently there (for kicking only atm but still). It is a slippery slope when you start giving devs control over servers that they don't own, no matter how small.
if steamId then for i, entry in ipairs(kSuperAdmins) do if steamId == entry then return true end end end
return false
end
function OnCommandSuperAdminKick(client, userId)
local steamId = client:GetUserId() if Shared.GetCheatsEnabled() or IsSuperAdmin(steamId) then if userId then for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do local playerClient = Server.GetOwner(player) if playerClient:GetUserId() == tonumber(userId) then Server.DisconnectClient(playerClient) break end end
else Shared.Message("Player List -") for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do
I agree, that is not very good to have included with no knowledge from people running Combat Mode. It was not specifically listed and in most cases would be frowned upon.
You should either:
A) Just add yourselves to your servers properly and remove the code. B) Add it to the documentation stating that loading this Mod will give both of you admin/kick access on the server.
I have developed mods myself for SourceMod and I have never included a feature like this and fairly sure in the SourceMod community you would get castrated if you had a functions like this included with no public knowledge.
<!--quoteo(post=2046202:date=Dec 16 2012, 01:47 AM:name=HarK0nNeN)--><div class='quotetop'>QUOTE (HarK0nNeN @ Dec 16 2012, 01:47 AM) <a href="index.php?act=findpost&pid=2046202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Log as Requested
The above log is when my computer is connecting to the Combat LAN Server We do have a proxy, but i have port forwarded all the relevant ports indicated here. <a href="https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711" target="_blank">https://support.steampowered.com/kb_article...=8571-GLVN-8711</a>
Even if i remove all the mods and just download the combat mode and no maps, still same error. grr
Already tried as stated in previous post. If i got the mods and gave to every person's PC that want to connect to the server, no problems plays fine. Only the Downloading Mods Part....grr
Edit: After extensive reading from many users with the same error
I have decided to throw in the towel and blame steam of being a POS epically workshop. Thanks all for the help in any case.<!--QuoteEnd--></div><!--QuoteEEnd--> HarK0nNeN there are issues with Mod Downloading at the moment with UWE are looking into.
In the meantime, my Server Guide has a section on manually installing some of the mods which have failed for me regularly.
<!--quoteo(post=2046330:date=Dec 15 2012, 09:53 PM:name=IGP)--><div class='quotetop'>QUOTE (IGP @ Dec 15 2012, 09:53 PM) <a href="index.php?act=findpost&pid=2046330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is because not only was exo damage reduced, but dual mini exos were removed (only fist exos). Standard exos are worthless and the nerf to exo damage made them even more so. Games were on some level balanced before, now aliens win the vast majority of matches.<!--QuoteEnd--></div><!--QuoteEEnd--> hmm I didnt realize that both were done we were suppose to have the dmg as is including dmg 1 - 3 upgrades and change to standard exo to see how it plays out, this change was considered after seing how OP the dual minigun exo was with dmg 3 upgrade, will report that and hopefully fix it by next release.
I think we can remove this part of the code now. For a time we had trouble running decent balance tests because we had no admin access on any servers in Europe. I don't think that's the case any more so I'll disable the code when we do our next update. Thanks for pointing it out!
As for the balance, we're probably going to make another balance change tonight or early tomorrow. I'll have a chat with Jibrail (who has been doing most of the analysis on the balance side of things) and we'll make some changes to the values again.
On the sidelines, Jibrail, Jim and I have been discussing an overhaul of the upgrade system and while Jim's been focusing on mapper entities, behind the scenes I've been doing work to investigate how we can improve our hooks mechanism and tidy up a lot of that area while we're at it. After modifying some of fsfod's Classhooks I've worked out how we can included new 'networkVars' and Mixins, allowing us to implement the upgrades in a more generic way and which the Spark engine will keep synchronised between client and server for us. This has been a major hindrance in the past and we've spent a lot of time working out how to get around that. <!--quoteo(post=2046341:date=Dec 15 2012, 10:36 PM:name=Rothgar)--><div class='quotetop'>QUOTE (Rothgar @ Dec 15 2012, 10:36 PM) <a href="index.php?act=findpost&pid=2046341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree, that is not very good to have included with no knowledge from people running Combat Mode. It was not specifically listed and in most cases would be frowned upon.
You should either:
A) Just add yourselves to your servers properly and remove the code. B) Add it to the documentation stating that loading this Mod will give both of you admin/kick access on the server.
I have developed mods myself for SourceMod and I have never included a feature like this and fairly sure in the SourceMod community you would get castrated if you had a functions like this included with no public knowledge.<!--QuoteEnd--></div><!--QuoteEEnd-->
changelog: Re-enabled dual minigun exo. Default timelimit is now 35 mins. removed the 'Super Admins' functionality until we can find a better way to integrate them into the config file.
we extended the round time as I've seen that marines <b>almost</b> win just before the round time ends, might be because by that time they have enough ups to start pushing so testing the new round time to look for any changes in win ratio, remember the roundtime can still be changed by server ops if they wish to do so.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->very important to server OPs<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> I want to ask all the combat server operators to please join this group <a href="http://steamcommunity.com/groups/ns2combatops" target="_blank">http://steamcommunity.com/groups/ns2combatops</a> this will alllow us to easily get in contact with you to inform of upcoming versions/changes and maybe answer questions and a place where you can help eachother and share infomation.
One addendum, as previously mentioned we also removed the 'Super Admins' functionality until we can find a better way to integrate them into the config file.
Anyone know what you need to change to make DAK work with combat? I want to enable both combat and mapvoting on the server but when I try to enable both combat and DAK admin kit combat seems to be disabled or seriously bugged out. Any help greatly appreciated :)
How about the HP bars of the hive and chair on the top of the screen, ala DoW2. So you can see the sliding back and forth (or perhaps just down towards the center). Can build some suspense when you are killing their base while they kill yours, in the odd occasion both sides manage to avoid eachother.
Without a commander, more info like this would be great. Additionally if you do end up removing the aliens auto-win, in favour of a halted healing or even chair/hive health degeneration, then this information would be very critical.
Edit: DoW2 pic for reference. In DoW2 the bar is for points that tick down for victory, rather than a structure.
me and Jim noticed that marine rifle had 30 bullets on the seattle combat server and not sure if they changed it or a bug, I went back and took a screenie of this <img src="http://i.imgur.com/wwYZq.jpg" border="0" class="linked-image" />
@TimMc Yeah I was thinking of something similer but gonna wait for now and see where we heading first.
I've just published a new version of Combat Mode onto the workshop. This includes fixes to get the mod working again in build 234 and a special Christmas treat coded by Jim! With the little time I have available I'm also working on a Christmas present of my own but it might not make it in before Christmas at this rate...
Yeah fair enough, ns2stats is having problems and I reported that, I was trying to read what mods were loading and thought it was Combat but it is NS2 Arcade as you mentioned, thanks.
EDIT: never mind, steam workshop was being buggy today. downloaded the mod with only one file inside: .modinfo deleted and redownloaded an hour after through the client again and i get a proper set of files now.
So I take it the latest update released on the 19th doesn't fix many of the alien's tier 2/ tier 3 abilities from not working? I haven't played on any co servers recently that had all alien abilities functional. Any idea when the next update rectifying these issues rolls out?
Comments
Well, as of right now, it seems like the balance of the mod is back to square 1 because marines still lose a lot, except now its less fun because of the limitations. Honestly, the changes made to limiting onos/exo, nerfing onos, then removing dualminigun have just essentially cancelled each other out because now you're at a spot again where marines are just losing most games still, but this might just be becuase they can't make the push within the time limit. Also, most players might find this mod more fun without the time limit and without the limit on onos/exo.
So, instead of focusing on limiting onos/exo, nerfing onos, and removing dualminigun (becuase those didn't actually seem to work believe it or not), it might be a good idea to undo those changes and try something else, like changing the alien win condition, or we might just have to wait until more content is added to this mod (like extra levels and such).
I started to see how annoying it is to have the hardcap ( punishing the whole team ) simply removing it is not a good solution but maybe punish the player for losing his own is a good idea like if you evolve into one and die you wont be able to get untill X minuts this way the whole team can still go onos if they like to yet they still need to play smarter and keep that lifeform.
Win condition is still not there and we will try new stuff or totally change win condition if it stays a problem.
The new system will hopefully allow us more flexibility but until then there is only so much we can do with our small team.
ps.
I think in order to make it easier to kill the hive or CC something needs to be done about spawning, maybe remove wave spawning and lower the spawn protect even more.
Also If you look for stats on ns2stats you will find that wins vary on different maps for instance big maps like co_veilcombat has a 34% win for marines and 66% for aliens and for smaller maps its closing in on that 50/50, everything will change for the better hopefully once the new stuff comes in <b>especially</b> the inclustion of phasegates seeing as aliens will always get around the map faster this should help marines gain more ground and push forward.
been racking my brain out for the last couple hours, fixing the most stupdiest issues I have ever seen.
But the final roadblock has eluded me and i am too exhausted to think anymore.
I have the NS2 Combat Server finally running finding the right maps
However everytime a person joins, it "tries" to download the mods but then says "Missing Mod Required" and doesn't download the mods any further from the server.
I have done the fix with the whole, clear the Workshop folder + content, redownload mods, clear Workshop folder on server, reload workshop folders.
Just doesn't work.....just doesn't work.......
I am at my witts end. It just seems that the clients are not downloading the mods at all or the server is not pushing out the mods.
Please help
After a search this basically sums it up
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125561" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125561</a>
been racking my brain out for the last couple hours, fixing the most stupdiest issues I have ever seen.
But the final roadblock has eluded me and i am too exhausted to think anymore.
I have the NS2 Combat Server finally running finding the right maps
However everytime a person joins, it "tries" to download the mods but then says "Missing Mod Required" and doesn't download the mods any further from the server.
I have done the fix with the whole, clear the Workshop folder + content, redownload mods, clear Workshop folder on server, reload workshop folders.
Just doesn't work.....just doesn't work.......
I am at my witts end. It just seems that the clients are not downloading the mods at all or the server is not pushing out the mods.
Please help
After a search this basically sums it up
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125561" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125561</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Some server ops have reported success with copying their Workshop folder from their gaming PC to the server, this brings all the mods along with it. Is your server using a proxy to connect to the internet? Also, you should be able to tell exactly which mod failed to download. Can you post your server's startup log on here?
6303568, // Jimwest
18247580, // MCMLXXXIV
}<!--c2--></div><!--ec2-->
Any particular reason why you should have super admin on my server? It apparently is only used in one place (the kick command) but I see no reason why you should be able to connect to any server running combat mode and kick whoever you want. There is no reason for either of you to have your steam ids hard coded into the mod at all.
either way if this is not the prep work for those stuff and I am mistaken I will let the guys explain, but rest assured we did not try to sneak it in to kick or ban people on your or any other server as that would be counter productive and we want everyone to enjoy our mod and our hope is to someday see all those awsome servers running full.
either way if this is not the prep work for those stuff and I am mistaken I will let the guys explain, but rest assured we did not try to sneak it in to kick or ban people on your or any other server as that would be counter productive and we want everyone to enjoy our mod and our hope is to someday see all those awsome servers running full.<!--QuoteEnd--></div><!--QuoteEEnd-->
There are already other mods that handle icons, wouldn't having them built into combat mode conflict with the ones servers are already running? Also, like I said, even if the intent is not malicious, the ability is currently there (for kicking only atm but still). It is a slippery slope when you start giving devs control over servers that they don't own, no matter how small.
EDIT: here is the command in question,
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local kSuperAdmins = {
6303568, // Jimwest
18247580, // MCMLXXXIV
}
function IsSuperAdmin(steamId)
if steamId then
for i, entry in ipairs(kSuperAdmins) do
if steamId == entry then
return true
end
end
end
return false
end
function OnCommandSuperAdminKick(client, userId)
local steamId = client:GetUserId()
if Shared.GetCheatsEnabled() or IsSuperAdmin(steamId) then
if userId then
for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do
local playerClient = Server.GetOwner(player)
if playerClient:GetUserId() == tonumber(userId) then
Server.DisconnectClient(playerClient)
break
end
end
else
Shared.Message("Player List -")
for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do
local playerClient = Server.GetOwner(player)
Shared.Message(player:GetName() .. " : " .. playerClient:GetUserId())
end
end
end
end
Event.Hook("Console_superadminkick", OnCommandSuperAdminKick)<!--c2--></div><!--ec2-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Connecting to server 10.0.10.24:27015
Downloading mods
Starting download of 'Combat Mode'
Starting download of 'co_chuteout'
Starting download of 'Ns2 co_faceoff remake'
Starting download of 'Co_Summit'
Starting download of 'ns2 co_pulse remake'
Starting download of 'co_Core remake (Alpha 3)'
Starting download of 'ns2_co_stargate'
Starting download of 'ns2_co_veilcombat'
Mod 'Co_Summit' installed
Starting download of 'Co_Down'
Mod 'co_chuteout' installed
Error: Couldn't download mod 'Ns2 co_faceoff remake' (error code: 16)
Error: Couldn't download mod 'ns2 co_pulse remake' (error code: 16)
Mounting mod from C:/Users/username/AppData/Roaming/Natural Selection 2/Workshop/m55e90a3_1354863173/
Mounting mod from C:/Users/username/AppData/Roaming/Natural Selection 2/Workshop/m4fd7fd4_1342767525/
Loading config://ConsoleBindings.json
Loading config://FavoriteServers.json
Main Menu Initialized at Version: 233
Steam Id: 839865
Error: Couldn't download mod 'Combat Mode' (error code: 16)
Error: Couldn't download mod 'ns2_co_stargate' (error code: 16)
Error: Couldn't download mod 'ns2_co_veilcombat' (error code: 16)
Error: Couldn't download mod 'co_Core remake (Alpha 3)' (error code: 16)
Error: Couldn't download mod 'Co_Down' (error code: 16)
Error: Attempted to load remote options from a file that does not exist.<!--QuoteEnd--></div><!--QuoteEEnd-->
The above log is when my computer is connecting to the Combat LAN Server
We do have a proxy, but i have port forwarded all the relevant ports indicated here.
<a href="https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711" target="_blank">https://support.steampowered.com/kb_article...=8571-GLVN-8711</a>
Even if i remove all the mods and just download the combat mode and no maps, still same error. grr
<!--quoteo(post=2046176:date=Dec 15 2012, 05:18 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Dec 15 2012, 05:18 AM) <a href="index.php?act=findpost&pid=2046176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some server ops have reported success with copying their Workshop folder from their gaming PC to the server, this brings all the mods along with it. Is your server using a proxy to connect to the internet? Also, you should be able to tell exactly which mod failed to download. Can you post your server's startup log on here?<!--QuoteEnd--></div><!--QuoteEEnd-->
Already tried as stated in previous post. If i got the mods and gave to every person's PC that want to connect to the server, no problems plays fine. Only the Downloading Mods Part....grr
Edit: After extensive reading from many users with the same error
I have decided to throw in the towel and blame steam of being a POS epically workshop. Thanks all for the help in any case.
<a href="http://ns2stats.org/map/map/12" target="_blank">http://ns2stats.org/map/map/12</a>
<a href="http://ns2stats.org/map/map/12" target="_blank">http://ns2stats.org/map/map/12</a><!--QuoteEnd--></div><!--QuoteEEnd-->
This is because not only was exo damage reduced, but dual mini exos were removed (only fist exos). Standard exos are worthless and the nerf to exo damage made them even more so. Games were on some level balanced before, now aliens win the vast majority of matches.
EDIT: here is the command in question,
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local kSuperAdmins = {
6303568, // Jimwest
18247580, // MCMLXXXIV
}
function IsSuperAdmin(steamId)
if steamId then
for i, entry in ipairs(kSuperAdmins) do
if steamId == entry then
return true
end
end
end
return false
end
function OnCommandSuperAdminKick(client, userId)
local steamId = client:GetUserId()
if Shared.GetCheatsEnabled() or IsSuperAdmin(steamId) then
if userId then
for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do
local playerClient = Server.GetOwner(player)
if playerClient:GetUserId() == tonumber(userId) then
Server.DisconnectClient(playerClient)
break
end
end
else
Shared.Message("Player List -")
for _, player in ientitylist(Shared.GetEntitiesWithClassname("Player")) do
local playerClient = Server.GetOwner(player)
Shared.Message(player:GetName() .. " : " .. playerClient:GetUserId())
end
end
end
end
Event.Hook("Console_superadminkick", OnCommandSuperAdminKick)<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, that is not very good to have included with no knowledge from people running Combat Mode. It was not specifically listed and in most cases would be frowned upon.
You should either:
A) Just add yourselves to your servers properly and remove the code.
B) Add it to the documentation stating that loading this Mod will give both of you admin/kick access on the server.
I have developed mods myself for SourceMod and I have never included a feature like this and fairly sure in the SourceMod community you would get castrated if you had a functions like this included with no public knowledge.
The above log is when my computer is connecting to the Combat LAN Server
We do have a proxy, but i have port forwarded all the relevant ports indicated here.
<a href="https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711" target="_blank">https://support.steampowered.com/kb_article...=8571-GLVN-8711</a>
Even if i remove all the mods and just download the combat mode and no maps, still same error. grr
Already tried as stated in previous post. If i got the mods and gave to every person's PC that want to connect to the server, no problems plays fine. Only the Downloading Mods Part....grr
Edit: After extensive reading from many users with the same error
I have decided to throw in the towel and blame steam of being a POS epically workshop. Thanks all for the help in any case.<!--QuoteEnd--></div><!--QuoteEEnd-->
HarK0nNeN there are issues with Mod Downloading at the moment with UWE are looking into.
In the meantime, my Server Guide has a section on manually installing some of the mods which have failed for me regularly.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125516" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125516</a>
hmm I didnt realize that both were done we were suppose to have the dmg as is including dmg 1 - 3 upgrades and change to standard exo to see how it plays out, this change was considered after seing how OP the dual minigun exo was with dmg 3 upgrade, will report that and hopefully fix it by next release.
As for the balance, we're probably going to make another balance change tonight or early tomorrow. I'll have a chat with Jibrail (who has been doing most of the analysis on the balance side of things) and we'll make some changes to the values again.
On the sidelines, Jibrail, Jim and I have been discussing an overhaul of the upgrade system and while Jim's been focusing on mapper entities, behind the scenes I've been doing work to investigate how we can improve our hooks mechanism and tidy up a lot of that area while we're at it. After modifying some of fsfod's Classhooks I've worked out how we can included new 'networkVars' and Mixins, allowing us to implement the upgrades in a more generic way and which the Spark engine will keep synchronised between client and server for us. This has been a major hindrance in the past and we've spent a lot of time working out how to get around that.
<!--quoteo(post=2046341:date=Dec 15 2012, 10:36 PM:name=Rothgar)--><div class='quotetop'>QUOTE (Rothgar @ Dec 15 2012, 10:36 PM) <a href="index.php?act=findpost&pid=2046341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree, that is not very good to have included with no knowledge from people running Combat Mode. It was not specifically listed and in most cases would be frowned upon.
You should either:
A) Just add yourselves to your servers properly and remove the code.
B) Add it to the documentation stating that loading this Mod will give both of you admin/kick access on the server.
I have developed mods myself for SourceMod and I have never included a feature like this and fairly sure in the SourceMod community you would get castrated if you had a functions like this included with no public knowledge.<!--QuoteEnd--></div><!--QuoteEEnd-->
changelog:
Re-enabled dual minigun exo.
Default timelimit is now 35 mins.
removed the 'Super Admins' functionality until we can find a better way to integrate them into the config file.
we extended the round time as I've seen that marines <b>almost</b> win just before the round time ends, might be because by that time they have enough ups to start pushing so testing the new round time to look for any changes in win ratio, remember the roundtime can still be changed by server ops if they wish to do so.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->very important to server OPs<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
I want to ask all the combat server operators to please join this group
<a href="http://steamcommunity.com/groups/ns2combatops" target="_blank">http://steamcommunity.com/groups/ns2combatops</a>
this will alllow us to easily get in contact with you to inform of upcoming versions/changes and maybe answer questions and a place where you can help eachother and share infomation.
folder name: m5f35045_1355699863
How about the HP bars of the hive and chair on the top of the screen, ala DoW2. So you can see the sliding back and forth (or perhaps just down towards the center). Can build some suspense when you are killing their base while they kill yours, in the odd occasion both sides manage to avoid eachother.
Without a commander, more info like this would be great. Additionally if you do end up removing the aliens auto-win, in favour of a halted healing or even chair/hive health degeneration, then this information would be very critical.
Edit: DoW2 pic for reference. In DoW2 the bar is for points that tick down for victory, rather than a structure.
<img src="http://images.bit-tech.net/content_images/2009/02/dawn-of-war-2-pc-review/11.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/wwYZq.jpg" border="0" class="linked-image" />
@TimMc
Yeah I was thinking of something similer but gonna wait for now and see where we heading first.
But then it dawned on me. The Victory Condition Timer is likely putting all the statistics off by giving a win to the aliens when really it's a draw.
I was wondering if it's possible to have a draw condition if the timer runs out for statistics data collection.
We also will add a Xmas special with the newest patch:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/j9z806-8IK4"></param><embed src="http://www.youtube.com/v/j9z806-8IK4" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Gifts will spawn randomly on the map, when a player picks them up, he will get some Xp!
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[Server] Script Error #1: lua/Marine.lua:41: Base class undefined
Call stack:
#1: [C]:-1
#2: lua/Marine.lua:41
#3: scriptLoad [C]:-1
#4: Load lua/EventTester.lua:185
fileName = "lua/Marine.lua"
#5: lua/MarineTeam.lua:12
#6: scriptLoad [C]:-1
#7: Load lua/EventTester.lua:185
fileName = "lua/MarineTeam.lua"
#8: lua/Server.lua:18
#9: scriptLoad [C]:-1
#10: Load lua/EventTester.lua:185
fileName = "lua/Server.lua"
#11: cout/Cout.lua:10
#12: scriptLoad [C]:-1
#13: Load lua/EventTester.lua:185
fileName = "cout/Cout.lua"
#14: lua/RBPSplugins.lua:9
#15: scriptLoad [C]:-1
#16: Load lua/EventTester.lua:185
fileName = "lua/RBPSplugins.lua"
#17: lua/RBPS.lua:12
#18: scriptLoad [C]:-1
#19: Load lua/EventTester.lua:185
fileName = "lua/RBPS.lua"
#20: lua/Player.lua:40
#21: scriptLoad [C]:-1
#22: Load lua/EventTester.lua:185
fileName = "lua/Player.lua"
#23: lua/Alien.lua:10
#24: scriptLoad [C]:-1
#25: Load lua/EventTester.lua:185
fileName = "lua/Alien.lua"
#26: lua/Embryo.lua:15
#27: scriptLoad [C]:-1
#28: Load lua/EventTester.lua:185
fileName = "lua/Embryo.lua"
#29: lua/Shared.lua:123
#30: Load [C]:-1
#31: lua/Shared_Arcade.lua:12
#32: Load [C]:-1
#33: lua/Server_Arcade.lua:9
[Server] Script Error #2: lua/Skulk.lua:21: Base class undefined
Call stack:
#1: [C]:-1
#2: lua/Skulk.lua:21
#3: scriptLoad [C]:-1
#4: Load lua/EventTester.lua:185
fileName = "lua/Skulk.lua"
#5: lua/AlienTeam.lua:13
#6: scriptLoad [C]:-1
#7: Load lua/EventTester.lua:185
fileName = "lua/AlienTeam.lua"
#8: lua/Server.lua:19
#9: scriptLoad [C]:-1
#10: Load lua/EventTester.lua:185
fileName = "lua/Server.lua"
#11: cout/Cout.lua:10
#12: scriptLoad [C]:-1
#13: Load lua/EventTester.lua:185
fileName = "cout/Cout.lua"
#14: lua/RBPSplugins.lua:9
#15: scriptLoad [C]:-1
#16: Load lua/EventTester.lua:185
fileName = "lua/RBPSplugins.lua"
#17: lua/RBPS.lua:12
#18: scriptLoad [C]:-1
#19: Load lua/EventTester.lua:185
fileName = "lua/RBPS.lua"
#20: lua/Player.lua:40
#21: scriptLoad [C]:-1
#22: Load lua/EventTester.lua:185
fileName = "lua/Player.lua"
#23: lua/Alien.lua:10
#24: scriptLoad [C]:-1
#25: Load lua/EventTester.lua:185
fileName = "lua/Alien.lua"
#26: lua/Embryo.lua:15
#27: scriptLoad [C]:-1
#28: Load lua/EventTester.lua:185
fileName = "lua/Embryo.lua"
#29: lua/Shared.lua:123
#30: Load [C]:-1
#31: lua/Shared_Arcade.lua:12
#32: Load [C]:-1
#33: lua/Server_Arcade.lua:9<!--c2--></div><!--ec2-->
We have no file RBPSplugin or Server_arcade, youre running an other mod
<img src="http://i.imgur.com/dB4QS.jpg" border="0" class="linked-image" />
EDIT: never mind, steam workshop was being buggy today. downloaded the mod with only one file inside: .modinfo
deleted and redownloaded an hour after through the client again and i get a proper set of files now.