Next build

UncleCrunchUncleCrunch Mayonnaise landMembers, Reinforced - Onos Join Date: 2005-02-16 Member: 41365Posts: 1,543 Advanced user
...should be 259.
Any information on what are the focus points for this next build ?
Bug fixes will be welcomed of course but i believe it's a point where some little things have to change.
What is the road map ? 260 ? 261 ?
Pls enlighten us ?
ChubbChubbs ???

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Map: Outer Rim Ark and Outer Rim Ark Edge
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Comments

  • crymearivercrymeariver Members, Reinforced - Shadow Join Date: 2013-08-29 Member: 187185Posts: 55
    Here is hoping for more bug fixing and optimizations coming soon.

    From IronHorse in the Bug Fixes Thread:


    DISCLAIMER: Any of these items are subject to change and may in fact not fix anything. It may not even come out in the next patch or ever. It might be a complete lie. Do not get your hopes up and do not say i promised you anything. :bz:
    dead end gorge tunnel entrances can no longer be entered. They will show now a specific pose depending on if they are connected or not to fix the confusion when having multiple tunnel entrances in one room
    Fixed nano shield sometimes failing or possible to apply at dead units but still costing resources
    Improved behavior and client side misprediction of grenades
    Waypoints and pings will now fade out when aiming at their direction
    Dynamic props now have a default model (Thanks Samusdroid)
    Optimized animation computations
    Fixed moved crags/shade/shifts being ignored by sentries and ARCs
    improved behavior of flame thrower fire effect when colliding with a surface
    fixed main menu background sound continuing playing when menu is closed (thanks Mendasp)
    fixed wrong side of the gorge tunnel flinching when attacked
    fixed some icons staying greyed out in alien tech map once requirements have been reached
    fixed skulk aligning their model in mid air to other players / entities they are about to collide with
    fixed gorge tunnels dropable in areas which marines can\'t reach
    fixed heal spray effects being visible to marine commander without LOS
    fixed script error preventing an unbuilt gorge tunnel entrance to be consumed when a third one is being build
    fixed marine HUD health bar appearing corrupted when leaving command station at low health
    fixed biomass UI and tech map sometimes not showing tooltip info for commanders
    Fixed lighting and other graphical artifacts in OpenGL
    Fixed Old Gorge tunnel exit still visible on minimap after moving it
    Fixed Gorge Healspray effect visible to marine comm without line of sight
    Fixed Linux/OpenGl Alt tabbing while loading map results in black textures
    crimmy
    frantix
  • blackpiranhablackpiranha GermanyMembers, Constellation Join Date: 2003-03-11 Member: 14375Posts: 286
    edited October 2013
    that nanoshield bug is actually really annoying
    bp.de
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  • Soul_RiderSoul_Rider Mod Bean Members, Constellation, Squad Five Blue Join Date: 2004-06-19 Member: 29388Posts: 4,269 Advanced user
    If that is a complete list, I have only 1 potential mod breaking change....
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  • turtsmcgurtturtsmcgurt Members, Reinforced - Supporter Join Date: 2012-11-01 Member: 165456Posts: 581 Advanced user
    edited October 2013
    fixed gorge tunnels dropable in areas which marines can\'t reach
    http://www.youtube.com/watch?feature=player_detailpage&v=-cfrNmiRjc8#t=4

    RIP mezzanine
    Scorpion9908BeigeAlertVetinariAurOn2
  • xen32xen32 Members, Reinforced - Supporter Join Date: 2012-10-18 Member: 162676Posts: 1,011 Advanced user
    Fixed Gorge Healspray effect visible to marine comm without line of sight
    Should do the same with clogs... I keep spotting gorges this way.
    Ghosthree3AurOn2
  • BeigeAlertBeigeAlert TexasMembers, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Join Date: 2013-08-08 Member: 186657Posts: 2,829 admin
    fixed gorge tunnels dropable in areas which marines can\'t reach
    http://www.youtube.com/watch?feature=player_detailpage&v=-cfrNmiRjc8#t=4

    RIP mezzanine

    RIP Landing Pad.
  • RockyMarcRockyMarc Members, Reinforced - Shadow Join Date: 2009-11-24 Member: 69519Posts: 474 Fully active user
    Server optimisation ++ (plus)
  • MoFoMoFo Members Join Date: 2013-09-09 Member: 188047Posts: 150
    edited October 2013
    fixed skulk aligning their model in mid air to other players / entities they are about to collide with

    Hmm hopefully this will fix the issue with Skulk bites not hitting when they should.


    fixed gorge tunnels dropable in areas which marines can't reach

    Wow, I can think of over a dozen different places this might eliminate. Like Agri Lab in Biodome, or Chasm in Refinery... Talk about killing the effectiveness of gorge tunnels lol.

    Besides jetpack marines can reach all those areas....
  • KrovakonKrovakon Members Join Date: 2012-05-20 Member: 152332Posts: 74
    edited October 2013
    fixed gorge tunnels dropable in areas which marines can\'t reach

    Aren't the aliens all about having more mobility than the marines? That'd be a terrible game design choice.
    MoFo wrote: »
    Besides jetpack marines can reach all those areas....
    ^ This, You can have jetpacks out by the 5 or 6 minute mark. Not to mention grenade launchers, hand grenades, or a buddy boost can get you to practically every tunnel spot.
    Paajtor
  • crymearivercrymeariver Members, Reinforced - Shadow Join Date: 2013-08-29 Member: 187185Posts: 55
    I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build. Only time will tell what changes actually make it into the game.

    Personally I am OK with the gorge tunnel change as long as it takes into account only places where marines really cannot realistically get to and not ones that take a little effort on 1 or 2 marines part. This would still allow landing pad tunnel on docking and repair vent on tram for example. But I also almost never play gorge so I am clearly biased on this one.
    crimmy
  • JektJekt Members, Squad Five Blue, Reinforced - Shadow Join Date: 2012-02-05 Member: 143714Posts: 1,543 Advanced user
    I can't see the gorge tunnel change working as intended ever to be honest. They're already a pain to place as it is.
    AurOn2
  • joshhhjoshhh Milwaukee, WIMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester Join Date: 2011-06-21 Member: 105717Posts: 1,437 Advanced user
    nanoshield bug in general is actually really annoying

    FTFY
    Ghosthree3BeigeAlertBlarney_StoneAurOn2
  • Ghosthree3Ghosthree3 Members, Reinforced - Supporter Join Date: 2010-02-13 Member: 70557Posts: 3,432 Advanced user
    joshhh wrote: »
    nanoshield bug in general is actually really annoying

    FTFY

    Oh shit, this made me laugh pretty damn hard.
    76561197996992409.png
  • BeigeAlertBeigeAlert TexasMembers, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Join Date: 2013-08-08 Member: 186657Posts: 2,829 admin
    I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build. Only time will tell what changes actually make it into the game.

    Personally I am OK with the gorge tunnel change as long as it takes into account only places where marines really cannot realistically get to and not ones that take a little effort on 1 or 2 marines part. This would still allow landing pad tunnel on docking and repair vent on tram for example. But I also almost never play gorge so I am clearly biased on this one.

    I guess we just need more information, like HOW is it fixed? Did they find every spot on the map they deemed too cruel for marines, and put some commandernobuild geo there? Or did they just increase the required placement radius for the tunnel?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributorMembers, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts Join Date: 2010-05-08 Member: 71669Posts: 8,194 admin
    I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
    YUP! >_<
    Thanks for posting the disclaimer though.
    Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.

    Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
    But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.
    QUOTE (Techercizer @ Feb 3 2012, 10:47 AM) »
    Every time you ask for troubleshooting without providing system info, ATI adds a rendering bug for an upcoming game.

    When you feel you need to be rude or angry about a game, just read these links and remember what role you are playing:
    http://en.wikipedia.org/wiki/Online_disinhibition_effect
    http://www.eldergame.com/2008/06/taming-the-forum-tiger/
    AurOn2
  • ns2isgoodns2isgood Members Join Date: 2013-04-16 Member: 184847Posts: 323 Fully active user
    edited October 2013
    IronHorse wrote: »
    I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
    YUP! >_<
    Thanks for posting the disclaimer though.
    Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.

    Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
    But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.

    Yes, give babblers with no research and return tunnels back to research.
  • ZekZek Members, NS1 Playtester, Constellation, Reinforced - Shadow Join Date: 2002-11-10 Member: 7962Posts: 4,690 Advanced user
    Some of the Gorge tunnel locations are just extremely unfair, researched or not. It's really a mapping issue though. Most of them were designed before tunnels even existed.
    turtsmcgurtVetinari
  • UncleCrunchUncleCrunch Mayonnaise landMembers, Reinforced - Onos Join Date: 2005-02-16 Member: 41365Posts: 1,543 Advanced user
    edited October 2013
    I was hopping for real jobs to be started :
    -Key assignment
    -Key stroke checks
    -Commander key assignment option panel
    -Multiple switchable key configuration and such...
    (see here)

    and...
    *Alien "Blind" Vision
    *Strafe jump

    Bugs are bugs and there will be always bugs. You can't chase bug all the time while there are so many other things to do in order to improve the game. There are some things that are difficult to do. Some other can be done without losing too much time on it.

    NS2 starts to look like a Diva that show a real nice and perfect image. Problem : it cannot move without looking/feeling cranky. Cosmetics should be delayed a little. Reading the forum show without any doubt that we experience plenty of issues not really related to cosmetics.
    Post edited by UncleCrunch on
    ChubbChubbs ???

    Reach me on NS2 forums in :
    Map: Outer Rim Ark and Outer Rim Ark Edge
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  • RoobubbaRoobubba Who you gonna call?Members, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2003-01-06 Member: 11930Posts: 3,191 Fully active user
    ns2isgood wrote: »
    IronHorse wrote: »
    I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
    YUP! >_<
    Thanks for posting the disclaimer though.
    Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.

    Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
    But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.

    Yes, give babblers with no research and return tunnels back to research.

    Yikes no please don't, we've been there and it completely breaks the early game with unkillable skulks, especially if used with mucous membrane.
    For all your gorge busting needs.
    It is very strange how some1 who spend so much time makeing videos to help mans, can fall and take miror image of dark ages bourgeoisie, outdated set of belifs
    How True.
    joshhh
  • frantixfrantix Members, WC 2013 - Supporter Join Date: 2013-03-18 Member: 184063Posts: 98
    would be nice:

    - fixed drifter (and MACs?) not responding to commands (especially after patrolling or waypointing, I think)
  • Side1Bu2Rnz9Side1Bu2Rnz9 Members, NS2 Map Tester, Reinforced - Shadow Join Date: 2012-10-16 Member: 162510Posts: 289 Advanced user
    Roobubba wrote: »
    ns2isgood wrote: »
    IronHorse wrote: »
    I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
    YUP! >_<
    Thanks for posting the disclaimer though.
    Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.

    Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
    But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.

    Yes, give babblers with no research and return tunnels back to research.

    Yikes no please don't, we've been there and it completely breaks the early game with unkillable skulks, especially if used with mucous membrane.

    That was before when babblers had 3-4 times as much health... Now they're like shooting bubbles with well... Bullets! Not to mention mucous got a minor nerf, still powerful if used correctly but it was a nerf. I see a bigger issue giving aliens insta "phase gates" more than giving them a couple of soap suds of armor.
  • TurbineTurbine Members Join Date: 2012-09-13 Member: 159160Posts: 172 Fully active user
    Judging by the last few updates, it'll contain little to no actual improvements which people want.

    This game went from good, to bad, to absolutely horrid after reinforced.
  • Cannon_FodderAUSCannon_FodderAUS Brisbane, AUMembers, Squad Five Blue, Squad Five Silver, Reinforced - Shadow Join Date: 2013-06-23 Member: 185664Posts: 877 Advanced user
    @Turbine
    Actually, I liked the Reinforced (and the latest patch). The last patch gave me better performance on my old machine (E8800 3Gz duo, 4GB ram _ a Nvidia 560 card). Things were smoother (or felt smoother). I would prefer they did minor tweaks instead of the large changes (Biomass / alien upgrade change were shocks to the system.)
    Author of a ePaper manual for NS2, now also a steam guide
    Co-wrote the Marine EXO Suit Protocol
  • KamamuraKamamura Members, Reinforced - Gold Join Date: 2013-03-06 Member: 183736Posts: 669 Advanced user
    What about the horrid, abominable strafe jump?
    Each day, hundreds of enthusiastic new players rush to join the ranks of the TSF to protect the universe, our beloved and the values of our society from the alien menace.

    Glory to the TSF! Glory to Arstotzka ! Glory to the mods!
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 PersonSuper Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts Join Date: 2004-07-24 Member: 30071Posts: 3,013 admin
    Kamamura wrote: »
    What about the horrid, abominable strafe jump?

    You should be pleased.

    If NS2 fails, follow my Nuke From Orbit Guide.

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  • niitzeniitze Members, NS2 Map Tester Join Date: 2013-07-01 Member: 185839Posts: 26 Fully active user
    I have a dream...

    Reduced clutter that is created by drifter mucus and enzyme
    Reduced clutter that is generated by crag's healing wave and regeneration on lifeforms
    Neoken
  • joshhhjoshhh Milwaukee, WIMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester Join Date: 2011-06-21 Member: 105717Posts: 1,437 Advanced user
    niitze wrote: »
    Reduced clutter that is created by drifter mucus and enzyme
    Reduced clutter that is generated by crag's healing wave and regeneration on lifeforms

    haha
    I agree. I personally don't mind the effects of drifter abilities but please reduce the visual impairment caused by them. Also, use Sewlek's change to nanoshield. Please and thank you.
  • VetinariVetinari Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Join Date: 2013-07-23 Member: 186325Posts: 3,468 Advanced user
    @joshhh What did he change?
    formerly known as F0rdPrefect

    I am good Onos
  • joshhhjoshhh Milwaukee, WIMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester Join Date: 2011-06-21 Member: 105717Posts: 1,437 Advanced user
    I haven't checked in like a week but last time I looked nano was reduced from 75% damage reduction to 35% reduction and duration was increased from 3 seconds to 5. So nano'd marines could actually be killed compared to the 3 second god mode you get right now.
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