Mendasp,
I request a server notification every time Herakles dies that says "Fckn Dominated." Also, 10 babblers should spawn where he dies every time. Also, when a fade gets stuck in a bonewall, "Mendasp'd"
the whimpers of the aliens as you take damage are too quiet (if they do that) and I honestly did not know that the sides of your screen turn red until a friend told me a couple minutes ago (1.2k hours later, who knows i'm apparently extremely unobservant). all of this leads to misjudging the amount of damage you've taken.
edit: i misunderstood the "side of your screen turns red", but it's still not good enough.
Would it be possible to add a tagging feature for the alien comm? Using some hotkeys the comm would be able to mark the marines with numbers (Which marine to engage first). This feature would only work with marines that are already parasited and would disappear after the parasite effect is over.
The feature would be optional like any other feature in NS2+ (Whether you'd see the numbers or not) but I think it would greatly help both competitive scene and also pub play.
Here's an awesome example pic! (They'd hover on top of marines like the lifeform indicator on top of eggs. Size could be adjustable too? <.<)
Suggestion: Make it possible for a commander to auto follow a marine - for example by grouping him as a hotkey (allows you to drop meds directly on him without moving the mouse - perhaps would require a balance discussion).
I'm surprised you've played that many hours and never noticed the directional damage indicators.
the point is you can't judge damage properly from them. sure you might say that's part of the learning curve of the game, and i'll say the exact same thing prehitsounds and seeing the blood spurts of aliens (both are equally shit). it's a simple optional quality of life addition, exactly like hitsounds.
•alternative viewmodels. you can see your ammo without moving your eyes too far from the center, you can see the reload animation to know when you're fully reloaded (yeah there's a sound, but that can be hard to hear over comms/ingame), you can see the welder % screen, and finally you can easily see when you're parasited.
bonus points for removing the hands or making them transparent. sorry the quality is bad, I was originally going to make a video but decided that would be too much effort.
•alternative viewmodels. you can see your ammo without moving your eyes too far from the center, you can see the reload animation to know when you're fully reloaded (yeah there's a sound, but that can be hard to hear over comms/ingame), you can see the welder % screen, and finally you can easily see when you're parasited.
bonus points for removing the hands or making them transparent. sorry the quality is bad, I was originally going to make a video but decided that would be too much effort.
It has been asked a couple of times already. You can't switch textures on the fly through code, so it's not possible.
(yeah there's a sound, but that can be hard to hear over comms/ingame)
I have a bug: sometimes sound of reloading LMG doesn't play at all. This bug becomes then I disabling viewmodel.
***
@Mendasp can you implement additional mode to weapon autopickup?
I want weapon will not be switched after autopickup. Similarly you did it with welder autopickup, but for all weapons. Sometimes I become annoyed when my weapon switched to empty SG/HMG/etc while pistol shooting. Let the weapon take a slot but not switch it.
I guess it isn't very hard to code and has a bit sense, don't it?
•alternative viewmodels. you can see your ammo without moving your eyes too far from the center, you can see the reload animation to know when you're fully reloaded (yeah there's a sound, but that can be hard to hear over comms/ingame), you can see the welder % screen, and finally you can easily see when you're parasited.
bonus points for removing the hands or making them transparent. sorry the quality is bad, I was originally going to make a video but decided that would be too much effort.
It has been asked a couple of times already. You can't switch textures on the fly through code, so it's not possible.
but it would work for people who have subscribed to ns2+, right? because they can set it through the main menu before joining a server and restart the game if required? it's not a big deal, every server i've been on has allowed the "hide yo" mods, i'll just continue using those.
- Added reload indicator to Classic Ammo and HL2 HUD bar options. (Thanks Bi()ha2arD!)
- Added indicators for scan/obs, cloaking, umbra and enzyme when using the no viewmodel option.
- Added build/weld percentage to Classic Ammo and HL2 HUD bar options.
- Added stats for all the players at round end in the console with average team accuracies.
- Improved tunnel collision. It is now slightly higher and more closely matches the shape of the tunnel. (Thanks Samusdroid!)
- Grenade Launcher rounds are now highlighted in Alien vision and the visual model is slightly larger (collision is still the same). (Thanks Samusdroid!)
- Clogs no longer have decals projected onto them. (Thanks Samusdroid!)
- Added option to allow spectators to keep auto-following a player without reselecting it on respawn.
It hasn't been in, because what was implemented doesn't remotely follow those design guidelines laid out... so basically there's no point in using what is currently implemented as it doesn't accomplish the goal.
It's large, obscuring and difficult to read imo
It hasn't been in, because what was implemented doesn't remotely follow those design guidelines laid out... so basically there's no point in using what is currently implemented as it doesn't accomplish the goal.
It's large, obscuring and difficult to read imo
You just need to replace the textures, if you make a workshop mod it will work...
Hi Mendasp, idea for a new feature ns2+: is it possible to implement in-game messages from the spectator with information about the loss of higher lifeforms such as "Fade XXXX Has Lost" etc. ?
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
@Ironhorse
I am confused why the NS1 style bars do not fit to the thing you linked.. I love NS1 style bars due to the peripheral vision thingy and have been using the earliest version mendasp put in the ns2+ live version.
It may be argued that they should be even larger but contrast between full and empty is very much there. Both on alien and marine.
Comments
And often a little gay with dragon.
would that be with Puff (the magic dragon)?
I request a server notification every time Herakles dies that says "Fckn Dominated." Also, 10 babblers should spawn where he dies every time. Also, when a fade gets stuck in a bonewall, "Mendasp'd"
Make it happen.
Thanks.
i imagine it would be helpful for all alien lifeforms, considering how poorly the game handles damage indication currently.
edit: i misunderstood the "side of your screen turns red", but it's still not good enough.
The feature would be optional like any other feature in NS2+ (Whether you'd see the numbers or not) but I think it would greatly help both competitive scene and also pub play.
Here's an awesome example pic! (They'd hover on top of marines like the lifeform indicator on top of eggs. Size could be adjustable too? <.<)
Have you actually paid any attention to the damage indicators? They are terrible.
the point is you can't judge damage properly from them. sure you might say that's part of the learning curve of the game, and i'll say the exact same thing prehitsounds and seeing the blood spurts of aliens (both are equally shit). it's a simple optional quality of life addition, exactly like hitsounds.
here are the differences between the two
• NS2+ completely removes all viewmodels. don't know when parasited, don't know weld % or ammo without looking to the corner of your screen.
•alternative viewmodels. you can see your ammo without moving your eyes too far from the center, you can see the reload animation to know when you're fully reloaded (yeah there's a sound, but that can be hard to hear over comms/ingame), you can see the welder % screen, and finally you can easily see when you're parasited.
bonus points for removing the hands or making them transparent. sorry the quality is bad, I was originally going to make a video but decided that would be too much effort.
It has been asked a couple of times already. You can't switch textures on the fly through code, so it's not possible.
I have a bug: sometimes sound of reloading LMG doesn't play at all. This bug becomes then I disabling viewmodel.
***
@Mendasp can you implement additional mode to weapon autopickup?
I want weapon will not be switched after autopickup. Similarly you did it with welder autopickup, but for all weapons. Sometimes I become annoyed when my weapon switched to empty SG/HMG/etc while pistol shooting. Let the weapon take a slot but not switch it.
I guess it isn't very hard to code and has a bit sense, don't it?
but it would work for people who have subscribed to ns2+, right? because they can set it through the main menu before joining a server and restart the game if required? it's not a big deal, every server i've been on has allowed the "hide yo" mods, i'll just continue using those.
- Added indicators for scan/obs, cloaking, umbra and enzyme when using the no viewmodel option.
- Added build/weld percentage to Classic Ammo and HL2 HUD bar options.
- Added stats for all the players at round end in the console with average team accuracies.
- Improved tunnel collision. It is now slightly higher and more closely matches the shape of the tunnel. (Thanks Samusdroid!)
- Grenade Launcher rounds are now highlighted in Alien vision and the visual model is slightly larger (collision is still the same). (Thanks Samusdroid!)
- Clogs no longer have decals projected onto them. (Thanks Samusdroid!)
- Added option to allow spectators to keep auto-following a player without reselecting it on respawn.
It's large, obscuring and difficult to read imo
it's far too big.
I am confused why the NS1 style bars do not fit to the thing you linked.. I love NS1 style bars due to the peripheral vision thingy and have been using the earliest version mendasp put in the ns2+ live version.
It may be argued that they should be even larger but contrast between full and empty is very much there. Both on alien and marine.