I know some comp players that use it on weapon2 so that crouching and metabolizing are easier to do together. Im not a fan of removing an option just because people select it by mistake.
I think this is better fixed through an NS2+ type of options menu. If you could actually add blink to be a selectable weapon that would be even better. I always wanted to bind my stuff like in NS1, I still have that same rhythm engrained in my muscles, but can't use metabolize on the same key as parasite.
This would also let you disable the options as well without ruining it for whoever uses it.
The problem with weapons that can be used as a 'HUDSlot' is that they are all an entity that is parented by the player. So each one of those added increases load somewhat. This could be improved, but would require some additional work to make it work well obviously. I have a metabolize that makes it default work on shift, also cleans up some of the code which is more my objective, and removes the extra weapon entity. Ill hold off on publishing it for now.
Regarding the rifle fix, I just updated the mod with what should 'hopefully' be a real fix. Please let me know if you get any rifle jams still after this update. Thanks to @SamusDroid who made the animation graph changes.
Published another update, fixed some incorrect damage indicators. Note - I removed the indicator from poison damage. Because of how its handled, there is really no good way to have an indicator for this, its just confusing. The only other option would have the indicator point towards the lerk that bit you, let me know if you think it should work that way. That is currently how being 'OnFire' works, but generally marines move a bit slower so its less important information.
Updated with some more fixes. Made doors client side predicted. Also fixed tunnel collisions being messed up when they were first connected, until you went out of relevancy range and came back.
Also, fixed rifle sound looping on first fire when you have weapon upgrades.
A lot of people have talked about it recently, so my next task is looking to be removing metabolize from slot2, and just leaving it on shift. Would like to get an idea for how people feel about that overall.
As one data point, I never use shift for it, always slot2. Probably many NS1 fades do the same but I'm not really a fade and I guess I don't feel that strongly about it.
I looked at parasites on powernodes, looks like they are intentionally cleared when they are killed.. Sounds like a bug, but I guess that is the intended design.
Published an update with what I hope to be a fix for the fade looping sound getting stuck. Also removed that random little lightning cloud cinematic effect in first person while blinking, and fixed armory healthbar offsets being wrong after upgrading one to an AA.
axamdeepShanghai, ChinaJoin Date: 2010-07-02Member: 72226Members, Squad Five Blue
Today I put this mod on our server and played it for a while, everything was fine except the alien commander told me that he heard a voice 'Soldier needs health' once while he was commanding.
Currently they will play the attack animation but not do any damage to players. Same with the bile bomb whips.
Steps to repro:
Go to sandbox,
Go alien comm and place whips,
Go marine and walk up to whips,
Notice the whip / bilebomb whip will fail to damage the player but will still play an attack animation,
Notice also that both the normal and bilebomb whip will also sometimes play attack animations even when nothing is around and will just keep looping the attack animation.
Strangely enough though, the whips will begin to work normally if you do enough damage to them first.
Seen the tunnel bug happen in 6v6, so not really something that requires larger games. Looking over the code I saw a possible way it could happen, so I fixed it.
I have looked at whips a little, but honestly I can never repro problems even tho I see them happen in games constantly. If you can give me good steps on how to reproduce problems, and/or exactly all the things that are broken, I can give it another look.
Like I said all you gotta do to get it to happen is be in any game and just walk up to them. It's as if it's missing code that tells it to stop attacking / check if there is an enemy in range
Idk what else you need me to look for though, that's what I do to repro.
Seen the tunnel bug happen in 6v6, so not really something that requires larger games. Looking over the code I saw a possible way it could happen, so I fixed it.
I have looked at whips a little, but honestly I can never repro problems even tho I see them happen in games constantly. If you can give me good steps on how to reproduce problems, and/or exactly all the things that are broken, I can give it another look.
Comments
I think this is better fixed through an NS2+ type of options menu. If you could actually add blink to be a selectable weapon that would be even better. I always wanted to bind my stuff like in NS1, I still have that same rhythm engrained in my muscles, but can't use metabolize on the same key as parasite.
This would also let you disable the options as well without ruining it for whoever uses it.
Regarding the rifle fix, I just updated the mod with what should 'hopefully' be a real fix. Please let me know if you get any rifle jams still after this update. Thanks to @SamusDroid who made the animation graph changes.
Also, fixed rifle sound looping on first fire when you have weapon upgrades.
Are any changes to Tweaks announced since the first release automatically also in Compmod or do they have to be backported separately?
Omg thank you. I never realized thats what made that, but it's annoying as heck.
What, really? I guess, welcome back to Beta Build 218 then
Yeah sometimes the only thing that stops it is dying again and spectating a fade who then stops blinking.
Sweet, how did you do it? This was a nightmare to replicate as it was only really prevalent in large player count games?
Currently they will play the attack animation but not do any damage to players. Same with the bile bomb whips.
Steps to repro:
Go to sandbox,
Go alien comm and place whips,
Go marine and walk up to whips,
Notice the whip / bilebomb whip will fail to damage the player but will still play an attack animation,
Notice also that both the normal and bilebomb whip will also sometimes play attack animations even when nothing is around and will just keep looping the attack animation.
Strangely enough though, the whips will begin to work normally if you do enough damage to them first.
I have looked at whips a little, but honestly I can never repro problems even tho I see them happen in games constantly. If you can give me good steps on how to reproduce problems, and/or exactly all the things that are broken, I can give it another look.
Like I said all you gotta do to get it to happen is be in any game and just walk up to them. It's as if it's missing code that tells it to stop attacking / check if there is an enemy in range
Idk what else you need me to look for though, that's what I do to repro.
I'll PM you and compare codes ^^
// CQ: Is this needed? Used for LOS, but with 360 degree FOV...
function Whip:GetFov()
return Whip.kFov
end
spawning on an ip that has afk people on it resulting in everyone bugging out and having to type kill in console
You can just crouch off most of these IPs with players idle on them but yeah it's a dumb bug.