ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
Have some of the animations be redone. Specifically the alien animations, i mean the slulk doesnt have an attack animation. Its the lil things that I notice. Death sounds, like I would love to hear screams that echo through the halls from fallen players, not just over the voicecom. Did ya eva consider a third walk stance. You have kneel and upright, but how bout one in the middle, half up/half down. Watching other players with knees on the ground isn't my idea of crouchin. I realize these are more directed as suggestions, but oh well.
Question <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->: Why are you so dead sexy?
Ok... serious question... hmph.. umm....
Oh I got it! When you make a structure, it looks like a marine is holding something, but there is nothing there... perhaps a build animation or some sort of "building wep" could be made to eliminate this oddity?
<!--QuoteBegin--Marik_Steele+Apr 30 2003, 11:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marik_Steele @ Apr 30 2003, 11:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Given your knowledge now of how much effort has been put into programming NS so far: would you suggest that an aspiring mod-maker and school student take advantage of this coming summer to program in HL, or wait for the tools for Half-Life 2 and code during weekends? Assume HL2's mod tools will be of equal or better usability, and the plans for the mod will have programming be all of the work -- little or no new art, sounds, maps, etc.
[edit]To be more specific, let's say the plan is to start with something simple just to get familiar with the code: modifications to existing HL deathmatch physics and weapons. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I can't tell you what Flayra thinks, but i can give u my opinion (take it or leave it) If you just want to mess around changing phyics, weapons, that sort of thing, then it's pretty easy. I know a total of about 5 C++ commands, and i can use the current SDK easily. I'm about to finish a flying system that will only allow ppl to fly forward (it takes flapping to fly as well), and it's really simple!
Please bear in mind the next time your tempted to post a 'funny' question, its yet another post Grendel is going to have to look at in this thread (which is already 5 pages long).
I have a question, how are the Veterans and PTers getting along during testing? I know there is some bad blood between them and a few of the clanners, I just wanted to know if things cooled off or are we right back to square one again.
<!--QuoteBegin--CrouchingHamster,HiddenElvis+May 1 2003, 07:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrouchingHamster,HiddenElvis @ May 1 2003, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How soon after 1.1's release do you expect to see the first "OMG is teH unbalance! I loos 3 games! SuX0r11" post? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Too late. hehe
Will there be a 1.0--->1.1 patch? or the complete stand-alone file? I am hoping for both. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--supernorn2000+May 1 2003, 12:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ May 1 2003, 12:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i cant believe no-one has asked this yet:
Will there be a 1.0--->1.1 patch? or the complete stand-alone file? I am hoping for both. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I believe the devs have said that there will be already.
<!--QuoteBegin--Maveric+May 1 2003, 01:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ May 1 2003, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Have you ever <i>used</i> any ideas given by players from the forums? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Once. But we lost it under a stack of hosting bills, so it never made it in...
What changes to the hive have you made, if any? Do you get Natural Selection dreams? Do the other mods/Valve approve of Natural Selection? How much do you spend time actually <i>playing</i> Natural Selection, and developing it? (Yes, these all are serious, especially the NS dreams one.)
During the playtesting journal, you mentioned that server cpu usage had gone down alot. What does this mean for the average NS server box running 2 games? (1 x 16 and 1 x 26 in the case of GameArena) - ie How much has the CPU optimization done? can we expect cpu and mem usage close to CS's, or still alot higher?
Question: Many people have suggested that Natural-Selection is giving way to a more "Clan" style of gaming, how do you feel about Natural-Selection's progress over the months. Do you feel people who say that Natural-Selection caters much too much to the clan community and competive gaming instead of just being a MOD that's fun to play?
Oni can climb ladders, I did it last night on Hera going up the ladder at reception while two marines were defending it. Needless to say they were quite surprised to see me charging at them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> just need to crouch thats all
Will I like it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Candy Man+May 2 2003, 06:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Candy Man @ May 2 2003, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oni can climb ladders, I did it last night on Hera going up the ladder at reception while two marines were defending it. Needless to say they were quite surprised to see me charging at them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> just need to crouch thats all <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thay can climb ladders normally, but if you look at the onos, it looks like an elephant, and how the **** could something like that climb a ladder?
Well on my once-a-month visit I see Grendel (long time no see) is doing another interview!
My question is this:
Did Flayra ever try <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=20615&st=0' target='_blank'>this</a> as he said he would in the thread. If so, how did it turn out? I know many people want something fresh for the aliens side and many thinks that the idea above would be great - does he think so as well?
1) What steps will you take, if any, to broaden the player base of Natural Selection and/or publicize it? Are you satisfied with the rate at which NS is/was growing, or are you aiming for stronger expansion of Natural Selection into the "mainstream" gaming community?
2) Do you see an increase in playerbase as necessarily good? What are your views on how the expanding player base has affected the atmosphere and game theory behind Natural Selection? Have your thoughts/Vision on gameplay implementation or balance been affected by the playerbase?
<b>Gameplay/balance questions:</b>
3) You've mentioned that games will be more intense and shorter in 1.1. What does this mean in terms of gameplay, and are the tech trees geared toward such games - will stalemates be consciously avoided when trying to develop a counter system? Will the "slippery slope" issue be addressed, and if so how will the resource system play into the new scheme? *edit* Does the shorter projected game time arise from an effort to stem "rushes" from dominating games?
4) Each alien evolution and ability and each marine technology is designed to fill a certain niche in terms of gameplay. Are any of these being significantly altered, besides the changes already announced? Are there any "niches" that you would like to see filled, but could not implement them because of difficulty coding and/or engine limitations? When you look at a concept for a new technology or ability, do you consider its affect on gameplay to be more important than its actual implementation?
5) What steps, if any, are being made to deepen gameplay rather than just fix a currently "broken" feature of the game? Is the theory behind current gameplay and balance being completely overhauled while keeping some of the more interesting and fresh ideas of the old game, or is it being patched while maintaining the old "core"? If a complete overhaul is undesirable, infeasible, or slated for a later date, what are your thoughts on how new balance or gameplay issues will be addressed? How will such issues, if they reach unacceptable levels, be dealt with?
6) At what do you consider balance issuesto be unacceptable? Will a new powerful marine strategy that is able to seriously damage the aliens while not being fatal be considered a "gameplay issue" or will you leave it to the players to develop a counter?
<b>Off-topic</b>
6) What's your favorite genre of music? Artist/band?
7) Will you please stop supporting software mode until valve patches it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
8) How'd I get to be so good? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
grepdashvLord of the BugsJoin Date: 2002-11-13Member: 8487Members, Retired Developer, NS1 Playtester
Well, hopefully these questions aren't repeats. I won't bother asking about what 1.1 specifically will be like, since I'll find out once I play it. Rather...
* Are there plans for a hazard course in some later version? * Will the manual be updated as new versions are released? * As changes are made to gameplay and the way things work, will the sci-fi explanations be updated? (How much do you care about the fictional world of NS versus the game itself?) * Has your overall desired concept for NS and its gameplay changed due to its time in the public realm? * Are you hoping to implement major features and changes from time to time, or are you planning for the scope of future versions to decrease over time? * What are the biggest factors in determining the "requirements" for NS? (your ideas, playtester/veteran ideas, community ideas, technical limitations, ease of implementation) * Would you be willing to write some short tutorials on the technical aspects of HL mod-making?
Comments
Ok... serious question... hmph.. umm....
Oh I got it! When you make a structure, it looks like a marine is holding something, but there is nothing there... perhaps a build animation or some sort of "building wep" could be made to eliminate this oddity?
Cheers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Everyone goes easy on you because it's your server <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hahaha glorious comeback! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Assume HL2's mod tools will be of equal or better usability, and the plans for the mod will have programming be all of the work -- little or no new art, sounds, maps, etc.
[edit]To be more specific, let's say the plan is to start with something simple just to get familiar with the code: modifications to existing HL deathmatch physics and weapons. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I can't tell you what Flayra thinks, but i can give u my opinion (take it or leave it)
If you just want to mess around changing phyics, weapons, that sort of thing, then it's pretty easy. I know a total of about 5 C++ commands, and i can use the current SDK easily. I'm about to finish a flying system that will only allow ppl to fly forward (it takes flapping to fly as well), and it's really simple!
Too late. hehe
Will there be a 1.0--->1.1 patch? or the complete stand-alone file? I am hoping for both. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Will there be a 1.0--->1.1 patch? or the complete stand-alone file? I am hoping for both. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I believe the devs have said that there will be already.
thanks Frogg2, didnt know that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Once. But we lost it under a stack of hosting bills, so it never made it in...
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
/me breaks rules about comedy posting. Back on topic, wppsh!
Any commercial projects you are partaking?
/me points to "uber 1.1 suggestion" thread.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
(Yes, these all are serious, especially the NS dreams one.)
If given the offer, would you sell Natural-Selection to gearbox?
just need to crouch thats all
What has been added in NS 1.1 to improve creating maps even easier ?
From a maping point of view, what have you guys added, improved or deleted ?
just need to crouch thats all <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thay can climb ladders normally, but if you look at the onos, it looks like an elephant, and how the **** could something like that climb a ladder?
My question is this:
Did Flayra ever try <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=20615&st=0' target='_blank'>this</a> as he said he would in the thread. If so, how did it turn out? I know many people want something fresh for the aliens side and many thinks that the idea above would be great - does he think so as well?
1) What steps will you take, if any, to broaden the player base of Natural Selection and/or publicize it? Are you satisfied with the rate at which NS is/was growing, or are you aiming for stronger expansion of Natural Selection into the "mainstream" gaming community?
2) Do you see an increase in playerbase as necessarily good? What are your views on how the expanding player base has affected the atmosphere and game theory behind Natural Selection? Have your thoughts/Vision on gameplay implementation or balance been affected by the playerbase?
<b>Gameplay/balance questions:</b>
3) You've mentioned that games will be more intense and shorter in 1.1. What does this mean in terms of gameplay, and are the tech trees geared toward such games - will stalemates be consciously avoided when trying to develop a counter system? Will the "slippery slope" issue be addressed, and if so how will the resource system play into the new scheme? *edit* Does the shorter projected game time arise from an effort to stem "rushes" from dominating games?
4) Each alien evolution and ability and each marine technology is designed to fill a certain niche in terms of gameplay. Are any of these being significantly altered, besides the changes already announced? Are there any "niches" that you would like to see filled, but could not implement them because of difficulty coding and/or engine limitations? When you look at a concept for a new technology or ability, do you consider its affect on gameplay to be more important than its actual implementation?
5) What steps, if any, are being made to deepen gameplay rather than just fix a currently "broken" feature of the game? Is the theory behind current gameplay and balance being completely overhauled while keeping some of the more interesting and fresh ideas of the old game, or is it being patched while maintaining the old "core"? If a complete overhaul is undesirable, infeasible, or slated for a later date, what are your thoughts on how new balance or gameplay issues will be addressed? How will such issues, if they reach unacceptable levels, be dealt with?
6) At what do you consider balance issuesto be unacceptable? Will a new powerful marine strategy that is able to seriously damage the aliens while not being fatal be considered a "gameplay issue" or will you leave it to the players to develop a counter?
<b>Off-topic</b>
6) What's your favorite genre of music? Artist/band?
7) Will you please stop supporting software mode until valve patches it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
8) How'd I get to be so good? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That's all for now,
Cheers!
* Are there plans for a hazard course in some later version?
* Will the manual be updated as new versions are released?
* As changes are made to gameplay and the way things work, will the sci-fi explanations be updated? (How much do you care about the fictional world of NS versus the game itself?)
* Has your overall desired concept for NS and its gameplay changed due to its time in the public realm?
* Are you hoping to implement major features and changes from time to time, or are you planning for the scope of future versions to decrease over time?
* What are the biggest factors in determining the "requirements" for NS? (your ideas, playtester/veteran ideas, community ideas, technical limitations, ease of implementation)
* Would you be willing to write some short tutorials on the technical aspects of HL mod-making?