1.1s

MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
edited June 2003 in NS General Discussion
Complete list found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=35937' target='_blank'>here</a>


1.1s
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O Rewrite HL turrets to fix accuracy problems. They are nasty now, watch out. They may still need more tweaking.
<i>Good, sentries really needed to be beefed up</i>

O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more)
<i>Good, this makes them more useful, and makes more sense with their animation</i>

O Lowered resource activation time from 120 seconds to 90 seconds for both sides to speed up alien game
<i>Good, the complaints about this were overwhelming</i>

O Walking now moves you roughly half-speed, and plays no footstep sounds. Not working perfectly all the time, but it's better.
<i>TY God! Now marines can actually use stealth tactics!</i>

O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
<i>Yay, no more getting stuck cuz of bad IP position!</i>

<u>Those were the few changes in 1.1s I could really comment on, the rest are bug related or small balance tweaks</u>

All in all, 1.1s seems like a <u>huge</u> step in the right direction, from the sound of it, 1.1s seems like the most complete and balanced version as of yet, which means we are growing ever closer to release.
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Comments

  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    Excellent. I like better turrets.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Yeah, 1.1s really is a step in the right direction.

    Now if only they would put gorge sucking back in. But I take what I can get. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    WooooT!
    It looks like my estimates from Release in Early/MId july are looking solid <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Can't wait.
    I'm just worried that turrets are going to be worse than 24 aimhackers with awps :/
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    You missed out the bit about the tweaks to melee attacks. Hopefully, this means it will be easier to kill a crouching marine, or be able to drop directly on top of a marine and bite him - let's hope so, eh?
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    <!--QuoteBegin--Scarface121+Jun 22 2003, 12:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jun 22 2003, 12:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more)
    <i>Good, this makes them more useful, and makes more sense with their animation</i> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thank God! No more being shot at for 10 minutes and taking no damage, only to be hit once and die!
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--Snidely+Jun 21 2003, 07:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jun 21 2003, 07:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You missed out the bit about the tweaks to melee attacks. Hopefully, this means it will be easier to kill a crouching marine, or be able to drop directly on top of a marine and bite him - let's hope so, eh? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yep it was really fixed this time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> took 4 1.1s server side patches but skulk bite does land now.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    How does the skulk bite work anyway? Is it a hitscan short range attack or something?
  • QuantumSlipQuantumSlip Join Date: 2002-11-03 Member: 6318Members
    I don't understand why aliens can't use phasegates anymore; what Flayra said about Onos getting stuck wasn't entierly clear. Maybe set it up so only Onos can't use phasegates? If it's gone I miss the fun of phasing into an undefended base <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    The problem with PG is in organized games where aliens would simply use YOUR phasegate to counterrush you. Very very deadly tactic. I think its fine that it got taken out.

    Anyway, Gorges pitter-patter now, eh? Hehehe is that refering to new footstep sounds for them cause I think they mostly make funny noises and grunts when they walk. Oh yeah HA sounds! W00t! It seems 1.1 is getting closer with these kind of tweaks. Best chanelog since 1.1r lol <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <!--QuoteBegin--ZERG!!+Jun 22 2003, 02:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Jun 22 2003, 02:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem with PG is in organized games where aliens would simply use YOUR phasegate to counterrush you. Very very deadly tactic. I think its fine that it got taken out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's pretty much the only thing I wasn't happy about; aliens using the backdoor into a base is good!
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    Well from what i've played so far of 1.1S i would say we are pretty close to a release date comming up, very few glaring bugs left, most if not all of the exploits from 1.0x fixed, the game is almost perfectly balanced now, slightly more tilted towards the aliens, the marines realy need a good comm and some teamwork now to win. Also with the skulkbite fixed now and hitbox issues gone, there are almost no cries of "BS!! YOU HAX!!!111!1!1" now. Overall 1.1s is the best version to date by far IMO.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    It was mad fun. Really great games.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited June 2003
    Many thanks to Flayra for the excellent build. Thanks to MaDMaXX for the HA walking sounds. I can't wait to hear them! Also thanks to anyone else who contributed to the development of 1.1. This build just got me excited even more! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    So are all the hitbox bugs effectively fixed now?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Please say it's true!

    Love you looooong time if you do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> You will remember this post when you see 1.1zxzzzxzxzxx on here... It's been one step in the right direction from the start, it will be a while before it releases if it even releases, as you could see if you read Flay's interview. I quote, "We are messing with the HL2 engine." Theirfore who cares about 1.1 much anymore and HL1, if HL2 lives to its date on release then 1.1 is a past thing.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Well..."NS2", if Flayra decides to make it, would take a fair while to make. 1.1 will probably come out in one or two months*. Who knows where it'll be by the time HL2 comes out.

    <span style='font-size:8pt;line-height:100%'>*This is my guestimate, do not mistake it for gospel truth.</span>
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    <!--QuoteBegin--Scarface121+Jun 22 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jun 22 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
    <i>Yay, no more getting stuck cuz of bad IP position!</i> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Unless the IP and PG actually moves the player OFF the building we shall see llama's sitting on top of the IP stopping people from spawning.

    But then again I have no idea how the new system works....
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    You probably can't place the structure in a spot where people would get stuck.
  • ShebaSheba Join Date: 2003-06-06 Member: 17046Members
    edited June 2003
    <!--QuoteBegin--Infinitum+Jun 22 2003, 04:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Infinitum @ Jun 22 2003, 04:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Scarface121+Jun 22 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jun 22 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
    <i>Yay, no more getting stuck cuz of bad IP position!</i> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Unless the IP and PG actually moves the player OFF the building we shall see llama's sitting on top of the IP stopping people from spawning.

    But then again I have no idea how the new system works.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    lol ... reading rulez my friend. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> They never said, that other lifeforms keep you from spawning. They just said, that IP's and PG's can no longer be PLACED !!! at positions, where they cause a stuck using them. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    <!--QuoteBegin--.eLiMiNaToR.+Jun 22 2003, 08:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (.eLiMiNaToR. @ Jun 22 2003, 08:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> You will remember this post when you see 1.1zxzzzxzxzxx on here... It's been one step in the right direction from the start, it will be a while before it releases if it even releases, as you could see if you read Flay's interview. I quote, "We are messing with the HL2 engine." Theirfore who cares about 1.1 much anymore and HL1, if HL2 lives to its date on release then 1.1 is a past thing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No where in the interview did it say that he was messing with the HL2 engine. You might not want to misquote Flayra.

    It will take a while for NS to get to HL2 if it ever does. It is my judgement that NS on HL is better than no NS on HL2. Meaning, I'll probably still be playing NS more than HL2 multiplayer and any of the smaller mods that come out early.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    <!--QuoteBegin--Infinitum+Jun 22 2003, 04:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Infinitum @ Jun 22 2003, 04:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Scarface121+Jun 22 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jun 22 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
    <i>Yay, no more getting stuck cuz of bad IP position!</i> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Unless the IP and PG actually moves the player OFF the building we shall see llama's sitting on top of the IP stopping people from spawning.

    But then again I have no idea how the new system works.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you'll simply get telefragged by doing so...
  • JoSeMaXJoSeMaX Join Date: 2003-06-17 Member: 17441Members
    Let's hope this version for july, plzgodthxtellsomethingwhenyouarrive <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    what is a 'pitter-patter' ?
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Walk barefoot on a marble floor. You make a "pitter-patter" sound. Behold the glory of onomatepia*!

    <span style='font-size:8pt;line-height:100%'>*Spelt wrong, probably.</span>
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    Coolest thing in the patch in my opinion is hitbox fixes. They are just so annoying I can't wait for them to be fixed.
  • Marine0IMarine0I Join Date: 2002-11-14 Member: 8639Members, Constellation
    <!--QuoteBegin--Snidely+Jun 22 2003, 07:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jun 22 2003, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Behold the glory of onomatepia*!

    <span style='font-size:8pt;line-height:100%'>*Spelt wrong, probably.</span> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    lol - poetry and spelling aint my thing either <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    that can be great,
    but now can an alien blocking, that dead player can be back into game.
  • DroopyDaDogDroopyDaDog Join Date: 2003-06-18 Member: 17479Members
    Lol I won't bother quoting as people aint reading them anyway <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Heh, the fix mentioned affects the commanders ability to place IPs, not the way IPs work, if something is blocking it will get telefragged or spawned into, it just checks that this won't happen when you place the IP for the first time, so a map feature won't get spawned into
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Windelkron+Jun 21 2003, 11:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jun 21 2003, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ZERG!!+Jun 22 2003, 02:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Jun 22 2003, 02:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem with PG is in organized games where aliens would simply use YOUR phasegate to counterrush you. Very very deadly tactic. I think its fine that it got taken out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's pretty much the only thing I wasn't happy about; aliens using the backdoor into a base is good! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why would you be unhappy about this if all the vets and PT's say that PG's are never used?

    SDRAWKCAB thinking you got there.
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin--JoSeMaX+Jun 22 2003, 05:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JoSeMaX @ Jun 22 2003, 05:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let's hope this version for july, plzgodthxtellsomethingwhenyouarrive <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Better fix that sig, the limit's 400x75x22KB <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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