3.0c Changelog
Jezpuh
Join Date: 2003-04-03 Member: 15157Banned
<div class="IPBDescription">Yay</div> NS v3.0c
--------
O Fixed sighting through transparent surfaces (sighting for siege behaves very
oddly in certain locations. most importantly, it seems to fail through any kind
of glass, such as the hera glass tube, bug #361)
O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is
fixed, it's half the height that it used to be, making skulks much harder to
hit.
O Encourage marines to move out by adding slow alien XP gain over time
(currently 1 XP every three seconds)
O Made respawn times scaleable for small games. If x is the number of players
on your team, respawn waves happen every x seconds.
O Removed minimum spawn time because it felt like a bug. Generally spawning is
faster now.
O Server performance improved! Thanks to everyone in #nstest that put in many
long hours to find this. (bug #278)
O Added missing co_rebirth.wad
O Moved the skulk model so that it rotates around its center rather than its
hind legs. This should look more natural when wall walking and the make the
skulk's head stick out less when hiding (Thanks Mojo!)
O Fixed mouse focus problems with commander minimap and alert buttons (bugs #357
and #335)
O Fix for mouse pointer disappearing sometimes when switching between programs
using the taskbar (bug #363)
O Took out "special", "_special" and "wait" commands to prevent abusive scripts
from being written (especially bunny-hopping scripts)
O If both Vet and Constellation access, show Constellation (new order of
preference: Custom, Developer, Playtester, Guide (unused), Constellation member,
Beta server op, Veteran, Cheating Death)
O Reduced web potency by reducing min/max ensnare times from 4/10 to 2/5
O New version of co_ulysses (mostly tweaked marine start and hive room)
O Updated hand grenade model to prime faster
O Added in grenade roll animation when crouched
O Lowered force and gravity or make them bounce less
O Don't allow grenade ammo to be refilled from armory/resupply
O Fixed problem where incorrect animations sometimes played
O Lowered stomp stun duration from 2 seconds to 1 second
O Armory now occasionally gives health back when used
O New version of ns_tanith
-> waste hive more accessable for aliens/onos
-> new unweldable vent to waste
-> onos no longer has to crouch anywhere
-> added weld for top vent in reactor room
-> removed water vent weld in reactor room
O ns_metal revision 6
-> Small layout change
-> Tweaks and bugfixes
-> Added res nodes
O New version of co_rebirth
-> Added two armories at the marine start
-> Built a new command room for marines (bigger, higher)
-> Increased the size of a stockage room for JetPacks and lerks.
-> Increased the size of the hive, it was too small and marines had the
possibility to shoot it from a far corridor
--------
O Fixed sighting through transparent surfaces (sighting for siege behaves very
oddly in certain locations. most importantly, it seems to fail through any kind
of glass, such as the hera glass tube, bug #361)
O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is
fixed, it's half the height that it used to be, making skulks much harder to
hit.
O Encourage marines to move out by adding slow alien XP gain over time
(currently 1 XP every three seconds)
O Made respawn times scaleable for small games. If x is the number of players
on your team, respawn waves happen every x seconds.
O Removed minimum spawn time because it felt like a bug. Generally spawning is
faster now.
O Server performance improved! Thanks to everyone in #nstest that put in many
long hours to find this. (bug #278)
O Added missing co_rebirth.wad
O Moved the skulk model so that it rotates around its center rather than its
hind legs. This should look more natural when wall walking and the make the
skulk's head stick out less when hiding (Thanks Mojo!)
O Fixed mouse focus problems with commander minimap and alert buttons (bugs #357
and #335)
O Fix for mouse pointer disappearing sometimes when switching between programs
using the taskbar (bug #363)
O Took out "special", "_special" and "wait" commands to prevent abusive scripts
from being written (especially bunny-hopping scripts)
O If both Vet and Constellation access, show Constellation (new order of
preference: Custom, Developer, Playtester, Guide (unused), Constellation member,
Beta server op, Veteran, Cheating Death)
O Reduced web potency by reducing min/max ensnare times from 4/10 to 2/5
O New version of co_ulysses (mostly tweaked marine start and hive room)
O Updated hand grenade model to prime faster
O Added in grenade roll animation when crouched
O Lowered force and gravity or make them bounce less
O Don't allow grenade ammo to be refilled from armory/resupply
O Fixed problem where incorrect animations sometimes played
O Lowered stomp stun duration from 2 seconds to 1 second
O Armory now occasionally gives health back when used
O New version of ns_tanith
-> waste hive more accessable for aliens/onos
-> new unweldable vent to waste
-> onos no longer has to crouch anywhere
-> added weld for top vent in reactor room
-> removed water vent weld in reactor room
O ns_metal revision 6
-> Small layout change
-> Tweaks and bugfixes
-> Added res nodes
O New version of co_rebirth
-> Added two armories at the marine start
-> Built a new command room for marines (bigger, higher)
-> Increased the size of a stockage room for JetPacks and lerks.
-> Increased the size of the hive, it was too small and marines had the
possibility to shoot it from a far corridor
Comments
is there any possible eta?
i heared the holiday season but when is holiday season in usa???
You get a Woot Woot !
and plz unban me O.o
i didnt meant to do any trouble
*ducks behind the table*
one of the better adjustments...
as far as i know nearly all scripts depend on wait
I dont know if this is a good thing or a bad thing, but what is the purpose of it?
armory humping was bad enough b4
Hehe. I like it, since I'm one of those crazy people who doesn't use any scripts of any kind(even normal, benign, legal ones), and believes that games are best played "as is" without any extras added whatsoever. This build ought to be very interesting, I can't wait for the server updates so we can try it. It looks like normal NS will be highly addictive and fun again.
Edit: Yeah, I was wondering about the health armory thing too... I'll wait till I try it before complaining though, it could have a good reason. Probably a stab at balancing combat mode early game, where marines have to spend an upgrade point on resupply or welder to have any form of healing whatsoever, while aliens can heal at the hive. Just my guess, let's see how it plays.
I dont know if this is a good thing or a bad thing, but what is the purpose of it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm guessing its to make up for the fact that Aliens get free experience every few seconds.
All I know is that that armoury is going to be humped twice as much as before now.
ps that armory thing is that is NS or NS:C?
Hmm, don't count on it.
I dont know if this is a good thing or a bad thing, but what is the purpose of it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
To relieve stress off the commander and to give marines a "Heal spot" like the aliens have I guess.
I dont know if this is a good thing or a bad thing, but what is the purpose of it? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
To relieve stress off the commander and to give marines a "Heal spot" like the aliens have I guess. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Again, I believe that this change is mainly for combat mode where there is no commander to dispense health, and staying alive is tough for marines early on. It's an unexpected change, and very odd, so lets see how it plays out. Hopefully it won't keep marines in normal NS even more base bound than before.
Yay! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
you know that server cfgs also use "wait"? Or that weapon change scripts do so as well. Or even say scripts? anything.
Posting something like that is simply ignorant, it just shows that you dont know about what a script is and what they do very well.
And besides, ever tried to bunnyhop with a "timing-script"? It still needs a lot of skill, timing the jumps isnt bunnyhopping, it's just a small part of it...
Yeah - I have my mousewhell set up so that it selects next/previous weapon without that annoying confirmation box coming up. It's so frustrating trying to draw the pistol, and the first shot is used to confirm the damn selection. Grrr.
Well, I'm happy that I've been practicing bunnyhopping without scripts a lot lately. ^_^
Yeah - I have my mousewhell set up so that it selects next/previous weapon without that annoying confirmation box coming up. It's so frustrating trying to draw the pistol, and the first shot is used to confirm the damn selection. Grrr. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hud_fastswitch 1
Problem solved. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I have my mousewheel bound to drop offence chambers (up) and res towers (Down). Helpful, to a point. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The most significant thing I see is the tanith changes, to be honest. I've seen a lot of games where marines initially relocate to waste early, turret farm it up, and despite what any number of onos try to do, they get ownedownedowned. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Of course, that changed when the minimum building range was put in (No more 30 turrets in the space of like, 2 feet), but it's still a very very nice change.
Would anyone care to enlighten me what special and _special did? Wait is fairly obvious..
Awfully weak for a 3rd hive ability now, webs can already be grenaded/welded, and must be used sparingly as to not hit the limit, and supposedly an earlier 3.0 change featured using a welder on a webbed teammate to unweb him. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Awfully weak for a 3rd hive ability now, webs can already be grenaded/welded, and must be used sparingly as to not hit the limit, and supposedly an earlier 3.0 change featured using a welder on a webbed teammate to unweb him. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes, you can weld a teammate to get them un-webbed. But it's an insanely powerful tool, not an offensive weapon that can enable a gorge to spit someone to death. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm unsure if this affects stomp (I'm assuming it doesn't, we'll see), but being webbed for 10 seconds sucked. A max of 5 now is good enough for the gorge/skulk to rip the marine a new one, or to get away. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Problem solved. <!--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-->
If only. Hud_fastswitch is already set to on, but that only affects keys (i.e. 1 and 2) and not invnext and invprev. Bleh.