Rc8 changelog
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Here's the changelog that went out with last night's RC8. We had some technical problems with it, but those will be fixed soon enough. Here ya go, enjoy:
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The commander order fixes should make this build the most pleasant to command yet, be sure to try them out. Finally, you don't have to worry about your teammates not seeing the orders...
Changelog
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O Final installer changes. Mini-tutorial, new way of doing gamma, etc. Please give feedback on the PT forums (thanks MonsE and Relic!)
O New main screen artwork (thanks Squeal!)
O Acid rocket and teleport effects updated (my bad, thanks Relic!)
O Don't allow commander to select units on other team (fixes health ring issues)
O Removed every last placeholder sound (most alien sayings don't play sounds right now, no pain/death sounds for marines, these will be replaced)
O Added new console backdrop (thanks Squeal!)
O Aliens with no hives have a max of 33 resources, not 0
O In an effort to shorten games and have less random node grabbing, resource nodes are now destroyable. If a tower is successfully built on a node and then destroyed, the node can no longer give resources to either side for the rest of the game. A node that's been destroyed in this manner will no longer allow towers to be built on them.
O Resource towers take longer to build, cost more, and are harder to destroy. This may be the right solution for the rampant resource trading we've been seeing.
O Healing spray no longer damages non-players
O Removed HL "flatline" sound on death
O Refactor hard-coded hive sight network message limit
O Turrets track closer to the way they used to
O Marines in heavy armor are slightly faster
O More HP for phase
O Swap spores and umbra
O Movement chambers now teleport you to the farthest hive (!)
O Toned down primal scream (rate of fire, energy acquisition, +30% damage instead of %40%)
O Lerk bite and fade swipe icons display properly (thanks Merks)
O Grenade gun max clip increased from 4 to 6
O Fixed problem where help icons weren't drawing
O Made voting percentage and min votes server variables (mp_votepercentneeded and mp_minvotesneeded)
O Added heavy view models! There are still some problems with the left hand and arm in some of these. (thanks Def and Cory!)
O Fix order giving once and for all (players always see them, they always draw the right type of waypoint, new sounds, they complete properly, etc.)
O Draw correct minimum resource amount on HUD (instead of 100 all the time)
O Flight/jumping and ladder issues (don't allow airborne lerks to use ladders)
O Distress beacon no longer needs armory, motion-tracking and phase gates now require armory (oops)
O New tech tree sprites
O Added knife flourish
O New soldier model strafes/twists properly (thanks Def One!)
O Removed all knockback, slowdown and forces applied from melee or ranged weapons
O Don't disable alien pop-up nodes that are too expensive (allows quick help)
O Put in tooltip that explains the object of the game
O Higher HP for siege (1000 to 2000)
O Moved alien death messages
O Allow people to move around server until countdown starts. When countdown starts, reset server so hive hasn't been discovered (good suggestion Merks, but it wasn't easy!)
O Draw alien energy max at 100, not max resource level
O Fix skin problems in release/online (setskin is now allowed by players for testing ("setskin 0" for white marine, "setskin 1" for black))
O Fixed bug where using alien abilities sometimes played the "illegal action" sound
O Addressed exploits where alien abilities could be bound to keys (player is immediately killed). Go ahead and try abusing this and let me know if you can still exploit the system. In fact, exploit NS as much as possible and let me know about anything you can do. It should be fairly cheat proof as far as the NS rules go.
O Move alien health into fuser2, alien energy is now fuser3, make sure gestation progress bar still works
O Don't draw health rings for enemies when you're a gorge
O Fixed alien building health not updating
O Fixed # sign in location text in non-official maps
O Final eclipse (thanks KungFu!)
O Soldier sayings and other HUD sounds increased in volume (they weren't normalized)
O Play "more resources" sound when not enough for building or evolving
O Dropping ammo at world origin when spawning
O Fixed shakiness while frozen before game start
O Allow right-click to cancel building in CM
O Added team sounds when game starts
O New hera (thanks Merks!)
O Beefed up turret acquisition time again (halfway between old and new)
O Hives can never be blocked by presence of resource nodes (the anti-llama tactic)
O Profiling code for Linux
O Linux build updated
O New skulk model (head turns properly when strafing, new death anim) (thanks Mojo!)
O New caged!
O Fixed areas where players could get stuck in the Ventilation System Hive room and the Generator Stability Monitoring room.
O Tweaked architecture and lighting in Central Hub, Sewer Vestibule and Freight Elevator areas.
O Added some other bits n pieces of detail and visual niceness: coronas, some accent lighting blah blah.
O Finally fixed Fam's floating button!
O All new alien voiceovers! This is the woman who did such favorites as the dropship pilot in Starcraft, the "I sense a soul in search of answers" in Diablo and also the CC voice in NS
O Removed "fetch config from URL"
----
The commander order fixes should make this build the most pleasant to command yet, be sure to try them out. Finally, you don't have to worry about your teammates not seeing the orders...
Changelog
---------
O Final installer changes. Mini-tutorial, new way of doing gamma, etc. Please give feedback on the PT forums (thanks MonsE and Relic!)
O New main screen artwork (thanks Squeal!)
O Acid rocket and teleport effects updated (my bad, thanks Relic!)
O Don't allow commander to select units on other team (fixes health ring issues)
O Removed every last placeholder sound (most alien sayings don't play sounds right now, no pain/death sounds for marines, these will be replaced)
O Added new console backdrop (thanks Squeal!)
O Aliens with no hives have a max of 33 resources, not 0
O In an effort to shorten games and have less random node grabbing, resource nodes are now destroyable. If a tower is successfully built on a node and then destroyed, the node can no longer give resources to either side for the rest of the game. A node that's been destroyed in this manner will no longer allow towers to be built on them.
O Resource towers take longer to build, cost more, and are harder to destroy. This may be the right solution for the rampant resource trading we've been seeing.
O Healing spray no longer damages non-players
O Removed HL "flatline" sound on death
O Refactor hard-coded hive sight network message limit
O Turrets track closer to the way they used to
O Marines in heavy armor are slightly faster
O More HP for phase
O Swap spores and umbra
O Movement chambers now teleport you to the farthest hive (!)
O Toned down primal scream (rate of fire, energy acquisition, +30% damage instead of %40%)
O Lerk bite and fade swipe icons display properly (thanks Merks)
O Grenade gun max clip increased from 4 to 6
O Fixed problem where help icons weren't drawing
O Made voting percentage and min votes server variables (mp_votepercentneeded and mp_minvotesneeded)
O Added heavy view models! There are still some problems with the left hand and arm in some of these. (thanks Def and Cory!)
O Fix order giving once and for all (players always see them, they always draw the right type of waypoint, new sounds, they complete properly, etc.)
O Draw correct minimum resource amount on HUD (instead of 100 all the time)
O Flight/jumping and ladder issues (don't allow airborne lerks to use ladders)
O Distress beacon no longer needs armory, motion-tracking and phase gates now require armory (oops)
O New tech tree sprites
O Added knife flourish
O New soldier model strafes/twists properly (thanks Def One!)
O Removed all knockback, slowdown and forces applied from melee or ranged weapons
O Don't disable alien pop-up nodes that are too expensive (allows quick help)
O Put in tooltip that explains the object of the game
O Higher HP for siege (1000 to 2000)
O Moved alien death messages
O Allow people to move around server until countdown starts. When countdown starts, reset server so hive hasn't been discovered (good suggestion Merks, but it wasn't easy!)
O Draw alien energy max at 100, not max resource level
O Fix skin problems in release/online (setskin is now allowed by players for testing ("setskin 0" for white marine, "setskin 1" for black))
O Fixed bug where using alien abilities sometimes played the "illegal action" sound
O Addressed exploits where alien abilities could be bound to keys (player is immediately killed). Go ahead and try abusing this and let me know if you can still exploit the system. In fact, exploit NS as much as possible and let me know about anything you can do. It should be fairly cheat proof as far as the NS rules go.
O Move alien health into fuser2, alien energy is now fuser3, make sure gestation progress bar still works
O Don't draw health rings for enemies when you're a gorge
O Fixed alien building health not updating
O Fixed # sign in location text in non-official maps
O Final eclipse (thanks KungFu!)
O Soldier sayings and other HUD sounds increased in volume (they weren't normalized)
O Play "more resources" sound when not enough for building or evolving
O Dropping ammo at world origin when spawning
O Fixed shakiness while frozen before game start
O Allow right-click to cancel building in CM
O Added team sounds when game starts
O New hera (thanks Merks!)
O Beefed up turret acquisition time again (halfway between old and new)
O Hives can never be blocked by presence of resource nodes (the anti-llama tactic)
O Profiling code for Linux
O Linux build updated
O New skulk model (head turns properly when strafing, new death anim) (thanks Mojo!)
O New caged!
O Fixed areas where players could get stuck in the Ventilation System Hive room and the Generator Stability Monitoring room.
O Tweaked architecture and lighting in Central Hub, Sewer Vestibule and Freight Elevator areas.
O Added some other bits n pieces of detail and visual niceness: coronas, some accent lighting blah blah.
O Finally fixed Fam's floating button!
O All new alien voiceovers! This is the woman who did such favorites as the dropship pilot in Starcraft, the "I sense a soul in search of answers" in Diablo and also the CC voice in NS
O Removed "fetch config from URL"
Comments
One word WOW ...
plzz let rc8 be the last
/me prays to god
[edit]
glad to see you guys put in a black marine aswell ^_^
<!--EDIT|InterFect0r|Oct. 04 2002,13:59-->
WAHHHH.
Ok. So let´s all just relaaaaaax. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I am impressed. I am extremly impressed.
I want this game (yes, "game" and not "mod").
But i'm just one of thousands I hope...
OMG! W00T! :O~~
edit: Nali Minella is her name right? Also, don't forget rugrats... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
But I could be wrong... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Idea for Beta 2:
Create a server-side variable that determines how often a resource node can be de-towered before it becomes inactive.
By the way, is the number of resources one node can yield limited?
Would it be do-able to set it up so you have to remove the wreckage of the destroyed tower in order to build a new one? The node would still be useless to anyone until they cleared off the wreckage and a lot of people might not bother with the work, but it could make things a bit more interesting. Not that the game needs any more interest adding stuff though.
Sounds great... I didn't think you'd go to the lengths to make caucasian and african amer-... oh wait, this is in space well uh... black skins for the marines... That's cool. I also didn't think you'd go to the lengths to make new viewmodels for the Heavy Marine (I thought they'd just haved the same ones as normal marines)... very great attention to detail, guys. Great job.
Cool... Why isn't this a sticky yet?
Go try it pts <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
That's exactly what I was thinking.
<!--QuoteBegin--Khaim+Oct. 04 2002,10:43--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Khaim @ Oct. 04 2002,10:43)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The nodes being able to be used only once seems odd, makes me think on pub servers instead of taking out CCs, IPs, and hives, people will just break all the nodes at the enemy base, and all the nodes in the middle areas. So that the other team cannot get recources to destroy their teams nodes/hives/CCs/IPs<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I hadn't thought of those possible consequences though. It does seem like the one shot node could make stalemates an aggrivatingly real possibility. It may add some tension to the game, but with the rate resource towers seem to fall, it might not be a good thing.
I'm certainly going to be waiting for the testers reports on this.