Rc9 changelog
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
<div class="IPBDescription">The next to last update</div>I think RC9a will be the final build. We're sooo close!
<b>RC9</b>
---
O Marine tower cost reduced from 50 to 25
O New ns_nothing (just info_location stuff)
O New voiceicon.spr from Relic
O Marine tower cost changed from 50 to 35
O Resources sped up just a hair
O Shotgun damage reduced from 20 to 18 per bullet
O Umbra lets through 1 in 7 bullets instead of 1 in 8
O Send detailed manual feedback to Jeff
O Revisit construction time and make sure it works (approximately) in seconds
O Touched up some alien and marine sounds (Onos footsteps, new alien death, mg and hmg upgraded shots, increased resource tower idle volume)
O Moved and removed many sounds, most of them duplicates or placeholders.
O Don't allow name changing mid-game (queue up changes and change when valid)
O Fixed bug where sometimes you couldn't switch to next player while spectating (happened when buttons were held down on death)
O Reduced leap and charge damage a bit
O Level 5 and alien health issues ("looping" past 0, make sure health color takes into account max health of player)
O Add damage ring for target building when close (doesn't work for alien resource tower, it's not working for reticle help either)
O Can no longer change skin via console unless cheats are on
O Alien energy problems (esp. with leap)
O Make sure alien abilities can't be abused by binding them
O Add "you need more resources" alert for aliens
O Health/build-status rings should display when pointing
O Fixed soldier looking like he's crawling through the floor
O New bast (updated sound locations, ladder to get out of breakable grate pit near furnace)
O Make sure console commands require cheats if needed
O Make sure keybinds match up
O Fixed bodygroup jetpack problem (thanks Necro!)
O Mines are now visible when dropped, but still oriented wrong
O New out of game UI sounds!! (I love you Scott)
O Go through mg and hmg sounds
O bite2.wav (rework to sound cohesive with bite.wav)
O bitekill.wav/blinkfail.wav
O Replace mine_charge.wav, mine_deploy.wav (send sounds and explain timing)
O select.wav (and select_node_forward.wav and select_node_backward.wav) should be less abrasive if possible
O Touchup hud/you_lose.wav and hud/you_win.wav (fade in/out or otherwise improve)
O New sounds for heavy and jetpack pickup
O All new fade sounds(all the role6 sounds except role6_spawn)
O All new alien sayings
O New xenocide explode
O Fixed precache error for team_advarmory
O Added eneral purpose particle event
O Add new xenocide effect
O Fixed MOTD.txt not propagating
O Remove mp_demoing
O Add generic sound when alien building dies (little squish/scream)
O Fixed refilling mines at armory bug
O Sensory chamber health increased
O Sensory chamber cost reduced, offensive chamber cost increased
O Removed the sound/ns_bast folder, integrated Relic's sound changes into the sound/ambience folder. You may want to verify that your map's sounds are still correct.
O New particle effect for bile bomb
O Movement chambers take 3 seconds instead of 2 seconds to become usable after being built (to lessen chance of gorges jumping through by accident)
O Building sizes: it is a problem with the engine, it'll be fixed in a future HL patch
O New sound and effects for distress beacon
O Reduced alien resource tower from 30 to 24 for less waiting around
O Reduced shotgun range from 1000 to 700
X Worked with EricS on VAC and building problems (can't be fixed for v1.0)
O Fixed ammo/health alerts for soldiers, so the commander is notified (hit space to go to it)
O Added order requests as an alert for the commander (hit space to go to it)
O Pistol, welder, and tripmines are now secondary weapons (only allow one)
O Visibility tweak: enemies aren't "detected" unless they're moving. This means the commander can only see nearby moving blips, and marines with motion-tracking won't see still aliens that are detected because they're nearby. This also means webs won't show up when nearby.
O Fixed motion-tracking picks up unmoving players
O Added WON authentication IDs in scoreboard (must type "auth" in console for it to display an icon for you, auth again will toggle it off. Right now isn't preserved on a level switch)
O Change primal scream to not use green, but to draw blinking primal scream text
O Added "In umbra" indicator
O Verify that there aren't any broken or placeholder sounds anywhere
O Phasegate.wav in?
O Added marine resource tower sounds back in
O Replace bitekill.wav with bite2kill.wav
O Add bite2kill (uses bitekill.wav)
O Egg gestation sounds played more regularly
O Updated ns_nancy, ns_caged and ns_eclipse with info_locations
O Change launcher so it's multiplayer only
O Allow phase gates to be recycled
O Phase gate now plays looping sound
O Removed hotgroup support until it can be done properly
O Removed HMG slowdown, it can be fired from air again (too confusing and weird)
O New fade and onos models (anims tweaked)
O Removed upgrade sounds for weapons (unnecessarily confusing and doesn't warrant space/memory)
O Don't allow +using movement chambers while gestating. Are there any other exploits?
O Last remaining new sounds!
O New alien vocals
O New mine sounds
O New pickup jetpack/heavy sounds
O New blink sounds
O New lerk bite sounds, new bitekill sounds
O New fade sounds
O New particle system for phase in
O Increased scan duration
O Removed parasite projectile
O Fixed "Need ammo" and "need health" alerts, now they fire for commander
O Offense chamber health increased from 800 to 1100
O New scanner sweep effect (gorgeous Relic!)
O Valve Anti-Cheat fully integrated!
O Preserve model from previous game in ready room
O New Onos footsteps
O Fixed bug where gestating on elevators turned off collision
O Fixed acid rocket problems!
O Orienting and scaling temp entities (lerk spikes, added paralysis projectile)
O Allow hives to be hurt while building (bounding box issue)
O Fixed hive building exploit
O Fixed bug where ghostly view model appears after building and entering command station
<!--EDIT|Flayra|Oct. 16 2002,18:10-->
<b>RC9</b>
---
O Marine tower cost reduced from 50 to 25
O New ns_nothing (just info_location stuff)
O New voiceicon.spr from Relic
O Marine tower cost changed from 50 to 35
O Resources sped up just a hair
O Shotgun damage reduced from 20 to 18 per bullet
O Umbra lets through 1 in 7 bullets instead of 1 in 8
O Send detailed manual feedback to Jeff
O Revisit construction time and make sure it works (approximately) in seconds
O Touched up some alien and marine sounds (Onos footsteps, new alien death, mg and hmg upgraded shots, increased resource tower idle volume)
O Moved and removed many sounds, most of them duplicates or placeholders.
O Don't allow name changing mid-game (queue up changes and change when valid)
O Fixed bug where sometimes you couldn't switch to next player while spectating (happened when buttons were held down on death)
O Reduced leap and charge damage a bit
O Level 5 and alien health issues ("looping" past 0, make sure health color takes into account max health of player)
O Add damage ring for target building when close (doesn't work for alien resource tower, it's not working for reticle help either)
O Can no longer change skin via console unless cheats are on
O Alien energy problems (esp. with leap)
O Make sure alien abilities can't be abused by binding them
O Add "you need more resources" alert for aliens
O Health/build-status rings should display when pointing
O Fixed soldier looking like he's crawling through the floor
O New bast (updated sound locations, ladder to get out of breakable grate pit near furnace)
O Make sure console commands require cheats if needed
O Make sure keybinds match up
O Fixed bodygroup jetpack problem (thanks Necro!)
O Mines are now visible when dropped, but still oriented wrong
O New out of game UI sounds!! (I love you Scott)
O Go through mg and hmg sounds
O bite2.wav (rework to sound cohesive with bite.wav)
O bitekill.wav/blinkfail.wav
O Replace mine_charge.wav, mine_deploy.wav (send sounds and explain timing)
O select.wav (and select_node_forward.wav and select_node_backward.wav) should be less abrasive if possible
O Touchup hud/you_lose.wav and hud/you_win.wav (fade in/out or otherwise improve)
O New sounds for heavy and jetpack pickup
O All new fade sounds(all the role6 sounds except role6_spawn)
O All new alien sayings
O New xenocide explode
O Fixed precache error for team_advarmory
O Added eneral purpose particle event
O Add new xenocide effect
O Fixed MOTD.txt not propagating
O Remove mp_demoing
O Add generic sound when alien building dies (little squish/scream)
O Fixed refilling mines at armory bug
O Sensory chamber health increased
O Sensory chamber cost reduced, offensive chamber cost increased
O Removed the sound/ns_bast folder, integrated Relic's sound changes into the sound/ambience folder. You may want to verify that your map's sounds are still correct.
O New particle effect for bile bomb
O Movement chambers take 3 seconds instead of 2 seconds to become usable after being built (to lessen chance of gorges jumping through by accident)
O Building sizes: it is a problem with the engine, it'll be fixed in a future HL patch
O New sound and effects for distress beacon
O Reduced alien resource tower from 30 to 24 for less waiting around
O Reduced shotgun range from 1000 to 700
X Worked with EricS on VAC and building problems (can't be fixed for v1.0)
O Fixed ammo/health alerts for soldiers, so the commander is notified (hit space to go to it)
O Added order requests as an alert for the commander (hit space to go to it)
O Pistol, welder, and tripmines are now secondary weapons (only allow one)
O Visibility tweak: enemies aren't "detected" unless they're moving. This means the commander can only see nearby moving blips, and marines with motion-tracking won't see still aliens that are detected because they're nearby. This also means webs won't show up when nearby.
O Fixed motion-tracking picks up unmoving players
O Added WON authentication IDs in scoreboard (must type "auth" in console for it to display an icon for you, auth again will toggle it off. Right now isn't preserved on a level switch)
O Change primal scream to not use green, but to draw blinking primal scream text
O Added "In umbra" indicator
O Verify that there aren't any broken or placeholder sounds anywhere
O Phasegate.wav in?
O Added marine resource tower sounds back in
O Replace bitekill.wav with bite2kill.wav
O Add bite2kill (uses bitekill.wav)
O Egg gestation sounds played more regularly
O Updated ns_nancy, ns_caged and ns_eclipse with info_locations
O Change launcher so it's multiplayer only
O Allow phase gates to be recycled
O Phase gate now plays looping sound
O Removed hotgroup support until it can be done properly
O Removed HMG slowdown, it can be fired from air again (too confusing and weird)
O New fade and onos models (anims tweaked)
O Removed upgrade sounds for weapons (unnecessarily confusing and doesn't warrant space/memory)
O Don't allow +using movement chambers while gestating. Are there any other exploits?
O Last remaining new sounds!
O New alien vocals
O New mine sounds
O New pickup jetpack/heavy sounds
O New blink sounds
O New lerk bite sounds, new bitekill sounds
O New fade sounds
O New particle system for phase in
O Increased scan duration
O Removed parasite projectile
O Fixed "Need ammo" and "need health" alerts, now they fire for commander
O Offense chamber health increased from 800 to 1100
O New scanner sweep effect (gorgeous Relic!)
O Valve Anti-Cheat fully integrated!
O Preserve model from previous game in ready room
O New Onos footsteps
O Fixed bug where gestating on elevators turned off collision
O Fixed acid rocket problems!
O Orienting and scaling temp entities (lerk spikes, added paralysis projectile)
O Allow hives to be hurt while building (bounding box issue)
O Fixed hive building exploit
O Fixed bug where ghostly view model appears after building and entering command station
<!--EDIT|Flayra|Oct. 16 2002,18:10-->
Comments
O Reduced shotgun range from 1000 to 7000
I take it that's supposed to be a 700?
If Flayra says that... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
O Marine tower cost changed from 50 to 35
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
so it was reduced AND changed!? wow.
O Reduced shotgun range from 1000 to 7000
I take it that's supposed to be a 700?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
No, Flayra has successfully coded in a workaround, such that we are able to violate the laws of mathematics. In NS, 7000 is less than 1000, and it's always better to have 3 bullets, as opposed to 30. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Does this mean there is still energy problems?
O Fixed motion-tracking picks up unmoving players
Does this mean the tracking for turrets or the motion tracking upgrade that marines can get. If it is the marine thing than it should not pickup unmoving players...
I'm surprised there are so many sounds/models/animations being redone when it's on the verge of releasing.
Damned kids...
Damned kids...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
so true, so true <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
hell ive been on the hostile intent/urban warfare team for 4 yrs....now THATS where u learn patience!
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
WEWT!
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
*blink* *blink*
2 Qs:
1) removed parasite projectile??
I realy hope that this meens that parasite is invisible, not gone from the game (such a cool idea)
2) VAC and building problems? (like what?)
TY
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
*blink* *blink*<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
They mean so it wont let you pick single player or training in the start screen.
oh and having been with 3 other mods going through release stages, i can testify that they all have big changelogs even at the very end. NS's are a bit bigger, though I believe that is cause flayra just gets so much done :D
Sweet! Can we have a sample Relic? Or is that against company policy <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
*blink* *blink*<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
They mean so it wont let you pick single player or training in the start screen.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Once I h4xz0red the NSTR and played multiplayer with it