xDragon

About

Username
xDragon
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Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
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Comments

  • Alright I just updated this and included a new entity, ControlledPusher. Its similar to the push_trigger from EEM, but works by adding a base velocity to the player. This should allow me to also create conveyors, if people are interested.
  • I'll add the trigger radius for the doors, it annoyed me how the detection radius was overridden by most entities anyways.

    Elevators are still really buggy overall, or at least the player interaction part of them. The clipping through p…
  • Just to clear part of this up, I never considered myself a developer for siege. I made, among many other mods, the 'classic' mod for NS2 which was designed to closer represent NS1 gameplay. That mod ended up being used as a sort of base for the or…
  • I stayed out of this last time as I hoped you could learn the from the experience and not make the same mistakes. Its clear I was wrong. I let you use classics code in good faith that you wouldn't restrict access or attempt to lock down the result…
  • as a note, its the first error thats most important. It says invalid escape sequence, which is causing it to error out during the loading of the file, which is why its throwing the file not found.

    I would use quotes in your Print statem…
  • You can have a game that's approachable and still extremely skill based.. The fact that people continually get that wrong and constantly want to start this us vs them argument is a MAJOR part of the problem however.

    NS2 has always lacked…
  • Unless something has changed, you cant really do much with a pirated copy of an online game like NS2... unless there are people actively running non-steam servers for you to play on, its basically like a completely separate community. 
  • I don't even think it necessarily comes down to having great version control, especially when there is essentially none currently.  Much of what I noticed as the problems were not really from NS2 gameplay logic changes, those are expected especially…
  • I suspect that more patches will actually drive more modders away... if there really are many left tbh.  While its understandable to have to update things when low level changes are made, unless you make an entire 'mod' from scratch within NS2, most…
  • You have way more complaints of that because its caused by many different things, IE stacked teams. If you took away all the complaints which were caused by considerable skill discrepancies, I'm pretty sure you would see that its not nearly as comm…
  • So you willingly admit to promoting and even wanting to add to mechanics which effectively make the outcome of a game a coinflip?

    I understand the point you are trying to make, but honestly I cannot understand WHY you would want that. S…
  • I'm not sure why you guys turned this into a skill level balance discussion, but the original point was pretty clear. While some may view bilebomb rushes as a 'comeback mechanic' they are really anything but that, arguably much more akin to a chees…
  • I'm not going to start an in-depth explanation about this, but will warn about some specific things. This topic specifically has come up countless times, and honestly I don't think that continually bringing it back up is really smart... Many of the…
  • If I see one more person refer to jumping as teleporting away, I'm going to rage. The only time that should/could ever happen is on a server that is underperforming. Jumping IS predictable because you lose most of your control, and therefore are r…
  • The interpolation change wasn't the source of the problem, it seemed that increasing the client update rate had a negative impact on overall hit registration. Those presets worked well (infact the default was the medium preset for a while), hopeful…
  • Refs and Admins never had access to kick/ban via the NSL mod, they would need to be setup as an admin on the server for those commands (via the standard NS2 admin or Shine etc). I could add access to a basic temp ban sorta function for Refs/NSL Adm…
  • Higher tier alien abilities being unlocked automatically based on hive count was never the cause of the tech explosion problems, it has always been caused by either lifeform timings or weapon researches (mainly shotguns). The true solution to the t…
  • I typed up a long response about how the timeouts are different this time, but you know what? **** you, why should I waste my time trying to convince people there is a problem? It sure benefits me none anymore.
  • Something does honestly seem off with this patch and workshop mods TBH, anything of a significant size will 100% fail to download for me, while smaller mods are just fine. The issues in the past were centered around steam workshop completely failin…
  • Marines dont jump too high in a gameplay aspect, its more a visual aspect. The jumping animation should be adjusted to not be so drastic, but nothing really should change about how high marines jump 'physically'.
  • The compmod part of the equation should be fixed now, not sure about any of the other mods.
  • Tribes Ascend had lag compensation on hitscan weapons, but most of them have since been removed IIRC.
  • If they were able to successfully make NS in gldsrc, NS2 could have been made in Source. Now maybe some features like DI (but really, its not 'dynamic' atm) and the lighting system wouldn't have been easy/feasibly the same, but it could have been d…
  • Whoa that's private stuff, you are not supposed to share our secrets with the community.
  • I heard there was a sekrat screenshot showing lifeform notifications for pres amounts - Confirm/Deny?
  • I had typed up a long explanation of why a Quake style max lag compensation setup doesn't work well for NS2, but realized its completely pointless. If you cant see how bad of an impact a max lag compensation of 80ms would have on NS2's current play…
  • Which is exactly what I said about Q3/QLive. Point being they are the ONLY *major* game to work like that anymore, and the gameplay is MUCH different from NS2. NS1 used the SAME exactly lag compensation system as NS2 and had a much higher emphasis…