NS2 Progress

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  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    <!--quoteo(post=1812234:date=Dec 1 2010, 06:09 AM:name=Karba)--><div class='quotetop'>QUOTE (Karba @ Dec 1 2010, 06:09 AM) <a href="index.php?act=findpost&pid=1812234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->DI gameplay entry is gone from progress list ?<!--QuoteEnd--></div><!--QuoteEEnd-->
    That makes me sad.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    well couple of tweaks here, some bugfixes there, some new stuff and patch..
    getting feedback, adjusting, rinse and repeat


    imo 2 smaller patches before holiday season > 1 larger one
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    <!--quoteo(post=1811493:date=Nov 28 2010, 11:04 AM:name=FluffyM)--><div class='quotetop'>QUOTE (FluffyM @ Nov 28 2010, 11:04 AM) <a href="index.php?act=findpost&pid=1811493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Urgh, hate random spread :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    You do realize that, functionally speaking, random spread is no different than centre weighted spread? Either way, you the player have no control over where each individual bullet lands (unless the weapon is laser accurate). In both cases, you can only put your crosshair over the target, and hope that most of the bullets will hit. Changing the spread to random is essentially the same thing as a less accurate centre-weighted spread.

    <!--quoteo(post=1812234:date=Dec 1 2010, 08:09 AM:name=Karba)--><div class='quotetop'>QUOTE (Karba @ Dec 1 2010, 08:09 AM) <a href="index.php?act=findpost&pid=1812234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->DI gameplay entry is gone from progress list ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It seems only the changes that will be included in 157 are on the list.
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    I'm thinking we'll get 157 on Monday. It always seems like the patches can make a Friday release, but then slip by the weekend. Happy to see all the gameplay fixes going on. Can't wait to see what inferred rendering will do for us, but that won't be until build 158 at the earliest.
  • FaustinianFaustinian Join Date: 2010-07-27 Member: 73148Members
    <!--quoteo(post=1812447:date=Dec 2 2010, 05:15 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Dec 2 2010, 05:15 AM) <a href="index.php?act=findpost&pid=1812447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You do realize that, functionally speaking, random spread is no different than centre weighted spread? Either way, you the player have no control over where each individual bullet lands (unless the weapon is laser accurate). In both cases, you can only put your crosshair over the target, and hope that most of the bullets will hit. Changing the spread to random is essentially the same thing as a less accurate centre-weighted spread.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have to disagree with this, as center weighted spread (from one accurate starting point) is inherently more precise, and the circumstances between the weapons are different. Deviation can be controlled on the AR to the point that the vast majority of all bullets go exactly where the player points them into whichever size target they want. The shotgun has no such advantage and must deal with the fact that due to random spread, pellets can cluster in areas that aren't even close to what the user is aiming at - if it's weighted towards the center however, it comes out in more of an even cone, allowing one relatively the same damage per shot so long as the shot is aimed the same each time.
  • FluffyMFluffyM Join Date: 2010-11-20 Member: 75064Members
    <!--quoteo(post=1812447:date=Dec 2 2010, 11:15 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Dec 2 2010, 11:15 AM) <a href="index.php?act=findpost&pid=1812447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You do realize that, functionally speaking, random spread is no different than centre weighted spread? Either way, you the player have no control over where each individual bullet lands (unless the weapon is laser accurate). In both cases, you can only put your crosshair over the target, and hope that most of the bullets will hit. Changing the spread to random is essentially the same thing as a less accurate centre-weighted spread.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What Faustinian said.
    I also realize that spread doesn't have to be weighted at all.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Or do what they did in NS1 where you guaranteed that a certain number fell in a smaller, tighter cone of spread for the shotgun, and the others were scattered further out. This give a tighter cone that's more consistent in the center, but only for maybe 50% of the pellets.
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    The NS1 shotgun was not random at all. The spread was always the same. There were 5 pellets in the center and 5 in a wider pattern. They didn't change a single pixel from one shot to the next. When I got the custom x-hair that showed this, I suddenly became much more effective with the shotty.

    I'm not really biased in any direction on how to implement it in NS2. I just hope they make the x-hair representative of the spread pattern.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited December 2010
    .... wut?

    I'm pretty sure in 3.2 at least spread was pseudo-randomized.

    Proof:
    <a href="http://www.unknownworlds.com/ns/static/changelogs/v31-changelog.html" target="_blank">http://www.unknownworlds.com/ns/static/cha...-changelog.html</a>
  • aliasWarlordaliasWarlord Join Date: 2010-06-09 Member: 71999Members
    Ouch... the voice "improve server performance when more players are connected" never started and disappeared from the list! :((
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    At least hydra performance is still on the list.
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    Its not only the Hydra lagging the server, but structures in general. Dont expect for the performance problem to be solved over night.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited December 2010
    <strike>The shotgun we have now is broken...</strike>

    Thx devs! You redeemed yourself with the latest build. Shotgun is MUCH better. Also you had me freaking out when the "change shotgun 6 shots to 8 (ask cory)" was removed from pivotal tracker. Good to see you changed it to 8 and upped the max ammo to 32 shots! Also the spread seems much more constrained IMO. The improved registration on alien structures ###### pwns and i shotgunned down a hive!!! lol.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    <!--quoteo(post=1812601:date=Dec 2 2010, 09:46 PM:name=aliasWarlord)--><div class='quotetop'>QUOTE (aliasWarlord @ Dec 2 2010, 09:46 PM) <a href="index.php?act=findpost&pid=1812601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ouch... the voice "improve server performance when more players are connected" never started and disappeared from the list! :((<!--QuoteEnd--></div><!--QuoteEEnd-->

    I imagine that is because it is something to do with a larger picture. Hence, not instantly fixable.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    jeah, better a new patch with fewer fixes than having to wait a week or two for the bigger ones.
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    playable & reasonably balanced state => more pre-orders. => more funding => more feature completion (repeat)

    all good.
  • aliasWarlordaliasWarlord Join Date: 2010-06-09 Member: 71999Members
    <!--quoteo(post=1812618:date=Dec 2 2010, 11:44 PM:name=jbaker8935)--><div class='quotetop'>QUOTE (jbaker8935 @ Dec 2 2010, 11:44 PM) <a href="index.php?act=findpost&pid=1812618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->playable & reasonably balanced state => more pre-orders. => more funding => more feature completion (repeat)

    all good.<!--QuoteEnd--></div><!--QuoteEEnd-->

    RIGHT :)
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    they really fixed a lot of stuff, looking on the progress page
    seems Build 157 is not that far away!
  • morphmanmorphman Join Date: 2010-11-29 Member: 75341Members
    For what it's worth, I think the new progress page is an awesome way to keep us updated. I'm amazed at how much you guys cram in each iteration! When I first looked at this week I thought "how the hell could a team that small get through even 8 of those tasks in a week" but it looks like you are kicking some ass. Keep up the good work!
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    Progress is going faster than expected. I said a patch wouldn't come until Monday, but maybe the tweet was right, tonight or tomorrow could actually be feasible.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    Another patch set to be delivered on time!

    I'm impressed, the initial information I received about UWE's work ethics has been mostly proven wrong. There is still the issue of large amounts of tasks going missing from the list. But even that point has taken a beating with the amount of tasks that have been completed with this update, even if a lot of them seem minor - even the smallest problems can be the hardest to solve.
  • minimminim Join Date: 2009-05-14 Member: 67408Members
    Woot, the next release has been accepted on the technical tasks list! :)
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    All the tasks that appeared were probably ones they were adding, remember the progress page only shows what it thinks they can complete in one week. Im sure all those items are still on the list, just not for this week.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Great to see so much done in such a short amount of time, UWE! Hope you all had a good rest over the holiday. :)
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1812643:date=Dec 2 2010, 05:44 PM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Dec 2 2010, 05:44 PM) <a href="index.php?act=findpost&pid=1812643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great to see so much done in such a short amount of time, UWE! Hope you all had a good rest over the holiday. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not the holidays yet. I expect at least another good 2 weeks of work. HOP TO IT.


    j/k, <3 you guys UWE.
  • minimminim Join Date: 2009-05-14 Member: 67408Members
    "Allow commander to buy/drop weapons"

    :O
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    <!--quoteo(post=1812646:date=Dec 2 2010, 10:00 PM:name=minim)--><div class='quotetop'>QUOTE (minim @ Dec 2 2010, 10:00 PM) <a href="index.php?act=findpost&pid=1812646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Allow commander to buy/drop weapons"

    :O<!--QuoteEnd--></div><!--QuoteEEnd-->Wait. Wth.. *looks at progress page*
    Holy crap, you're right. What the crap?

    Seeing the 157 changelog and things like the above make me worried that NS2 is becoming modernized NS1, instead of an evolution of the NS concept. I hope I'm wrong.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    Marines will still buy their own weapons, this is just another option added in. This way since the commander is in charge.. and wants the team to shot gun rush, he can supply those who can't afford a SG with them.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited December 2010
    <!--quoteo(post=1812646:date=Dec 2 2010, 09:00 PM:name=minim)--><div class='quotetop'>QUOTE (minim @ Dec 2 2010, 09:00 PM) <a href="index.php?act=findpost&pid=1812646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Allow commander to buy/drop weapons"

    :O<!--QuoteEnd--></div><!--QuoteEEnd-->

    WHAT THE ######!!! Really we don't have the spare fps to render 300x dropped weapons!

    The ONLY way i wouldn't mind this is if the gun was free, but the marine still had a choice if he wanted it, where if he selected the purchased weapon from the armory menu that it would be free, or perhaps an alternative where the com could put money into an armory which made all guns and equipment free until the money ran out. Definitely 100% against "dropped-weapons" in the model-spammed-NS1-marine-base sense.
  • Revi.ukRevi.uk Join Date: 2010-04-12 Member: 71354Members
    <!--quoteo(post=1812688:date=Dec 3 2010, 03:08 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Dec 3 2010, 03:08 AM) <a href="index.php?act=findpost&pid=1812688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait. Wth.. *looks at progress page*
    Holy crap, you're right. What the crap?

    Seeing the 157 changelog and things like the above make me worried that NS2 is becoming modernized NS1, instead of an evolution of the NS concept. I hope I'm wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seems that way to me. Looks like they've changed their minds or would rather stick with a tried and tested method as it worked before. Personally I'd rather the weapon go into the armoury instead of on the floor looks a lot less cheap and makes more sense.
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