Natural Selection 2 News Update - NS2 Build 161 Released

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Please post comments on the topic Natural Selection 2 News Update - NS2 Build 161 Released here
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Comments

  • MrGreenMrGreen Join Date: 2010-12-10 Member: 75602Members
    Hooray!
    If I had to wait much longer, I'm pretty sure I would have broken the F5 key on my keyboard.
  • LORFCASTERLORFCASTER Join Date: 2010-06-13 Member: 72049Members
    Is that the full change log in the news section?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    i saw nothing about flamethrowers, they still go through walls? is the damage fixed, damage over time i'm referring to. Since crags, hives and gorges can't out heal it even.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Nice. A lot of gameplay changes and fixes, I noticed. Were there many performance improvements?
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited January 2011
    Thanx. Just downloading.

    Wow many chages in build 161.

    I think still no updates on the Editor side? huh?
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    Woot

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--># Added the ability to get a player's Steam ID in script<!--QuoteEnd--></div><!--QuoteEEnd-->

    Here comes admin-mod with ban :D
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited January 2011
    The new commander performance improvement is great.
  • Slickk-Slickk- Join Date: 2007-11-26 Member: 63019Members
    edited January 2011
    <!--quoteo(post=1823477:date=Jan 12 2011, 04:47 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 12 2011, 04:47 AM) <a href="index.php?act=findpost&pid=1823477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice. A lot of gameplay changes and fixes, I noticed. Were there many performance improvements?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Looking at the build for 162 the physics revamp wasn't available for 161.
    As i understand from what max said in an earlier post that should have a major impact.

    Although this patch had the recoding of comm UI to lua with a "20+" fps boost. Which is pretty cool.

    <!--quoteo(post=1823484:date=Jan 12 2011, 04:57 AM:name=Rulgrok)--><div class='quotetop'>QUOTE (Rulgrok @ Jan 12 2011, 04:57 AM) <a href="index.php?act=findpost&pid=1823484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Woot


    Here comes admin-mod with ban :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahaha! That's exactly what i thought!


    Nice work gents, now get to work on 162! *cracks whip* - joking :P
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    Joined first server with rockdown, 12 players, few hydras at the most - server ticks per second ~5. Unplayable, checking other servers.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    lag still hasn't changed, but i want to know if they fixed flamethrowers. if someone tested them, report back.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2011
    <img src="http://www.latenightwithjimmyfallon.com/2009/11/12/starshiptrooperzbug.jpg" border="0" class="linked-image" />

    UWE: 1
    Bugs: 0

    Also, I believe that is an accurate representation of Max at work.
  • shivshiv Join Date: 2010-04-11 Member: 71341Members, Constellation
    Does the game seem laggier than the last build? Maybe it's just me. But, I generally run the game with net_stats and r_stats up and I was noticing shortly after game start the server tick rate would just plummet, didn't seem to matter what server I was on.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The gameplay stuttering is exactly the same for me, which sadly still prevents me from playing the game.
  • nirvanaXOnirvanaXO Join Date: 2010-02-26 Member: 70747Members
    Oh my god, ScardyBob you are the man. That post was great.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    i dunno, i still hold firm that flamethrowers should be level 3 tech and gl should remain level 2 but, maybe when the game smooths out that statement may be retracted.
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    Things we noticed with 3 rounds of gameplay:

    Skulk leap seems brokes - doesn't move you at all.

    Black armor now shows in the RR which is wicked.

    It is running for smoother for me personally. The biggest issue was the broken skulk leap.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    Game is still laggy, and flame throwers are still über power.

    After build 161 patch My NS2 says "Error:lua/PowerPoint_Server.lua:196:attempt to indec local 'team' (a nil value). I can get in to RR of my custom maps but I cant join now.
  • JerunkJerunk Join Date: 2002-11-22 Member: 9659Members
    <!--quoteo(post=1823505:date=Jan 12 2011, 01:04 AM:name=Rulgrok)--><div class='quotetop'>QUOTE (Rulgrok @ Jan 12 2011, 01:04 AM) <a href="index.php?act=findpost&pid=1823505"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Things we noticed with 3 rounds of gameplay:

    Skulk leap seems brokes - doesn't move you at all.

    Black armor now shows in the RR which is wicked.

    It is running for smoother for me personally. The biggest issue was the broken skulk leap.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Skulk leap will only work while not moving, you have to research for running leap.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited January 2011
    So ugh... what is the name of the function to get someones steam ID.

    EDIT: Nvm i found it. I suspected GetUserId, and GetId, when i saw them mentioned in ns2.exe. :P

    <!--quoteo(post=1823503:date=Jan 12 2011, 01:03 AM:name=player)--><div class='quotetop'>QUOTE (player @ Jan 12 2011, 01:03 AM) <a href="index.php?act=findpost&pid=1823503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For those interested, it concerns the 'GetUserId'-method of the 'ServerClient'-object. It returns an integer (a double actually, as all numbers are floating points in Lua) that contains the digested form of the classic SteamID format, which can be computed like so: STEAM_0:n:x -> 2x+n. So if we have STEAM_0:1:12345678, the SteamID-number returned by the 'GetUserId'-method will be 2*12345678+1 = 24691357.

    I'll have a new version of the mod out within a day or two. Amongst other things, it'll have auto-login via SteamID, banning (also via SteamID naturally) and improved stability.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1823508:date=Jan 12 2011, 01:08 AM:name=Jerunk)--><div class='quotetop'>QUOTE (Jerunk @ Jan 12 2011, 01:08 AM) <a href="index.php?act=findpost&pid=1823508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk leap will only work while not moving, you have to research for running leap.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's not how it used to work, it gave you a substantial boost while running before. It was just a little buggy. If it's not going to let you leap at all then pressing the button shouldn't do anything while running.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    Just a few bugs I've found so far:

    Bug: Fade blink is not checking the destination correctly, and Fades can (and often) blink inside walls and out of the maps. Also, Hydras built outside of the map will attempt to attack the marine commander.

    Bug: Drifters and MACs do not obey orders until the rally point is reached. The marine CC does not have a set Rally button.

    Bug: Marines can build Sentries directly on top of the Hive.

    Bug: MACs stop repairing structures once the health is healed, unable to fully repair damaged armor.
  • parqparq Join Date: 2010-12-23 Member: 75878Members
    Thankyou
    We have progress! :)
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    still getting 3 second stuttering randomly while playing. noticed that my frames seem to drop several seconds after respawning.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I'm really digging the new Marine Comm UI layout and infestation on Rockdown. Also, the hotkeys don't back-track to main menu at all now, I can finally get some ammopack/medpack support in :)

    On the mini-leap thing, maybe we should just keep Leap as an upgrade, and give Skulks double-jump :O?
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    nah leap definately seems broken. even with the leap research upgrade standing still looking up and leaping does nothing. Leap only seemed to work sideways off obstacles. Even just running on the ground forward no boost. Movement was real slow.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    edited January 2011
    skulk leap can't be used while jumping, to me this is bug. And while using leap un-researched leap, sometimes you jump two inchs forward, another times you jump 10 - makes no sense. its really messy, imo. feels like it makes more noise than action.

    after getting more games in, its still laggy, i honestly do not see much difference. At many times I just freeze a lot.
    flamethrowers still haven't been fixed, I've checked this, and this really ruins ns2.
    idea was good on paper but in reality it ruins ns2 right now. the damage isn't balanced at all, and once marines get it, you can't get any decent game going as an alien.
    So as in end game type of fight, its completely useless to fight back currently.

    and please add minimaps!!
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1823518:date=Jan 12 2011, 07:38 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 12 2011, 07:38 AM) <a href="index.php?act=findpost&pid=1823518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->skulk leap can't be used while jumping, to me this is bug.<!--QuoteEnd--></div><!--QuoteEEnd-->

    why would you be able to leap while jumping? that makes no sense. imho the leap upgrade should just make regular jump higher, but thats a diff. discussion.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    edited January 2011
    <!--quoteo(post=1823481:date=Jan 12 2011, 04:50 AM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Jan 12 2011, 04:50 AM) <a href="index.php?act=findpost&pid=1823481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think still no updates on the Editor side? huh?<!--QuoteEnd--></div><!--QuoteEEnd-->
    From the change log list: Fixed texture lock in the Editor

    -Cory
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Ah, I'm very pleased with these patch notes! Can't wait to see how it is to be rid of the foul former UI. *fires up steam*
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    Skulk leap works, I just don't think it's actually providing a momentum boost, it feels like a small jump up than a leap forward.

    On the other hand, omg marine commander mode. It feels so nice now!!
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