endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
<!--quoteo(post=1833596:date=Feb 20 2011, 12:49 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Feb 20 2011, 12:49 AM) <a href="index.php?act=findpost&pid=1833596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup, sound bug still exists. Was just playing with the infamous T-RAT, Endar and someone else on a 164 Aussie server.
We were all losing sound still, though it occurred after a restart by the admin.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont be blaming that on me! entirely coincidental.. By restart he means <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112026" target="_blank">om_endround</a>
Didnt get the sound bug , but that was only because I was on server I created for playing around... it did however crash to desktop ( report successfully submitted ) after about 30 mins. Not good.
- Armory arms still dont detect marines properly , either the wrong arm opens or two arms open. - Hits on surfaces with the pistol still have a 'memory' of where the last hit on the surface was . Fire a round on a wall, wait 1 sec fire another round somewhere else on that wall and 2 hit sparks appear. - Double jumping sounds, noticed it on the Gorge and Marines. - Significant delay in deploying Hydras and Gorge spot infestation. Press fire to deploy and if you move before a sec has passed the Hydra / Infestation will deploy where you are currently looking at and not the target area.
Current DI implementation is rather dull and limits the dynamic of the Alien game a lot , basically the new strat is focused on how to 'carpet' enough DI to reach res nodes.
<b>My suggestion regarding the DI mechanic:</b>
DI expands automatically in a radial manner centered on Hives, speed of the infestation can be linked to the resource gain ( if desired ).
Gorge becomes the only creature that can drop infestation, the Alien comm gains a new marker that only Gorges can see to mark areas the Comm desires the Gorge/s to infest.
To deploy a res collector not collected to the main DI body a Gorge must first infest the res node, then the Comm can deploy a collector which then can sustain the seperate patch of DI as well as provide res to the team ( possible balance mechanic could be the res collector not on the main DI body takes a penalty in the rate of collection / or amount collected ).
Infestation cannot grow or expand into area where power nodes are active, and Gorge deployed patches of Infestation will decay significantly faster in Powered areas.
Infestation can and does cover power nodes that are destroyed, forcing Marines to clear the area around the node before the node can be repaired. Should the node be repaired the DI will retreat back in the geberal direction of the hives and out of the powered room.
A Door that locked can be broken by DI if the rooms on either side of the door dont have power . when the door is busted the Marine comm cannot lock it again until a bot repairs it.
This idea should give the Aliens some control in where the infestation goes but doesnt force the Comm to carpet the way to res nodes.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Still getting the sound bug, but only sometimes. It seems to be related to server performance (e.g. it only occurs on servers with lots of players (>10) where the ticks/sec drop into the single digits for a sustained period of time).
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1833781:date=Feb 19 2011, 03:52 PM:name=Vic)--><div class='quotetop'>QUOTE (Vic @ Feb 19 2011, 03:52 PM) <a href="index.php?act=findpost&pid=1833781"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does it carry on to the next server you join? it did for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't check. I just restart NS2 after each time it happens.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
I seem to have the sound bug much more often on Tram than Rockdown. I still get it on rockdown, but less often. It seems like every game on tram gets it though.
<!--quoteo(post=1834161:date=Feb 21 2011, 08:54 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Feb 21 2011, 08:54 PM) <a href="index.php?act=findpost&pid=1834161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Noticed a new bug...turrets targeting DI. might have been in 163.<!--QuoteEnd--></div><!--QuoteEEnd-->
Aww man. Tell me they don't lock on the DI and not track other targets after that?
I have an image of an entire base's sentries being occupied by an indestructable (to them) DI infestation. Best hope the marines have flamethrowers researching!
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
Maybe sentries should be able to destroy infestation. Marines need something other than the flamethrower to destroy it with. They can easily be locked out of building anything until they get flames up, which takes a lot of time and resources.
Comments
We were all losing sound still, though it occurred after a restart by the admin.
We were all losing sound still, though it occurred after a restart by the admin.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont be blaming that on me! entirely coincidental..
By restart he means <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112026" target="_blank">om_endround</a>
Not good.
- Armory arms still dont detect marines properly , either the wrong arm opens or two arms open.
- Hits on surfaces with the pistol still have a 'memory' of where the last hit on the surface was . Fire a round on a wall, wait 1 sec fire another round somewhere else on that wall and 2 hit sparks appear.
- Double jumping sounds, noticed it on the Gorge and Marines.
- Significant delay in deploying Hydras and Gorge spot infestation. Press fire to deploy and if you move before a sec has passed the Hydra / Infestation will deploy where you are currently looking at and not the target area.
Current DI implementation is rather dull and limits the dynamic of the Alien game a lot , basically the new strat is focused on how to 'carpet' enough DI to reach res nodes.
<b>My suggestion regarding the DI mechanic:</b>
DI expands automatically in a radial manner centered on Hives, speed of the infestation can be linked to the resource gain ( if desired ).
Gorge becomes the only creature that can drop infestation, the Alien comm gains a new marker that only Gorges can see to mark areas the Comm desires the Gorge/s to infest.
To deploy a res collector not collected to the main DI body a Gorge must first infest the res node, then the Comm can deploy a collector which then can sustain the seperate patch of DI as well as provide res to the team ( possible balance mechanic could be the res collector not on the main DI body takes a penalty in the rate of collection / or amount collected ).
Infestation cannot grow or expand into area where power nodes are active, and Gorge deployed patches of Infestation will decay significantly faster in Powered areas.
Infestation can and does cover power nodes that are destroyed, forcing Marines to clear the area around the node before the node can be repaired. Should the node be repaired the DI will retreat back in the geberal direction of the hives and out of the powered room.
A Door that locked can be broken by DI if the rooms on either side of the door dont have power . when the door is busted the Marine comm cannot lock it again until a bot repairs it.
This idea should give the Aliens some control in where the infestation goes but doesnt force the Comm to carpet the way to res nodes.
SteamApps/common/natural selection 2/
SteamApps/common/natural selection 2/Cinematic Editor.exe
SteamApps/common/natural selection 2/CompileModel.exe
SteamApps/common/natural selection 2/Editor.exe
SteamApps/common/natural selection 2/Engine.dll
SteamApps/common/natural selection 2/LaunchPad.exe
SteamApps/common/natural selection 2/NS2.exe
SteamApps/common/natural selection 2/Overview.exe
SteamApps/common/natural selection 2/Script.chm
SteamApps/common/natural selection 2/Server.exe
SteamApps/common/natural selection 2/Viewer.exe
SteamApps/common/natural selection 2/ns2/models/props/refinery/
SteamApps/common/natural selection 2/ns2/models/props/refinery/refinery_rocks_stalagtite_03.material
SteamApps/common/natural selection 2/ns2/sound/
SteamApps/common/natural selection 2/ns2/sound/NS2.fev
SteamApps/common/natural selection 2/ns2/sound/NS2_archive.fsb
SteamApps/common/natural selection 2/ns2/sound/alien.fsb
SteamApps/common/natural selection 2/ns2/sound/alien_2.fsb
SteamApps/common/natural selection 2/ns2/sound/alien_3.fsb
SteamApps/common/natural selection 2/ns2/sound/alien_4.fsb
SteamApps/common/natural selection 2/ns2/sound/alien_5.fsb
SteamApps/common/natural selection 2/ns2/sound/ambient.fsb
SteamApps/common/natural selection 2/ns2/sound/ambient_2.fsb
SteamApps/common/natural selection 2/ns2/sound/ambient_3.fsb
SteamApps/common/natural selection 2/ns2/sound/ambient_4.fsb
SteamApps/common/natural selection 2/ns2/sound/common.fsb
SteamApps/common/natural selection 2/ns2/sound/compatibility.fev
SteamApps/common/natural selection 2/ns2/sound/compatibility.fsb
SteamApps/common/natural selection 2/ns2/sound/guns 2.fsb
SteamApps/common/natural selection 2/ns2/sound/guns.fsb
SteamApps/common/natural selection 2/ns2/sound/marine.fsb
SteamApps/common/natural selection 2/ns2/sound/marine_2.fsb
SteamApps/common/natural selection 2/ns2/sound/marine_3.fsb
SteamApps/common/natural selection 2/ns2/sound/marine_4.fsb
SteamApps/common/natural selection 2/ns2/sound/materials.fsb
SteamApps/common/natural selection 2/ns2/sound/music.fsb
SteamApps/common/natural selection 2/ns2/sound/prealpha.fsb
I didn't check. I just restart NS2 after each time it happens.
might have been in 163.
might have been in 163.<!--QuoteEnd--></div><!--QuoteEEnd-->
Aww man. Tell me they don't lock on the DI and not track other targets after that?
I have an image of an entire base's sentries being occupied by an indestructable (to them) DI infestation. Best hope the marines have flamethrowers researching!
<a href="http://getsatisfaction.com/unknownworlds/topics/sentry_turrets_try_to_shoot_di" target="_blank">http://getsatisfaction.com/unknownworlds/t...try_to_shoot_di</a>
UWE already responded. It's a bug. Yes, they will lock onto DI and shoot it, even ignoring higher-value targets like Alien players.