Development Blog Update - NS2 Build 165 released
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
I appreciate you are quite a softly spoken guy but i had to turn youtube to the max, system to the max and turn my speakers up. Not normally something i have to do.
In terms of content, sounds all good and looking forward to 166 and beyond. I love the big content patches though but i know the smaller ones inbetween are very important too.
Why not have it be invulnerable until it gets up to 75% of it's max size instead of hard coding the HP?
Charlie I love this format, it's unedited ( well just a little bit ) its real its great keep doing those plus I think it is alot easier for u than writing a hole blog.
Edit
Enjoy GDC and I hope u have alot of fun attending it, will u be filming stuff there?
Have fun at GDC.
But whats up with the video aspect ratio? A 16:9 squished into a 4:3?
Love these dirty little vids, they are absolutely fine. Even if they are done in Movie Maker or something :P
Indeed, their embedded player on the main site is 4:3. Charlie is very thin now :P
Other than that, I think this smoother wall walking is by far MUCH BETTER can't wait to own some marines now :D
Edit: I was just about to play NS2 and then I realised that the build wasn't out yet (166)...
Edit:
"New pistol sounds" yeah, i don't like the old sound, lets see how the new one is, or hear ^^
Oh is the "stair walking" in objects fixed?
But still engine is too heavy to play and have fun !
Keep focusing on the performance of game
And also waiting highly improved Spark Editor updates
165 smooth stairs yet again, well they haven't been this smooth before.
I did find a bug with it though in vents, when you look down at a 45degree angle towards the floor and walk forward. Somehow you get stuff on exits and doodads in the vents. I think this also happens everywhere else.
Look like the front of your Skulk is sticking trough the floor somehow and getting stuck on things.
And the Lerk his spikes shoot from beneath the model, oif you're on the floor trying to shoot, they will ricochet on the floor instead of actually going to the crosshair. Also they shoot below the crosshair and come from the middle of your HUD instead of from the spikeshooters
huh?
I talk about this bug
<a href="http://www.youtube.com/profile?user=prize5#p/u/2/Cu5oeskGeC4" target="_blank">http://www.youtube.com/profile?user=prize5#p/u/2/Cu5oeskGeC4</a>
Edit:
Ok looks like its fixed :) also running is more smooth
Even on the main youtube page, the player is 16:9 but it is letterboxed VERTICALLY.
Marines just need to realize that they just need to destroy one critical patch that connects all the others to wipe out a LOT of DI.
It's not very easy in Rockdown as it's such a small map, and Tram is still considered a 'small and not very complex one' by the devs, so DI killing will be easier and spreading will be harder in the upcoming maps.
Aliens REALLY need to fast expand to be able to survive in those.
Great patch though. What's most needed next is performance upgrades, as DI and hydras seem to slow down servers quite a lot.
Stoked for skull wallwalk!
I talk about this bug
<a href="http://www.youtube.com/profile?user=prize5#p/u/2/Cu5oeskGeC4" target="_blank">http://www.youtube.com/profile?user=prize5#p/u/2/Cu5oeskGeC4</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I misread it, my bad. I thought you were going on about stair-walking on stairs... Which was quite buggy/jittery in 163/164
Good work UWE.
now, lerks, flight method had to somewhat change to make flight more smoother. I enjoy playing lerk but many times it just hits the ceilling more often than he should, this needs be somewhat changed. I know we not suppose to keep hitting the space bar, but ns1 lerk flight seemed far more smoother.
DI, it currently useless at least make it harm marine buildings at its current state, make it worth the cost to infest locations. DI must harm power nodes and marine builds to be useful for aliens even though its not so graphically pleasing at the moment.
gorges are rooted into the floor while building, nobody in the office said "hey wtf" the class already had zero defense. No self heal, slow and now rooted into the floor while building? the class already feels pretty dry without nothing else to do but drop hydras, you want to limit his movement further more?
also fade blink needs to be on those bug/balance issues as well. clicking must be reduced, and ability to catch moving targets. I can't imagine you like having fades chase marines on foot. Also fades aren't able to get into vents because of how bad current blink is.
other problems are marines sprint, can outrun skulks and fade pretty big balance issues. Marines can keep sprint but aliens must be faster than sprinting marines without even trying. I would hate to think skulk can be out ran by two legged marine. Either way something has to be done about this bug.
mac stacking, and them going through walls is another bug currently we have. macs have to be limited to certain number, currently marines can have unlimited numbers of them. Someone said one mac per CC, which does sound promising.
will be looking forward to the next patch. I liked seeing video with this patch, good to see feedback like that. I hope you can answer more questions in that A&Q thread.
Anyway, the fix for DI would ideally (for me) be DI patches recede when on fire, and is tied to health (similar to construction speed vs. structure health). So the less health DI has, the faster it recedes.
As for the Hive DI, allow the Hive to automatically generate another DI patch under it after one has been destroyed (this one is THE Hive DI patch as well, so it doesn't recede like other patches).
Definitely looking forward to smooth wall-walking, and have fun at the conference!
Also, can evolving aliens in eggs create a small DI patch under them? Currently, there's no way to get more health if you're evolving away from DI.
Or just have growth/size/maturity independent of HP.
So it still takes the same amount of damage to clear a patch, regardless of its maturity.
Having said that, I honestly hope DI doesn't stay as this 'discrete patch' implementation anyway, so that could just be wasted work.
<!--quoteo(post=1834647:date=Feb 24 2011, 07:27 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 24 2011, 07:27 AM) <a href="index.php?act=findpost&pid=1834647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great to see wall-walking is being ironed out, I also like to see skulks generally stick to walls easier without holding the walk button as well.
now, lerks, flight method had to somewhat change to make flight more smoother. I enjoy playing lerk but many times it just hits the ceilling more often than he should, this needs be somewhat changed. I know we not suppose to keep hitting the space bar, but ns1 lerk flight seemed far more smoother.
DI, it currently useless at least make it harm marine buildings at its current state, make it worth the cost to infest locations. DI must harm power nodes and marine builds to be useful for aliens even though its not so graphically pleasing at the moment.
gorges are rooted into the floor while building, nobody in the office said "hey wtf" the class already had zero defense. No self heal, slow and now rooted into the floor while building? the class already feels pretty dry without nothing else to do but drop hydras, you want to limit his movement further more?
also fade blink needs to be on those bug/balance issues as well. clicking must be reduced, and ability to catch moving targets. I can't imagine you like having fades chase marines on foot. Also fades aren't able to get into vents because of how bad current blink is.
other problems are marines sprint, can outrun skulks and fade pretty big balance issues. Marines can keep sprint but aliens must be faster than sprinting marines without even trying. I would hate to think skulk can be out ran by two legged marine. Either way something has to be done about this bug.
mac stacking, and them going through walls is another bug currently we have. macs have to be limited to certain number, currently marines can have unlimited numbers of them. Someone said one mac per CC, which does sound promising.
will be looking forward to the next patch. I liked seeing video with this patch, good to see feedback like that. I hope you can answer more questions in that A&Q thread.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you only ever play aliens or something?
Anyway, <b>twiliteblue</b> has created a Lerk flight mod, which makes the flight model smoother and experiments with limited freelook for mid-flight spiking. Check it out, see if it soothes your sore ass. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112361&view=findpost&p=1824885" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1824885</a>
Wasn't some patch recently suposed to add jump sound variations? not on a skulk..
Distance from a hive
and
Time it has been on that area.
You can pay me in lasers.
I didn't think sound was too soft, either. Have fun at GDC! You should share what kinds of panels you guys get to go to :D
Also we need some quick key to reach DI infest. It is a key strategic thing and I think a hiveselection is a bit too much. Maybe flashlight key for commander mode?
A key to cancel selection of drifter/macs would also be appreciated. Escape would be good but thats the exit to menu button.. Sorry if any of theese exist allready =)
Also if it aint disabled by 165; disable use of leap when not researched. Accidentaly clicking RMB wastes energy. Make it chuckle if leap aint researched lol.
It would be good if the Gorge can repair DI, and keep (some of the) disconnected DI alive (as it would take lot of effort). I would also suggest allowing the Gorge to place permanent DI instead of small temporary ones, but with a longer cooldown (~10 seconds) on the ability.
DI also needs exclusion zones around which new DI nodes cannot be created, to limit the number of DI nodes, as they can overburden the server.
About the Fade, there's currently a bug with Blink, when aiming directly at an enemy player, it will not create the "ghost", or teleport you. It is also extremely difficult to blink behind entities due to the ray tracing algorithm.
BTW Thanks for spreading the word <b>Harimau</b>, so more people could start discussing, and experimenting with suggestions for Lerk flight movement.