Development Blog Update - NS2 Build 166 released
Max
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
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I noticed some undocumented changes.
* Marines can pick up Primary weapons from the ground now.
* The Rifle now costs 10 res, Pistol costs 5, and the axe also costs 5. (I guess that's for preventing "rifle spam" lagging the server)
* Starting Personal Res is now 0.
* The Whip causes massive lag when walking (uprooted), this was tested on a local server.
Map light halos are visible in west hive on Rockdown (they are supposed to be invisible to the player, but I can see them, and it's very distracting).
Map light halos are visible in west hive on Rockdown (they are supposed to be invisible to the player, but I can see them, and it's very distracting).<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, the sound bug is tricky. We are still working on that one.
I believe the light halos are supposed to be visible. Does it look wrong to you? Can you post a screen shot?
I guess it was just a loading bug. I occasionally load a map (usually rockdown) with incomplete textures. Certain walls don't have textures, and I guess the same bug drew the map lighting as well. The second time I loaded Rockdown I couldn't see any of that and it looked fine.
The gorge movement while building is a feature. I like it actually. Things actually are placed where you want, and you can't spam 20 hydras in marine start while jumping and sliding around the whole time.
Thanks for the patch
Anyone experience anything similar?
Btw we just played the unknown worlds server into the ground with like a 2-4 hour game (not sure of time). Scoreboard is crashed also. May want to collect logs if you save em. :P
Max has been working on some backend lua engine optimisations that will hopefully help out a lot, he posts occasional updates to his twitter feed: <a href="https://twitter.com/#!/max_mcguire" target="_blank">https://twitter.com/#!/max_mcguire</a>
Double post.... an hour apart?!
I agree that Skulk vs Marine combat needs reassessment. Even with dark vision, it can be frustratingly difficult to keep track of jumping marines in melee range. One wrong prediction and the marine could gain 5 units (meters?) extra range, which usually results in death for the Skulk.
No. Melee combat is currently way in favor of the aliens simply because of bad FPS and hit detection. That got somewhat better with 166 but it is still kilometers away from a real competitive point of view.
I believe <b>endar</b> would beg to differ, with his beast of a server. There was very little lag just prior to patch 163. Once the DI is more optimized, the state of game balance will become clearer.
I would beg to differ when it concerns marines and shotguns. Those one\two-shot-kill weapons depend on client-side prediction, and thus don't suffer as much from a bad tick-rate as alien-melee does (that and it's still pretty ###### hard to kill a sprinting marine from behind).
Haha thats actually pretty funny when a marine almost out runs a skulk :D First time I saw a marine try to pull that getaway stunt on me I was like WHOAA look at him go! :DD Of course I dug my teeth in to his posterior after few corners. :)
nerf jumping. two jumps and you're too tired to jump a third time.
e.g. one implementation i can imagine
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->DefaultJumpHeight = 2 // maximum jump height, in units
JumpRecoveryTime = 2 // recovery time, in seconds
a = 1 // arbitrary
b = 1 // arbitrary
// initially:
CurrentJumpHeight = DefaultJumpHeight
... [jump] ...
TimeSinceLastJump = SomeFunction() // cap at JumpRecoveryTime
CurrentJumpHeight = DefaultJumpHeight*(a+TimeSinceLastJump)/(b+JumpRecoveryTime) // this floors jump to 1/3 maximum jump height using a = 1, b = 1<!--c2--></div><!--ec2-->
not very imaginative, and current jump height is not dependent on the previous jump's height as I would like, but instead dependent on: time since the last jump and the maximum jump height
Lets fix the skulk not continue to cripple the marine...
And I like Harimau's idea, jump less each time, till 4 jumps and ya have to wait or something. I could imagine a marine jumping back once or twice to avoid a skulks chomp but the way they bounce all over the place when its skulk v marine time is a bit unrealistic.
Thanks for the update guys, I can't wait till tomorrow when its a resonable hour and theres a few aussie players on the servers...