<!--quoteo(post=1844137:date=May 5 2011, 11:30 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ May 5 2011, 11:30 AM) <a href="index.php?act=findpost&pid=1844137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playable = stable, fast, fun and balanced.<!--QuoteEnd--></div><!--QuoteEEnd--> You need to learn the difference between "playable work in progress" and "completed and polished end product"
<!--quoteo(post=1844004:date=May 4 2011, 12:29 PM:name=PhYzor)--><div class='quotetop'>QUOTE (PhYzor @ May 4 2011, 12:29 PM) <a href="index.php?act=findpost&pid=1844004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->kurupt what is your reslution in game ?<!--QuoteEnd--></div><!--QuoteEEnd-->
Some major bugs I've noticed: Drones get stuck more often than not when building on a res node, and since you can't move them away, it's permanently glitched. At least the old way we could move it and try again, or send that drone to a diff node.
I have to agree with the fade blink. It would be 10x better without having the extreme haze on endblink. As soon as you teleport, you can't see where you are, and the marine is already circle strafing you. Hit detection seems quite a bit better though!
I don't know if it was the server I was on, but game after game, the marines were complaining they couldn't use comchair, couldn't get inside.
When joining a team, even if it's even teams sometimes I can't join aliens because it says the team has too many players. I have to go marines or random. Console joining doesn't work.
I love the new skulk stickyness added in last build! The skulk feels much nicer to play now in general, better hit detection and special tektics.
With a bunch of people mentioning possible ###### servers being problems.. I have a very very high end computer, but can't seem to set up proper settings so that people can join. If anybody can help me set it up, we'll have a Ontario region server running.
12gb ram ATI 6970 (the one that just came out in december) i7 950
I am currently running server.exe with the shortcut method with certain parameters, but I can't seem to have people join it.
<!--quoteo(post=1844086:date=May 4 2011, 04:51 PM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ May 4 2011, 04:51 PM) <a href="index.php?act=findpost&pid=1844086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For some people this is true. If your client gets a decent framerate and the server you are on is running off a 5 year old laptop, you may perceive this as a problem with the game on your computer. In other cases the client is to blame. We are working on improving both, right now Max is focused on client side occlusion improvements that will make the framerate steadier and probably faster and I am going to spend some time on server optimizations related to infestation soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Im sorry but if the server is running windows server 2008 with a 3GHZ core xeon and it cant keep the server above 8 clients there is something wrong. The core is maxing out.
Great job on fixing the alien infestation bug, and I also noticed you can hotkey buildings now (THANK YOU!) however there is still the bug that when you go to select the control group (Pressing 1) it jumps to a set part of the screen. After hotkeying 3 things, pressing 1, 2 or 3 always makes the map jump to a specific location of no interest. If you can somehow fix it so that selecting your control group does nothing to where the screen lands, that would make a huge improvement for comming.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 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
Finally had a chance to play a few games and here are the big problems I saw: - Skulk bite range is damn near 0 (this was consistent). About the only time I connected with a melee attack was when I managed to get under a "Pogo Marine" - Drifters and MACs navigation is really causing painful problems. Many times I gave a drifter and order and it made it to the location, but never completed the order. Then it was "stuck" like that for the remainder of the match. MACs seem more susceptible to the navigation problems and tend to get stuck on structures a lot. - Shotgun still shreds everything in its path and has some crazy range / angle of fire. - Skulk wall walking seems to be a bit too sticky at times. This was very inconsistent. At times the walk-walking worked bloody perfectly. Other times I would have to hit the leap key several times to get it off the wall/ceiling. It felt like the skulk has some kind of "wall magnet" that its effect is applied <i>before</i> leap, jump, or movement actions are checked. - Skulk leap seems to loose some of its "umph" when leaping off a wall or ceiling. - Infestation is definitely contributing to server performance problems. It felt like a smooth ramp of the more infestation the lower the server tick rate. I didn't seem to suddenly take a huge hit and drop after X amount of infestations were dropped / placed. - Both Alien and Marine command UI buttons are "sticking". It's hard to pin down, but at times when placing a building the UI gets stuck on whatever screen was last shown. I have to select several different structures many times to return it back to normal. So, I would guess the "Event complete, reset menu" type event is bugged some how. - Infestation placement is still glitchy at best. I had a LOT of problems placing it and had to bandbox select a different hive and then back to the original one I had selected to place infestation.
after playing some more, I think that fade and skulk melee is great* atm. I play alien exclusively, so have gotten used to it.. and have to say, zero complains other than the teleport blur at the end of a fade blink.
I agree with the above sticky menu thing. I have to repeatedly give commands to build before I get the wirefram for it, and the drones get bugged so so so often.
Skulk jump atm seems to be fixed. I didn't notice any problems while playing skulk at all this time around.
I really hope you guys can work in the DI breaking locks thing soon, makes some matches really hard to win.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1844191:date=May 5 2011, 05:57 AM:name=Seraphace)--><div class='quotetop'>QUOTE (Seraphace @ May 5 2011, 05:57 AM) <a href="index.php?act=findpost&pid=1844191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->other than the teleport blur at the end of a fade blink.<!--QuoteEnd--></div><!--QuoteEEnd-->
Something in this build went terrible wrong. Jumping Marines are faster then skulks and commander can place med- and ammopacks at there heads so the can carry it with them and consume them instantly. The framerate is terrible for me (15fps near hive/comm station) and my sys isn´t that bad (at build 175 i got 50fps)
My sys: i7 2600k GTX580 8gig RAM Crucial SSD
Most of the time i get a black screen before joining a server and nothing happens. Seems pretty broken to me after the perfect (in my opinion perfect) build 175.
<!--quoteo(post=1844147:date=May 5 2011, 03:23 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ May 5 2011, 03:23 AM) <a href="index.php?act=findpost&pid=1844147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You need to learn the difference between "playable work in progress" and "completed and polished end product"<!--QuoteEnd--></div><!--QuoteEEnd--> As far as I remember we were talking about word "playable" and not "work in progress".
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It is indeed playable. I play it every day to some extent.<!--QuoteEnd--></div><!--QuoteEEnd-->
Had two games on alien side one on Tram and one on new Rockdown where lots of Crags around the Hive didnt heal it.Hive health was very low and the health of the other structures nearby was at 100%.The Crags health animations were played correctly all the time but hives health raised only if i healed hive with my gorg. Server tick rates seems to go down very fast and they are about a average of 10 lower then as with 175 on the same servers.same with my fps. in 175 i crashed every longer game 1-2 times > this is gone now.had no single crash yet. Fades hit registration is very good atm but it aint for skulks.
and plz can you add a game time counter to see how long people are playing on a map ? or is there some console command for it?
<!--quoteo(post=1844137:date=May 4 2011, 08:30 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ May 4 2011, 08:30 PM) <a href="index.php?act=findpost&pid=1844137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playable = stable, fast, fun and balanced.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, I'm pretty sure playable means "there is a game that can be played from start to finish." Why do so many people insist on redefining the word "playable" such that NS2 will never be playable? I can see it now, years after release someone will still find some semantic foothold with which to insist that NS2 is "unplayable." (e.g., "Shotgun rush is overpowered! THIS GAME IS UNPLAYABLE!")
There was a time at which NS2 was not a playable game. That time is passed. Time to find a better descriptor.
Just had some games on Birds Nest (for me the best EU server out there) which wasnt 176 yesterday. No crashing and same performance as 175 and all over very good games all with 10 players. New area in Rockdown looks very nice.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
edited May 2011
<!--quoteo(post=1844237:date=May 5 2011, 09:25 AM:name=Yotopia)--><div class='quotetop'>QUOTE (Yotopia @ May 5 2011, 09:25 AM) <a href="index.php?act=findpost&pid=1844237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Had two games on alien side one on Tram and one on new Rockdown where lots of Crags around the Hive didnt heal it.Hive health was very low and the health of the other structures nearby was at 100%.The Crags health animations were played correctly all the time but hives health raised only if i healed hive with my gorg.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hives heal very slowly with crags. It can take 10 minutes to heal it, so it's not surprising you didn't see any change. If you look in commander's view, you'll see the health go up slowly (innate heal + crag heal). Perhaps the crag needs a health % modifier like NS1 had in the later versions.
<!--quoteo(post=1844235:date=May 6 2011, 02:15 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ May 6 2011, 02:15 AM) <a href="index.php?act=findpost&pid=1844235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I remember we were talking about word "playable" and not "work in progress".<!--QuoteEnd--></div><!--QuoteEEnd--> You were pretending to talk about the word "playable". You then proceeded to give the definition for "polished end product".
In any case, it doesn't matter. Regardless of how you define the blanket term you are trying to apply to this situation, there are hundreds of people out there proving you wrong every day just by logging in and enjoying the game.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Since I'm going to be stuck with a very slow connection for a while, I was wondering why most of the latest updates are that big in filesize. I noticed that you update (almost) the whole sound folder for a few sound changes/additions due to the usage of these sound packages (e.g.: ambient_4.fsb ~240mb)? Maybe I'm missing something here!?
I know you have a lot of bigger things to worry about, especially considering that most ppl don't care about filesize these days, but I was just curious, if you are really aware of this and wether you maybe benefit that much from smaller updates aswell to address this issue?
<!--quoteo(post=1844528:date=May 6 2011, 03:23 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 6 2011, 03:23 PM) <a href="index.php?act=findpost&pid=1844528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since I'm going to be stuck with a very slow connection for a while, I was wondering why most of the latest updates are that big in filesize. I noticed that you update (almost) the whole sound folder for a few sound changes/additions due to the usage of these sound packages (e.g.: ambient_4.fsb ~240mb)? Maybe I'm missing something here!?
I know you have a lot of bigger things to worry about, especially considering that most ppl don't care about filesize these days, but I was just curious, if you are really aware of this and wether you maybe benefit that much from smaller updates aswell to address this issue?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is just a guess, but they probably just replace any file that's been modified since the last patch, which can include those huge library files that contain a bunch of textures/sounds. Maybe they could create or use some program that goes through and picks apart code or data inside files that have been added/removed since the last patch, but that sounds like a lot of hassle and prone to error.
<!--quoteo(post=1844528:date=May 6 2011, 03:23 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 6 2011, 03:23 PM) <a href="index.php?act=findpost&pid=1844528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since I'm going to be stuck with a very slow connection for a while, I was wondering why most of the latest updates are that big in filesize. I noticed that you update (almost) the whole sound folder for a few sound changes/additions due to the usage of these sound packages (e.g.: ambient_4.fsb ~240mb)? Maybe I'm missing something here!?
I know you have a lot of bigger things to worry about, especially considering that most ppl don't care about filesize these days, but I was just curious, if you are really aware of this and wether you maybe benefit that much from smaller updates aswell to address this issue?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is just a guess, but they probably just replace any file that's been modified since the last patch, which can include those huge library files that contain a bunch of textures/sounds. Maybe they could create or use some program that goes through and picks apart code or data inside files that have been added/removed since the last patch, but that sounds like a lot of hassle and prone to error.
Connecting a bite with a skulk is damn near f'ing impossible if the Marine is simply hopping.
Drifters bugging out and being stuck in the floor seems to have resulted from the "once Drifter is playing animation, he's invulnerable to the laws of the game engine"
Shotgun damage may or may not be the issue, but I had a number of people who were mysteriously 100% accurate no matter where I attacked from, ambushed from, etc. They were just one-shot one-kill cowboys.
<!--quoteo(post=1844594:date=May 7 2011, 12:21 PM:name=Rigor)--><div class='quotetop'>QUOTE (Rigor @ May 7 2011, 12:21 PM) <a href="index.php?act=findpost&pid=1844594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotgun damage may or may not be the issue, but I had a number of people who were mysteriously 100% accurate no matter where I attacked from, ambushed from, etc. They were just one-shot one-kill cowboys.<!--QuoteEnd--></div><!--QuoteEEnd--> A shotgun in the hands of a skilled user is going to feel very deceptive for the recipient.
Some people aim and shoot. Those people usually miss.
Others just aim, and as completely unrelated process, if their crosshair ever happens to be over a skulk, they shoot. Those people only fire when they're going to hit something, and those people are the ones that look like they have 100% accuracy. They're simply not shooting if it would have been a miss anyway.
<!--quoteo(post=1844594:date=May 6 2011, 06:21 PM:name=Rigor)--><div class='quotetop'>QUOTE (Rigor @ May 6 2011, 06:21 PM) <a href="index.php?act=findpost&pid=1844594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Connecting a bite with a skulk is damn near f'ing impossible if the Marine is simply hopping.<!--QuoteEnd--></div><!--QuoteEEnd--> We're fixing some things with the Skulk bite for the next patch.
<!--quoteo(post=1844598:date=May 6 2011, 08:50 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ May 6 2011, 08:50 PM) <a href="index.php?act=findpost&pid=1844598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're fixing some things with the Skulk bite for the next patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope it is soon, because skulken is broken when the marine is kangaroo'n.
<!--quoteo(post=1844086:date=May 4 2011, 03:51 PM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ May 4 2011, 03:51 PM) <a href="index.php?act=findpost&pid=1844086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is indeed playable. I play it every day to some extent. What do you mean by playable? What kind of hardware do you have? Playable is a very relative term.<!--QuoteEnd--></div><!--QuoteEEnd-->
Same bug as previous build where sometimes you.. can't infest, can't go in CC. Sometimes an invisible building is present on the capture point so you can't build a CC/Hive on it. (or there is only one free point on the whole map..)
Same problem with mass turret/hydra tactics (more hydras than turrets as its easier to get lots of, nice to see that "hydras +5" still being useless), flamethrower players keep loving shooting through wall (trailing flamethrower effect since few month, yeah ?) At least the witcher 2 is out soon so i can play something good for a change.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1844754:date=May 7 2011, 04:34 PM:name=Paul-Hewson)--><div class='quotetop'>QUOTE (Paul-Hewson @ May 7 2011, 04:34 PM) <a href="index.php?act=findpost&pid=1844754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tonight i've seen a better strategy than all others.. make unlimited hydra until you reach marines base.. nice work UWE<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1844537:date=May 6 2011, 01:34 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ May 6 2011, 01:34 PM) <a href="index.php?act=findpost&pid=1844537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, what I would do is institute a standard RTS supply/capacity limit that increases with each tech node captured. If a tech node is lost, you can't build any more structures until a) you lose enough to where you're below capacity or b) you regain a tech node. Since the supply/capacity limit is tied to tech nodes, it should scale pretty well with map size as larger maps = more tech nodes. However, if it turns out that isn't sufficient (because people might want to put 5 tech nodes on a map twice the size of tram or 20 tech nodes on a map the size of rockdown), you could allow the mapper to specify the supply/capacity amount per tech node in the map parameters.
With regards to hydras, I would institute a similar personal supply/capacity per tech node for each gorge. If a gorge leaves a game, all of their placed hydras would quickly die.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
You need to learn the difference between "playable work in progress" and "completed and polished end product"
1900x1080 high settings
I have to agree with the fade blink. It would be 10x better without having the extreme haze on endblink. As soon as you teleport, you can't see where you are, and the marine is already circle strafing you. Hit detection seems quite a bit better though!
I don't know if it was the server I was on, but game after game, the marines were complaining they couldn't use comchair, couldn't get inside.
When joining a team, even if it's even teams sometimes I can't join aliens because it says the team has too many players. I have to go marines or random. Console joining doesn't work.
I love the new skulk stickyness added in last build! The skulk feels much nicer to play now in general, better hit detection and special tektics.
With a bunch of people mentioning possible ###### servers being problems.. I have a very very high end computer, but can't seem to set up proper settings so that people can join. If anybody can help me set it up, we'll have a Ontario region server running.
12gb ram
ATI 6970 (the one that just came out in december)
i7 950
I am currently running server.exe with the shortcut method with certain parameters, but I can't seem to have people join it.
Im sorry but if the server is running windows server 2008 with a 3GHZ core xeon and it cant keep the server above 8 clients there is something wrong. The core is maxing out.
Great job on fixing the alien infestation bug, and I also noticed you can hotkey buildings now (THANK YOU!) however there is still the bug that when you go to select the control group (Pressing 1) it jumps to a set part of the screen. After hotkeying 3 things, pressing 1, 2 or 3 always makes the map jump to a specific location of no interest. If you can somehow fix it so that selecting your control group does nothing to where the screen lands, that would make a huge improvement for comming.
Thx! Keep up great work
- Skulk bite range is damn near 0 (this was consistent). About the only time I connected with a melee attack was when I managed to get under a "Pogo Marine"
- Drifters and MACs navigation is really causing painful problems. Many times I gave a drifter and order and it made it to the location, but never completed the order. Then it was "stuck" like that for the remainder of the match. MACs seem more susceptible to the navigation problems and tend to get stuck on structures a lot.
- Shotgun still shreds everything in its path and has some crazy range / angle of fire.
- Skulk wall walking seems to be a bit too sticky at times. This was very inconsistent. At times the walk-walking worked bloody perfectly. Other times I would have to hit the leap key several times to get it off the wall/ceiling. It felt like the skulk has some kind of "wall magnet" that its effect is applied <i>before</i> leap, jump, or movement actions are checked.
- Skulk leap seems to loose some of its "umph" when leaping off a wall or ceiling.
- Infestation is definitely contributing to server performance problems. It felt like a smooth ramp of the more infestation the lower the server tick rate. I didn't seem to suddenly take a huge hit and drop after X amount of infestations were dropped / placed.
- Both Alien and Marine command UI buttons are "sticking". It's hard to pin down, but at times when placing a building the UI gets stuck on whatever screen was last shown. I have to select several different structures many times to return it back to normal. So, I would guess the "Event complete, reset menu" type event is bugged some how.
- Infestation placement is still glitchy at best. I had a LOT of problems placing it and had to bandbox select a different hive and then back to the original one I had selected to place infestation.
I agree with the above sticky menu thing. I have to repeatedly give commands to build before I get the wirefram for it, and the drones get bugged so so so often.
Skulk jump atm seems to be fixed. I didn't notice any problems while playing skulk at all this time around.
I really hope you guys can work in the DI breaking locks thing soon, makes some matches really hard to win.
Alien flashlight (vision) will fix that issue ;)
My sys:
i7 2600k
GTX580
8gig RAM
Crucial SSD
Most of the time i get a black screen before joining a server and nothing happens. Seems pretty broken to me after the perfect (in my opinion perfect) build 175.
As far as I remember we were talking about word "playable" and not "work in progress".
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It is indeed playable. I play it every day to some extent.<!--QuoteEnd--></div><!--QuoteEEnd-->
didnt heal it.Hive health was very low and the health of the other structures nearby was at 100%.The Crags health animations were played correctly all the time but hives health raised only if i healed hive with my gorg.
Server tick rates seems to go down very fast and they are about a average of 10 lower then as with 175 on the same servers.same with my fps.
in 175 i crashed every longer game 1-2 times > this is gone now.had no single crash yet.
Fades hit registration is very good atm but it aint for skulks.
and plz can you add a game time counter to see how long people are playing on a map ?
or is there some console command for it?
No, I'm pretty sure playable means "there is a game that can be played from start to finish." Why do so many people insist on redefining the word "playable" such that NS2 will never be playable? I can see it now, years after release someone will still find some semantic foothold with which to insist that NS2 is "unplayable." (e.g., "Shotgun rush is overpowered! THIS GAME IS UNPLAYABLE!")
There was a time at which NS2 was not a playable game. That time is passed. Time to find a better descriptor.
No crashing and same performance as 175 and all over very good games all with 10 players.
New area in Rockdown looks very nice.
didnt heal it.Hive health was very low and the health of the other structures nearby was at 100%.The Crags health animations were played correctly all the time but hives health raised only if i healed hive with my gorg.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hives heal very slowly with crags. It can take 10 minutes to heal it, so it's not surprising you didn't see any change. If you look in commander's view, you'll see the health go up slowly (innate heal + crag heal). Perhaps the crag needs a health % modifier like NS1 had in the later versions.
You were pretending to talk about the word "playable". You then proceeded to give the definition for "polished end product".
In any case, it doesn't matter. Regardless of how you define the blanket term you are trying to apply to this situation, there are hundreds of people out there proving you wrong every day just by logging in and enjoying the game.
I noticed that you update (almost) the whole sound folder for a few sound changes/additions due to the usage of these sound packages (e.g.: ambient_4.fsb ~240mb)? Maybe I'm missing something here!?
I know you have a lot of bigger things to worry about, especially considering that most ppl don't care about filesize these days,
but I was just curious, if you are really aware of this and wether you maybe benefit that much from smaller updates aswell to address this issue?
I noticed that you update (almost) the whole sound folder for a few sound changes/additions due to the usage of these sound packages (e.g.: ambient_4.fsb ~240mb)? Maybe I'm missing something here!?
I know you have a lot of bigger things to worry about, especially considering that most ppl don't care about filesize these days,
but I was just curious, if you are really aware of this and wether you maybe benefit that much from smaller updates aswell to address this issue?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is just a guess, but they probably just replace any file that's been modified since the last patch, which can include those huge library files that contain a bunch of textures/sounds. Maybe they could create or use some program that goes through and picks apart code or data inside files that have been added/removed since the last patch, but that sounds like a lot of hassle and prone to error.
I noticed that you update (almost) the whole sound folder for a few sound changes/additions due to the usage of these sound packages (e.g.: ambient_4.fsb ~240mb)? Maybe I'm missing something here!?
I know you have a lot of bigger things to worry about, especially considering that most ppl don't care about filesize these days,
but I was just curious, if you are really aware of this and wether you maybe benefit that much from smaller updates aswell to address this issue?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is just a guess, but they probably just replace any file that's been modified since the last patch, which can include those huge library files that contain a bunch of textures/sounds. Maybe they could create or use some program that goes through and picks apart code or data inside files that have been added/removed since the last patch, but that sounds like a lot of hassle and prone to error.
Drifters bugging out and being stuck in the floor seems to have resulted from the "once Drifter is playing animation, he's invulnerable to the laws of the game engine"
Shotgun damage may or may not be the issue, but I had a number of people who were mysteriously 100% accurate no matter where I attacked from, ambushed from, etc. They were just one-shot one-kill cowboys.
A shotgun in the hands of a skilled user is going to feel very deceptive for the recipient.
Some people aim and shoot. Those people usually miss.
Others just aim, and as completely unrelated process, if their crosshair ever happens to be over a skulk, they shoot. Those people only fire when they're going to hit something, and those people are the ones that look like they have 100% accuracy. They're simply not shooting if it would have been a miss anyway.
We're fixing some things with the Skulk bite for the next patch.
I hope it is soon, because skulken is broken when the marine is kangaroo'n.
its not playable for everyone
Same problem with mass turret/hydra tactics (more hydras than turrets as its easier to get lots of, nice to see that "hydras +5" still being useless), flamethrower players keep loving shooting through wall (trailing flamethrower effect since few month, yeah ?)
At least the witcher 2 is out soon so i can play something good for a change.
<!--quoteo(post=1844537:date=May 6 2011, 01:34 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ May 6 2011, 01:34 PM) <a href="index.php?act=findpost&pid=1844537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, what I would do is institute a standard RTS supply/capacity limit that increases with each tech node captured. If a tech node is lost, you can't build any more structures until a) you lose enough to where you're below capacity or b) you regain a tech node. Since the supply/capacity limit is tied to tech nodes, it should scale pretty well with map size as larger maps = more tech nodes. However, if it turns out that isn't sufficient (because people might want to put 5 tech nodes on a map twice the size of tram or 20 tech nodes on a map the size of rockdown), you could allow the mapper to specify the supply/capacity amount per tech node in the map parameters.
With regards to hydras, I would institute a similar personal supply/capacity per tech node for each gorge. If a gorge leaves a game, all of their placed hydras would quickly die.<!--QuoteEnd--></div><!--QuoteEEnd-->
At a minimum, there needs to be a hydra cap.
Care to provide system specs and log files? Otherwise we cant help you.