I don't see it coming out this week tbh.. steam works for mods + consistency checker is a very large thing to add. It could potentially block alot of players even joining servers
<!--quoteo(post=1983604:date=Sep 27 2012, 03:58 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 27 2012, 03:58 PM) <a href="index.php?act=findpost&pid=1983604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That server tickrate bug of 32 or 28.44, aka the Patriot bug, has a fix that has been checked in for next patch, I believe Max mentioned this in the Q & A this week. One of our servers tonight had this bug and the map change didnt even fix it.. very excited for 221.<!--QuoteEnd--></div><!--QuoteEEnd-->
If thus be true then you little ripper! Can't wait :)
Does particle effects lighting also mean shadow and light casting on world particles? If so, this may actually be one of the best visual upgrades to hit the game yet.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1986317:date=Oct 2 2012, 11:01 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Oct 2 2012, 11:01 PM) <a href="index.php?act=findpost&pid=1986317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"I'd tell you a joke about UDP but I don't think you'd get it..."
Haha :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Love It!!! :D
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Diving deep with Skulk and Onos balance data.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1986087:date=Oct 2 2012, 11:57 AM:name=Dictator93)--><div class='quotetop'>QUOTE (Dictator93 @ Oct 2 2012, 11:57 AM) <a href="index.php?act=findpost&pid=1986087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does particle effects lighting also mean shadow and light casting on world particles? If so, this may actually be one of the best visual upgrades to hit the game yet.<!--QuoteEnd--></div><!--QuoteEEnd--> Unfortunately no. It just means muzzleflashes and flamethrower flames give off light now. World particles taking on world shadows and lighting is something else entirely, and, while it is something that is very important to us add to improve the visuals, it is going to have to wait until post 1.0
I always loved the idea of a particle system for the flamer, though I expect it is a resource hog. Can we look forward to flushing skulks out of vents at all, or is the current 'stream' iteration final?
Flushing skulks out of vents isn't nearly as much of a problem as marines and gorges camping in certain vents on certain maps. Don't really care what people say or how "fun" vent gameplay is supposed to be; I personally think anything but skulks has no place in any vents on the maps, jetpacks or no.
Nevermind about ridiculousness like a marine hiding under the entrance of logistics (or whatever the south-west room on tram is called, the one with the holographic globe in the octagon glass room) and fades can't even fit in that space. But I guess that's a map problem.
<!--quoteo(post=1986330:date=Oct 2 2012, 06:24 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Oct 2 2012, 06:24 PM) <a href="index.php?act=findpost&pid=1986330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unfortunately no. It just means muzzleflashes and flamethrower flames give off light now. World particles taking on world shadows and lighting is something else entirely, and, while it is something that is very important to us add to improve the visuals, it is going to have to wait until post 1.0
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Really grateful for the reply Cory. You always seem to reply to my questions! It is awesome to hear that all this great tech is going in/will eventually go in. I always ask this, because I am stickler, but is there any chance at a per-object motion blur implementation? :D Because I could make a huge and detailed post to the advantages of implementing it.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Andi has been cranking on the server browser. It's SO fast and useful now: <img src="http://a.yfrog.com/img736/3497/j00ogn.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Looking nice. What's with the performance slider up top?
Hopefully once there is time after 1.0 the server browser can be expanded for many features like favorites, friends currently playing, and view game info.
whats the problem with adding steam browser support? released on steam, steam only game but not using steam browser? it already has everything built into it. Better interface, cleaner looking and much more user-friendly.
<!--quoteo(post=1986654:date=Oct 3 2012, 10:58 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Oct 3 2012, 10:58 AM) <a href="index.php?act=findpost&pid=1986654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->whats the problem with adding steam browser support? released on steam, steam only game but not using steam browser? it already has everything built into it. Better interface, cleaner looking and much more user-friendly.<!--QuoteEnd--></div><!--QuoteEEnd-->
assuming on release you will be able to right-click steam icon and click servers then drop down the game to natural selection 2 and use that
better functionality but it's not clear as the menumod menu is.
Compare <a href="http://a.yfrog.com/img736/3497/j00ogn.jpg" target="_blank">http://a.yfrog.com/img736/3497/j00ogn.jpg</a> to <a href="http://i.imgur.com/NvuaG.jpg" target="_blank">http://i.imgur.com/NvuaG.jpg</a> you can see the menumod one is not only a lot easier on the eyes and is a lot easier to navigate instead of going into different tabs. I really hate the lack of clarity with the official menu. The server info pop-up is probably the best feature.
I don't understand why menu-mod isn't just incorporated into the game? It has all the features, and only requires some skinning.
That being said, I would REALLY like to see the server info pop-up that steam has built in, and menu-mod supports, in the game by default. You know, the one that auto-joins the server you want when a slot becomes available? I like the look of the new menu, and am glad to hear its getting faster.
I think "Rate" is too technical a term for new players to understand. Should be something like "Performance" or even "Quality". We want to be steering new players away from servers that don't run well as much as possible.
As for the interface... Let's face it, the menu mod is ugly. I agree though that the default interface needs to be more no-frills - make the background less transparent, remove the text glow from the server list, etc. Server browsers should be functional, not flashy. I think the filter controls should be at the bottom not the top, since players are looking down there at the other buttons(honestly just copy Steam's server browser, all of your users are familiar with it). The tabs at the top are also very subtle and unlikely to be noticed by most people.
Wonder what the performance slider is for. Is it for setting a personal minimum for acceptable tick rate values? That'd be a silly feature, because everybody wants to play on servers that can handle the game fine. But I'm only speculating.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think "Rate" is too technical a term for new players to understand. Should be something like "Performance" or even "Quality". We want to be steering new players away from servers that don't run well as much as possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
This
Also, favourites please. It's a really basic feature any server browser should have. I was amazed at how fast the game gets launched and loaded if you join a server through a friend on steam, job well done there by the way! (It's like 'click' boom loading screen)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited October 2012
I just wish the text was a smaller size. The font is ridiculously big, I don't need everything magnified. All the new alien text is too big as well. You would think all gamers were visually impaired with the font sizes used currently :P
LoLl'ed Hard at the OAG video :D
If OldAssGamers reads this thread, can you tell me where Gorgie Girl came from? I've heard 'A Milion Res Nodes' before, but never Gorgie Girl!!!
dePARAJoin Date: 2011-04-29Member: 96321Members, Squad Five Blue
The new serverbrowser looks promising but i dont understand the "rate" thing.
People dont play on bad servers normally, so these servers have a good rate cause they run on 30 ticks all of the time. The good servers can have some tickrate drops for sure an the rating goes down then. This could be confusing, cause you see servers on top that cant handle the game.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
I'm sure theres a formula, and based on the screenshot it isn't finished yet. When its released I think you can just look inside the lua files to see. Right now it can only really be based on latency, tickrate, and playercount, there isn't anything else available? If so, that won't work. Instant tickrate is not a good measure of performance, for the same reason that you don't take an average of network bandwidth speed with a delta of only a few milliseconds, you need a longer average, similar to how Unix has been doing system load, average of past x minutes.
<!--quoteo(post=1986884:date=Oct 4 2012, 12:19 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Oct 4 2012, 12:19 PM) <a href="index.php?act=findpost&pid=1986884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new serverbrowser looks promising but i dont understand the "rate" thing.
People dont play on bad servers normally, so these servers have a good rate cause they run on 30 ticks all of the time. The good servers can have some tickrate drops for sure an the rating goes down then. This could be confusing, cause you see servers on top that cant handle the game.
Or im wrong? Is there a formula for the rate?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes this needs work. I actually think this is the most important feature to get in before 1.0 because if people starts playing on the bad servers they will hate UWE and NS2.
Comments
After 220 completely f'd up skulks last week, I was really looking forward to Tuesday this week. Now it's Thursday and it's still not out.
Yes, I'm whining and complaining like a crybaby.
One of our servers tonight had this bug and the map change didnt even fix it.. very excited for 221.<!--QuoteEnd--></div><!--QuoteEEnd-->
If thus be true then you little ripper! Can't wait :)
<a href="http://da.twitch.tv/naturalselection2?utm_campaign=twitch_favorite_up&utm_content=&utm_medium=cms_email&utm_source=20120928da" target="_blank">http://da.twitch.tv/naturalselection2?utm_...urce=20120928da</a>
Haha :D
Haha :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Love It!!!
:D
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Diving deep with Skulk and Onos balance data.<!--QuoteEnd--></div><!--QuoteEEnd-->
How about some GorgeLove?
Unfortunately no. It just means muzzleflashes and flamethrower flames give off light now. World particles taking on world shadows and lighting is something else entirely, and, while it is something that is very important to us add to improve the visuals, it is going to have to wait until post 1.0
--Cory
Nevermind about ridiculousness like a marine hiding under the entrance of logistics (or whatever the south-west room on tram is called, the one with the holographic globe in the octagon glass room) and fades can't even fit in that space. But I guess that's a map problem.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Really grateful for the reply Cory. You always seem to reply to my questions! It is awesome to hear that all this great tech is going in/will eventually go in.
I always ask this, because I am stickler, but is there any chance at a per-object motion blur implementation? :D Because I could make a huge and detailed post to the advantages of implementing it.
Looking nice. What's with the performance slider up top?
Hopefully once there is time after 1.0 the server browser can be expanded for many features like favorites, friends currently playing, and view game info.
assuming on release you will be able to right-click steam icon and click servers then drop down the game to natural selection 2 and use that
finaly! ^^
Compare <a href="http://a.yfrog.com/img736/3497/j00ogn.jpg" target="_blank">http://a.yfrog.com/img736/3497/j00ogn.jpg</a> to <a href="http://i.imgur.com/NvuaG.jpg" target="_blank">http://i.imgur.com/NvuaG.jpg</a> you can see the menumod one is not only a lot easier on the eyes and is a lot easier to navigate instead of going into different tabs. I really hate the lack of clarity with the official menu. The server info pop-up is probably the best feature.
gotta let devs do their thing though, and the rest of us can keep using menumod if we like
well at least when this consistency check business is fixed
That being said, I would REALLY like to see the server info pop-up that steam has built in, and menu-mod supports, in the game by default. You know, the one that auto-joins the server you want when a slot becomes available? I like the look of the new menu, and am glad to hear its getting faster.
As for the interface... Let's face it, the menu mod is ugly. I agree though that the default interface needs to be more no-frills - make the background less transparent, remove the text glow from the server list, etc. Server browsers should be functional, not flashy. I think the filter controls should be at the bottom not the top, since players are looking down there at the other buttons(honestly just copy Steam's server browser, all of your users are familiar with it). The tabs at the top are also very subtle and unlikely to be noticed by most people.
This
Also, favourites please. It's a really basic feature any server browser should have.
I was amazed at how fast the game gets launched and loaded if you join a server through a friend on steam, job well done there by the way!
(It's like 'click' boom loading screen)
LoLl'ed Hard at the OAG video :D
If OldAssGamers reads this thread, can you tell me where Gorgie Girl came from? I've heard 'A Milion Res Nodes' before, but never Gorgie Girl!!!
People dont play on bad servers normally, so these servers have a good rate cause they run on 30 ticks all of the time. The good servers can have some tickrate drops for sure an the rating goes down then.
This could be confusing, cause you see servers on top that cant handle the game.
Or im wrong? Is there a formula for the rate?
Right now it can only really be based on latency, tickrate, and playercount, there isn't anything else available? If so, that won't work. Instant tickrate is not a good measure of performance, for the same reason that you don't take an average of network bandwidth speed with a delta of only a few milliseconds, you need a longer average, similar to how Unix has been doing system load, average of past x minutes.
People dont play on bad servers normally, so these servers have a good rate cause they run on 30 ticks all of the time. The good servers can have some tickrate drops for sure an the rating goes down then.
This could be confusing, cause you see servers on top that cant handle the game.
Or im wrong? Is there a formula for the rate?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes this needs work.
I actually think this is the most important feature to get in before 1.0 because if people starts playing on the bad servers they will hate UWE and NS2.