SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I think i will upload the splice patch soon. I'm currently checking through all the code and cut things out that are minor or being fixed in 186 (that means less work of merging the code :D ). I started with the shotgun alt attack, it was not neccessary in my opinion
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?f159kjie67e2iby" target="_blank">Prototyping Mod 5.5</a>
- added velocity display for aliens (just for debugging wall jumping or other movement specials) - added surprise for fade! :D - added splices (transport system between hives)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?b238olm485ii03y" target="_blank">Prototyping Mod 5.6</a>
- fixed velocity display (it shows now only XZ values)
Fade changes:
swipe speed, energy cost and damage reduced (to make fades less useful against JPs) blink is now always available (2 hives were required before)
instead stab requires now 2 hives stab damage increased slightly (allows 1 hit kills against unupgraded marines) stab slowdown decreased, to make it easier to hit running marines
do you need on both sides a splice ? because hive rush ( set up an hive in marine contoled area and all alien spawning around the attacked hive ) was great in ns1
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->oh man, ignore that version, you get only rewards for klling team mates now :D<!--QuoteEnd--></div><!--QuoteEEnd-->
hmm i think i like this version :D
bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen sonst startet die runde nicht
ich glaube das war der "SEK" server bin mir aber nicht mehr sicher
fänd ich super wenn man sowas machen könnt unbalanced games sind das schlimmste an ns
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1876775:date=Sep 24 2011, 02:25 PM:name=Uziel)--><div class='quotetop'>QUOTE (Uziel @ Sep 24 2011, 02:25 PM) <a href="index.php?act=findpost&pid=1876775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm i think i like this version :D
bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen sonst startet die runde nicht
ich glaube das war der "SEK" server bin mir aber nicht mehr sicher
fänd ich super wenn man sowas machen könnt unbalanced games sind das schlimmste an ns<!--QuoteEnd--></div><!--QuoteEEnd-->
solche systeme können nach hinten losgehen, siehe global agenda :D das bringt nur was wenn man ein weltweites stat system einführt, aber "gute" spieler kommen sich dabei verarscht vor, weil die fürs "gut spielen" nachhaltig bestraft werden... hört sich gut an, aber denk über die konsequenzen nach. außerdem, da steckt ein riesiger aufwand dahinter. man muss spieler "fair" beurteilen, und das verursacht ziemlich viele berechnungen und produziert große datenmengen im hintergrund. aber abgesehen von den berechnungen und datenmengen (die man noch verkraften könnte): Ich find so ein system blöd :D in global agenda hab ich ein relativ hohes ranking, und ich werde durchgehend mit "schlechten" team mates bestraft...
<!--quoteo(post=1876775:date=Sep 24 2011, 07:25 PM:name=Uziel)--><div class='quotetop'>QUOTE (Uziel @ Sep 24 2011, 07:25 PM) <a href="index.php?act=findpost&pid=1876775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm i think i like this version :D
bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen sonst startet die runde nicht
ich glaube das war der "SEK" server bin mir aber nicht mehr sicher
fänd ich super wenn man sowas machen könnt unbalanced games sind das schlimmste an ns<!--QuoteEnd--></div><!--QuoteEEnd-->
Jup tath was SEK, but Blackhawk took years to run a perfect system and it changed the resmodel to 1.04. It showed you when you were walking to much alone or awarded points for following orders. Was a really complex system. To bad I can not find the Server FAQ.
SEK2000 WAS (it is sad they stoped NS1) server you could find online. Never will forget this biggames (3+ hours).
Und schimmel das system von SEK bestrafte nur die, die alleine rumrannten also keinen WP/defend/attack vom com bekommen haben. Gute spieler wurden auch für gutes spielen belohnt.
Bei den Aliens gab es dann ein anderes system, da sie ja viel solo rumrannten. Ich muss sagen, das Blackys system fast perfekt war.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?2qh0ax4f1663je9" target="_blank">Prototyping Mod 6.2</a>
this patch is just an experiment and changes the core tech tree of marines:
- untied command stations from tech points (allows relocation) - tied robotics factory, prototype lab and arms lab to tech points instead - the initial command station will find a random position at game start to not occupy the first tech point
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
btw, i think i will remove the morpher and will generally change most stuff to be more similar to vanilla ns2. if you know how to play ns2, you should know how to play pt mod.
<!--quoteo(post=1876886:date=Sep 25 2011, 10:54 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 25 2011, 10:54 PM) <a href="index.php?act=findpost&pid=1876886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- untied command stations from tech points (allows relocation)<!--QuoteEnd--></div><!--QuoteEEnd--> I love it.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- tied robotics factory, prototype lab and arms lab to tech points instead<!--QuoteEnd--></div><!--QuoteEEnd--> This I'm not so sure about. It will mean, while you can put CCs anywhere, you're likely to put it near a tech-point anyway due to the necessity of preventing the robo\proto\arms from being taken (and thus resulting in a drop in the tech-tree, as is implemented I believe in one the more recent builds, maybe the upcoming). So yeah in this case a reloc somewhere in the corner of the map will not be very likely. Perhaps a serious resource-bonus for capturing a tech-point, instead of a step-up in the vital tech-tree, will make more random relocations still viable.
If you untie the CS from the techpoints cap the max allowed CS (but not hives) per powergrid to 1 and assing the techpoints to theyr powergrid. So if a CS is placed/build in the techpoint powergrid the point is captured. So there won't be CS blocking and Aliens may even try a hivedrop rush.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
hm, you can already do a robo factory blocking if you want so (well, not in my mod anymore). a CS is quite expensive (30) + upgrade 20 = 50 res just for blocking some routes? you need a lot of RTs to build CS for such reason, and then you anyway deserve to win already, or you are winning.
if you really block a hallway, skulks can attack from the other side. and if you don't have multiple commanders in those CS, they can simply run through -> wall off useless since CS will be "open"
i would like to see how that plays out before i change it again. Im currently adjusting the alien tech tree, to create balanced conditions (removing the morpher now and put the upgrades to the hive) and adjust some res values. also please note: untieing the CS from the TechPoint is a result of tieing the "tech structures" to them, not the opposite. I want that marines need to utilize tech points and not just ignore them
SkymanderXGreen Marine - The Few, The Proud, The Green.Join Date: 2011-07-29Member: 113006Members
just wondering if maybe you could try implemented some form of gorge-belly slide knock back and cs attachments? i dunno what that's like to do but its just a thought.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.
this decision is not final, but i will not code for the mod the next weeks.
<!--quoteo(post=1878395:date=Oct 7 2011, 09:55 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 09:55 AM) <a href="index.php?act=findpost&pid=1878395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.
this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1878395:date=Oct 7 2011, 06:55 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 06:55 AM) <a href="index.php?act=findpost&pid=1878395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.
this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
You sold out! When will I ever get to play the flying Onos that shoots laser beams?!
Just kidding! It will be great for everyone to play the features you've been secretly working hard on. :D
<!--quoteo(post=1878395:date=Oct 7 2011, 01:55 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 01:55 PM) <a href="index.php?act=findpost&pid=1878395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.
this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
that's actually good. some of the changes this mod made are actually something ns2 should adapt, but I do not agree with everything mod includes.
Although i would prefer if someone or you (if you can) adapt ns1 movement for current ns2 aliens. The current aliens are extremely slow moving, predictable movement and with these large skulk models way too easy to aim at. If anything skulks models need to be reduced.
I was wondering about something I noticed in 186, the eggs are new named "skulk egg". Perhaps I'm reading into this too much but is this the first steps of adding any of your egg dropping mechanics from the PT mod?
Edit: Probably a crazy assumption, but it's what came to mind first seeing this change. I'm sure they were just called eggs before...
You should totally make a simpler method of creating modifying and adding teams. I've gotten up to the point where I've got custom marine vs. custom marine however they only spawn in readyroom and I get console spam about tech points.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Lol, it's simple enough as it is, this is a game after all, not a plug and play shooter creator. You need to look at the code more thoroughly, it is actually very logical and easy to follow, even for non-programmers like me :)
Comments
- added velocity display for aliens (just for debugging wall jumping or other movement specials)
- added surprise for fade! :D
- added splices (transport system between hives)
- fixed velocity display (it shows now only XZ values)
Fade changes:
swipe speed, energy cost and damage reduced (to make fades less useful against JPs)
blink is now always available (2 hives were required before)
instead stab requires now 2 hives
stab damage increased slightly (allows 1 hit kills against unupgraded marines)
stab slowdown decreased, to make it easier to hit running marines
do you need on both sides a splice ?
because hive rush ( set up an hive in marine contoled area and all alien spawning around the attacked hive ) was great in ns1
<a href="http://www.mediafire.com/?5nhx4m8kxinfymi" target="_blank">Prototyping Mod 5.8</a>
- only players give scores / resources currently (that will be changed later, if it turns out the system is any good)
update: <a href="http://www.mediafire.com/?a379sb0qqooc5b7" target="_blank">Prototyping Mod 5.9</a>
- fixed annoying bugs (hopefully all of them)
- added a treshold, 40%. you receive full resource reward when you deal at least 40% of the damage
edit: oh man, ignore that version, you get only rewards for klling team mates now :D I gonna patch that once I'm sure everything works
hmm i think i like this version :D
bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen
sonst startet die runde nicht
ich glaube das war der "SEK" server bin mir aber nicht mehr sicher
fänd ich super wenn man sowas machen könnt
unbalanced games sind das schlimmste an ns
bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen
sonst startet die runde nicht
ich glaube das war der "SEK" server bin mir aber nicht mehr sicher
fänd ich super wenn man sowas machen könnt
unbalanced games sind das schlimmste an ns<!--QuoteEnd--></div><!--QuoteEEnd-->
solche systeme können nach hinten losgehen, siehe global agenda :D das bringt nur was wenn man ein weltweites stat system einführt, aber "gute" spieler kommen sich dabei verarscht vor, weil die fürs "gut spielen" nachhaltig bestraft werden... hört sich gut an, aber denk über die konsequenzen nach. außerdem, da steckt ein riesiger aufwand dahinter. man muss spieler "fair" beurteilen, und das verursacht ziemlich viele berechnungen und produziert große datenmengen im hintergrund. aber abgesehen von den berechnungen und datenmengen (die man noch verkraften könnte): Ich find so ein system blöd :D in global agenda hab ich ein relativ hohes ranking, und ich werde durchgehend mit "schlechten" team mates bestraft...
- fixed finally the bugs related to the new rewards system!
bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen
sonst startet die runde nicht
ich glaube das war der "SEK" server bin mir aber nicht mehr sicher
fänd ich super wenn man sowas machen könnt
unbalanced games sind das schlimmste an ns<!--QuoteEnd--></div><!--QuoteEEnd-->
Jup tath was SEK, but Blackhawk took years to run a perfect system and it changed the resmodel to 1.04.
It showed you when you were walking to much alone or awarded points for following orders.
Was a really complex system. To bad I can not find the Server FAQ.
SEK2000 WAS (it is sad they stoped NS1) server you could find online.
Never will forget this biggames (3+ hours).
Und schimmel das system von SEK bestrafte nur die, die alleine rumrannten also keinen WP/defend/attack vom com bekommen haben. Gute spieler wurden auch für gutes spielen belohnt.
Bei den Aliens gab es dann ein anderes system, da sie ja viel solo rumrannten.
Ich muss sagen, das Blackys system fast perfekt war.
Greetings from a ex SEK CO.
- fixed bug where kills where not updating correctly
edit: finally updated the first page. some infos there were horribly outdated.
this patch is just an experiment and changes the core tech tree of marines:
- untied command stations from tech points (allows relocation)
- tied robotics factory, prototype lab and arms lab to tech points instead
- the initial command station will find a random position at game start to not occupy the first tech point
I love it.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- tied robotics factory, prototype lab and arms lab to tech points instead<!--QuoteEnd--></div><!--QuoteEEnd-->
This I'm not so sure about. It will mean, while you can put CCs anywhere, you're likely to put it near a tech-point anyway due to the necessity of preventing the robo\proto\arms from being taken (and thus resulting in a drop in the tech-tree, as is implemented I believe in one the more recent builds, maybe the upcoming). So yeah in this case a reloc somewhere in the corner of the map will not be very likely. Perhaps a serious resource-bonus for capturing a tech-point, instead of a step-up in the vital tech-tree, will make more random relocations still viable.
So if a CS is placed/build in the techpoint powergrid the point is captured.
So there won't be CS blocking and Aliens may even try a hivedrop rush.
if you really block a hallway, skulks can attack from the other side. and if you don't have multiple commanders in those CS, they can simply run through -> wall off useless since CS will be "open"
i would like to see how that plays out before i change it again. Im currently adjusting the alien tech tree, to create balanced conditions (removing the morpher now and put the upgrades to the hive) and adjust some res values. also please note: untieing the CS from the TechPoint is a result of tieing the "tech structures" to them, not the opposite. I want that marines need to utilize tech points and not just ignore them
this decision is not final, but i will not code for the mod the next weeks.
this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
100% behind you
this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
You sold out! When will I ever get to play the flying Onos that shoots laser beams?!
Just kidding! It will be great for everyone to play the features you've been secretly working hard on. :D
this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
that's actually good. some of the changes this mod made are actually something ns2 should adapt, but I do not agree with everything mod includes.
Although i would prefer if someone or you (if you can) adapt ns1 movement for current ns2 aliens. The current aliens are extremely slow moving, predictable movement and with these large skulk models way too easy to aim at. If anything skulks models need to be reduced.
Edit: Probably a crazy assumption, but it's what came to mind first seeing this change. I'm sure they were just called eggs before...
its volumetric, its got a damage build up, its got a slight delay to where the flames go.
WHY ISN"T THIS IN THE GAME? :)