Natural Selection 2 News Update - NS2 Build 184 changelog

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited August 2011
    would like shotgun to have some sortive secondary hand grenade function. and ability to turn off tooltips and help as it is in the way of chat. love how you put the time ahead in the post so it dosent show till then lol also need time stamps in console and dedicated server.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Nice. Will we notice any performance improvements using r_mt?
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Niceee, can't wait to play :D
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Looks good, excited to test it! Thanks!
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    also is r_mt true multy threading or something the game engine just uses?
  • HostelEffectHostelEffect Join Date: 2010-03-13 Member: 70950Members
    edited August 2011
    Great patch. A suggestion for the next patch though, the current soft-shadow filter method is a little painful on the eyes. The other problems are that the shadowmap resolution and fade distances for lights that cast them are a bit on the low side.
  • LORFCASTERLORFCASTER Join Date: 2010-06-13 Member: 72049Members
    edited August 2011
    <b>Surprised to see alien attack upgrades no longer effecting the gorge.</b> As a perma-gorge this concerns me greatly !
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    edited August 2011
    <!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>"Added r_mt console command to enable/disable multi-threaded rendering"</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    <blockquote>Well, isn't that a fun little bonus! No more ALT+Tabbing!</blockquote>

    <!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Marine damage upgrades now work for all weapons</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    <blockquote>I wonder how the damage output is for the Shotgun/GL now? Can I finally kill a fade in the late game?</blockquote>

    <!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Fixed bug where entities were not interpolated smoothly on the client (caused other player's movement to appear jerky)</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    <blockquote>Is this an attempt at fixing the extremely buggy Skulk animations flipping the hitboxes?</blockquote>

    <!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Fixed bug where the Commander mode would scroll based on mouse input when the window didn't have input focus
    Fixed bug where the Commander mode would scroll based on mouse input when the window didn't have input focus</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    <blockquote>I'm glad you guys fixed this twice! :P jk!</blockquote>

    <!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Changed spore cloud to shoot like bullets so they can be shot through objects like railings (Thanks Matso!)</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    <blockquote>Sounds much better, however, is their now some form of animation of the "bullet", or is that just in terms of how the spore will travel?</blockquote>
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1867518:date=Aug 8 2011, 03:21 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 8 2011, 03:21 PM) <a href="index.php?act=findpost&pid=1867518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>"Added r_mt console command to enable/disable multi-threaded rendering"</i>
    yayyyyy!<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm not going to hold my breath here, but if this is true in the sense I think it will be, big performance increase should be on the way.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    "Added Camouflage upgrade, which can be researched at the Shade. This allows aliens to stay still to go invisible."
    Nice but this sounds not so good:
    "Temporarily decreased Skulk armor from 10 to 5 (11% less total HP)"
    Half his health, so he will instantly die if a flamethrower touch a skulk?
    Anyway i can not wait to see all the new stuff ingame.
    Good work guys!
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    Glad to see the change log up so soon. You should consider preparing/posting it prior to the release on Steam like this more often; I think it'll help generate excitement sooner and get people trying the new patch right when it's available -- the sooner testing the better, right? You can always edit the posts if last minute changes are made, can't ya?

    Great work on turning these patches out by the way. I'm really glad to see things are moving right along. Looking forward to trying stuff out this week!
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Wow this is really lame, aliens get to be invisible, and get barely any nerfs, I predict that Aliens will win 90% of games this patch.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1867524:date=Aug 8 2011, 09:38 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Aug 8 2011, 09:38 PM) <a href="index.php?act=findpost&pid=1867524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow this is really lame, aliens get to be invisible, and get barely any nerfs, I predict that Aliens will win 90% of games this patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Please cry more...the skulk get half of his health...how is this barely?
    The marines got the obs against cloaking skulks...also flamethrower and grenade launcher.
  • WispWisp Join Date: 2007-12-18 Member: 63211Members, Reinforced - Diamond
    <!--quoteo(post=1867524:date=Aug 8 2011, 07:38 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Aug 8 2011, 07:38 PM) <a href="index.php?act=findpost&pid=1867524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow this is really lame, aliens get to be invisible, and get barely any nerfs, I predict that Aliens will win 90% of games this patch.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They have to add features eventually. There is still a lot missing from the game.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    I wish there was a good stats page that you were able to sort through the data and see how many times skulks are dying and what weapon was getting the most kills etc. It would make it a lot easier to see how certain changes are having an effect over just the win stats.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    if you can find the thread, download the json files and import them into your favorite excel program.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1867533:date=Aug 8 2011, 03:53 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Aug 8 2011, 03:53 PM) <a href="index.php?act=findpost&pid=1867533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wish there was a good stats page that you were able to sort through the data and see how many times skulks are dying and what weapon was getting the most kills etc. It would make it a lot easier to see how certain changes are having an effect over just the win stats.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I am almost 100% sure they are able to see all this information.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1867535:date=Aug 8 2011, 03:55 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Aug 8 2011, 03:55 PM) <a href="index.php?act=findpost&pid=1867535"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you can find the thread, download the json files and import them into your favorite excel program.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Favorite spreadsheet* program :P
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    sceeenshot of shade.. or it didn't happen :D
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    edited August 2011
    <!--quoteo(post=1867539:date=Aug 8 2011, 03:58 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Aug 8 2011, 03:58 PM) <a href="index.php?act=findpost&pid=1867539"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sceeenshot of shade.. or it didn't happen :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1

    I sure hope they added a sprite to the "Whip" button while in Alien Comm.
  • AezayAezay Join Date: 2003-04-19 Member: 15660Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Added Distress Beacon ability to Observatory. Beacon time is 4 seconds to increase drama (it was 3 in NS1). Costs 50 energy.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Isn't the max energy of the observatory 100? If so, the energy cost should be > 50 (~60 perhaps?) to disallow it to be used twice in a row, or maybe it has a cooldown?
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    Allright good job on the stuff in this patch, excited for the multi threading thing I hope it gives a big boost.
    Charlie did you take a look at the Swedish language file I send Wacko?
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1867543:date=Aug 8 2011, 09:01 PM:name=Aezay)--><div class='quotetop'>QUOTE (Aezay @ Aug 8 2011, 09:01 PM) <a href="index.php?act=findpost&pid=1867543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't the max energy of the observatory 100? If so, the energy cost should be > 50 (~60 perhaps?) to disallow it to be used twice in a row, or maybe it has a cooldown?<!--QuoteEnd--></div><!--QuoteEEnd-->

    You could always built another obs.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1867535:date=Aug 8 2011, 03:55 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Aug 8 2011, 03:55 PM) <a href="index.php?act=findpost&pid=1867535"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you can find the thread, download the json files and import them into your favorite excel program.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I actually wrote an php script just to handle the data.

    Not enough info yet to do what I would like to do though.
  • RebellionEliteRebellionElite Join Date: 2011-07-27 Member: 112530Members
    Is the multithreaded enabled by default? or does it have to be enabled by us manually?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1867533:date=Aug 8 2011, 12:53 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Aug 8 2011, 12:53 PM) <a href="index.php?act=findpost&pid=1867533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wish there was a good stats page that you were able to sort through the data and see how many times skulks are dying and what weapon was getting the most kills etc. It would make it a lot easier to see how certain changes are having an effect over just the win stats.<!--QuoteEnd--></div><!--QuoteEEnd-->

    From the wiki (http://www.unknownworlds.com/ns2/wiki/index.php/Stats_Tracking)
    <a href="http://ns2.theck.es/" target="_blank">http://ns2.theck.es/</a>
    <a href="http://www.naturalselection.es/ns2-stats/" target="_blank">http://www.naturalselection.es/ns2-stats/</a>
    <a href="http://www.konoro.org/ns2/" target="_blank">http://www.konoro.org/ns2/</a>
    <a href="http://ve.ihopeitworks.com/ns2/summit_heatmap.html" target="_blank">http://ve.ihopeitworks.com/ns2/summit_heatmap.html</a>

    The data comes from a JSON feed (http://unknownworldsstats.appspot.com/statkilldata?version=183&map=ns2_summit) so its possible to get. Though, I think it needs to capture more info (tech, when/where structures are built, tech/res nodes captured) to be truly meaningful.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1867555:date=Aug 8 2011, 09:24 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 8 2011, 09:24 PM) <a href="index.php?act=findpost&pid=1867555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From the wiki (http://www.unknownworlds.com/ns2/wiki/index.php/Stats_Tracking)
    <a href="http://ns2.theck.es/" target="_blank">http://ns2.theck.es/</a>
    <a href="http://www.naturalselection.es/ns2-stats/" target="_blank">http://www.naturalselection.es/ns2-stats/</a>
    <a href="http://www.konoro.org/ns2/" target="_blank">http://www.konoro.org/ns2/</a>
    <a href="http://ve.ihopeitworks.com/ns2/summit_heatmap.html" target="_blank">http://ve.ihopeitworks.com/ns2/summit_heatmap.html</a>

    The data comes from a JSON feed (http://unknownworldsstats.appspot.com/statkilldata?version=183&map=ns2_summit) so its possible to get. Though, I think it needs to capture more info (tech, when/where structures are built, tech/res nodes captured) to be truly meaningful.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, I know about those, but there's no way to sort the data (some look like they are still from build 180). It's just lines and lines of X killed Y.

    It'd be much easier to look at if you could view what class / weapons have the most kills/deaths etc.
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    Balance issue isn't with early game.. decreasing skulk armor and spawn times will only affect aliens with one hive. Most public games are stalemates now (resulting in slow marine death) because of the fade, which is incredibly difficult to kill (even with weapon upgrades, teamwork, etc). Balance should not be tipped completely in favor of the aliens after two hives.. marines with higher tech should be able to counteract fades and take down second hives that have been established.

    Once aliens secure two hives, I rarely seen marines being able to take one out. As I've mentioned in previous posts, I attribute this to marines having to defend three hive locations (in summit -- heliport, crossroads, and surface access) as opposed to two in NS1 maps. On top of that, marines must also defend their base and somehow attack or put pressure on the alien team. The amount of coordination necessary to do this is only realistic in "pro" / clan games. In pubs, it's a nightmare. IMHO, game development should be focused on pleasing the casual and pro gamer. Since most games are played publicly, it's a complete drag.

    I'd like to see someone, as an experiment, modify summit and make crossroads a double-node location instead of a tech point, and then see the balance reports for that specific map. My guess is that things will be more even.

    And finally, from a simple gameplay perspective, I don't understand the reason for aliens being able to secure four hives, as the fourth hive does not add any additional tech (at least from what I've gathered about the game).
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    So is the upgrade structure tied to hives functioning in this build? That means with one hive you can only build shades or crags, but not both. That will be interesting.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1867564:date=Aug 8 2011, 05:10 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Aug 8 2011, 05:10 PM) <a href="index.php?act=findpost&pid=1867564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So is the upgrade structure tied to hives functioning in this build? That means with one hive you can only build shades or crags, but not both. That will be interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Great point, I sure hope it doesnt allow you to build crags, whips and shades all with 1 hive...
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