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
@CarNagE1 Awesome and thank you! Forewarning, expect a lot of junk (script errors) in the server logs right now. Especially if Tram is in your map rotation. I've fixed the important ones I know about, but I'm not convinced I've gotten them all.
Hotfixes / Update is well underway. Most of the nasty bugs have been squashed. Expect an update in 12 hours or so.
I suggest that you revert the map starting out dark. It doesn't really add much to the game, and fighting in the dark against other Marines feels more terrible than anything. Marines vs Aliens can do something with it, but no Aliens exist.
@DarkflameQ Check out the change log, all of those things you mentioned are either intentional or a known bug
Power Nodes are neutral, so in affect anyone can damage them. Until a much more robust system is in place, this placeholder mechanic will stay. Along these lines, this is why I changed grenades so they cannot detonate on impact to power nodes. The reason Commanders cannot see them is they must be scouted (visually see by friendly unit or scan) before they show up on the minimap and visible to Comms. This is to eliminate commanders from being able to tell where the enemy team is expanding. And, like Power Node neutrality, a place holder mechanic until something more robust can be implemented.
Ah ok, my only concern with the power nodes is troll players destroying their own (will be rare but i see it happening).
Been running a server for half a day now without any significant problems, well done
I'm surprised there are only 2 servers!
There is some feedback from the players to provide though:
1) grenades are too weak against enemy structures but i'm guessing that's intentional?
2) people think the med packs are bugged because there's nothing in the mod to say there are med pack limitations
3) a few people spawn as static models that hover around instead of walking
My complaint is that Grenade Launchers are still too cheap (yes not as cheap as UWE defaults) but at 25 you still get grenade launcher spam, i would personally increase the price to 35 because i believe there should only be quarter of the team with grenade launchers and not half +.
This also increases server performance as there are less grenade physics going off.
Another small issue is when the Gold team surrenders the console reports the Alien team have surrendered (this is a Shine issue though as it hasn't been updated to detect the mvm mod) :P
I would also like to thank you for bringing the size of the mod down from 99mb to 19mb, outstanding!
Edit: Voting from the vote menu appears empty and i don't know why, the commands are set to true in the serverconfig.json (no json errors), but they are just not appearing within game.
Also, one person has reported scripting errors that makes the mod completely unplayable but the majority don't seem to suffer from this:
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited April 2014
@DarkflameQ - This bug has already been reported and fixed. Scatter reported this a page ago. The issue is caused by the player trying to use minimal hud. If they use full HUD, there will be no issues.
@DarkflameQ - This bug has already been reported and fixed. Scatter reported this a page ago. The issue is caused by the player trying to use minimal hud. If they use full HUD, there will be no issues.
lmao, just had a game where's a few rookies were attacking their own power node, some people were getting pissed and rage quitting.
If it is too difficult to stop players from their own team attacking their own power nodes, you should script it so the mod gives players warnings and an auto kick after a said number of warnings, 5 warnings should do the trick.
How about making the power node invulnerable when it is powering at least one structure of your team, and none of the enemy team? That should take care of the griefing, but leave all other options open.
How are medpacks supposed to work at the moment? Apparently, each marine can only pick up one or two medpacks per life, but there's nothing about this in the changelog.
If this is intentional, then I think this is quite unintuitive... if there's a need to prevent medpack spam, why not just increase the (standard NS2) pickup delay per marine? Even making this very long (several seconds) would be better than the current hard limit.
Oh, and a few times, medpacks dropped a into the ground, so the medpack itself was buried, but the floating icon was still visible. I'm not sure if this affected whether they could be picked up, because I had reached my (supposed) per-life limit.
How are medpacks supposed to work at the moment? Apparently, each marine can only pick up one or two medpacks per life, but there's nothing about this in the changelog.
If this is intentional, then I think this is quite unintuitive... if there's a need to prevent medpack spam, why not just increase the (standard NS2) pickup delay per marine? Even making this very long (several seconds) would be better than the current hard limit.
Totally agree, the current medpack anti spam method is confusing for many and they mistake it to be a bug, maybe it is a bug?
How are medpacks supposed to work at the moment? Apparently, each marine can only pick up one or two medpacks per life, but there's nothing about this in the changelog.
If this is intentional, then I think this is quite unintuitive... if there's a need to prevent medpack spam, why not just increase the (standard NS2) pickup delay per marine? Even making this very long (several seconds) would be better than the current hard limit.
Totally agree, the current medpack anti spam method is confusing for many and they mistake it to be a bug, maybe it is a bug?
It's a bug, not intended and should be fixed in the next update
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
@DarkflameQ I saw that bug as well, and I've already got it fixed for the next update.
Just trying to determine why the Voting menu isn't working right now. By two different programmer's eyes so far...it "should" work. So, I'm concerned it's something with the modframework. No telling at this point. If I can't find the issue in another hour or so, I'm just going to roll out the update anyway.
There are some players gliding around in the default Marine pose (i.e. not animated anymore). No clue what triggers it, it seems to come and go. Seen on the EU 32 slot server (Darkflame's, I suppose?)
There are some players gliding around in the default Marine pose (i.e. not animated anymore). No clue what triggers it, it seems to come and go. Seen on the EU 32 slot server (Darkflame's, I suppose?)
Yes, i mentioned it in my post earlier:
3) a few people spawn as static models that hover around instead of walking
yes it is my server.
The mods that are running are:
Shine
NS2 Stats
Shine Extra
Marine vs Marine (obviously)
Another thing i think needs to be made more clear is which team is currently beaconing, if you happen to be in a area away from your team mates and you hear the beacon sound, you basically have no idea which team is beaconing.
Some form of indication displayed on screen making you aware that is it is your team being beaconed would be nice.
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
Sadly, this update does not include a fix for the voting menu. So, I had to make a compromise to eliminate griefers. Power nodes are invulnerable now.
Beta v3.1 Update
Fixed HUD detail on Low causing client script spam. Thanks for spotting this @Scatter
Fixed game count-down script error when round starts
Fixed MAC server script error spam when moving into different locations. Thanks @Soul_Rider, nice find
Fixed Medpacks pickup not triggering for players (it "should" be fixed, this one is a bit tricky to reproduce)
Fixed potential bug preventing Nanoshield from reducing damage
Fixed missing crosshairs for all Exo variants
Added the Slow down on jumping back in to prevent infinity speed b-hop. Thanks @CyberKun, good catch
Added game_setup.xml so MvM game-type shows up in server browser
Power Nodes are now always invulnerable. Lame, but having some multi-state damage logic would be confusing as hell right now.
Updated Power Node hit to say it is invulnerable
Increased the rate that Exo Minigun overheats by 15% faster for single gun and 10% faster for dual Miniguns
Decreased Exo base armor to 300 (was 350), maxes out at 600 (was 800)
Decreased Exo armor per upgrade level to 100 (was 150)
Increased Exo Pres cost to 45 and Dual Weapon Pres cost to 25
Decreased Personal Resource income rate to 0.1 every 7 seconds (was 0.125)
Decreased Exo Claw damage to 50 (was 60)
Decreased ARC Supply cost to 15 (was 20)
Decreased Railgun max charge to 120 (was 130)
Decreased Railgun single shot to 30 (was 35)
Decreased Cluster Greande initial explosion damage to 65 (was 75)
Decreased PhaseGate research time to 45 seconds (was 60)
Decreased Jetpack research time to 80 seoncds (was 90)
Decreased vertical thrust on Jetpacks. It was too anti-gravity. Still needs lots of work
Increased Shotgun max range to 60 (was 30)
Increased Flamethrower damage to 18 (was 15)
Increased Flamethrower range to 10 (was 9)
Increased Flame burn damage to 6 (was 5)
Increased Pulse Grenade damage to 80 (was 75)
Increased Ax damage to 35 (was 25), and it still Puncture type (i.e. x2 to players)
Slightly increased the intensity of sensor blips
Slightly increased No Power light brightness
Increased Weapon & Armor research costs to 20,30,40 (was 15,25,35)
Increased GL research time to 60 seconds (was 40)
Increased GL Pres cost to 30 (was 25)
Increased GL damage to 120 (was 110)
As I mentioned before, the recent "new version" was only about getting it working. So don't expect some super shiny polished and balanced mod (for now). I'm the only active dev on this project which means less changes/fixes in a longer timespan.
On a rather interesting note, I talked with @Scatter and it looks like his Modular Exo mod is compatible with MvM. I'm going to look into this and see how it and if could be meshed with MvM, but this will come in a much later update. Bug fixes, Gameplay balance, and optimization is the only thing I'm concerned with for the next few updates (at least).
Thankfully my server finally died and i was able to confirm it is the MvM mod that is breaking the voting menu (voting menu loads fine without MvM loaded).
Additionally with the new update, it somehow also breaks the user file for Shine.
Don't ask me how, but with MvM enabled, none of my admin accounts count as admin anymore (not a json error, i've triple checked).
When MvM is not loaded, everything works fine / as expected.
I played a long round yesterday with 24+ players. We fought 17mins with lvl1 upgrades against lvl3 and exos later on and we had like 20mins no phasegates, but it was still a lot of fun and we even kinda hold the line until some missed beacons killed us. Thanks for the work, I am glad we can enjoy MvM again
The performance was good all the way into late game and I didn't mind fighting in the dark. It was something new/fresh, but it works surprisingly well with the team color-ligt armor. There was only one time when someone got glitched on an IP. Recycling fixed that, but that happens in vanilla as well What I personally noticed a lot was that you run out of ammo fast, because you have to use the lmg against buildings. The axe did almost no damage to structures. But you might fixed that with the recent upgrade.
Oh, before I forget it. Mines are hard to spot in unpowered rooms. I can adjust to it, but mines with a laser trigger a la Duke Nukem or Half-Life could be cool. Just an idea.
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
@DarkflameQ Welp. That doesn't make any sense. I haven't gone anywhere near the admin stuff. Do you have any server logs? If not, I'd need some kind of reproduction steps to narrow it down. Otherwise, trying to fix "it broke it" is, well...fruitless.
Unfortunately my log is too big to open at the moment (1gb), (good old script errors) and i cannot delete it without closing the server, i will try to open the log when the server dies.
One thing i do find funny (something i did not expect with Marine vs Marine) is that the majority of rookies still flock to the blue team (just like they do with stock gameplay).
My only guess on explaining this behavior is that people like the colour blue more? (Googling it reveals it is the most favoured colour of the world) :P
I always assumed it was because rookies were scared of playing as an alien and were more comfortable with being a marine, seems like this myth has been busted thanks to MvM, lol
Just configured and started [SWE] The Thirsty Onos # Marine vs. Marine. It's a 24-player server located in Stockholm, Sweden.
Mods: MvM, Shine admin, Shine NS2Stats, Jambi and Kodiak.
Will try to fill it later tonight. By the way, how does NS2Stats work with mods? Since maps probably play a bit differently with this mod it might give map makers wrong data.
Comments
91.121.64.194:27020 HoloPad MvsM MOD - naturalselection2.PL
Hotfixes / Update is well underway. Most of the nasty bugs have been squashed. Expect an update in 12 hours or so.
Ah ok, my only concern with the power nodes is troll players destroying their own (will be rare but i see it happening).
Been running a server for half a day now without any significant problems, well done
I'm surprised there are only 2 servers!
There is some feedback from the players to provide though:
1) grenades are too weak against enemy structures but i'm guessing that's intentional?
2) people think the med packs are bugged because there's nothing in the mod to say there are med pack limitations
3) a few people spawn as static models that hover around instead of walking
My complaint is that Grenade Launchers are still too cheap (yes not as cheap as UWE defaults) but at 25 you still get grenade launcher spam, i would personally increase the price to 35 because i believe there should only be quarter of the team with grenade launchers and not half +.
This also increases server performance as there are less grenade physics going off.
Another small issue is when the Gold team surrenders the console reports the Alien team have surrendered (this is a Shine issue though as it hasn't been updated to detect the mvm mod) :P
I would also like to thank you for bringing the size of the mod down from 99mb to 19mb, outstanding!
Edit: Voting from the vote menu appears empty and i don't know why, the commands are set to true in the serverconfig.json (no json errors), but they are just not appearing within game.
Also, one person has reported scripting errors that makes the mod completely unplayable but the majority don't seem to suffer from this:
He swears all his mods are disabled / deleted.
I passed this information to the player, cheers!
and there no votekick so we cant kick em.
If it is too difficult to stop players from their own team attacking their own power nodes, you should script it so the mod gives players warnings and an auto kick after a said number of warnings, 5 warnings should do the trick.
If this is intentional, then I think this is quite unintuitive... if there's a need to prevent medpack spam, why not just increase the (standard NS2) pickup delay per marine? Even making this very long (several seconds) would be better than the current hard limit.
Oh, and a few times, medpacks dropped a into the ground, so the medpack itself was buried, but the floating icon was still visible. I'm not sure if this affected whether they could be picked up, because I had reached my (supposed) per-life limit.
Totally agree, the current medpack anti spam method is confusing for many and they mistake it to be a bug, maybe it is a bug?
Here's a few script errors i receive after a team concede.
Just trying to determine why the Voting menu isn't working right now. By two different programmer's eyes so far...it "should" work. So, I'm concerned it's something with the modframework. No telling at this point. If I can't find the issue in another hour or so, I'm just going to roll out the update anyway.
yes it is my server.
The mods that are running are:
Shine
NS2 Stats
Shine Extra
Marine vs Marine (obviously)
Another thing i think needs to be made more clear is which team is currently beaconing, if you happen to be in a area away from your team mates and you hear the beacon sound, you basically have no idea which team is beaconing.
Some form of indication displayed on screen making you aware that is it is your team being beaconed would be nice.
Beta v3.1 Update
Fixed HUD detail on Low causing client script spam. Thanks for spotting this @Scatter Fixed game count-down script error when round starts Fixed MAC server script error spam when moving into different locations. Thanks @Soul_Rider, nice find Fixed Medpacks pickup not triggering for players (it "should" be fixed, this one is a bit tricky to reproduce) Fixed potential bug preventing Nanoshield from reducing damage Fixed missing crosshairs for all Exo variants Added the Slow down on jumping back in to prevent infinity speed b-hop. Thanks @CyberKun, good catch Added game_setup.xml so MvM game-type shows up in server browser Power Nodes are now always invulnerable. Lame, but having some multi-state damage logic would be confusing as hell right now. Updated Power Node hit to say it is invulnerable Increased the rate that Exo Minigun overheats by 15% faster for single gun and 10% faster for dual Miniguns Decreased Exo base armor to 300 (was 350), maxes out at 600 (was 800) Decreased Exo armor per upgrade level to 100 (was 150) Increased Exo Pres cost to 45 and Dual Weapon Pres cost to 25 Decreased Personal Resource income rate to 0.1 every 7 seconds (was 0.125) Decreased Exo Claw damage to 50 (was 60) Decreased ARC Supply cost to 15 (was 20) Decreased Railgun max charge to 120 (was 130) Decreased Railgun single shot to 30 (was 35) Decreased Cluster Greande initial explosion damage to 65 (was 75) Decreased PhaseGate research time to 45 seconds (was 60) Decreased Jetpack research time to 80 seoncds (was 90) Decreased vertical thrust on Jetpacks. It was too anti-gravity. Still needs lots of work Increased Shotgun max range to 60 (was 30) Increased Flamethrower damage to 18 (was 15) Increased Flamethrower range to 10 (was 9) Increased Flame burn damage to 6 (was 5) Increased Pulse Grenade damage to 80 (was 75) Increased Ax damage to 35 (was 25), and it still Puncture type (i.e. x2 to players) Slightly increased the intensity of sensor blips Slightly increased No Power light brightness Increased Weapon & Armor research costs to 20,30,40 (was 15,25,35) Increased GL research time to 60 seconds (was 40) Increased GL Pres cost to 30 (was 25) Increased GL damage to 120 (was 110)
As I mentioned before, the recent "new version" was only about getting it working. So don't expect some super shiny polished and balanced mod (for now). I'm the only active dev on this project which means less changes/fixes in a longer timespan.
On a rather interesting note, I talked with @Scatter and it looks like his Modular Exo mod is compatible with MvM. I'm going to look into this and see how it and if could be meshed with MvM, but this will come in a much later update. Bug fixes, Gameplay balance, and optimization is the only thing I'm concerned with for the next few updates (at least).
Thankfully my server finally died and i was able to confirm it is the MvM mod that is breaking the voting menu (voting menu loads fine without MvM loaded).
Additionally with the new update, it somehow also breaks the user file for Shine.
Don't ask me how, but with MvM enabled, none of my admin accounts count as admin anymore (not a json error, i've triple checked).
When MvM is not loaded, everything works fine / as expected.
Anyhow, I so happened to have some space to host another ns server, so here it is.
The Ticks battleground #2 MvM 32 player public EU server.
Thanks for the good work, I really liked the gameplay, a real breath of fresh air there.
The performance was good all the way into late game and I didn't mind fighting in the dark. It was something new/fresh, but it works surprisingly well with the team color-ligt armor. There was only one time when someone got glitched on an IP. Recycling fixed that, but that happens in vanilla as well What I personally noticed a lot was that you run out of ammo fast, because you have to use the lmg against buildings. The axe did almost no damage to structures. But you might fixed that with the recent upgrade.
Oh, before I forget it. Mines are hard to spot in unpowered rooms. I can adjust to it, but mines with a laser trigger a la Duke Nukem or Half-Life could be cool. Just an idea.
Again: Good work and thanks!
That being said, i had no problems axing down extractors in yesterdays games.
My only guess on explaining this behavior is that people like the colour blue more? (Googling it reveals it is the most favoured colour of the world) :P
I always assumed it was because rookies were scared of playing as an alien and were more comfortable with being a marine, seems like this myth has been busted thanks to MvM, lol
Shine is working like a charm, RCON I got currently disabled because it messes up my shiny new badge
Mods: MvM, Shine admin, Shine NS2Stats, Jambi and Kodiak.
Will try to fill it later tonight. By the way, how does NS2Stats work with mods? Since maps probably play a bit differently with this mod it might give map makers wrong data.
I run Shine admin and my admin rights work in-game.