Very much our fault. We simply sent the patch to Valve too late. Sometimes they still get it up even when we send it late, sometimes (like today), they don't. But it is worth it. We were testing all today to try to fix the most egregious bugs and even managed to get a few small performance improvements in.
<!--quoteo(post=1926982:date=Apr 18 2012, 07:24 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Apr 18 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1926982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Major props to Matso for being in almost every single patchlog, often multiple times. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
I am a big fan of Matso. I do want to mention that although we credit Matso a lot, many other people deserve credit too. There are many people on the dev team that we don't explicitly give credit to in the change log and all the play testers really deserve a ton of credit too. They spend hundreds of hours collectively each week figuring out how to reproduce the strangest bugs (fly into the ceiling as a Lerk while bile bombing a CC below as a Marine kills you for a crash, wtf guys?) so they don't make it out to the wider community.
So I am perhaps the biggest fan of the play testers <3. They make our job soooooo much easier.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Changed Stomp to also affect ARCs.<!--QuoteEnd--></div><!--QuoteEEnd-->
So does this mean that they will stop moving and/or not be able to fire for the duration of the stun?
Love the drifter changes! I was having nightmares and many restless nights fearing you guys might actually remove drifters T_T - instead you made them even more kickass! I've always been wanting drifters to be useful for scouting besides on shade hives so the passive camo change is amazing. Much better mechanic than cyst spam scouting.
Can also see drifters working really well as support units and making for some interesting spectated games when we start getting more fluid and responsive pathing/selection. Generally before when spectating a game nearly all the actions the khamm did were incredibly staple and not really very interesting. Should help liven up competitive games somewhat. Nice changes!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Fixed an exploit related to rapid jumping (with macros or programmable keyboards): whenever you attempt to jump to early, you lose all additional speed."<!--QuoteEnd--></div><!--QuoteEEnd--> I'm curious about this fix. Does this mean if you jump too early your speed is reset to 7? Or do you just lose the ability to do the next wall jump? Or does it only affect rapid rapid jumping speeds created by mousewheel/macros?
Upon review of the change log I can only conclude this is truly an awesome update. Especially some of the balance changes. <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><ul><li>Alien evolutions are now FREE! That is, it doesn't cost a Skulk 2 resources to evolve Regeneration.</li><li>Changed ARCs to have different max health/armor when deployed and undeployed (they have no armor when deployed).</li><li>Power nodes are now only re-buildable after destruction when the aux power (red light after ~18 seconds) has kicked in.</li><li>Mines can now hurt their owner when detonating.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1927026:date=Apr 18 2012, 10:15 PM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ Apr 18 2012, 10:15 PM) <a href="index.php?act=findpost&pid=1927026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do want to mention that although we credit Matso a lot, many other people deserve credit too. There are many people on the dev team that we don't explicitly give credit to in the change log and all the play testers really deserve a ton of credit too. They spend hundreds of hours collectively each week figuring out how to reproduce the strangest bugs (fly into the ceiling as a Lerk while bile bombing a CC below as a Marine kills you for a crash, wtf guys?) so they don't make it out to the wider community.
So I am perhaps the biggest fan of the play testers <3. They make our job soooooo much easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1927067:date=Apr 19 2012, 11:38 AM:name=reh)--><div class='quotetop'>QUOTE (reh @ Apr 19 2012, 11:38 AM) <a href="index.php?act=findpost&pid=1927067"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's interesting, how my life has lost nearly all meaning for the next 5 hours.<!--QuoteEnd--></div><!--QuoteEEnd-->
Take it as 5 free hours to get your computer (mouse, <a href="http://xkcd.com/237/" target="_blank">keyboard</a>, desk) cleaned to make them shine by the time you get the new NS2 build :)
Tech support forum here <a href="http://www.unknownworlds.com/ns2/forums/index.php?showforum=108" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p?showforum=108</a>
Matso actually knows lua unlike most of the other playtesters, so he can find bugs AND fix them for the devs. :) He also implements new very useful debugging features.
A quick calculation reveals that playtesters test for bugs, test new features and such 100-300 hours each week on average.
I'm pretty interested in seeing how 205 will be received. Hitreg for weapons is way better now...
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited April 2012
<!--quoteo(post=1927075:date=Apr 19 2012, 12:52 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Apr 19 2012, 12:52 PM) <a href="index.php?act=findpost&pid=1927075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A quick calculation reveals that playtesters test for bugs, test new features and such 100-300 hours each week on average.<!--QuoteEnd--></div><!--QuoteEEnd--> Wait, weeks have more than 7 days now? (168h)
Great changes overall, though I am a little disappointed there is still no fix for the early onos? I.e it is the only lifeform that is devastating regardless of team tech currently, he doesn't need stomp, he doesn't need a mature hive, just needs a player to gather 75 p.res. And I very much doubt reworking gore alone is going to be enough, he needs to be made significantly weaker early game and scale better into late-game. The only way to do this imo is by giving him differentiated armour/hp (could be represented on the model, or just make the onos smaller, have a 'mature onos' augmentation or whatever)
All these changes are amazing, but they do nothing to address the balance problem that is the onos, I really hope you guys still have some big stuff coming in that regards.
Keep up the great work though! Excited to play this patch
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1927081:date=Apr 19 2012, 01:02 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 19 2012, 01:02 PM) <a href="index.php?act=findpost&pid=1927081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Collectively they do 100-300<!--QuoteEnd--></div><!--QuoteEEnd--> I got that, the number just doesn't tell me much, so I decided to mock him. :P
<!--quoteo(post=1927075:date=Apr 19 2012, 11:52 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Apr 19 2012, 11:52 AM) <a href="index.php?act=findpost&pid=1927075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty interested in seeing how 205 will be received. Hitreg for weapons is way better now...<!--QuoteEnd--></div><!--QuoteEEnd-->
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
Good god valve is fail, how many hours ago did you send that update? Don't they have midnight workers? i mean, its only just hit night time in australia and we've been anticipating this since 1:00! TORTURE!! WHY IT NO HAPPEN?
<!--quoteo(post=1927105:date=Apr 19 2012, 12:47 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 19 2012, 12:47 PM) <a href="index.php?act=findpost&pid=1927105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is Goo Wall in this build? Have a feeling aliens will need extra defensive abilities now hit reg is improved.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
<img src="http://cdn.memegenerator.net/instances/400x/18928017.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Very much our fault. We simply sent the patch to Valve too late. Sometimes they still get it up even when we send it late, sometimes (like today), they don't. But it is worth it. We were testing all today to try to fix the most egregious bugs and even managed to get a few small performance improvements in.
<!--quoteo(post=1926982:date=Apr 18 2012, 07:24 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Apr 18 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1926982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Major props to Matso for being in almost every single patchlog, often multiple times. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
I am a big fan of Matso. I do want to mention that although we credit Matso a lot, many other people deserve credit too. There are many people on the dev team that we don't explicitly give credit to in the change log and all the play testers really deserve a ton of credit too. They spend hundreds of hours collectively each week figuring out how to reproduce the strangest bugs (fly into the ceiling as a Lerk while bile bombing a CC below as a Marine kills you for a crash, wtf guys?) so they don't make it out to the wider community.
So I am perhaps the biggest fan of the play testers <3. They make our job soooooo much easier.
So does this mean that they will stop moving and/or not be able to fire for the duration of the stun?
<3
Can also see drifters working really well as support units and making for some interesting spectated games when we start getting more fluid and responsive pathing/selection. Generally before when spectating a game nearly all the actions the khamm did were incredibly staple and not really very interesting. Should help liven up competitive games somewhat. Nice changes!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Fixed an exploit related to rapid jumping (with macros or programmable keyboards): whenever you attempt to jump to early, you lose all additional speed."<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm curious about this fix. Does this mean if you jump too early your speed is reset to 7? Or do you just lose the ability to do the next wall jump? Or does it only affect rapid rapid jumping speeds created by mousewheel/macros?
Especially some of the balance changes.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><ul><li>Alien evolutions are now FREE! That is, it doesn't cost a Skulk 2 resources to evolve Regeneration.</li><li>Changed ARCs to have different max health/armor when deployed and undeployed (they have no armor when deployed).</li><li>Power nodes are now only re-buildable after destruction when the aux power (red light after ~18 seconds) has kicked in.</li><li>Mines can now hurt their owner when detonating.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Just very anxious to try them out.
So I am perhaps the biggest fan of the play testers <3. They make our job soooooo much easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
<3 welcome to the team murphy :)
+1
It's interesting, how my life has lost nearly all meaning for the next 5 hours.
Take it as 5 free hours to get your computer (mouse, <a href="http://xkcd.com/237/" target="_blank">keyboard</a>, desk) cleaned to make them shine by the time you get the new NS2 build :)
More than 4 months have passed, but Still I can't play !
Date: 04/19/12
Time: 12:43:59
--------------------------------------------------------------
Build 204
Starting Natural Selection 2
RenderDevice: NVIDIA GeForce 8800 GT (8.17.12.9610)
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Error: Couldn't open file 'models/marine/prototype_module/prototype_module.model'
Error: Couldn't open file 'models/alien/shift/shift.model'
Error: Couldn't open file 'models/alien/shift/shift.animation_graph'
Error: Couldn't open file 'models/alien/cocoon/cocoon.model'
Error: Couldn't open file 'models/marine/exosuit/exosuit_mm.model'
Error: Couldn't open file 'models/marine/exosuit/exosuit_mm_view.animation_graph'
Error: Couldn't open file 'models/marine/exosuit/exosuit_mm_view.model'
Loading 'maps/ns2_mineshaft.level'
Client connecting (127.0.0.1)
Error: PhysX: Adjacencies::CreateDatabase: can't work on non-manifold meshes.
Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
Error: PhysX: Error cooking body 5 of model models/props/refinery/refinery_rock_stalagtite_08.model
The application crashed
He also implements new very useful debugging features.
A quick calculation reveals that playtesters test for bugs, test new features and such 100-300 hours each week on average.
I'm pretty interested in seeing how 205 will be received. Hitreg for weapons is way better now...
Wait, weeks have more than 7 days now? (168h)
Collectively they do 100-300
All these changes are amazing, but they do nothing to address the balance problem that is the onos, I really hope you guys still have some big stuff coming in that regards.
Keep up the great work though! Excited to play this patch
I got that, the number just doesn't tell me much, so I decided to mock him. :P
I've been waiting for this day :)
i mean, its only just hit night time in australia and we've been anticipating this since 1:00! TORTURE!!
WHY IT NO HAPPEN?
(I've seen steam patch games at around 2 - 3 pm GMT)
i will cry probably
!
It is not