<!--quoteo(post=1952061:date=Jul 17 2012, 03:56 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Jul 17 2012, 03:56 AM) <a href="index.php?act=findpost&pid=1952061"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've further modified the Combat variant of Summit, Glass Hallway now leads back around into Pipe Junction offering an alternate route to the enemies tech point for larger games.
<a href="http://www.duplexgaming.co.uk/downloads/maps/104/SummitCombat/" target="_blank">Here's the link for it on the Duplex download page.</a>
Now I want to open up a path west out of Sub that hooks up to the South Eastern side of the Xroads walkway.<!--QuoteEnd--></div><!--QuoteEEnd-->
I recommend u add another enter/exit way to the lower base as the upper one has 3, I know the lower one got the vent but add something for marines incase they want to split into 2 groups each going their own way.
like so <img src="http://i.imgur.com/vZSXZ.png" border="0" class="linked-image" /> any one of those paths would work just fine though red and blue paths works best I think.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1952086:date=Jul 17 2012, 10:35 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Jul 17 2012, 10:35 AM) <a href="index.php?act=findpost&pid=1952086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for making these fsfod, if it's okay by you I'll add these two lua files to our source code so that it should just be as simple as extracting the main NS2Combat zip file to menumod/mods if you want to add it to menumod's list.
Also, in the meantime can I include your zip file link and the additional steps in the client-side instructions in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119151" target="_blank">OP</a>?
I just noticed the 'enginebuild' parameter in the modinfo.lua. Is it possible to specify 'any' or some kind of wildcard, as in theory our mod can survive between builds without a new release (only one bug that we've found so far, where you no longer get xp for structure kills in build 214, but that doesn't have anything to do with the client-side stuff anyway).<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Feel free to. NS2Combat_Mod.lua is not implemented as clean I would of liked
2. The enginebuild value is not really enforced its just checked to make sure it exists and is a number
OK I finished now my InvisPropSystem for ns2_tram. So I changed the spawn system so only a few pairs of spawn are valid (but for rines and aliens, so even marines can spawn in elevator). I also set up some Coordinates for the props for every spawn combi, so only a small map will be available for the player.
If all relevant parties agree, we could include these modded versions of ns2_tram and ns2_summit in the zip file, so that when you launch a NS2Combat server it'll use the special version with magic walls from NS2Combat instead of the standard one. The bad side-effect of this is that we will struggle to keep ourselves up to date with changes coming from the original mappers and you might start to see some strange behaviour as a result, but in the long run this is a non-problem (when Steam Workshop is ready it looks like there will be quite a few Combat-ready maps due to their small size and relatively short development time!)
As the map file format is binary instead of XML-based, we can't use a merge tool to do it all for us in this case...
<!--quoteo(post=1952114:date=Jul 17 2012, 10:42 PM:name=Jibrail)--><div class='quotetop'>QUOTE (Jibrail @ Jul 17 2012, 10:42 PM) <a href="index.php?act=findpost&pid=1952114"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recommend u add another enter/exit way to the lower base as the upper one has 3, I know the lower one got the vent but add something for marines incase they want to split into 2 groups each going their own way.
like so <img src="http://i.imgur.com/vZSXZ.png" border="0" class="linked-image" /> any one of those paths would work just fine though red and blue paths works best I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119461" target="_blank">Something like this? ;)</a>
<!--quoteo(post=1952147:date=Jul 18 2012, 02:35 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Jul 18 2012, 02:35 AM) <a href="index.php?act=findpost&pid=1952147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If all relevant parties agree, we could include these modded versions of ns2_tram and ns2_summit in the zip file, so that when you launch a NS2Combat server it'll use the special version with magic walls from NS2Combat instead of the standard one. The bad side-effect of this is that we will struggle to keep ourselves up to date with changes coming from the original mappers and you might start to see some strange behaviour as a result, but in the long run this is a non-problem (when Steam Workshop is ready it looks like there will be quite a few Combat-ready maps due to their small size and relatively short development time!)
As the map file format is binary instead of XML-based, we can't use a merge tool to do it all for us in this case...<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm ok with the Summit conversion being included until Workshop is fixed, it would be good to have it in there for the test day.
A little bug (I think): It looks like you still gain 'proximity' experience while dead & spectating. When I died and spectated a fade I was still leveling up; this doesn't seem right.
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(post=1952249:date=Jul 17 2012, 09:32 PM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ Jul 17 2012, 09:32 PM) <a href="index.php?act=findpost&pid=1952249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A little bug (I think): It looks like you still gain 'proximity' experience while dead & spectating. When I died and spectated a fade I was still leveling up; this doesn't seem right.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think JimWest or someone else already spotted this - it's in our list of things to fix for the next version. Thanks for raising it! It's important we squash as many bugs like this as we can. <!--quoteo(post=1952249:date=Jul 18 2012, 02:32 AM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ Jul 18 2012, 02:32 AM) <a href="index.php?act=findpost&pid=1952249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A little bug (I think): It looks like you still gain 'proximity' experience while dead & spectating. When I died and spectated a fade I was still leveling up; this doesn't seem right.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1952080:date=Jul 17 2012, 04:45 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Jul 17 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1952080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here it is you need to extract or copy the original NS2Combat folder into the "mods" folder of my mod and then extract the files from this zip <a href="https://dl.dropbox.com/u/36567916/menumod/combatmod.zip" target="_blank">combatmod.zip</a> into it and it should then show up on the mods page after you restart the client if you had it running before extracting it. It should be enabled by default. Disabling or enabling it will take effect for the next server you connect to<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks! I'll give it a try soon.
I get a really bad bug when using the GUI and Menumod.
When i go to upgrade and click where i want my point to go my mouse pointer stays and it wont go away. I have to rejoin the server and use the co_spendlvl command. Any idea?
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1952295:date=Jul 18 2012, 10:28 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Jul 18 2012, 10:28 AM) <a href="index.php?act=findpost&pid=1952295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get a really bad bug when using the GUI and Menumod.
When i go to upgrade and click where i want my point to go my mouse pointer stays and it wont go away. I have to rejoin the server and use the co_spendlvl command. Any idea?
Edit: it seems to only do it on marine side.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sigh I thought I had fixed that for both sides. opening and closing the buy menu with the buy menu key will fix temporarily fix it till you use the buy menu again I will come up with a different fix that should work for both sides
<!--quoteo(post=1952296:date=Jul 18 2012, 10:42 AM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Jul 18 2012, 10:42 AM) <a href="index.php?act=findpost&pid=1952296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sigh I thought I had fixed that for both sides. opening and closing the buy menu with the buy menu key will fix temporarily fix it till you use the buy menu again I will come up with a different fix that should work for both sides<!--QuoteEnd--></div><!--QuoteEEnd-->
Closing the buy menu by pressing B didnt seem to work for me, only joining ready room and rejoining marine team was the only thing i could do.
Also I got my friend to download the NS2combat file and added -game NS2Combat in the launch options in steam coz he was complaining about the lack of GUI but he couldnt even see the upgrades, the window would pop up but the upgrades would be missing (alien side). I dont think its related to menumod though because i dont think he uses it.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1952300:date=Jul 18 2012, 11:59 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Jul 18 2012, 11:59 AM) <a href="index.php?act=findpost&pid=1952300"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Closing the buy menu by pressing B didnt seem to work for me, only joining ready room and rejoining marine team was the only thing i could do.
Also I got my friend to download the NS2combat file and added -game NS2Combat in the launch options in steam coz he was complaining about the lack of GUI but he couldnt even see the upgrades, the window would pop up but the upgrades would be missing (alien side). I dont think its related to menumod though because i dont think he uses it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just reuploaded a fixed version to the same address <a href="https://dl.dropbox.com/u/36567916/menumod/combatmod.zip" target="_blank">https://dl.dropbox.com/u/36567916/menumod/combatmod.zip</a>
<!--quoteo(post=1952308:date=Jul 18 2012, 01:37 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Jul 18 2012, 01:37 PM) <a href="index.php?act=findpost&pid=1952308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just reuploaded a fixed version to the same address <a href="https://dl.dropbox.com/u/36567916/menumod/combatmod.zip" target="_blank">https://dl.dropbox.com/u/36567916/menumod/combatmod.zip</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I load ns2_assault map but outside of ready room, presing f1 takes me to Command Chair and armoury that are outside the map. cant get into map, this is on empty server.
Did play ok yesterday on ns2_junction_combat. but after installing to NSCombat folder and modifying game properties, it seems strange.
<!--quoteo(post=1952317:date=Jul 19 2012, 12:10 AM:name=firepower)--><div class='quotetop'>QUOTE (firepower @ Jul 19 2012, 12:10 AM) <a href="index.php?act=findpost&pid=1952317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I load ns2_assault map but outside of ready room, presing f1 takes me to Command Chair and armoury that are outside the map. cant get into map, this is on empty server.
Did play ok yesterday on ns2_junction_combat. but after installing to NSCombat folder and modifying game properties, it seems strange.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry you had trouble with the map Firepower. I've been updating the map almost daily and with the issues you're mentioning I think you either had an old version of the map or a new one on a server running an old version. Easiest way to test the map is working correctly is to create a lan game. If you are still having the same issues then there is some thing wrong with the map and I need to know about it. but no one else has had the same issues unless they were running an old version. I hope you will give it another shot.
Would love to get more feedback or suggestions for the map. Please leave me either in the <a href='index.php?showtopic=119450'>co_assault</a> thread in the mapping section.
<!--quoteo(post=1952936:date=Jul 21 2012, 12:04 PM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Jul 21 2012, 12:04 PM) <a href="index.php?act=findpost&pid=1952936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And finally were getting some new upgrades. As a marine you can now buy an EMP-taunt. Every 20 seconds you can activate an EMP-blast with your taunt.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1952940:date=Jul 21 2012, 02:02 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Jul 21 2012, 02:02 PM) <a href="index.php?act=findpost&pid=1952940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whats en EMP blast for? Aliens are organic.<!--QuoteEnd--></div><!--QuoteEEnd--> Probably the same as the mac EMP blast. Nanites ;)
Comments
<img src="http://www.duplexgaming.co.uk/images/content/map_overviews/ns2_summitcombat.jpg" border="0" class="linked-image" />
<a href="http://www.duplexgaming.co.uk/downloads/maps/104/SummitCombat/" target="_blank">Here's the link for it on the Duplex download page.</a>
Now I want to open up a path west out of Sub that hooks up to the South Eastern side of the Xroads walkway.<!--QuoteEnd--></div><!--QuoteEEnd-->
I recommend u add another enter/exit way to the lower base as the upper one has 3, I know the lower one got the vent but add something for marines incase they want to split into 2 groups each going their own way.
like so
<img src="http://i.imgur.com/vZSXZ.png" border="0" class="linked-image" />
any one of those paths would work just fine though red and blue paths works best I think.
Also, in the meantime can I include your zip file link and the additional steps in the client-side instructions in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119151" target="_blank">OP</a>?
I just noticed the 'enginebuild' parameter in the modinfo.lua. Is it possible to specify 'any' or some kind of wildcard, as in theory our mod can survive between builds without a new release (only one bug that we've found so far, where you no longer get xp for structure kills in build 214, but that doesn't have anything to do with the client-side stuff anyway).<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Feel free to. NS2Combat_Mod.lua is not implemented as clean I would of liked
2. The enginebuild value is not really enforced its just checked to make sure it exists and is a number
So I changed the spawn system so only a few pairs of spawn are valid
(but for rines and aliens, so even marines can spawn in elevator).
I also set up some Coordinates for the props for every spawn combi, so only a small map will be available for the player.
As the map file format is binary instead of XML-based, we can't use a merge tool to do it all for us in this case...
if you mean the version I made Its uploaded to dropbox along with a co version of docking
like so
<img src="http://i.imgur.com/vZSXZ.png" border="0" class="linked-image" />
any one of those paths would work just fine though red and blue paths works best I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119461" target="_blank">Something like this? ;)</a>
<img src="http://www.duplexgaming.co.uk/images/content/map_overviews/ns2_summitcombat2.jpg" border="0" class="linked-image" />
As the map file format is binary instead of XML-based, we can't use a merge tool to do it all for us in this case...<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm ok with the Summit conversion being included until Workshop is fixed, it would be good to have it in there for the test day.
Nonsense, this is the best feature.
Thanks for raising it! It's important we squash as many bugs like this as we can.
<!--quoteo(post=1952249:date=Jul 18 2012, 02:32 AM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ Jul 18 2012, 02:32 AM) <a href="index.php?act=findpost&pid=1952249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A little bug (I think): It looks like you still gain 'proximity' experience while dead & spectating. When I died and spectated a fade I was still leveling up; this doesn't seem right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks! I'll give it a try soon.
When i go to upgrade and click where i want my point to go my mouse pointer stays and it wont go away. I have to rejoin the server and use the co_spendlvl command. Any idea?
Edit: it seems to only do it on marine side.
When i go to upgrade and click where i want my point to go my mouse pointer stays and it wont go away. I have to rejoin the server and use the co_spendlvl command. Any idea?
Edit: it seems to only do it on marine side.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sigh I thought I had fixed that for both sides. opening and closing the buy menu with the buy menu key will fix temporarily fix it till you use the buy menu again I will come up with a different fix that should work for both sides
Closing the buy menu by pressing B didnt seem to work for me, only joining ready room and rejoining marine team was the only thing i could do.
Also I got my friend to download the NS2combat file and added -game NS2Combat in the launch options in steam coz he was complaining about the lack of GUI but he couldnt even see the upgrades, the window would pop up but the upgrades would be missing (alien side). I dont think its related to menumod though because i dont think he uses it.
Also I got my friend to download the NS2combat file and added -game NS2Combat in the launch options in steam coz he was complaining about the lack of GUI but he couldnt even see the upgrades, the window would pop up but the upgrades would be missing (alien side). I dont think its related to menumod though because i dont think he uses it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just reuploaded a fixed version to the same address <a href="https://dl.dropbox.com/u/36567916/menumod/combatmod.zip" target="_blank">https://dl.dropbox.com/u/36567916/menumod/combatmod.zip</a>
That seems to work, thanks mate!
Did play ok yesterday on ns2_junction_combat. but after installing to NSCombat folder and modifying game properties, it seems strange.
Try this one. this worked for me coz i was getting that issue aswel.
I just took the map from this.
Btw silence isnt working again/still.
Alien vision will cost no energy!! (and ofc some other fixes, features ...)
Every 20 seconds you can activate an EMP-blast with your taunt.
Did play ok yesterday on ns2_junction_combat. but after installing to NSCombat folder and modifying game properties, it seems strange.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry you had trouble with the map Firepower. I've been updating the map almost daily and with the issues you're mentioning I think you either had an old version of the map or a new one on a server running an old version. Easiest way to test the map is working correctly is to create a lan game. If you are still having the same issues then there is some thing wrong with the map and I need to know about it. but no one else has had the same issues unless they were running an old version.
I hope you will give it another shot.
Would love to get more feedback or suggestions for the map. Please leave me either in the <a href='index.php?showtopic=119450'>co_assault</a> thread in the mapping section.
Every 20 seconds you can activate an EMP-blast with your taunt.<!--QuoteEnd--></div><!--QuoteEEnd-->
Whats en EMP blast for? Aliens are organic.
Probably the same as the mac EMP blast. Nanites ;)
(same ability can be explored for macs)