Another addition (that would be much more useful than my last ideas to everybody in general)
1) Separate sliders for marine/alien mouse sensitivities. This used to be in an old (SamusDroid?) mod, but I don't think its around or works anymore. Would love to see this in NS2+. I know a lot of the more experienced players would appreciate this.
When I played with seperate senses, I created a bind to switch it. I think it was the command "bind F6 setsensitivity 3.33". Maybe it still works?
Largely; the medpacks are landing on meshes that have collision and haven't been hidden from the commander.
But it'd be nice if dropped medpacks, as well as being picked up when a marine walks on/near them, were picked up when a marine walks underneath them.
I actually made them work like that when I was making the ammo follow the weapons because of a bug that appeared when testing that made them float if you picked up the weapon mid air. I ended up just moving the ammo pack to the floor, which results in pickup anyways.
Interestingly enough, before I could do anything @kmg has already contributed the code that ignores the Y axis, so expect that next patch.
Going a step farther, would it be possible to make medpacks be dropped based on geometry that's visible? As it is right now, sometimes (and refinery is a big culprit here), I'll try to drop a medpack, but it will instead appear at the top of a big north-facing wall (that is, of course, completely invisible to me thanks to our good friend back-face culling) that lies between my view and the marine I was trying to hit.
TLDR: Can you make it so medpacks won't drop on polygons that are facing away from the commander?
So with this announcement out, some of the things in this mod will be integrated into vanilla, at the moment it's pretty much all the fixes in here and a few QoL changes (ie. Lerk deaths in Insight). Don't expect anything crazy like the entire mod being integrated since having so many options is not something wanted for vanilla, but I think anything that's in the mod that doesn't have options has the potential to be integrated.
It's probably going to be harder to do both at the same time, so development on this will slow down a bit. I do have some changes I want to push, but I want to fix/change a couple of things before I push the update.
Minimal Particles and a true vanilla NSL-lights option are all that I would want. I can deal with the vanilla hud and other elements as long as I can hold frames in pubs.
- add nameplates to marine/alien upgrades when hovering over. ("Umbra" etc)
- add progressbar to upgraded robo facotry while pumping out an arc/mac.
- if possible for lower resolution ppl (I play on 1152x864), stack the upgrade icons on two levels.
This way in late games, you'd be able to see marine upgrades, since alien upgrades goes over marine ups.
Or maybe divide them by hives or biomass?
- Ammo, medpacks and catpacks now ignore the vertical element for pickup by marines. This should mitigate some of the problems commanders have with weird geometry in levels blocking their drops. (Thanks kmg!)
- Added Bonewall minimap icon. (Thanks kmg, remi.D!)
- Shift Echo now updates the buttons faster when trying to echo upgrade chambers, and updates immediately after the shift is echoed to a new location (Thanks remi.D!)
- Fixed Grenade collision radius to be more representative of the visual model -- proximity detonation radius is unchanged (Thanks remi.D!)
- Fixed drifters trying to build structures they can't and fake-building them forever (Thanks remi.D!)
- Bonewalls now show range before dropping.
- Fixed bug where the Unique Shotgun Hits setting would affect Flamethrower damage numbers sometimes.
- Minimap connectors display as a line when there's only 2 PGs.
- Minimap connectors now display with the team color.
This is nice to have too. I imagine later on rupture/contaminate will get added to? The skull icon with an X behind it in minimap_blip.dds should work for rupture. The vortex or dot icon would work for contaminate I guess since those aren't used in the game.
This is nice to have too. I imagine later on rupture/contaminate will get added to? The skull icon with an X behind it in minimap_blip.dds should work for rupture. The vortex or dot icon would work for contaminate I guess since those aren't used in the game.
The vortex and dot are both used in game. Vortex is vortex. As a fade, you can see where your vortex teleport spot is on the map and when it expires. The dot is used by observatories detecting lifeforms in another room (it doesn't show what they are, just the blip)
There are plenty of other slots on this sprite sheet that could be hijacked (occupied com chairs, upgraded tech points, unbuilt hive, deployed arcs). I was going to try my hand at possibly making a new icon for bone wall. I don't think rupture on the map makes a lot of sense, but I could see a lot of value to showing contaminate.
- Fixed Grenade collision radius to be more representative of the visual model -- proximity detonation radius is unchanged (Thanks remi.D!)
Just wanted to highlight this one. To explain further, the accuracy it takes to hit an alien is unchanged, but now you can shoot through another marine's legs, over their shoulder, through gaps in pipes in sub access on ns2_summit, etc. It feels a lot better to me, but I'd love to hear how other people feel about it and if it is working as intended.
I've had to disable the BoneWall range for commanders since there are incompatibilities with CompMod, not 100% the fault of either mod, but a NS2 modding thing, really.
- Fixed Grenade collision radius to be more representative of the visual model -- proximity detonation radius is unchanged (Thanks remi.D!)
Just wanted to highlight this one. To explain further, the accuracy it takes to hit an alien is unchanged, but now you can shoot through another marine's legs, over their shoulder, through gaps in pipes in sub access on ns2_summit, etc. It feels a lot better to me, but I'd love to hear how other people feel about it and if it is working as intended.
The question is : Does it change the charge on the server? In some physics engines, having a smaller object can increase the performance costs for its collisions.
I could see a lot of value to showing contaminate.
i'm concerned this would affect balance when contaminate is actually used. right now contaminate is generally used late game in the middle of the marine's main base. they almost always have an obs in their main base. basically the surprise element of the contaminate would be reduced, because the obs would always now show the contaminate as soon as it was dropped instead of just once the whips get echoed in. maybe this is a good thing, i dunno, just though i'd bring up the balance issue.
I could see a lot of value to showing contaminate.
i'm concerned this would affect balance when contaminate is actually used. right now contaminate is generally used late game in the middle of the marine's main base. they almost always have an obs in their main base. basically the surprise element of the contaminate would be reduced, because the obs would always now show the contaminate as soon as it was dropped instead of just once the whips get echoed in. maybe this is a good thing, i dunno, just though i'd bring up the balance issue.
He's not talking about showing it on the obs. He's talking about showing it to other alien players on the map.
He's not talking about showing it on the obs. He's talking about showing it to other alien players on the map.
that sounds good in theory, but i'm not sure if there's currently a way to differentiate the two. maybe there is, i dunno, but i've always just thought of it as if your team can see it then the other team can see it if it's detected. that's certainly the default behavior and when i implemented the bone walls i just never even considered it because that's just how it worked. anyway, that's why i brought it up.
SebMelbourne, AUJoin Date: 2013-04-01Member: 184576Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, WC 2013 - Silver, Retired Community Developer
Would making an option for commanders to turn off "extractor under attack" or "structure under attack" warnings be too much? It got brought up in another thread, and I can't count how many times I have gotten a structure under attack warning a split second after a medpack call and spacebar has taken me to the extractor...
He's not talking about showing it on the obs. He's talking about showing it to other alien players on the map.
that sounds good in theory, but i'm not sure if there's currently a way to differentiate the two. maybe there is, i dunno, but i've always just thought of it as if your team can see it then the other team can see it if it's detected. that's certainly the default behavior and when i implemented the bone walls i just never even considered it because that's just how it worked. anyway, that's why i brought it up.
There's a way to do it as cysts didn't show up on obs passive scan for a period of time.
Would making an option for commanders to turn off "extractor under attack" or "structure under attack" warnings be too much? It got brought up in another thread, and I can't count how many times I have gotten a structure under attack warning a split second after a medpack call and spacebar has taken me to the extractor...
I'll take a look.
In other news:
- Added new BoneWall icon for the minimap (Thanks remi.D!)
- Mod updater now shows a list of the mods that have been updated.
Would making an option for commanders to turn off "extractor under attack" or "structure under attack" warnings be too much? It got brought up in another thread, and I can't count how many times I have gotten a structure under attack warning a split second after a medpack call and spacebar has taken me to the extractor...
do you want to turn it off entirely, or just make it so it doesn't go into your queue for spacebar?
@kmg Similar yes, but I'd like to avoid the notifications from random powernodes on the map, while conserving the notification on the powernode in marine main.
Would making an option for commanders to turn off "extractor under attack" or "structure under attack" warnings be too much? It got brought up in another thread, and I can't count how many times I have gotten a structure under attack warning a split second after a medpack call and spacebar has taken me to the extractor...
do you want to turn it off entirely, or just make it so it doesn't go into your queue for spacebar?
I love pretty much all the features of this mod but still prefer the old style building healthbars (especially on marine RTs). Is there any way to change it back?
I love pretty much all the features of this mod but still prefer the old style building healthbars (especially on marine RTs). Is there any way to change it back?
Comments
Yup, what you said exactly still works.
Going a step farther, would it be possible to make medpacks be dropped based on geometry that's visible? As it is right now, sometimes (and refinery is a big culprit here), I'll try to drop a medpack, but it will instead appear at the top of a big north-facing wall (that is, of course, completely invisible to me thanks to our good friend back-face culling) that lies between my view and the marine I was trying to hit.
TLDR: Can you make it so medpacks won't drop on polygons that are facing away from the commander?
It's probably going to be harder to do both at the same time, so development on this will slow down a bit. I do have some changes I want to push, but I want to fix/change a couple of things before I push the update.
Very much so.
- add nameplates to marine/alien upgrades when hovering over. ("Umbra" etc)
- add progressbar to upgraded robo facotry while pumping out an arc/mac.
- if possible for lower resolution ppl (I play on 1152x864), stack the upgrade icons on two levels.
This way in late games, you'd be able to see marine upgrades, since alien upgrades goes over marine ups.
Or maybe divide them by hives or biomass?
- Added Bonewall minimap icon. (Thanks kmg, remi.D!)
- Shift Echo now updates the buttons faster when trying to echo upgrade chambers, and updates immediately after the shift is echoed to a new location (Thanks remi.D!)
- Fixed Grenade collision radius to be more representative of the visual model -- proximity detonation radius is unchanged (Thanks remi.D!)
- Fixed drifters trying to build structures they can't and fake-building them forever (Thanks remi.D!)
- Bonewalls now show range before dropping.
- Fixed bug where the Unique Shotgun Hits setting would affect Flamethrower damage numbers sometimes.
- Minimap connectors display as a line when there's only 2 PGs.
- Minimap connectors now display with the team color.
This is nice to have too. I imagine later on rupture/contaminate will get added to? The skull icon with an X behind it in minimap_blip.dds should work for rupture. The vortex or dot icon would work for contaminate I guess since those aren't used in the game.
There are plenty of other slots on this sprite sheet that could be hijacked (occupied com chairs, upgraded tech points, unbuilt hive, deployed arcs). I was going to try my hand at possibly making a new icon for bone wall. I don't think rupture on the map makes a lot of sense, but I could see a lot of value to showing contaminate.
Just wanted to highlight this one. To explain further, the accuracy it takes to hit an alien is unchanged, but now you can shoot through another marine's legs, over their shoulder, through gaps in pipes in sub access on ns2_summit, etc. It feels a lot better to me, but I'd love to hear how other people feel about it and if it is working as intended.
It will be readded when CompMod gets updated.
i'm concerned this would affect balance when contaminate is actually used. right now contaminate is generally used late game in the middle of the marine's main base. they almost always have an obs in their main base. basically the surprise element of the contaminate would be reduced, because the obs would always now show the contaminate as soon as it was dropped instead of just once the whips get echoed in. maybe this is a good thing, i dunno, just though i'd bring up the balance issue.
He's not talking about showing it on the obs. He's talking about showing it to other alien players on the map.
that sounds good in theory, but i'm not sure if there's currently a way to differentiate the two. maybe there is, i dunno, but i've always just thought of it as if your team can see it then the other team can see it if it's detected. that's certainly the default behavior and when i implemented the bone walls i just never even considered it because that's just how it worked. anyway, that's why i brought it up.
There's a way to do it as cysts didn't show up on obs passive scan for a period of time.
In other news:
- Added new BoneWall icon for the minimap (Thanks remi.D!)
- Mod updater now shows a list of the mods that have been updated.
do you want to turn it off entirely, or just make it so it doesn't go into your queue for spacebar?
This makes more sense actually.
Turn minimal nameplates off.
I want your damn babies, mendasp.