Natural Selection 2 Build 248 is now live on Steam! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Natural Selection 2 Build 248 is now live on Steam! - Natural Selection 2
That was fast! Build 247 was released yesterday, but included some naughties. Build 248 is a quick follow up build to crush those naughties like the dirty, reprehensible bug scum they are.
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We deny all knowledge of any "bots". Bots have not, do not, and have never existed, what you saw was swamp gas..
Been there
Currently, the only way I can do it is with a autohotkey script, but its not perfect and seems to add a tiny bit of delay.
UWE has done an excellent job of simulating real players.
Ah well. Can't expect too much too soon I suppose.
Except that up is down and down is up.
https://groups.google.com/forum/?hl=en&fromgroups#!topic/uwe-server-ops/wiZ0eo1FEeA
Bernardo Carneiro 8:14 PM (1 hour ago)
I'm having issues with the ConsistencyConfig.json.
Using the one, I receive the mesage Your game files do not match the servers. Try verifying your game cache in steam or maybe an update just came out.:
{
"check": [ "game_setup.xml", "*.lua", "*.fx", "*.screenfx", "*.surface_shader", "*.fxh", "*.render_setup", "*.shader_template", "*.level", "*.dds", "*.jpg", "*.png", "*.cinematic", "*.material", "*.model", "*.animation_graph", "*.polygons", "*.fev", "*.fsb" ],
"ignore": [ "ui/*.dds", "*_view*.dds", "*_view*.material", "*_view*.model" ]
}
When I use this one, work fine:
{
"check": [ "game_setup.xml" ],
"ignore": [ "ui/*.dds", "*_view*.dds", "*_view*.material", "*_view*.model", "*.lua", "*.fx", "*.screenfx", "*.surface_shader", "*.fxh", "*.render_setup", "*.shader_template", "*.level", "*.dds", "*.jpg", "*.png", "*.cinematic", "*.material", "*.model", "*.animation_graph", "*.polygons", "*.fev", "*.fsb" ]
}
Well in that case they can just give an option to inverse the mouse wheel functions. In almost all games I have played mousewheel down gives me the next option in the weapons order. In this game that function is given to mousewheel up which is highly difficult to adjust to. So just giving an options that flips these commands would be enough if they do not wish mousewheel to be binded to anything else.
I'll put this in lame terms considering my knowledge of coding..(zip)
As far as i know..Coding a game for a console requires more lines of code..( i don't know the technical aspect of it , but could use a brief explanation if willing....)
The big question here is..Is it possible to optimize a game on the console that is compares to the most powerful desktop graphic cards available today?
It's not that you would need more lines of code but vastly different lines of code, depending on which console and architecture you are developing for.
Here is an old article that explains the differences in design between a Pentium 3 PC and the PS2: http://arstechnica.com/features/2000/04/ps2vspc/
To sum it up: PCs have massive amount of data storages and small pipelines that connect those storages with each other, so you cache a lot of stuff somewhere, work on it until you are done and then push the result somewhere else.
On the PS2, your memory is not even large enough to cache a single 32 bit texture or model. But you have massive amounts of processing bandwidth, so you have to stream data in step by step and perform operations on those little pieces of data and then stream them out again and other stuff in.
You basically have to entirely relearn the way you are programming things. From what devs say about it, developing for PS2 and PS3 is a nightmare, especially when there was only Japanese documentation available. Microsoft's console may be more accessible in that regard, but there are still architectural differences that any game engine had to cope with when porting it. I think consoles also use Big Endian encoding while PCs uses Little Endian nowadays.
Gives "Armory Humping" a whole new visual too! X_X