Rc6 changelog
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
<div class="IPBDescription">You said you wanted it...</div>It's a bit dry, but here are the changes that went into tonight's build for the playtesters. Hope it's interesting or eye-opening or something... :)
<b>Summary:</b> Much better usability for the alien side, lots of performance improvements, removed most damage types, more balance, lots of new artwork, new versions of nearly all maps.
O New pop-up menus! (disables invalid options, is much clearer now (no longer graphical, but usability takes precedence over artistic desires in this case, and people are absolutely baffled by the old alien pop-up)
O Fixed pop-up menu bind problem (!) Works for any mouse button, and any key. Also allows you to click a mouse button to choose an option.
O Performance improvements for CM, hive sight, motion-tracking, marine upgrades (Plaguebearer, let me know if you see a difference)
O Damage types removed, except blast damage on grenades, bile bomb and siege
O 20% damage adjustment removed (back to old damage amounts)
O Orienting temp entities (still bugged, but one step closer)
O Siege must be built within range of a turret factory (not an advanced turret factory though)
O HMG rounds increased to 150, max pistol ammo now 30
O MG and pistol feel improved (thanks Gooseman!)
O Moveable CC bug fixed
O <b>Release mode optimizations</b> (should be a noticeable performance improvement on client and server, for everyone)
O Map name now visible on scoreboard
O Visible resources not resetting when switching roles (or on game reset)
O No longer lose 1 point losing a building
O Grens explode on impact with enemy team entities, bounce otherwise
O Grenades, bile bombs, acid rockets and other weapons can generally hurt the launching player
O New MG, sounds for anims as well
O New prototype lab model (goodbye HL grenade!) (this thing looks seriously amazing, thanks Squeal and Mojo!)
O Fixed grenade model trying to play anim it doesn't have (printed error to console)
O New shell (thanks Fam!)
O Reduced flier armor from 100/125 to 60/100
O Decreased def chambers from 6 points a second to 5
O Removed nuke and nuke plant (and references to medlab and medkit), this will come back after v1.0
O Welder cost reduced from 15 to 10
O Teammate health now draws properly for commander (when players are selected)
O No longer drawing any HUD or UI in demo playback mode (temporary workaround for recording footage)
O Fixed D3D problems for energy, resources and jetpack energy (draws to scale now, and works in D3D) (known bug: jetpack energy still needs work)
O Make orders blink, to encourage players to notice and follow them
O Draw orders (and help icons) scaled to world, so they are smaller when far away. Decrease overall size of orders. (known bug: text below it still isn't drawing proportionally)
O New weapon sounds when reloading, deploying, etc.. Some of these obviously don't fit quite right yet or aren't synched up. (thanks Def One!)
O New MG model (BathroomMonkey says: "I condensed it down to 3 256x256 maps, and then added some detail: graphically, the textures are more contrasted, the vid screen is closer in color to Cory's, and there are other various nick-nacks and refinements. Polygonally, I've removed some pieces that bugged me, and used the extra space to add things like a proper bolt, and a casing around the clip port", "cleaned up a few polys (I went with the leaner look), polished up the maps, and here it is-- ready to swap") (thanks Bathroom!)
O New player model for MG, new HMG view model (thanks Def One!)
O New marine model animations! (thanks Def One!)
O New animated alien buildings (now visibly deploy, and take damage, soon they will idle)! (thanks Mojo)
O New death animations for the level 4! (thanks Mojo)
O New version of fmod (potential improved efficiency or compatibility for .mp3 playback)
O New hera!
- Walkway broken, hopefully more conenctivity.
- New entrance lift which won't screw up.
- Ladders at all the slow lifts; an attempt to speed up the action around the marine start area.
- A few vents removed
- Cosmetic changes here and there, including chairs in front of all the computer terminals.
- New lifts in general; no more of those 'U' shaped lifts.
- Lightning is out, thunder is still in.
- Lots of other little changes, eg join signs in readyroom are now the standard green signs, and the scrolling red line is on the floor instead of the ceiling now. (It's easier to see.)
O New bast!
O New caged!
- "Fixed a ton of minor shaz that only I'd notice ... texture things, little bits of brushwork yada yada"
O New ns_nothing!
- "bug fixes such as the weldable behind the MS, sound goofs, condensed info_location names, etc."
O New nancy!
- "File size is waaaaay down. I moved some resources nozzles and added 1 extra. Each "start" has its own nozzel (1 by each hive, and the marine bridge has 1) and the rest are scattered evenly across the map so whoever controls most of the map, will control most of the nozzels. I also took out the cantina wav from the start and took care of a few texture alignments."
O Fixed intermittent client-crash that happened in large battles
O Don't send help messages for weapons that are selected but disabled
O Now players must wait 3 seconds getting in line to respawn, so death animation player properly
O Some help messages trimmed down
<b>Summary:</b> Much better usability for the alien side, lots of performance improvements, removed most damage types, more balance, lots of new artwork, new versions of nearly all maps.
O New pop-up menus! (disables invalid options, is much clearer now (no longer graphical, but usability takes precedence over artistic desires in this case, and people are absolutely baffled by the old alien pop-up)
O Fixed pop-up menu bind problem (!) Works for any mouse button, and any key. Also allows you to click a mouse button to choose an option.
O Performance improvements for CM, hive sight, motion-tracking, marine upgrades (Plaguebearer, let me know if you see a difference)
O Damage types removed, except blast damage on grenades, bile bomb and siege
O 20% damage adjustment removed (back to old damage amounts)
O Orienting temp entities (still bugged, but one step closer)
O Siege must be built within range of a turret factory (not an advanced turret factory though)
O HMG rounds increased to 150, max pistol ammo now 30
O MG and pistol feel improved (thanks Gooseman!)
O Moveable CC bug fixed
O <b>Release mode optimizations</b> (should be a noticeable performance improvement on client and server, for everyone)
O Map name now visible on scoreboard
O Visible resources not resetting when switching roles (or on game reset)
O No longer lose 1 point losing a building
O Grens explode on impact with enemy team entities, bounce otherwise
O Grenades, bile bombs, acid rockets and other weapons can generally hurt the launching player
O New MG, sounds for anims as well
O New prototype lab model (goodbye HL grenade!) (this thing looks seriously amazing, thanks Squeal and Mojo!)
O Fixed grenade model trying to play anim it doesn't have (printed error to console)
O New shell (thanks Fam!)
O Reduced flier armor from 100/125 to 60/100
O Decreased def chambers from 6 points a second to 5
O Removed nuke and nuke plant (and references to medlab and medkit), this will come back after v1.0
O Welder cost reduced from 15 to 10
O Teammate health now draws properly for commander (when players are selected)
O No longer drawing any HUD or UI in demo playback mode (temporary workaround for recording footage)
O Fixed D3D problems for energy, resources and jetpack energy (draws to scale now, and works in D3D) (known bug: jetpack energy still needs work)
O Make orders blink, to encourage players to notice and follow them
O Draw orders (and help icons) scaled to world, so they are smaller when far away. Decrease overall size of orders. (known bug: text below it still isn't drawing proportionally)
O New weapon sounds when reloading, deploying, etc.. Some of these obviously don't fit quite right yet or aren't synched up. (thanks Def One!)
O New MG model (BathroomMonkey says: "I condensed it down to 3 256x256 maps, and then added some detail: graphically, the textures are more contrasted, the vid screen is closer in color to Cory's, and there are other various nick-nacks and refinements. Polygonally, I've removed some pieces that bugged me, and used the extra space to add things like a proper bolt, and a casing around the clip port", "cleaned up a few polys (I went with the leaner look), polished up the maps, and here it is-- ready to swap") (thanks Bathroom!)
O New player model for MG, new HMG view model (thanks Def One!)
O New marine model animations! (thanks Def One!)
O New animated alien buildings (now visibly deploy, and take damage, soon they will idle)! (thanks Mojo)
O New death animations for the level 4! (thanks Mojo)
O New version of fmod (potential improved efficiency or compatibility for .mp3 playback)
O New hera!
- Walkway broken, hopefully more conenctivity.
- New entrance lift which won't screw up.
- Ladders at all the slow lifts; an attempt to speed up the action around the marine start area.
- A few vents removed
- Cosmetic changes here and there, including chairs in front of all the computer terminals.
- New lifts in general; no more of those 'U' shaped lifts.
- Lightning is out, thunder is still in.
- Lots of other little changes, eg join signs in readyroom are now the standard green signs, and the scrolling red line is on the floor instead of the ceiling now. (It's easier to see.)
O New bast!
O New caged!
- "Fixed a ton of minor shaz that only I'd notice ... texture things, little bits of brushwork yada yada"
O New ns_nothing!
- "bug fixes such as the weldable behind the MS, sound goofs, condensed info_location names, etc."
O New nancy!
- "File size is waaaaay down. I moved some resources nozzles and added 1 extra. Each "start" has its own nozzel (1 by each hive, and the marine bridge has 1) and the rest are scattered evenly across the map so whoever controls most of the map, will control most of the nozzels. I also took out the cantina wav from the start and took care of a few texture alignments."
O Fixed intermittent client-crash that happened in large battles
O Don't send help messages for weapons that are selected but disabled
O Now players must wait 3 seconds getting in line to respawn, so death animation player properly
O Some help messages trimmed down
Comments
And from the looks of it... We're still weeks away from a release...
And from the looks of it... We're still weeks away from a release...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
And you base that on what, your experience with previous versions? You need to know what needs to be done to determine how long it will take, not what <i>has</i> been done...
<!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
No nukes this version, maybe 1.1 or 2.0 but not now.
Edit: Really bad typo.
So uh... how about some screenies? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
You guys crack me up ...
O New hera!
O New bast!
O New caged!
O New nancy!
I know nothing is done, but does that mean the rest are too?
Gah, Silver Fox, it's not put out to testing?!?!?!?! And I thought it was <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
Now, no speculation, because I know we're all a-thinkin' and a-wonderin', and there's no need to feed already hungry imaginations, but the really big, meaty things are in there. I know that we're always being told we're coming up on the final stretch, but this kind of let it sink in, you know?
-Ryan!
It is not worth an intelligent man's time to be in the majority. By definition, there are already enough people to do that.
-- G. H. Hardy
Did the man not smack you hard enough with this one? Nobody noticed it!
<!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Did the man not smack you hard enough with this one? Nobody noticed it!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
It hit my like a blow to the gut!<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
So uh... how about some screenies? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Doom to you.
This little post is a big re-assurance for me, we usually greedily lap up any scarce bits of info we can glean from the Dev Team. This was a banquet, thanks Flayra!
--Scythe--
the_only_scythe@subdimension.com
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Is there any way you could leave the graphical menus as an option? I know you're trying to make it super newbie friendly but I'd personally would rather have really cool looking menus.
O New hera!
O New bast!
O New caged!
O New nancy!
I know nothing is done, but does that mean the rest are too?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I NEED TO KNOW!!!
err
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->O <b>Removed nuke and nuke plant</b> (and references to medlab and medkit), this will come back after v1.0
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I have a funny feeling it's not in.
but what I'm wondering is why references to the medlab and medkit were removed <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I have a funny feeling it's not.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I think he mean't it is still gonna be used.
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> seriousness was never an issue, just my addiction.... Need NS.... maybe everyone with 300 - 400 posts could playtest? that would narrow it down. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->