Rc6a changelog
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Here's the changelog for last night's playtest build:
O Fixed pop-up menu corruption
O Fixed tooltips not expiring
O Fixed command station floating
O Fixed building ring scale
O Fixed floating resource towers
O Fixed z-fighting for inf portal
O Fixed blinking marine upgrades
O Fixed occasional incorrect wrong playing weapon sound (due to upgrades)
O Added back in "upgrade lost" sound for aliens
O Chat text time changed from 6 to 10 seconds
O Implement eject-commander voting
O Draw blips, help icons, order icons and selection/build effects for demo watchers and spectators
O Fixed marine scores sometimes showing in scoreboard
O Fixed phase gates (they link up properly, and don't teleport you anywhere unless you have at least two)
O Increased command station health from 2500 to 3500
O HMG damage reduced from 28 to 23
O Fixed commander scoring (commander now has a score equal to his team average, rounded up) (now our PT stats should start to be correct)
O Make commander label blink when no commander is present
O Commander has voice precedence (Note: this was removed for it didn't work right)
O Jetpack energy drawing tweaked
O Fixed pop-up menu corruption
O Fixed tooltips not expiring
O Fixed command station floating
O Fixed building ring scale
O Fixed floating resource towers
O Fixed z-fighting for inf portal
O Fixed blinking marine upgrades
O Fixed occasional incorrect wrong playing weapon sound (due to upgrades)
O Added back in "upgrade lost" sound for aliens
O Chat text time changed from 6 to 10 seconds
O Implement eject-commander voting
O Draw blips, help icons, order icons and selection/build effects for demo watchers and spectators
O Fixed marine scores sometimes showing in scoreboard
O Fixed phase gates (they link up properly, and don't teleport you anywhere unless you have at least two)
O Increased command station health from 2500 to 3500
O HMG damage reduced from 28 to 23
O Fixed commander scoring (commander now has a score equal to his team average, rounded up) (now our PT stats should start to be correct)
O Make commander label blink when no commander is present
O Commander has voice precedence (Note: this was removed for it didn't work right)
O Jetpack energy drawing tweaked
Comments
[edit]How does the voting system work? Does it offer a violent and animated death (ala <u>electrocution!?!?!</u>) How about the voting system itself?[/edit]
Wow! Great Job! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
CAUSE I SURE DON'T! MUAHAHAHAHAHAHAHA!!!!!!!!!!11
What is this suppose to be? Commander can control the voice com?
/me licks his hard drive
The playtesters play whenever the server's up, and enough of us feel like getting together to play a game, which generally happens many of the 7 days each week. Code updates, meanwhile, generally only happen every week (generally, mind you, as this RC6a bit came last night after the RC6 on Friday). This is because it usually takes that long to have a meaningful change in the code base to warrant an update. There's no point in updating to fix minor bugs that don't really affect gameplay.
But isn't the NS server up 24/7?
LIES!! ALL LIES!!!
Yeah, patches usually come on Fridays. Every now and then we get a quick update to fix an unforseen bug, and sometimes we'll get a "minipatch" on Wednesdays. Playtesting during the week is hard, though... People have obligations that either conflict directly or force them to go to bed early, and most of our European testers are SOL since it's already midnight or later (for them) when we *start* testing.
Another step towards the first coming of <dramatic pause> NS.
--Scythe--
the_only_scythe@subdimension.com