Rc8 changelog

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Here's the changelog that went out with last night's RC8.  We had some technical problems with it, but those will be fixed soon enough.  Here ya go, enjoy:

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   The commander order fixes should make this build the most pleasant to command yet, be sure to try them out.  Finally, you don't have to worry about your teammates not seeing the orders...

Changelog
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O Final installer changes.  Mini-tutorial, new way of doing gamma, etc.  Please give feedback on the PT forums (thanks MonsE and Relic!)
O New main screen artwork (thanks Squeal!)
O Acid rocket and teleport effects updated (my bad, thanks Relic!)
O Don't allow commander to select units on other team (fixes health ring issues)
O Removed every last placeholder sound (most alien sayings don't play sounds right now, no pain/death sounds for marines, these will be replaced)
O Added new console backdrop (thanks Squeal!)
O Aliens with no hives have a max of 33 resources, not 0
O In an effort to shorten games and have less random node grabbing, resource nodes are now destroyable.  If a tower is successfully built on a node and then destroyed, the node can no longer give resources to either side for the rest of the game.  A node that's been destroyed in this manner will no longer allow towers to be built on them.
O Resource towers take longer to build, cost more, and are harder to destroy.  This may be the right solution for the rampant resource trading we've been seeing.
O Healing spray no longer damages non-players
O Removed HL "flatline" sound on death
O Refactor hard-coded hive sight network message limit
O Turrets track closer to the way they used to
O Marines in heavy armor are slightly faster
O More HP for phase
O Swap spores and umbra
O Movement chambers now teleport you to the farthest hive (!)
O Toned down primal scream (rate of fire, energy acquisition, +30% damage instead of %40%)
O Lerk bite and fade swipe icons display properly (thanks Merks)
O Grenade gun max clip increased from 4 to 6
O Fixed problem where help icons weren't drawing
O Made voting percentage and min votes server variables (mp_votepercentneeded and mp_minvotesneeded)
O Added heavy view models!  There are still some problems with the left hand and arm in some of these.  (thanks Def and Cory!)
O Fix order giving once and for all (players always see them, they always draw the right type of waypoint, new sounds, they complete properly, etc.)
O Draw correct minimum resource amount on HUD (instead of 100 all the time)
O Flight/jumping and ladder issues (don't allow airborne lerks to use ladders)
O Distress beacon no longer needs armory, motion-tracking and phase gates now require armory (oops)
O New tech tree sprites
O Added knife flourish
O New soldier model strafes/twists properly (thanks Def One!)
O Removed all knockback, slowdown and forces applied from melee or ranged weapons
O Don't disable alien pop-up nodes that are too expensive (allows quick help)
O Put in tooltip that explains the object of the game
O Higher HP for siege (1000 to 2000)
O Moved alien death messages
O Allow people to move around server until countdown starts.  When countdown starts, reset server so hive hasn't been discovered (good suggestion Merks, but it wasn't easy!)
O Draw alien energy max at 100, not max resource level
O Fix skin problems in release/online (setskin is now allowed by players for testing ("setskin 0" for white marine, "setskin 1" for black))
O Fixed bug where using alien abilities sometimes played the "illegal action" sound
O Addressed exploits where alien abilities could be bound to keys (player is immediately killed).  Go ahead and try abusing this and let me know if you can still exploit the system.  In fact, exploit NS as much as possible and let me know about anything you can do.  It should be fairly cheat proof as far as the NS rules go.
O Move alien health into fuser2, alien energy is now fuser3, make sure gestation progress bar still works
O Don't draw health rings for enemies when you're a gorge
O Fixed alien building health not updating
O Fixed # sign in location text in non-official maps
O Final eclipse (thanks KungFu!)
O Soldier sayings and other HUD sounds increased in volume (they weren't normalized)
O Play "more resources" sound when not enough for building or evolving
O Dropping ammo at world origin when spawning
O Fixed shakiness while frozen before game start
O Allow right-click to cancel building in CM
O Added team sounds when game starts
O New hera (thanks Merks!)
O Beefed up turret acquisition time again (halfway between old and new)
O Hives can never be blocked by presence of resource nodes (the anti-llama tactic)
O Profiling code for Linux
O Linux build updated
O New skulk model (head turns properly when strafing, new death anim) (thanks Mojo!)
O New caged!
 O Fixed areas where players could get stuck in the Ventilation System Hive room and the Generator Stability Monitoring room.
 O Tweaked architecture and lighting in Central Hub, Sewer Vestibule and Freight Elevator areas.
 O Added some other bits n pieces of detail and visual niceness: coronas, some accent lighting blah blah.
 O Finally fixed Fam's floating button!
O All new alien voiceovers!  This is the woman who did such favorites as the dropship pilot in Starcraft, the "I sense a soul in search of answers" in Diablo and also the CC voice in NS
O Removed "fetch config from URL"
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Comments

  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    The short game of NS I played yesterday (on account of it being the early hours of the morning), was absolutely beautiful. I cannot wait to see all your jaws drop when you see this baby in action.
  • iFireiFire Join Date: 2002-07-31 Member: 1038Members
    My jaw is already dropping in anticipation of this game.
    One word WOW ...
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    OMG OMG OMG OMG!
    plzz let rc8 be the last
    /me prays to god
  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> Excellent!!
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    let me get this straight, once a team captured a node (build a resource tower on it), the other team can't possibly steal it ? they just destroy the enemy tower and move on?
    [edit]
    glad to see you guys put in a black marine aswell ^_^



    <!--EDIT|InterFect0r|Oct. 04 2002,13:59-->
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    I want nice long games, not short ones.

    WAHHHH.
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    Yeah, damn.  That's a lot of fixes.  But it's better to discover them before release (especially that resource node thing).
  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    Maybe you could make the new node thingy a server option? Just an idea... :/
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    We are <b>testing</b> it. If it is left in, that means it works. Trust us, and more over, trust the dev team.
  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    /me trusts the PTs and the DEVs

    Ok. So let´s all just relaaaaaax. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    I am happy. I am extremly happy.
    I am impressed. I am extremly impressed.
    I want this game (yes, "game" and not "mod").
    But i'm just one of thousands I hope...
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Wow, the destruction of nodes kinda removes the whole "struggle" feeling. I'm <b>very</b> glad you decided to kenematically boost HA wearers and give them a different hud. I'm glad the animations were refined too.
  • DekkerDekker Join Date: 2002-07-06 Member: 887Members
    i think it wont be that last one, even if its only a small atch for it, you will give one more out, i know it, to fix the last few bugs <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->, but i think you are almost done (at least i hope so <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->) and we will be playing in about 2 weeks i think <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    Nice list of changes.  As expressed before- little skeptical about the resource node change- but I don't have any game experience for it so ?? =)  Hope it works out better than it sounds.
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    <!--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-->All new alien voiceovers!  This is the woman who did such favorites as the dropship pilot in Starcraft, the "I sense a soul in search of answers" in Diablo and also the CC voice in NS<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    OMG! W00T! :O~~

    edit: Nali Minella is her name right? Also, don't forget rugrats...  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Neato.  Those changes look great.  Can't wait to try them out.  Hope RC8 is the final  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JopsJops Join Date: 2002-09-13 Member: 1312Members
    Man if RC8 isn't the last build, and NS doesn't come out soon I swear that SOMEONE is going to snap, pull a gun and take a group of people hostage at a bank or something unless they get a copy of NS--

    But I could be wrong... <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • CollateralDamageCollateralDamage Join Date: 2002-07-15 Member: 949Members
    Uncapturable resource nodes just don't sound right for an RTS.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I wish collateral would create something, so I could tear it down, bit by bit. Another future community college professor is born...
  • CollateralDamageCollateralDamage Join Date: 2002-07-15 Member: 949Members
    Oh, you share my hobby?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    woah, lots of changes in there, i'd like to see if the resource node thing will work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CrystalSnakeCrystalSnake Join Date: 2002-01-27 Member: 110Members
    <!--QuoteBegin--Flayra+Oct. 04 2002,13:36--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Flayra @ Oct. 04 2002,13:36)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->In an effort to shorten games and have less random node grabbing, resource nodes are now destroyable.  If a tower is successfully built on a node and then destroyed, the node can no longer give resources to either side for the rest of the game.  A node that's been destroyed in this manner will no longer allow towers to be built on them.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Idea for Beta 2:
    Create a server-side variable that determines how often a resource node can be de-towered before it becomes inactive.
  • CollateralDamageCollateralDamage Join Date: 2002-07-15 Member: 949Members
    I think it's more a question of how <i>long</i> the delay has to be before a tower can be rebuilt.

    By the way, is the number of resources one node can yield limited?
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
  • HikeebaHikeeba Join Date: 2002-10-03 Member: 1418Members
    I trust the team to do right with the game, but I'm a little concerned about the shortened games.

    Would it be do-able to set it up so you have to remove the wreckage of the destroyed tower in order to build a new one?  The node would still be useless to anyone until they cleared off the wreckage and a lot of people might not bother with the work, but it could make things a bit more interesting.  Not that the game needs any more interest adding stuff though.
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    Hikeeba, nice idea, mabe wreckage is only destroyable by The LVL 2 and welder?  The nodes being able to be used only once seems odd, makes me think on pub servers instead of taking out CCs, IPs, and hives, people will just break all the nodes at the enemy base, and all the nodes in the middle areas.  So that the other team cannot get recources to destroy their teams nodes/hives/CCs/IPs
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    You can't take resource nodes back once one has been destroyed over it?... darn... And I wanted games even longer than one hour... damn... oh well. I gues they might change it if they get enough feedback...

    Sounds great... I didn't think you'd go to the lengths to make caucasian and african amer-... oh wait, this is in space well uh... black skins for the marines... That's cool. I also didn't think you'd go to the lengths to make new viewmodels for the Heavy Marine (I thought they'd just haved the same ones as normal marines)... very great attention to detail, guys. Great job.

    Cool... Why isn't this a sticky yet?
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    I think that the destroyable nodes should be some server side option, but its just my opinion though.....
    Go try it pts <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MCThornGristleMCThornGristle Join Date: 2002-06-06 Member: 733Members
    Too bad it looks like it won't be the last RC, though...
  • HikeebaHikeeba Join Date: 2002-10-03 Member: 1418Members
    <!--QuoteBegin--Khaim+Oct. 04 2002,10:43--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Khaim @ Oct. 04 2002,10:43)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Hikeeba, nice idea, mabe wreckage is only destroyable by The LVL 2 and welder?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    That's exactly what I was thinking.

    <!--QuoteBegin--Khaim+Oct. 04 2002,10:43--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Khaim @ Oct. 04 2002,10:43)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The nodes being able to be used only once seems odd, makes me think on pub servers instead of taking out CCs, IPs, and hives, people will just break all the nodes at the enemy base, and all the nodes in the middle areas.  So that the other team cannot get recources to destroy their teams nodes/hives/CCs/IPs<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I hadn't thought of those possible consequences though.  It does seem like the one shot node could make stalemates an aggrivatingly real possibility.  It may add some tension to the game, but with the rate resource towers seem to fall, it might not be a good thing.

    I'm certainly going to be waiting for the testers reports on this.
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