List, What Is Good And Bad
Scolly_the_bush_ant
Join Date: 2004-08-29 Member: 30992Members
<div class="IPBDescription">for everything in the changelog</div> my post/rant
Gameplay changes:
O Players who issue the 'kill' command in console cannot restart the timer by issuing 'kill' again - GOOD
O Commander can now click on switches to activate a door or elevator. - GOOD
O "slowresearch" cheat now slows down recycling of buildings. - GOOD
O Alien attacks apply a reduced knock-back effect. If a player is in the air and receives knockback damage the effect is 50% of what it was in beta 4a, if the player is in Heavy Armor (HA) the knockback is reduced an additional 50%. - GOOD
O Changed knockback of Skulk Bite from 300 to 225. - GOOD
O Increased jetpack maneuverability, jetpackers are now immune to stomp, and carried items/ammo affect lift less - GOOD (still getting used to)
O Knockback never affects friendly players.-GOOD
O Parasite and Xenocide now get damage boosts from primal scream.-GOOD
O Weapons reload exploit fixed. - GOOD
O Marines are prevented from putting anything but Resource Towers on Resource nozzles.-GOOD
O Reduced time it takes to throw hand-grenades (thanks BrigadierWolf!)-GOOD
O Changed hand grenade so it is thrown gently when crouched.-GOOD
O Movement chamber range increased from 400 to 500.-GOOD
O Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)-GOOD
O Movement chamber energy bonus increased from 10% to 25%.-GOOD
O Changed healing spray effectiveness vs. players: changed from 16 to 13 + 4% of target max health. (both for healing friendly players and attacking enemy players)-GOOD
O Increased Gorge armor from 40 to 50.-GOOD
O Increased Onos carapace armor bonus from 150 to 350. (makes it closer 50% like all the other aliens)-GOOD
O Changed hand grenade physics to make them more effective at attacking indirectly.-GOOD
O Increased redemption chance from 35% per second to 45% per second. (still happens when at or below 40% health)-GOOD
O Increased spit damage from 25 to 30.-GOOD
O Grenade launcher cost lowered from 20 to 15.-GOOD
O Ammo packs now drop when a weapons is dropped (intentionally or upon death)-GOOD
Combat-specific Gameplay changes:
O Aliens always respawn as skulk, even if they were previously a higher lifeform.-BAD
O Dying with a larger lifeform gives you back the points spent on it.-GOOD
O Unchained alien lifeforms, like regular NS:-GOOD
- Gorge costs 1 level
- Lerk costs 2 levels
- Fade costs 3 levels
- Onos costs 4 levels
O Lifeform evolution times set to a smaller percentage of those in regular NS.-GOOD
O Aliens can now only choose a lifeform once per life in Combat.-NOT SO GOOD
O Players spawn in waves, with a maximum wave size of 5 players-GOOD
O A wave starts when there is no wave in progress and a player dies-GOOD
O The wave finishes when 5 seconds + (number of dead players - 1)*4.5 seconds have elapsed.-GOOD
Game mechanics changes:
O In NS:Combat, all weapon and armor upgrades will now be correctly assigned to the user who upgraded for them.-GOOD
O When devolving from a higher alien lifeform to a lower lifeform it was possible to have 0 health but still be "alive". This has been corrected so you start with the correct health/armor for that class .-GOOD
O Aliens no longer take negative damage (gain the damage back as health) when they have 4 or more hives.-GOOD
O Parasite flag is now removed from players when they die instead of when they spawn.-GOOD
O Aliens who are healing while evolving will emerge healed to the correct percentage. (Also goes for damage while evolving)-GOOD
O Fixed flashlight so it’s no longer possible to run out of energy.-GOOD
O Players can no longer enter a Comm Chair while it's recycling.-GOOD
O Aliens can now evolve on slopes without having to jump.-GOOD
O Fixed problem with alien regeneration, where aliens could sometimes get more health than they were supposed to.-GOOD
O Alien players should now be able to always evolve provided there is enough room.-GOOD
O Blast effect from Onos gore and Xenocide no longer affect teammates.-GOOD
O Build circle restrictions no longer remain for mapper placed buildings that are destroyed.-GOOD
O Fixed the bug with the ‘startbuilt’ flag for mapper placed offense chambers, they will now be fully functional when the round starts.-GOOD
O Motion tracking blips no longer show on minimap when there are no more observatories.-GOOD
O Fixed bug where players dropping straight into water are invulnerable.-GOOD
O Turrets now track and fire at underwater aliens.-GOOD
O OCs will no longer fire at digesting players.-GOOD
O Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.-GOOD
O Resolved issues with the Phase Gate headroom checking routine.-GOOD
O Multiple buildings can no longer be placed on the same physical ground-level location.-GOOD
O All non-standard weapons (including LMG) dropped upon death.-GOOD
O Tweaked the way gestation space checking works.-GOOD
O Improved the way deployment of Phase Gates is handled (code-side).-GOOD
O Issue with grenades being selected when you drop your other weapons resolved.-GOOD
Cosmetic changes:
O The sound when an alien building is placed only plays if the building is successfully placed.-GOOD
O Visual reference of a parasite will now be removed when a mapper placed building is destroyed.-GOOD
O Known issue resolved where 'needs health' message was being spammed due to variable inconsistencies.-GOOD
O Added new shotshell.mdl for shotgun ejection-GOOD
O Aliens will no longer show up on motion tracking if they are dead.-GOOD
O Use key has been disabled for commanders. (prevents phantom use sounds playing)-GOOD
o Added new jetpack sounds-BAD BAD BAD
O Fixed bug where the hive take-damage animation interrupted itself-GOOD
O Added new NSGuide icon (from amarc)-GOOD
O lastinv no longer plays sound when used.-GOOD
O Welder redone, its now possible to tell when you're not welding, welding or finished welding, just by listening to the sound.-GOOD
O Alerts now play when a 'friendly' gorge attacks a building with FF on.-GOOD
O Silence upgrade now prevents the primal scream response from players if they have silence.-GOOD
O Added an offset shotgun crosshair, which correctly represents the center of the damage field for the current shotgun.-I GUESS GOOD BUT AIMING IS SCREWED UNTILL WE ALL GET USED TO IT
O Digesting sounds are now affected by the silence upgrades.-GOOD
O It is no longer possible to place/keep a waypoint on a cloaked alien.-GOOD
O Fixed a bug that stopped the sound that normally plays when an aliens spends points from playing.-GOOD
O Hand Grenade no longer plays the same sound for different actions.-GOOD
O Tweaked hand grenade sounds from MaDMaXX.-GOOD
O New hand grenade model from BrigadierWolf.-GOOD
O Motion tracking blips no longer appear on aliens that you can directly see.-VERY GOOD
O Digesting players no longer show up on SoF or Parasite.-GOOD
O Digesting a jetpacker removes their ability to “fly” so trails won’t be seen.-GOOD
O Phantom Phase Gate sounds will no longer play.-GOOD
O Long server names will be truncated gracefully as opposed to abruptly on the scoreboard.-GOOD
O Correct arm models will now be displayed when exiting the command chair as HA.-GOOD
O Improved animation for hand grenade, including synching up grenade creation with throw.-GOOD
O Aliens now display the correct amount of res they actually have. It was being shown (24/99) even though you had 25/100.-GOOD
O Score is now calculated correctly for weighted kills.-GOOD
O Lowered chat text visually on-screen.-NOT GOOD IINTERFERES WITH ALIEN RESOURCE METER
O New ammo pack models-GOOD
Server Changes:
O Game directory changed from "nsp" back to "ns", now that nearly everyone has moved to the beta-DONT CARE
O STEAMIDs now appear on all applicable log messages.-GOOD
O Updated method of locking cvars to be more efficient.-GOOD
O Added missing newline character in log message.-GOOD
O Fixed log messages for "Game reset started" and "Game reset complete" from sometimes having weird characters.-GOOD
O Locked r_detailedtextures to 0 to prevent exploits.-VERY BAD NO MORE NICE LOOKING TEXTURES
O Changed mp_limitteams default from 2 to 1 (in server.cfg and listenserver.cfg)-GOOD
O Added some sprites to mp_consistency precache.-BAD
O Numents and entityinfo commands now work with sv_cheats set to 1.-GOOD
O Changed Linux development platform to gcc-3.2.-DONT CARE
Client Changes (non-gameplay related):
O Removed ex_interp from cvar locks.-GOOD
O Added lightgamma to locked cvars. Value cannot be set below 2.0.-BAD TOO DARK
Changes for those who Mod NS:
O Code for Chat box now sends strings as a single argument rather than multiple arguments.-GOOD
Spectator changes:
O Spectators should be able to see cloaked alien buildings when spectating in first person.-GOOD
Map Changes:
O Added ns_altair by KungFuDiscoMonkey-GOOD
O Added co_sava by Mendasp-GOOD
O Updated ns_nancy from Lazer-GOOD
- New route to Mother Interface. It's experimental right now and will probably changed around later.-HAVENT PLAYED YET
- Some corridor spacing issues resolved (example: Onos can not leave Mother without ducking)-GOOD
- Double door bug FIXED-GOOD
O Updated ns_metal
- More infestation/Tweaks-GOOD
- Optimized surface access-GOOD
- Fixed 3 build exploits-GOOD
- Removed weldable pipe (shortcut)-BAD
- Added bulges in vents to allow passing-GOOD
- Lowered cieling in MS-GOOD
- Ladder weldable moved to Storage D promenade-BAD
- Added resource node to Surface Access-GOOD
- Moved heating room resource to north end of room-GOOD
O Updated ns_agora
- Added two missing sounds-GOOD
O Updated ns_bast
- Reduced size of the vent on top of feedwater so marines have to crouch-GOOD
- Fixed button on the Engine Door-GOOD
- Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots)-GOOD
- Raised Feedwater hive to avoid exploits and making the access to the vent easier-GOOD
- Moved the Feedwater resource a bit so you can get behind it-GOOD
- Moved engine and added a second exit to the hive-GOOD
- Moved the res outside of Refinery to Water treatment-GOOD
- Made the revolving door unusable (like the one on the other side)-BAD
- Lowered Marine Spawn closer to the cargo level and removed the elevator-GOOD
- Added new area between the Marine Spawn and the Engine corridor-GOOD
- Moved the new res on the bottom of the main aft lift closer to Tram Tunnel.-GOOD
- Reduced excessive brightness in some areas (lights over the nodes, feedwater, marine spawn)-BAD
- Added vent between Feedwater and Tram Tunnel-GOOD
- Tweaked the Tram so the Onos can fit without crouching-GOOD
- Fixed strange clipping holes and errors (this includes some stuck issues too)-GOOD
- Added lights to the underwater tunnel-GOOD
- Added vent in Refinery-GOOD
O Updated ns_hera
- Added missing titles-GOOD
- Added a resource node in north-west corner of the map, by the weld to the rock cavity.-GOOD
- Removed a node from Holoroom-BAD
- Removed ground path from Cargo to Holoroom-BAD
- Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo.-GOOD
- Moved the node in Cargo back to it's original place - down in the pit beneath the door.-BAD
- Re-routed Maintenance Access' Cargo exit to beside the cargo life next to MS. (Just so the exit doesn't come out at the resource node)-BAD
- Enlarged the general area around the CC, as well as fixed the getting stuck problem around it.-GOOD
- Fixed being able to see into the vent hive as commander with no marines around.-GOOD
- Added a vent between Archiving hive and North Corridor (heralocation_ncorridor).-GOOD
- Added a vent from broken security door to Cargo lift.-GOOD
O Updated co_core
- Enlarged marine start-GOOD
- Fixed small clipping\clipnode errors-GOOD
- Decreased water in hive room-GOOD
- Reduced overall elevation changes-GOOD
- Broke up line of sight in south hive exit-GOOD
- Enlarged hive room slightly-GOOD
- Decreased line-of-sight to hive from northeast hallway-GOOD
- Several minor geometry changes and fixes-GOOD
O Updated co_ulysses
- Fixed bug in Hive ramp-GOOD
- Changed and added detail at Cargo Bay, Marine Spawn and Hive.-GOOD
- Added a new window to space at Cargo Hive.-GOOD
- Modified some lights along the map to make it more atmospheric-GOOD
O Updated co_daimos
- fixed stuck issue in Lower Sewer (bug #0000590)-GOOD
- grates can now be shot through (bug #0000692)-GOOD
- added a vent from Hive Area to Upper Tram to allow Alien to fall into the Marines' back there.-GOOD
- added a vent from Hive Area to Exactly above the PG welding point.-GOOD
O Updated ns_lost
- Fixed crashing problems-GOOD
- Marine start redesigned to eliminate the CC pit-GOOD
- "Closet" resource node removed-BAD
- Several weldable vents added-GOOD
- Window to siege room in Equilibrium now breakable-VERY GOOD
- Los Paranoias resource node removed-BAD
- Added a resource node on Beta Deck-GOOD
- Reworked weldable into Alpha Continuum hive-GOOD
- Fixed anomalous flooring outside Eternal Requiem-GOOD
- Fixed several exploit build areas-GOOD
blink seems screwed
OMG BLOCKSCRIPTS WORK THAT IS SO ****- no binding netgraph and showscores button, no medpack and ammo scripts, no bhop scripts, no "knife button" script (press say mouse 4 knife comes out and knifes release and u get lmg back) NOT GOOD THIS SERIOUSLY RESTRICTS LEGITIMATE SCRIPTS AS THESE
BRING BACK 1.x shotty crosshairs
blockscripts consistency and no detailtextures seriously remves a large part of making ns fun, we can do without scripts they jsut make things easier especially during long games , we can do without detailtextures they jsut make it a lot nicer to look at, we can do without out custom models and **** but it makes it look a lot more fugly
i conclude my post/rant
Gameplay changes:
O Players who issue the 'kill' command in console cannot restart the timer by issuing 'kill' again - GOOD
O Commander can now click on switches to activate a door or elevator. - GOOD
O "slowresearch" cheat now slows down recycling of buildings. - GOOD
O Alien attacks apply a reduced knock-back effect. If a player is in the air and receives knockback damage the effect is 50% of what it was in beta 4a, if the player is in Heavy Armor (HA) the knockback is reduced an additional 50%. - GOOD
O Changed knockback of Skulk Bite from 300 to 225. - GOOD
O Increased jetpack maneuverability, jetpackers are now immune to stomp, and carried items/ammo affect lift less - GOOD (still getting used to)
O Knockback never affects friendly players.-GOOD
O Parasite and Xenocide now get damage boosts from primal scream.-GOOD
O Weapons reload exploit fixed. - GOOD
O Marines are prevented from putting anything but Resource Towers on Resource nozzles.-GOOD
O Reduced time it takes to throw hand-grenades (thanks BrigadierWolf!)-GOOD
O Changed hand grenade so it is thrown gently when crouched.-GOOD
O Movement chamber range increased from 400 to 500.-GOOD
O Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)-GOOD
O Movement chamber energy bonus increased from 10% to 25%.-GOOD
O Changed healing spray effectiveness vs. players: changed from 16 to 13 + 4% of target max health. (both for healing friendly players and attacking enemy players)-GOOD
O Increased Gorge armor from 40 to 50.-GOOD
O Increased Onos carapace armor bonus from 150 to 350. (makes it closer 50% like all the other aliens)-GOOD
O Changed hand grenade physics to make them more effective at attacking indirectly.-GOOD
O Increased redemption chance from 35% per second to 45% per second. (still happens when at or below 40% health)-GOOD
O Increased spit damage from 25 to 30.-GOOD
O Grenade launcher cost lowered from 20 to 15.-GOOD
O Ammo packs now drop when a weapons is dropped (intentionally or upon death)-GOOD
Combat-specific Gameplay changes:
O Aliens always respawn as skulk, even if they were previously a higher lifeform.-BAD
O Dying with a larger lifeform gives you back the points spent on it.-GOOD
O Unchained alien lifeforms, like regular NS:-GOOD
- Gorge costs 1 level
- Lerk costs 2 levels
- Fade costs 3 levels
- Onos costs 4 levels
O Lifeform evolution times set to a smaller percentage of those in regular NS.-GOOD
O Aliens can now only choose a lifeform once per life in Combat.-NOT SO GOOD
O Players spawn in waves, with a maximum wave size of 5 players-GOOD
O A wave starts when there is no wave in progress and a player dies-GOOD
O The wave finishes when 5 seconds + (number of dead players - 1)*4.5 seconds have elapsed.-GOOD
Game mechanics changes:
O In NS:Combat, all weapon and armor upgrades will now be correctly assigned to the user who upgraded for them.-GOOD
O When devolving from a higher alien lifeform to a lower lifeform it was possible to have 0 health but still be "alive". This has been corrected so you start with the correct health/armor for that class .-GOOD
O Aliens no longer take negative damage (gain the damage back as health) when they have 4 or more hives.-GOOD
O Parasite flag is now removed from players when they die instead of when they spawn.-GOOD
O Aliens who are healing while evolving will emerge healed to the correct percentage. (Also goes for damage while evolving)-GOOD
O Fixed flashlight so it’s no longer possible to run out of energy.-GOOD
O Players can no longer enter a Comm Chair while it's recycling.-GOOD
O Aliens can now evolve on slopes without having to jump.-GOOD
O Fixed problem with alien regeneration, where aliens could sometimes get more health than they were supposed to.-GOOD
O Alien players should now be able to always evolve provided there is enough room.-GOOD
O Blast effect from Onos gore and Xenocide no longer affect teammates.-GOOD
O Build circle restrictions no longer remain for mapper placed buildings that are destroyed.-GOOD
O Fixed the bug with the ‘startbuilt’ flag for mapper placed offense chambers, they will now be fully functional when the round starts.-GOOD
O Motion tracking blips no longer show on minimap when there are no more observatories.-GOOD
O Fixed bug where players dropping straight into water are invulnerable.-GOOD
O Turrets now track and fire at underwater aliens.-GOOD
O OCs will no longer fire at digesting players.-GOOD
O Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.-GOOD
O Resolved issues with the Phase Gate headroom checking routine.-GOOD
O Multiple buildings can no longer be placed on the same physical ground-level location.-GOOD
O All non-standard weapons (including LMG) dropped upon death.-GOOD
O Tweaked the way gestation space checking works.-GOOD
O Improved the way deployment of Phase Gates is handled (code-side).-GOOD
O Issue with grenades being selected when you drop your other weapons resolved.-GOOD
Cosmetic changes:
O The sound when an alien building is placed only plays if the building is successfully placed.-GOOD
O Visual reference of a parasite will now be removed when a mapper placed building is destroyed.-GOOD
O Known issue resolved where 'needs health' message was being spammed due to variable inconsistencies.-GOOD
O Added new shotshell.mdl for shotgun ejection-GOOD
O Aliens will no longer show up on motion tracking if they are dead.-GOOD
O Use key has been disabled for commanders. (prevents phantom use sounds playing)-GOOD
o Added new jetpack sounds-BAD BAD BAD
O Fixed bug where the hive take-damage animation interrupted itself-GOOD
O Added new NSGuide icon (from amarc)-GOOD
O lastinv no longer plays sound when used.-GOOD
O Welder redone, its now possible to tell when you're not welding, welding or finished welding, just by listening to the sound.-GOOD
O Alerts now play when a 'friendly' gorge attacks a building with FF on.-GOOD
O Silence upgrade now prevents the primal scream response from players if they have silence.-GOOD
O Added an offset shotgun crosshair, which correctly represents the center of the damage field for the current shotgun.-I GUESS GOOD BUT AIMING IS SCREWED UNTILL WE ALL GET USED TO IT
O Digesting sounds are now affected by the silence upgrades.-GOOD
O It is no longer possible to place/keep a waypoint on a cloaked alien.-GOOD
O Fixed a bug that stopped the sound that normally plays when an aliens spends points from playing.-GOOD
O Hand Grenade no longer plays the same sound for different actions.-GOOD
O Tweaked hand grenade sounds from MaDMaXX.-GOOD
O New hand grenade model from BrigadierWolf.-GOOD
O Motion tracking blips no longer appear on aliens that you can directly see.-VERY GOOD
O Digesting players no longer show up on SoF or Parasite.-GOOD
O Digesting a jetpacker removes their ability to “fly” so trails won’t be seen.-GOOD
O Phantom Phase Gate sounds will no longer play.-GOOD
O Long server names will be truncated gracefully as opposed to abruptly on the scoreboard.-GOOD
O Correct arm models will now be displayed when exiting the command chair as HA.-GOOD
O Improved animation for hand grenade, including synching up grenade creation with throw.-GOOD
O Aliens now display the correct amount of res they actually have. It was being shown (24/99) even though you had 25/100.-GOOD
O Score is now calculated correctly for weighted kills.-GOOD
O Lowered chat text visually on-screen.-NOT GOOD IINTERFERES WITH ALIEN RESOURCE METER
O New ammo pack models-GOOD
Server Changes:
O Game directory changed from "nsp" back to "ns", now that nearly everyone has moved to the beta-DONT CARE
O STEAMIDs now appear on all applicable log messages.-GOOD
O Updated method of locking cvars to be more efficient.-GOOD
O Added missing newline character in log message.-GOOD
O Fixed log messages for "Game reset started" and "Game reset complete" from sometimes having weird characters.-GOOD
O Locked r_detailedtextures to 0 to prevent exploits.-VERY BAD NO MORE NICE LOOKING TEXTURES
O Changed mp_limitteams default from 2 to 1 (in server.cfg and listenserver.cfg)-GOOD
O Added some sprites to mp_consistency precache.-BAD
O Numents and entityinfo commands now work with sv_cheats set to 1.-GOOD
O Changed Linux development platform to gcc-3.2.-DONT CARE
Client Changes (non-gameplay related):
O Removed ex_interp from cvar locks.-GOOD
O Added lightgamma to locked cvars. Value cannot be set below 2.0.-BAD TOO DARK
Changes for those who Mod NS:
O Code for Chat box now sends strings as a single argument rather than multiple arguments.-GOOD
Spectator changes:
O Spectators should be able to see cloaked alien buildings when spectating in first person.-GOOD
Map Changes:
O Added ns_altair by KungFuDiscoMonkey-GOOD
O Added co_sava by Mendasp-GOOD
O Updated ns_nancy from Lazer-GOOD
- New route to Mother Interface. It's experimental right now and will probably changed around later.-HAVENT PLAYED YET
- Some corridor spacing issues resolved (example: Onos can not leave Mother without ducking)-GOOD
- Double door bug FIXED-GOOD
O Updated ns_metal
- More infestation/Tweaks-GOOD
- Optimized surface access-GOOD
- Fixed 3 build exploits-GOOD
- Removed weldable pipe (shortcut)-BAD
- Added bulges in vents to allow passing-GOOD
- Lowered cieling in MS-GOOD
- Ladder weldable moved to Storage D promenade-BAD
- Added resource node to Surface Access-GOOD
- Moved heating room resource to north end of room-GOOD
O Updated ns_agora
- Added two missing sounds-GOOD
O Updated ns_bast
- Reduced size of the vent on top of feedwater so marines have to crouch-GOOD
- Fixed button on the Engine Door-GOOD
- Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots)-GOOD
- Raised Feedwater hive to avoid exploits and making the access to the vent easier-GOOD
- Moved the Feedwater resource a bit so you can get behind it-GOOD
- Moved engine and added a second exit to the hive-GOOD
- Moved the res outside of Refinery to Water treatment-GOOD
- Made the revolving door unusable (like the one on the other side)-BAD
- Lowered Marine Spawn closer to the cargo level and removed the elevator-GOOD
- Added new area between the Marine Spawn and the Engine corridor-GOOD
- Moved the new res on the bottom of the main aft lift closer to Tram Tunnel.-GOOD
- Reduced excessive brightness in some areas (lights over the nodes, feedwater, marine spawn)-BAD
- Added vent between Feedwater and Tram Tunnel-GOOD
- Tweaked the Tram so the Onos can fit without crouching-GOOD
- Fixed strange clipping holes and errors (this includes some stuck issues too)-GOOD
- Added lights to the underwater tunnel-GOOD
- Added vent in Refinery-GOOD
O Updated ns_hera
- Added missing titles-GOOD
- Added a resource node in north-west corner of the map, by the weld to the rock cavity.-GOOD
- Removed a node from Holoroom-BAD
- Removed ground path from Cargo to Holoroom-BAD
- Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo.-GOOD
- Moved the node in Cargo back to it's original place - down in the pit beneath the door.-BAD
- Re-routed Maintenance Access' Cargo exit to beside the cargo life next to MS. (Just so the exit doesn't come out at the resource node)-BAD
- Enlarged the general area around the CC, as well as fixed the getting stuck problem around it.-GOOD
- Fixed being able to see into the vent hive as commander with no marines around.-GOOD
- Added a vent between Archiving hive and North Corridor (heralocation_ncorridor).-GOOD
- Added a vent from broken security door to Cargo lift.-GOOD
O Updated co_core
- Enlarged marine start-GOOD
- Fixed small clipping\clipnode errors-GOOD
- Decreased water in hive room-GOOD
- Reduced overall elevation changes-GOOD
- Broke up line of sight in south hive exit-GOOD
- Enlarged hive room slightly-GOOD
- Decreased line-of-sight to hive from northeast hallway-GOOD
- Several minor geometry changes and fixes-GOOD
O Updated co_ulysses
- Fixed bug in Hive ramp-GOOD
- Changed and added detail at Cargo Bay, Marine Spawn and Hive.-GOOD
- Added a new window to space at Cargo Hive.-GOOD
- Modified some lights along the map to make it more atmospheric-GOOD
O Updated co_daimos
- fixed stuck issue in Lower Sewer (bug #0000590)-GOOD
- grates can now be shot through (bug #0000692)-GOOD
- added a vent from Hive Area to Upper Tram to allow Alien to fall into the Marines' back there.-GOOD
- added a vent from Hive Area to Exactly above the PG welding point.-GOOD
O Updated ns_lost
- Fixed crashing problems-GOOD
- Marine start redesigned to eliminate the CC pit-GOOD
- "Closet" resource node removed-BAD
- Several weldable vents added-GOOD
- Window to siege room in Equilibrium now breakable-VERY GOOD
- Los Paranoias resource node removed-BAD
- Added a resource node on Beta Deck-GOOD
- Reworked weldable into Alpha Continuum hive-GOOD
- Fixed anomalous flooring outside Eternal Requiem-GOOD
- Fixed several exploit build areas-GOOD
blink seems screwed
OMG BLOCKSCRIPTS WORK THAT IS SO ****- no binding netgraph and showscores button, no medpack and ammo scripts, no bhop scripts, no "knife button" script (press say mouse 4 knife comes out and knifes release and u get lmg back) NOT GOOD THIS SERIOUSLY RESTRICTS LEGITIMATE SCRIPTS AS THESE
BRING BACK 1.x shotty crosshairs
blockscripts consistency and no detailtextures seriously remves a large part of making ns fun, we can do without scripts they jsut make things easier especially during long games , we can do without detailtextures they jsut make it a lot nicer to look at, we can do without out custom models and **** but it makes it look a lot more fugly
i conclude my post/rant
Comments
All these changes work together in a complex manner, you cannot single out the items and say wether they are good or bad without playing with the combined product for a few weeks and then still it's very hard to say that 1 specific thing is either GOOD or BAD.