How could you Zunni... it was so much fun juggling the onos... HOW COULD YOU <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Sensory chambers should be instantly built when dropped to reclaim ground if you want to make the sensory chambers better
And I won't leak any info this time <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> forlorn likes to think he's on the inside. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It was a joke, chill out dude
(me thinks cheez has been fooling around with his bum too much...)
i know about the whole "it gets done when it gets done" speech, more info is always nice tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
What is the _special thing? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O 2 seperate and different sprites for parasited buildings and players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm looking foward to the big changes...I don't really understand how a new paraiste sprite will be at all benificial...kinda like the new gun sounds wern't D: but, prove me wrong!
zunni, what about the ns specific mapping entities that were supposed to be fixed in beta 5 i.e. pre-placed chambers, buildings, weapons and packs not working properlly ?!?
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
I think its important to take a moment so people understand why some changes are made, and others aren't.
On the dev team, we have 1 sound person 1 graphics person 4-5 coders PR guy Producer and joev handling the job of assigning priority and in general cracking a whip...
Every release there are many more "code" based items than anything else, but we want to keep the other members of the team busy.
So things are selected from our lists o' things that are graphics changes, and sound changes that require little to no coding because it utilizes the talent on our team as well as continues adding polish to the game (new shiny things always help)
So that's why every release you may see changes to graphics or sound while other code based changes don't make the cut. Because they are low-hassle additions that allow our staff to continue growing the mod. (Best use of resources)
So it's never a matter of us choosing graphic change X instead of feature change C, it's we have chosen graphic change X and that had no bearing on feature change C, we were busy with feature changes A,B,and D-F...
Also, if I can speak about priorities, we look at the playability of this game as the number 1 priority so things like crash bugs are always rated higher than all other features/bugs. Once the crash bugs are fixed, we then prioritize other things based on what we want to achieve each build. So probably some small graphical changes (since they are literally minutes of change code, if any), as well as a few outstanding issues (hitbox code for example), or balance changing features..
We have usually chosen all the features/fixes and sound/graphic changes long before we actually start coding. We then stop all addition of ideas to prevent feature creep which ends up delaying the release because we could just add stuff infintely. At that point unless a new massive bug is discovered we basically know the scope of the version we are looking to release.
So that's basically how the development process breaks down. Hope this helps you understand what's going on.
Great to have SoF back with the sensory like it used to be at 1.04 Then we didnt thou have cloaking sc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
joevGiving grief... With a smile.Join Date: 2002-07-20Member: 977Members, Retired Developer, NS1 Playtester, Contributor, Constellation, Reinforced - Shadow
<!--QuoteBegin-Zunni+Nov 10 2004, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Nov 10 2004, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4-5 coders <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Just to correct a slight error.
There are currently 2-3 active programmers working on NS.
puzl, elventhief and myself (I double as a programmer as much as I can). voogru is largely inactive at present as he is very busy in other areas of his life and Flayra has been expressly forbidden from coding untill he makes at least 1 meeeellllion dolllarss <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Of those who are active, puzl has been doing the bulk of the work (80-90%) since both elventhief and I have been hugely busy elsewhere lately.
In effect we have at most 2 coders (speaking resource wise: i.e. 1 puzl, 1/2 elven, 1/2 yours truely) at present. That will improve to 3 shortly when elven and I get some breathing space from other things in life... but 4-5... lol... I'd love to have 5 programmers... LOL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
SC's SoF is great. It makes it quite hard to ninja phasegates vs. a team with some SCs.
<!--QuoteBegin-Wither+Nov 10 2004, 10:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wither @ Nov 10 2004, 10:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And really, no knife knockback doesn't make kniving some uber strat..sorry guys. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It will probably make the knife better as skulks will now stay within the knife's range.
Is it me or is the NS amx and metamod plugin makers at modns.org having a greater effect on NS development than anything else?
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
I don't think that's accurate, but certainly a plugin that's created and used by a number of always full servers will certainly have to get some consideration... At a certain time, the market place has to speak <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
But the 4 changes listed in the announcement post are long time (except for _special which just kinda cropped up) additions we are getting to include.
They should bring back the 1.0x hivesight where if a teammate has a marine in his FOV, it shows up as a parasite symbol on your HUD until the marine moves out of your teammates FOV.
O 2 seperate and different sprites for parasited buildings and players. + O Marines in Sensory Chamber range show up on scent of fear ( even if the alien doesn't have the Scent of Fear upgrade ) = <3!
<!--QuoteBegin-rennex+Nov 10 2004, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rennex @ Nov 10 2004, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They should bring back the 1.0x hivesight where if a teammate has a marine in his FOV, it shows up as a parasite symbol on your HUD until the marine moves out of your teammates FOV. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think it was too heavy on the servers <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-rennex+Nov 10 2004, 11:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rennex @ Nov 10 2004, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They should bring back the 1.0x hivesight where if a teammate has a marine in his FOV, it shows up as a parasite symbol on your HUD until the marine moves out of your teammates FOV. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yes
Plz say something if I'm being totally ignorant but...what about the weapon bug that i get like all the time? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-ReD2004+Nov 10 2004, 01:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ReD2004 @ Nov 10 2004, 01:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Plz say something if I'm being totally ignorant but...what about the weapon bug that i get like all the time? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This is a teaser; they aren't going to reveal everything at once, or even the important things (though arguably the removal of _special is very important). Check the bug forums if you want more info I guess. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-coris+Nov 10 2004, 10:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Nov 10 2004, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-rennex+Nov 10 2004, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rennex @ Nov 10 2004, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They should bring back the 1.0x hivesight where if a teammate has a marine in his FOV, it shows up as a parasite symbol on your HUD until the marine moves out of your teammates FOV. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think it was too heavy on the servers <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> bollocks
<!--QuoteBegin-Zunni+Nov 10 2004, 11:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Nov 10 2004, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think that's accurate, but certainly a plugin that's created and used by a number of always full servers will certainly have to get some consideration... At a certain time, the market place has to speak <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
But the 4 changes listed in the announcement post are long time (except for _special which just kinda cropped up) additions we are getting to include. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> True.
Just a side note, NS devs could possibly have a large unused enthusiastic resource within the mod makers as they can pretty much do anything these days in terms of changes to the game with a pretty fast turnover rate.
Im sure you could find some use for them like running ideas the devs have by them and seeing how they work so that the devs can work on other more critical projects.
Comments
well, it makes sense (pun intended)
well, it makes sense (pun intended) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
How could you Zunni... it was so much fun juggling the onos... HOW COULD YOU <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Sensory chambers should be instantly built when dropped to reclaim ground if you want to make the sensory chambers better
And I won't leak any info this time <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
forlorn likes to think he's on the inside. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It was a joke, chill out dude
(me thinks cheez has been fooling around with his bum too much...)
i know about the whole "it gets done when it gets done" speech, more info is always nice tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
INSTANT WIN!
I love you man.
edit: o and jetpacks and heavyarmour
well, it makes sense (pun intended) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<span style='font-size:14pt;line-height:100%'><span style='color:red'><b><span style='font-family:Impact'>THE ENEMY APPROACHES!!</span></b></span></span>
Love the listed changes.
On the dev team, we have
1 sound person
1 graphics person
4-5 coders
PR guy
Producer
and joev handling the job of assigning priority and in general cracking a whip...
Every release there are many more "code" based items than anything else, but we want to keep the other members of the team busy.
So things are selected from our lists o' things that are graphics changes, and sound changes that require little to no coding because it utilizes the talent on our team as well as continues adding polish to the game (new shiny things always help)
So that's why every release you may see changes to graphics or sound while other code based changes don't make the cut. Because they are low-hassle additions that allow our staff to continue growing the mod. (Best use of resources)
So it's never a matter of us choosing graphic change X instead of feature change C, it's we have chosen graphic change X and that had no bearing on feature change C, we were busy with feature changes A,B,and D-F...
Also, if I can speak about priorities, we look at the playability of this game as the number 1 priority so things like crash bugs are always rated higher than all other features/bugs. Once the crash bugs are fixed, we then prioritize other things based on what we want to achieve each build. So probably some small graphical changes (since they are literally minutes of change code, if any), as well as a few outstanding issues (hitbox code for example), or balance changing features..
We have usually chosen all the features/fixes and sound/graphic changes long before we actually start coding. We then stop all addition of ideas to prevent feature creep which ends up delaying the release because we could just add stuff infintely. At that point unless a new massive bug is discovered we basically know the scope of the version we are looking to release.
So that's basically how the development process breaks down. Hope this helps you understand what's going on.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just to correct a slight error.
There are currently 2-3 active programmers working on NS.
puzl, elventhief and myself (I double as a programmer as much as I can). voogru is largely inactive at present as he is very busy in other areas of his life and Flayra has been expressly forbidden from coding untill he makes at least 1 meeeellllion dolllarss <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Of those who are active, puzl has been doing the bulk of the work (80-90%) since both elventhief and I have been hugely busy elsewhere lately.
In effect we have at most 2 coders (speaking resource wise: i.e. 1 puzl, 1/2 elven, 1/2 yours truely) at present. That will improve to 3 shortly when elven and I get some breathing space from other things in life... but 4-5... lol... I'd love to have 5 programmers... LOL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
/me exits giggling to himself...
joev.
It will probably make the knife better as skulks will now stay within the knife's range.
Is it me or is the NS amx and metamod plugin makers at modns.org having a greater effect on NS development than anything else?
At a certain time, the market place has to speak <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
But the 4 changes listed in the announcement post are long time (except for _special which just kinda cropped up) additions we are getting to include.
+
O Marines in Sensory Chamber range show up on scent of fear ( even if the alien doesn't have the Scent of Fear upgrade )
= <3!
I think it was too heavy on the servers <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
yes
why was it removed anyway?
edit: oh I see coris
_special spams an engine command as fast as possible. Used for numerous things, but very few (if any) legitimate/acceptable uses.
This is a teaser; they aren't going to reveal everything at once, or even the important things (though arguably the removal of _special is very important). Check the bug forums if you want more info I guess. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I think it was too heavy on the servers <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
bollocks
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
k
At a certain time, the market place has to speak <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
But the 4 changes listed in the announcement post are long time (except for _special which just kinda cropped up) additions we are getting to include. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
True.
Just a side note, NS devs could possibly have a large unused enthusiastic resource within the mod makers as they can pretty much do anything these days in terms of changes to the game with a pretty fast turnover rate.
Im sure you could find some use for them like running ideas the devs have by them and seeing how they work so that the devs can work on other more critical projects.
There are alot of possiblities.