Prebuild 4 Released
Invader_Scoot
Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Changelog</div> <!--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 Combat scan deploy time halved to 0.25
O Combat scan is now triggered by partially cloaked aliens.
Note: Scan 'fires' every 3 seconds, so there is a window in which a fast alien can still close the distance.
O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players.
O Hive drop check fix redux.
O Changed the health bar around structures to more acurately reflect its health. Full bar is now exactly 100% health, empty
bar is 0%.
O Reset room_type to 0 after being digested to avoid sound issue.
O Recycling phasegates are no longer visually active.
O Fixed small bug from last revision where recycling wouldn't show on the health bar.
O Recycling IP now triggers change of marine status in queue.
O Knockback reduced to 1/3 for ducking players on the ground.
O Modified hive health sprite to indicate damaged hive at 99% health.
O Alien_hivedying2.wav now plays.
O Updated ns_eclipse
O Updated ns_veil
O Updated ns_nothing
O Changes to bast:
- Fixed horrible stuck issues in Refinery (two of them)
- Fixed not being able to wall-run on Feedwater-Tram tunnel vents
- Sped up MS door (that one that leads to atmos)
- Added vent from engine to water treatment
- Fixed LoS issue in Engine hive
Known issues:
- New stuck issue in refinery in the pipe near the Water Treatment entrance
- Minimap isn't fully shown (the new vent gets cut off)
- The new vent out of engine is VERY dark at some points
O co_sava Aesthetical fixes
o ns_altair v7d (2/14/05)
- Played with HLRAD compile settings a bit
- Added a few new lights to sewer
- Misc detail to parts room and Station Monitoring
- Small tweek to fix minimap glitch till I have time to do a full sprite again
- Added new vent weldables
O Changes to hera
- Outside now has proper light level
- Restricted movement outside even more so gorges can't build on tube
- Skulks cannot climb the cliff walls or sky anymore. (might be slightly unaccurate - skulks are still able to stick to the
ceiling but only if they manage to get through a trigger_push pushing them away with a force of 2000 units.)
- Hanger bay doors now openable/closable (again). Added a twist whereby for a short moment (3 secs) when opening/closing,
onoses aren't able to pass through.
- A few general clipnode improvements
- Minimap Sprite updated (sorry for not including that before)
- Removed Systems and Fog Corridor nodes.
- Fog Corridor now has a weld to turn on lights
- Made the CC area more open/acessible to help alien attacks.
O co_core changes
- New light in hive
- Widened new vent
- Credits in RR<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Alright, here's a picture of the new alien hivesight:
O Combat scan is now triggered by partially cloaked aliens.
Note: Scan 'fires' every 3 seconds, so there is a window in which a fast alien can still close the distance.
O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players.
O Hive drop check fix redux.
O Changed the health bar around structures to more acurately reflect its health. Full bar is now exactly 100% health, empty
bar is 0%.
O Reset room_type to 0 after being digested to avoid sound issue.
O Recycling phasegates are no longer visually active.
O Fixed small bug from last revision where recycling wouldn't show on the health bar.
O Recycling IP now triggers change of marine status in queue.
O Knockback reduced to 1/3 for ducking players on the ground.
O Modified hive health sprite to indicate damaged hive at 99% health.
O Alien_hivedying2.wav now plays.
O Updated ns_eclipse
O Updated ns_veil
O Updated ns_nothing
O Changes to bast:
- Fixed horrible stuck issues in Refinery (two of them)
- Fixed not being able to wall-run on Feedwater-Tram tunnel vents
- Sped up MS door (that one that leads to atmos)
- Added vent from engine to water treatment
- Fixed LoS issue in Engine hive
Known issues:
- New stuck issue in refinery in the pipe near the Water Treatment entrance
- Minimap isn't fully shown (the new vent gets cut off)
- The new vent out of engine is VERY dark at some points
O co_sava Aesthetical fixes
o ns_altair v7d (2/14/05)
- Played with HLRAD compile settings a bit
- Added a few new lights to sewer
- Misc detail to parts room and Station Monitoring
- Small tweek to fix minimap glitch till I have time to do a full sprite again
- Added new vent weldables
O Changes to hera
- Outside now has proper light level
- Restricted movement outside even more so gorges can't build on tube
- Skulks cannot climb the cliff walls or sky anymore. (might be slightly unaccurate - skulks are still able to stick to the
ceiling but only if they manage to get through a trigger_push pushing them away with a force of 2000 units.)
- Hanger bay doors now openable/closable (again). Added a twist whereby for a short moment (3 secs) when opening/closing,
onoses aren't able to pass through.
- A few general clipnode improvements
- Minimap Sprite updated (sorry for not including that before)
- Removed Systems and Fog Corridor nodes.
- Fog Corridor now has a weld to turn on lights
- Made the CC area more open/acessible to help alien attacks.
O co_core changes
- New light in hive
- Widened new vent
- Credits in RR<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Alright, here's a picture of the new alien hivesight:
Comments
Cool. Enhanced sight (that was the name of it, right?) comes back, and makes the alien flashlight useful.
Cool. Enhanced sight (that was the name of it, right?) comes back, and makes the alien flashlight useful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow. That would make it actually usefull.
Yay.
<!--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 Recycling phasegates are no longer visually active.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yay.
death to the humans!!!
All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Where is it? A search on my PC yielded nada. (GG M$ search... -_-)
…And, my inability to make use of Paypal, I suppose.
A lot of what I see looks great though. <!--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-->
All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Where is it? A search on my PC yielded nada. (GG M$ search... -_-) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Dragon:
C:\Program Files\Steam\SteamApps\youremail\half-life\ns\sound\hud\alien_hivedying2.wav
Also, were enemy approaches ever used? I'm starting to get alzheimers, so my 1.00 memories are quickly dying
IIRC that was when a marine walked in range of a SC back a few versions.
Probably because I didn't hear it that much, but it still seemed like a nifty tool for aliens.
All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Where is it? A search on my PC yielded nada. (GG M$ search... -_-) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dragon:
C:\Program Files\Steam\SteamApps\youremail\half-life\ns\sound\hud\alien_hivedying2.wav
Also, were enemy approaches ever used? I'm starting to get alzheimers, so my 1.00 memories are quickly dying <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yeah, it was used in 1.0, and its better that they keep it out. (hella annoying hearing that every 15 seconds... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
If I recall correctly, it used to do both (temp hivesight them and para if touch).
oh and FINALLY we get the advanced hive sight put right over the flashlight. Ive wanted this ever since 1.0x's. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Alien flashlight finally got the boost we were all whining for, about time. I wish I could play beta six, all the patch servers are down for me and its really tickin' me off. *sigh*
(I'm not responsible for typos i make, ... my lack of sleep is)
Personally, sometimes I would rather of had Enhanced hive sight than having SoF. Now I can have both <!--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--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
edit: Just noticed Hive-Health indicator. Is there a counter-part for marines?
I've always felt that Enhanced Sight was in its proper place in the Sensory Chamber upgrade slot. When Pheromones was due for removal at the end of 2.01, and the ideas for a replacement littered I&S, I didn't understand why the return of Enhanced Sight wasn't a more popular option - or, for that matter, how it ended up being displaced by yet another upgrade, Focus, which, while useful, is totally out of place.
At the other extreme is what has happened here: Enhanced Sight has been implemented as an innate ability. Perhaps the effects of a constantly available legal skinhack have been understimated; from what I recall of Enhanced Sight in 1.04, the effect was simply amazing, and that's taking into consideration the fact that you needed 1.04 Sensory Chambers to use it. With the Marines contrasting so prominently against the background, it's rather hard to miss attacks.
Still, I can understand this change as far as the game's concept is concerned: the shadows were a tool that only the Kharra were meant to use; the Marines were expected to form up in the scared, huddled groups seen in the movies, while, conversely, the Kharaa hid in dark corners, lying in wait for the opportunity to spring an ambush. To this effect, it is logical that the Kharaa have an innate advantage in their own element; really, they <i>are</i> always supposed to be able to see their prey. But no matter how well it fits in the storyline, the gameplay is quite another matter, and although this change also helps to correct some of the darkness-related gameplay issues, nonetheless, it might just be a bit too much.
you can't climb on the hera sky anymore? aww...
I've always felt that Enhanced Sight was in its proper place in the Sensory Chamber upgrade slot. When Pheromones was due for removal at the end of 2.01, and the ideas for a replacement littered I&S, I didn't understand why the return of Enhanced Sight wasn't a more popular option - or, for that matter, how it ended up being displaced by yet another upgrade, Focus, which, while useful, is totally out of place.
At the other extreme is what has happened here: Enhanced Sight has been implemented as an innate ability. Perhaps the effects of a constantly available legal skinhack have been understimated; from what I recall of Enhanced Sight in 1.04, the effect was simply amazing, and that's taking into consideration the fact that you needed 1.04 Sensory Chambers to use it. With the Marines contrasting so prominently against the background, it's rather hard to miss attacks.
Still, I can understand this change as far as the game's concept is concerned: the shadows were a tool that only the Kharra were meant to use; the Marines were expected to form up in the scared, huddled groups seen in the movies, while, conversely, the Kharaa hid in dark corners, lying in wait for the opportunity to spring an ambush. To this effect, it is logical that the Kharaa have an innate advantage in their own element; really, they <i>are</i> always supposed to be able to see their prey. But no matter how well it fits in the storyline, the gameplay is quite another matter, and although this change also helps to correct some of the darkness-related gameplay issues, nonetheless, it might just be a bit too much. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It was too similar to Scent of fear, and less usefull, thus people always picked up SoF, and Enhanced sight was left in the dark.
It's rapidly becoming the standard Modus Operandi for the aliens, but Nem0 said it best:
<!--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-->There's an upgrade to show you marines on the other side of walls, yet there was nothing to show you hidden marines in your current room. Seems kinda backwards, dunnit?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As for "the enemy approaches," wouldn't that be a nice wav to play for when a Hive can visually see a Marine? He just hops into a corner, no one knows, and then starts spawn camping. If the Hive was alerting players to the fact that it could see a marine in the corner somewhere, you might have a chance to get back there and stop spawn camping. On the flip side, it'd be harder to ninja PGs, so perhaps the "sight" radius of the Hive could be reduced to something like an Obs. For instance, Cargo hive on map.. uh.. ns_veil? Marines coming in from Subsector's side would be spotted and the hive would tell everyone enemies are approaching. Marines coming in from Pipeline's direction wouldn't be seen unless they got closer to the res node. Of course a radius this small would make Power Silo on ns_nothing useless, but.. it's a crappy hive anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->