anything lower than 90 makes me terribly sick :/. And not metaphorically either, i mean it literally makes me wanna throw up. Am i alone with this?
Either way i agree that eventually they should introduce a slider bar for peoples preferance. Awesome patch tho that lerk roost is cool, i hate having to sit on ground structures to shoot stuff. It just makes you a sitting duck.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1901593:date=Feb 10 2012, 06:16 AM:name=Jow)--><div class='quotetop'>QUOTE (Jow @ Feb 10 2012, 06:16 AM) <a href="index.php?act=findpost&pid=1901593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How does the fov work now anyway?
Is it 90 degrees for 4:3 and then + the 15 odd (not doing the maths for it right now) for widescreen or is it 90 degrees for widescreen and then smaller for fullscreen?<!--QuoteEnd--></div><!--QuoteEEnd--> 90 degrees standard (105 for skulk, etc.) for 16:10, everything else gets scaled accordingly, so 16:9 has slightly more FoV and 5:4 has horrible 70 degrees.
<!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->I've got to say, I'm not to fond of this FOV locking in general. Sadly I'm not going to be replacing my two 5:4 monitors anytime soon, I've honestly never had a reason to over my other more important components. I certainly can't afford to do everything right now. Nor do I see the point of locking FOV aside from some fringe cases that I cant say I care about. Perhaps a server-side check and cap is more preferable for those who want such things, though I can't say I've seen such a thing before so I'm unsure of the feasibility.
Edit: All that aside.. I do welcome the rest of the build changes.<!--colorc--></span><!--/colorc-->
Found a new very queer bug in 195: Unlimited drifters. One of our hives got stuck in "Researching drifter..." mode, but it would still create drifters whenever you clicked the drifter button. But it created them for free and it could research multiple of them at a time. So I made a mistake of hitting the button like 50 times and then it spawned 50 drifters. Which I just flew into the marine base and the entire server crashed and burned when it tried to handle the pathfinding.
I guess I should also mention that sometimes harvesters become invulnerable (displays 0% health and just won't die). It might have something to do with that I shot at the drifter several times when it was curling down to turn into a beloved harvester.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Found a new very queer bug in 195: Unlimited drifters.<!--QuoteEnd--></div><!--QuoteEEnd--> i've seen this in 194 already, only once though.
anyway, nice patch!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Added Lerk "roosting", fly into a wall or ceiling and hold the movement modifier button to latch on (Thanks Matso!)<!--QuoteEnd--></div><!--QuoteEEnd--> i love this feature and it is implemented perfectly.
I'd like to see an icon and a button to request armour welding from team mates as so many people don't do it and it severely disadvantages you in 1v1 fight.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'd like to see an icon and a button to request armour welding from team mates as so many people don't do it and it severely disadvantages you in 1v1 fight.<!--QuoteEnd--></div><!--QuoteEEnd--> +1, you might want to create a thread for this in the ns2 ideas&suggestions subforum. i belive people got the habbit of not doing it from the time where the repair-speed was a lot slower, leaving you vulnerable for quite some time.
<!--quoteo(post=1901668:date=Feb 10 2012, 10:58 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Feb 10 2012, 10:58 AM) <a href="index.php?act=findpost&pid=1901668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i love this feature and it is implemented perfectly.<!--QuoteEnd--></div><!--QuoteEEnd-->
A bright blue translucent laser would be cooler then red in my opinion.
I think the use of blue has been done very well in this game, and the red seems a little off in the colour regime. This is my first post so I am not sure if this is in the right place, (just clicked fast reply)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Don't you detach randomly ?<!--QuoteEnd--></div><!--QuoteEEnd--> never happened to me yet :o maybe if you keep the button pressed although you are supposed to let it go?
but the only thing i dont like is the pistol laser .... it just seems pointless ? i mean we have a crosshair, i just dont see any use for the laser ?
1 thing i would like to add aswell, the onos ragdoll effect when it dies, it looks like its weightless and it looks really silly sometimes when it goes flying, an onos looks and sounds really heavy so when it dies it should slam down to the ground or something :)
<!--quoteo(post=1901745:date=Feb 10 2012, 11:45 AM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Feb 10 2012, 11:45 AM) <a href="index.php?act=findpost&pid=1901745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but the only thing i dont like is the pistol laser .... it just seems pointless ? i mean we have a crosshair, i just dont see any use for the laser ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's just a visual indicator to let you know the pistol is in alt fire mode.
<!--quoteo(post=1901700:date=Feb 10 2012, 11:55 AM:name=FACECHUNK)--><div class='quotetop'>QUOTE (FACECHUNK @ Feb 10 2012, 11:55 AM) <a href="index.php?act=findpost&pid=1901700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A bright blue translucent laser would be cooler then red in my opinion.
I think the use of blue has been done very well in this game, and the red seems a little off in the colour regime. This is my first post so I am not sure if this is in the right place, (just clicked fast reply)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1901499:date=Feb 10 2012, 12:33 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Feb 10 2012, 12:33 AM) <a href="index.php?act=findpost&pid=1901499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is one of those cases where you can't please everyone (for <a href="http://"e.g.%20<a%20href="http://www.shacknews.com/article/48578/aspect-ratiogate-07-bioshock-widescreen""%20target="_blank">http://www.shacknews.com/article/48578/asp...idescreen"</a>" target="_blank">example</a>). Based on the feedback we've received during the beta period, most people prefer the game to have a fixed vertical FOV, so we made the change.
It is in the log btw: "Changed the field of view to remain constant vertically regardless of the aspect ratio of the game"<!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed vertical FOV is nice, but people on 4:3 now have less horizontal space than they did in the last patch. Shouldn't it be that widescreens get more rather than 4:3 users getting less? See here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=116308&view=findpost&p=1901763" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1901763</a>
<!--quoteo(post=1901543:date=Feb 9 2012, 08:13 PM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Feb 9 2012, 08:13 PM) <a href="index.php?act=findpost&pid=1901543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I said in my original quote that it's something they should probably add as an option but its not a priority right now..<!--QuoteEnd--></div><!--QuoteEEnd-->
well if people want it. guess what its a high priority and the fov is to narrow for me as a marine i know that. give us a slider that takes 10 mins to code im sure.
<!--quoteo(post=1901395:date=Feb 9 2012, 10:23 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Feb 9 2012, 10:23 PM) <a href="index.php?act=findpost&pid=1901395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's ridiculous to play on 5:4 now with the new vertical FoV implementation (why is it not on the changelog?).<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you sure the FOV actually changed? I use a 5:4 screen, but I just recreated a scene from a screenshot I took with build 188 and I don't see any difference.
korvoJoin Date: 2009-11-19Member: 69427Members, Squad Five Blue
<!--quoteo(post=1901874:date=Feb 10 2012, 08:29 PM:name=korvo)--><div class='quotetop'>QUOTE (korvo @ Feb 10 2012, 08:29 PM) <a href="index.php?act=findpost&pid=1901874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't play it - now Steam is totally broken - With a new Steam-Update Steam itself isn't displayed anylonger!<!--QuoteEnd--></div><!--QuoteEEnd--> Now it works, restarting didn't helped but waiting some time. F*** up Steam.
Matso should indeed be getting some kind of paycheck if he isn't already. I know he's just a helpful community member, but maybe give him a lil something other than thanks?
I mean every patch, he seems to be providing at least 20% of the fixes.
Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->yimmasabi <!--colorc--></span><!--/colorc-->has any luck. Error has been submitted.
At least the log text is getting smaller, no more convex hull errors.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 02/09/12 Time: 14:17:34 -------------------------------------------------------------- Build 195 Starting Natural Selection 2 RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039) Connected to Steam servers Connecting to server 127.0.0.1:27015 Error: Couldn't open file 'models/alien/shift/shift.model Error: Couldn't open file 'models/alien/shift/shift.animation_graph Error: Couldn't open file 'models/alien/cocoon/cocoon.model Error: Couldn't open file 'models/marine/welder/welder.model Error: Couldn't open file 'models/marine/welder/welder_view.model Loading 'maps/ns2_tram.level' Error: Couldn't open file ' Client connecting (127.0.0.1)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116132&view=findpost&p=1899542" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1899542</a> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115960&view=findpost&p=1896047" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1896047</a> <a href="http://getsatisfaction.com/unknownworlds/topics/_191_game_crashes_when_starting_creating_a_server" target="_blank">http://getsatisfaction.com/unknownworlds/t...eating_a_server</a><!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1901457:date=Feb 9 2012, 07:12 PM:name=Mac1OMan)--><div class='quotetop'>QUOTE (Mac1OMan @ Feb 9 2012, 07:12 PM) <a href="index.php?act=findpost&pid=1901457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes I am having the same issue. Can we please get a response on this?<!--QuoteEnd--></div><!--QuoteEEnd-->
I beg of you, stop tying tech to hives. You're just recreating all the same slippery slope mechanics from NS1 all over again. You guys are great developers. I know you can find a better and more creative solution.
<!--quoteo(post=1901949:date=Feb 11 2012, 07:40 AM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Feb 11 2012, 07:40 AM) <a href="index.php?act=findpost&pid=1901949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I beg of you, stop tying tech to hives. You're just recreating all the same slippery slope mechanics from NS1 all over again. You guys are great developers. I know you can find a better and more creative solution.<!--QuoteEnd--></div><!--QuoteEEnd--> In the past, I had come up with the idea of gaining TR from Tech Points, and PR from Res Nodes. Every single thing is unlocked on structures, independent of how many Tech Points you hold. Holding more Tech Points just means you gain the upgrades that much quicker.
If you want one team to expand more than the other (e.g. you want aliens to hold multiple hives and marines to hold one CC), then you could just make their Tech Point Structure (Hive/CC) cheaper, make their upgrades cost more (so they are encouraged to expand) and make it harder to statically defend (poor, or expensive, static defenses).
Lifeforms would be unlocked by the commander in sequence, e.g. Skulk available from the start, Gorge costs 5 TR to unlock (5 total) and is required to unlock Lerk, Lerk costs 10 TR to unlock (15 total) and is required to unlock Fade, Fade costs 20 TR to unlock (35 total) and is required to unlock Onos, Onos costs 40 TR to unlock (75 total).
Upgrade paths are essentially inexorable (as teams will always hold Tech Points) but the pacing of upgrades tends to also be more predictable (as there are relatively few Tech Points, therefore relatively low variance in TR income). However, you can starve your opponent's "unit production" (PR) by harassing and destroying their Res Node structures (Harvester/Extractor). It also introduces a Tech Point vs Res Node trade-off (reliable but high-investment increase in upgrade speed vs unreliable but low-investment increase in unit production).
Abolish energy, except for specialised activated-ability structures.
Put all support abilities to cost TR, and add TRFK, and you have scalable resource income for support (more players, more TRFK, more TR, more support, support/player stays constant), while also introducing support/upgrade trade-offs in commander decision-making.
Encountered the same infinite drifter bug at our warehouse hive on tram the other night.
Also while the drifters for the shipping hive on same map no longer spawn inside the wall, about 50% of the time they spawn on the other side of the map in the hallway between ore extraction and repair room. The best bit is the spot they appear at has this crazy electrical graphic anomaly and makes it look like the drifter fell through a rift in space time. =D
Comments
Either way i agree that eventually they should introduce a slider bar for peoples preferance.
Awesome patch tho that lerk roost is cool, i hate having to sit on ground structures to shoot stuff. It just makes you a sitting duck.
Is it 90 degrees for 4:3 and then + the 15 odd (not doing the maths for it right now) for widescreen or is it 90 degrees for widescreen and then smaller for fullscreen?<!--QuoteEnd--></div><!--QuoteEEnd-->
90 degrees standard (105 for skulk, etc.) for 16:10, everything else gets scaled accordingly, so 16:9 has slightly more FoV and 5:4 has horrible 70 degrees.
Server : 17588.349609 : Sentry:GetAttachPointIndex(target): model is nil
Server : 17588.349609 : Sentry:GetAttachPointOrigin(target): Attach point not found.
Script Error: lua/Sentry_Server.lua:51: attempt to index fieldref 'targetSelector' (a nil value)
SetTarget lua/Sentry_Server.lua:51
callFunc lua/Sentry_Server.lua:38
OnTakeDamage lua/MixinUtility.lua:92
TakeDamageServer lua/LiveMixin.lua:502
TakeDamage lua/LiveMixin.lua:446
RadiusDamage lua/Entity.lua:317
Proces###### lua/Weapons/Alien/Bomb.lua:66
OnUpdate lua/Weapons/Projectile_Server.lua:99
callFunc lua/Weapons/Alien/Bomb.lua:86
lua/MixinUtility.lua:92
Edit: All that aside.. I do welcome the rest of the build changes.<!--colorc--></span><!--/colorc-->
One of our hives got stuck in "Researching drifter..." mode, but it would still create drifters whenever you clicked the drifter button. But it created them for free and it could research multiple of them at a time. So I made a mistake of hitting the button like 50 times and then it spawned 50 drifters. Which I just flew into the marine base and the entire server crashed and burned when it tried to handle the pathfinding.
<img src="http://i.imgur.com/NYA5T.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/nBdPC.jpg" border="0" class="linked-image" />
i've seen this in 194 already, only once though.
anyway, nice patch!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Added Lerk "roosting", fly into a wall or ceiling and hold the movement modifier button to latch on (Thanks Matso!)<!--QuoteEnd--></div><!--QuoteEEnd-->
i love this feature and it is implemented perfectly.
+1, you might want to create a thread for this in the ns2 ideas&suggestions subforum. i belive people got the habbit of not doing it from the time where the repair-speed was a lot slower, leaving you vulnerable for quite some time.
Don't you detach randomly ?
I think the use of blue has been done very well in this game, and the red seems a little off in the colour regime. This is my first post so I am not sure if this is in the right place, (just clicked fast reply)
never happened to me yet :o maybe if you keep the button pressed although you are supposed to let it go?
lerk roost is awesome
sentry laser is cool
onos is much better
but the only thing i dont like is the pistol laser .... it just seems pointless ? i mean we have a crosshair, i just dont see any use for the laser ?
1 thing i would like to add aswell, the onos ragdoll effect when it dies, it looks like its weightless and it looks really silly sometimes when it goes flying, an onos looks and sounds really heavy so when it dies it should slam down to the ground or something :)
I think it's just a visual indicator to let you know the pistol is in alt fire mode.
I think the use of blue has been done very well in this game, and the red seems a little off in the colour regime. This is my first post so I am not sure if this is in the right place, (just clicked fast reply)<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
It is in the log btw: "Changed the field of view to remain constant vertically regardless of the aspect ratio of the game"<!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed vertical FOV is nice, but people on 4:3 now have less horizontal space than they did in the last patch. Shouldn't it be that widescreens get more rather than 4:3 users getting less? See here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=116308&view=findpost&p=1901763" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1901763</a>
well if people want it. guess what its a high priority and the fov is to narrow for me as a marine i know that. give us a slider that takes 10 mins to code im sure.
Are you sure the FOV actually changed?
I use a 5:4 screen, but I just recreated a scene from a screenshot I took with build 188 and I don't see any difference.
I have yet to see this base in game XD
Edit: Grammar.
Guess i'll have to delete and reinstall :'(
Now it works, restarting didn't helped but waiting some time. F*** up Steam.
[/whisper]
Out.
I mean every patch, he seems to be providing at least 20% of the fixes.
Still crashing on me when creating or joining. Has not worked since 190 when the loading screens were introduced. I am very curious if <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->yimmasabi <!--colorc--></span><!--/colorc-->has any luck. Error has been submitted.
At least the log text is getting smaller, no more convex hull errors.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 02/09/12
Time: 14:17:34
--------------------------------------------------------------
Build 195
Starting Natural Selection 2
RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039)
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Error: Couldn't open file 'models/alien/shift/shift.model
Error: Couldn't open file 'models/alien/shift/shift.animation_graph
Error: Couldn't open file 'models/alien/cocoon/cocoon.model
Error: Couldn't open file 'models/marine/welder/welder.model
Error: Couldn't open file 'models/marine/welder/welder_view.model
Loading 'maps/ns2_tram.level'
Error: Couldn't open file '
Client connecting (127.0.0.1)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116132&view=findpost&p=1899542" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1899542</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115960&view=findpost&p=1896047" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1896047</a>
<a href="http://getsatisfaction.com/unknownworlds/topics/_191_game_crashes_when_starting_creating_a_server" target="_blank">http://getsatisfaction.com/unknownworlds/t...eating_a_server</a><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1901457:date=Feb 9 2012, 07:12 PM:name=Mac1OMan)--><div class='quotetop'>QUOTE (Mac1OMan @ Feb 9 2012, 07:12 PM) <a href="index.php?act=findpost&pid=1901457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes I am having the same issue. Can we please get a response on this?<!--QuoteEnd--></div><!--QuoteEEnd-->
In the past, I had come up with the idea of gaining TR from Tech Points, and PR from Res Nodes. Every single thing is unlocked on structures, independent of how many Tech Points you hold. Holding more Tech Points just means you gain the upgrades that much quicker.
If you want one team to expand more than the other (e.g. you want aliens to hold multiple hives and marines to hold one CC), then you could just make their Tech Point Structure (Hive/CC) cheaper, make their upgrades cost more (so they are encouraged to expand) and make it harder to statically defend (poor, or expensive, static defenses).
Lifeforms would be unlocked by the commander in sequence, e.g. Skulk available from the start, Gorge costs 5 TR to unlock (5 total) and is required to unlock Lerk, Lerk costs 10 TR to unlock (15 total) and is required to unlock Fade, Fade costs 20 TR to unlock (35 total) and is required to unlock Onos, Onos costs 40 TR to unlock (75 total).
Upgrade paths are essentially inexorable (as teams will always hold Tech Points) but the pacing of upgrades tends to also be more predictable (as there are relatively few Tech Points, therefore relatively low variance in TR income). However, you can starve your opponent's "unit production" (PR) by harassing and destroying their Res Node structures (Harvester/Extractor). It also introduces a Tech Point vs Res Node trade-off (reliable but high-investment increase in upgrade speed vs unreliable but low-investment increase in unit production).
Abolish energy, except for specialised activated-ability structures.
Put all support abilities to cost TR, and add TRFK, and you have scalable resource income for support (more players, more TRFK, more TR, more support, support/player stays constant), while also introducing support/upgrade trade-offs in commander decision-making.
Also while the drifters for the shipping hive on same map no longer spawn inside the wall, about 50% of the time they spawn on the other side of the map in the hallway between ore extraction and repair room. The best bit is the spot they appear at has this crazy electrical graphic anomaly and makes it look like the drifter fell through a rift in space time. =D