Prototyping Mod

189101113

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I think i will upload the splice patch soon. I'm currently checking through all the code and cut things out that are minor or being fixed in 186 (that means less work of merging the code :D ). I started with the shotgun alt attack, it was not neccessary in my opinion
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <a href="http://www.mediafire.com/?f159kjie67e2iby" target="_blank">Prototyping Mod 5.5</a>

    - added velocity display for aliens (just for debugging wall jumping or other movement specials)
    - added surprise for fade! :D
    - added splices (transport system between hives)
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <a href="http://www.mediafire.com/?b238olm485ii03y" target="_blank">Prototyping Mod 5.6</a>

    - fixed velocity display (it shows now only XZ values)

    Fade changes:

    swipe speed, energy cost and damage reduced (to make fades less useful against JPs)
    blink is now always available (2 hives were required before)

    instead stab requires now 2 hives
    stab damage increased slightly (allows 1 hit kills against unupgraded marines)
    stab slowdown decreased, to make it easier to hit running marines
  • UzielUziel Join Date: 2011-09-21 Member: 122469Members
    oh yeah splices (transport system between hives)

    do you need on both sides a splice ?
    because hive rush ( set up an hive in marine contoled area and all alien spawning around the attacked hive ) was great in ns1
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    splices are only one way! from a splice you can teleport only to the hive which created it.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited September 2011
    added a group reward system:

    <a href="http://www.mediafire.com/?5nhx4m8kxinfymi" target="_blank">Prototyping Mod 5.8</a>

    - only players give scores / resources currently (that will be changed later, if it turns out the system is any good)
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited September 2011
    there are some errors occuring with this version. i would not recommend it currently until i fixed all that stuff

    update: <a href="http://www.mediafire.com/?a379sb0qqooc5b7" target="_blank">Prototyping Mod 5.9</a>

    - fixed annoying bugs (hopefully all of them)
    - added a treshold, 40%. you receive full resource reward when you deal at least 40% of the damage

    edit: oh man, ignore that version, you get only rewards for klling team mates now :D I gonna patch that once I'm sure everything works
  • UzielUziel Join Date: 2011-09-21 Member: 122469Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->oh man, ignore that version, you get only rewards for klling team mates now :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    hmm i think i like this version :D

    bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen
    sonst startet die runde nicht

    ich glaube das war der "SEK" server bin mir aber nicht mehr sicher

    fänd ich super wenn man sowas machen könnt
    unbalanced games sind das schlimmste an ns
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1876775:date=Sep 24 2011, 02:25 PM:name=Uziel)--><div class='quotetop'>QUOTE (Uziel @ Sep 24 2011, 02:25 PM) <a href="index.php?act=findpost&pid=1876775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm i think i like this version :D

    bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen
    sonst startet die runde nicht

    ich glaube das war der "SEK" server bin mir aber nicht mehr sicher

    fänd ich super wenn man sowas machen könnt
    unbalanced games sind das schlimmste an ns<!--QuoteEnd--></div><!--QuoteEEnd-->

    solche systeme können nach hinten losgehen, siehe global agenda :D das bringt nur was wenn man ein weltweites stat system einführt, aber "gute" spieler kommen sich dabei verarscht vor, weil die fürs "gut spielen" nachhaltig bestraft werden... hört sich gut an, aber denk über die konsequenzen nach. außerdem, da steckt ein riesiger aufwand dahinter. man muss spieler "fair" beurteilen, und das verursacht ziemlich viele berechnungen und produziert große datenmengen im hintergrund. aber abgesehen von den berechnungen und datenmengen (die man noch verkraften könnte): Ich find so ein system blöd :D in global agenda hab ich ein relativ hohes ranking, und ich werde durchgehend mit "schlechten" team mates bestraft...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <a href="http://www.mediafire.com/?wbhxm6ycmxs4mmn" target="_blank">Prototyping Mod 6.0</a>

    - fixed finally the bugs related to the new rewards system!
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited September 2011
    <!--quoteo(post=1876775:date=Sep 24 2011, 07:25 PM:name=Uziel)--><div class='quotetop'>QUOTE (Uziel @ Sep 24 2011, 07:25 PM) <a href="index.php?act=findpost&pid=1876775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm i think i like this version :D

    bei ns1 gabs nen server der recht gut besucht war und ein gutes stats system hatte um die Teams automatisch zu balancen
    sonst startet die runde nicht

    ich glaube das war der "SEK" server bin mir aber nicht mehr sicher

    fänd ich super wenn man sowas machen könnt
    unbalanced games sind das schlimmste an ns<!--QuoteEnd--></div><!--QuoteEEnd-->


    Jup tath was SEK, but Blackhawk took years to run a perfect system and it changed the resmodel to 1.04.
    It showed you when you were walking to much alone or awarded points for following orders.
    Was a really complex system. To bad I can not find the Server FAQ.

    SEK2000 WAS (it is sad they stoped NS1) server you could find online.
    Never will forget this biggames (3+ hours).

    Und schimmel das system von SEK bestrafte nur die, die alleine rumrannten also keinen WP/defend/attack vom com bekommen haben. Gute spieler wurden auch für gutes spielen belohnt.

    Bei den Aliens gab es dann ein anderes system, da sie ja viel solo rumrannten.
    Ich muss sagen, das Blackys system fast perfekt war.


    Greetings from a ex SEK CO.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited September 2011
    <a href="http://www.mediafire.com/?zae9e1th9dlsieb" target="_blank">Prototyping Mod 6.1</a>

    - fixed bug where kills where not updating correctly

    edit: finally updated the first page. some infos there were horribly outdated.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <a href="http://www.mediafire.com/?2qh0ax4f1663je9" target="_blank">Prototyping Mod 6.2</a>

    this patch is just an experiment and changes the core tech tree of marines:

    - untied command stations from tech points (allows relocation)
    - tied robotics factory, prototype lab and arms lab to tech points instead
    - the initial command station will find a random position at game start to not occupy the first tech point
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited September 2011
    btw, i think i will remove the morpher and will generally change most stuff to be more similar to vanilla ns2. if you know how to play ns2, you should know how to play pt mod.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1876886:date=Sep 25 2011, 10:54 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 25 2011, 10:54 PM) <a href="index.php?act=findpost&pid=1876886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- untied command stations from tech points (allows relocation)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I love it.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- tied robotics factory, prototype lab and arms lab to tech points instead<!--QuoteEnd--></div><!--QuoteEEnd-->
    This I'm not so sure about. It will mean, while you can put CCs anywhere, you're likely to put it near a tech-point anyway due to the necessity of preventing the robo\proto\arms from being taken (and thus resulting in a drop in the tech-tree, as is implemented I believe in one the more recent builds, maybe the upcoming). So yeah in this case a reloc somewhere in the corner of the map will not be very likely. Perhaps a serious resource-bonus for capturing a tech-point, instead of a step-up in the vital tech-tree, will make more random relocations still viable.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    If you untie the CS from the techpoints cap the max allowed CS (but not hives) per powergrid to 1 and assing the techpoints to theyr powergrid.
    So if a CS is placed/build in the techpoint powergrid the point is captured.
    So there won't be CS blocking and Aliens may even try a hivedrop rush.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hm, you can already do a robo factory blocking if you want so (well, not in my mod anymore). a CS is quite expensive (30) + upgrade 20 = 50 res just for blocking some routes? you need a lot of RTs to build CS for such reason, and then you anyway deserve to win already, or you are winning.

    if you really block a hallway, skulks can attack from the other side. and if you don't have multiple commanders in those CS, they can simply run through -> wall off useless since CS will be "open"

    i would like to see how that plays out before i change it again. Im currently adjusting the alien tech tree, to create balanced conditions (removing the morpher now and put the upgrades to the hive) and adjust some res values. also please note: untieing the CS from the TechPoint is a result of tieing the "tech structures" to them, not the opposite. I want that marines need to utilize tech points and not just ignore them
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    just wondering if maybe you could try implemented some form of gorge-belly slide knock back and cs attachments? i dunno what that's like to do but its just a thought.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    Could that possible be implemented to test out?
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i already implemented CS attachments
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.

    this decision is not final, but i will not code for the mod the next weeks.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1878395:date=Oct 7 2011, 09:55 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 09:55 AM) <a href="index.php?act=findpost&pid=1878395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.

    this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    100% behind you
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1878395:date=Oct 7 2011, 06:55 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 06:55 AM) <a href="index.php?act=findpost&pid=1878395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.

    this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You sold out! When will I ever get to play the flying Onos that shoots laser beams?!

    Just kidding! It will be great for everyone to play the features you've been secretly working hard on. :D
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1878395:date=Oct 7 2011, 01:55 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 7 2011, 01:55 PM) <a href="index.php?act=findpost&pid=1878395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey, sorry for the lack of updates. I'm not sure if i will continue this mod. Maybe i will make a relaunch and just pick out a few features. The time working on ns2 itself keeps me busy at the moment, and i think most of you agree that's it better when i directly support the developement, instead of implementing fancy features that end up getting deleted.

    this decision is not final, but i will not code for the mod the next weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's actually good. some of the changes this mod made are actually something ns2 should adapt, but I do not agree with everything mod includes.

    Although i would prefer if someone or you (if you can) adapt ns1 movement for current ns2 aliens. The current aliens are extremely slow moving, predictable movement and with these large skulk models way too easy to aim at. If anything skulks models need to be reduced.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited October 2011
    I was wondering about something I noticed in 186, the eggs are new named "skulk egg". Perhaps I'm reading into this too much but is this the first steps of adding any of your egg dropping mechanics from the PT mod?

    Edit: Probably a crazy assumption, but it's what came to mind first seeing this change. I'm sure they were just called eggs before...
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    If you go alien commander, click on an egg and you will see your answer. =)
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    Ah, I hadn't gotten around to doing much commanding in 186 yet.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    that flamethrower video is absolutely awesome!

    its volumetric, its got a damage build up, its got a slight delay to where the flames go.


    WHY ISN"T THIS IN THE GAME? :)
  • therake6therake6 Join Date: 2011-12-04 Member: 136544Members
    You should totally make a simpler method of creating modifying and adding teams. I've gotten up to the point where I've got custom marine vs. custom marine however they only spawn in readyroom and I get console spam about tech points.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Lol, it's simple enough as it is, this is a game after all, not a plug and play shooter creator. You need to look at the code more thoroughly, it is actually very logical and easy to follow, even for non-programmers like me :)
Sign In or Register to comment.