Combat Mode Relaunch

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Comments

  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    There's some weird stuff going on with my main pc, but I was able to republish version 3.31 again this morning from my gameserver. Changelog is as before...
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited March 2013
    Rofl don't play combat on [FR] le basse cour de cocoricos, that's not combat, thats just lame.
    You're getting kicked when going gorge and kill the admin, going onos and kill the admin,
    get a gl or exo or sometines just as a normal player when killing an admin....
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    sounds like you should stop killing the admin...
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    ns2 update broke combat again... marine upgrade menu.. should be a quick fix i hope! Jim halp!
  • unter_hosenunter_hosen Join Date: 2003-01-05 Member: 11858Members, Constellation
    server console has a complete spaz out too
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited March 2013
    Huzzah! A new version of Combat was birthed from the fiery depths of JimWest's developer PC today. It should address all the bugs that have cropped up since build 242. Enjoy!
    Version 3.32 includes:
    • Fixes for build 242
    • Update to Extra Entities
    • Removal of heavy weapons timers

    Server admins, you know what to do!
  • unter_hosenunter_hosen Join Date: 2003-01-05 Member: 11858Members, Constellation
    hate to break this, but 243 is going to be released soon. Hope that the performance tweaks in it, do not break this again :(
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    anyway jim can get a beta copy of it? aha we need to talk to charlie!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    I think 243 will not break combat.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited March 2013
    Just wondering if we'll be allowed more than 24 players again?

    Whether it makes for good game play or not i think it's always nice to have the option, i can imagine some fun games being possible with more players on bigger maps.

    I know i've asked before but it was never really answered, are there any plans to add more options and game modes like combat mvm/ava and even normal deathmatch?

    It would be great to see an expanded combat mod with more variety like other fps games have, as much fun as it is now i wonder how much better it could get, we still don't have a build menu yet and think how much that will add.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    I did a fresh install of NS2 and tried combat mod and it does not work when a player connects. This is on a clean install with no other mods:

    start.bat:
    Server.exe -name "Test CO" -mods "5f35045 55e90a3 4d41f11 4fd7fd4 57c685f 57f5f9a 6523544 662442f 5faeac4" -map ns2_co_core -limit 16 -webadmin -config_path D:\game_servers\Current_Servers\ns2co\cfg -modstorage D:\game_servers\Current_Servers\ns2co\mods

    MapCycle.json:
    {
    "mods": [ "5f35045" ],
    "mode": "order",
    "time": 30,
    "maps": [ { "map": "ns2_co_Core", "mods": [ "57f5f9a" ] },
    { "map": "ns2_co_stargate", "mods": [ "6523544" ] },
    { "map": "ns2_pulsecombat", "mods": [ "57c685f" ] },
    { "map": "ns2_summitcombat", "mods": [ "4fd7fd4" ] },
    { "map": "ns2_co_down", "mods": [ "5faeac4" ] },
    { "map": "ns2_co_veilcombat", "mods": [ "662442f" ] },
    { "map": "ns2_chuteout", "mods": [ "55e90a3" ] },
    { "map": "ns2_co_faceoff", "mods": [ "4d41f11" ] } ]
    }
  • FaustFaust Join Date: 2004-11-18 Member: 32852Members, Constellation, Reinforced - Shadow
    ZEROibis wrote: »
    I did a fresh install of NS2 and tried combat mod and it does not work when a player connects. This is on a clean install with no other mods:

    start.bat:
    Server.exe -name "Test CO" -mods "5f35045 55e90a3 4d41f11 4fd7fd4 57c685f 57f5f9a 6523544 662442f 5faeac4" -map ns2_co_core -limit 16 -webadmin -config_path D:\game_servers\Current_Servers\ns2co\cfg -modstorage D:\game_servers\Current_Servers\ns2co\mods

    MapCycle.json:
    {
    "mods": [ "5f35045" ],
    "mode": "order",
    "time": 30,
    "maps": [ { "map": "ns2_co_Core", "mods": [ "57f5f9a" ] },
    { "map": "ns2_co_stargate", "mods": [ "6523544" ] },
    { "map": "ns2_pulsecombat", "mods": [ "57c685f" ] },
    { "map": "ns2_summitcombat", "mods": [ "4fd7fd4" ] },
    { "map": "ns2_co_down", "mods": [ "5faeac4" ] },
    { "map": "ns2_co_veilcombat", "mods": [ "662442f" ] },
    { "map": "ns2_chuteout", "mods": [ "55e90a3" ] },
    { "map": "ns2_co_faceoff", "mods": [ "4d41f11" ] } ]
    }

    Is it possible the map you're running requires an up to date version of the extra entities mod to function?
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Whats the first error in the log?
    The last error often doesnt say anything about the problem when something strange happened before.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Where can I locate the error log file?
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Faust wrote: »
    ZEROibis wrote: »
    I did a fresh install of NS2 and tried combat mod and it does not work when a player connects. This is on a clean install with no other mods:

    start.bat:
    Server.exe -name "Test CO" -mods "5f35045 55e90a3 4d41f11 4fd7fd4 57c685f 57f5f9a 6523544 662442f 5faeac4" -map ns2_co_core -limit 16 -webadmin -config_path D:\game_servers\Current_Servers\ns2co\cfg -modstorage D:\game_servers\Current_Servers\ns2co\mods

    MapCycle.json:
    {
    "mods": [ "5f35045" ],
    "mode": "order",
    "time": 30,
    "maps": [ { "map": "ns2_co_Core", "mods": [ "57f5f9a" ] },
    { "map": "ns2_co_stargate", "mods": [ "6523544" ] },
    { "map": "ns2_pulsecombat", "mods": [ "57c685f" ] },
    { "map": "ns2_summitcombat", "mods": [ "4fd7fd4" ] },
    { "map": "ns2_co_down", "mods": [ "5faeac4" ] },
    { "map": "ns2_co_veilcombat", "mods": [ "662442f" ] },
    { "map": "ns2_chuteout", "mods": [ "55e90a3" ] },
    { "map": "ns2_co_faceoff", "mods": [ "4d41f11" ] } ]
    }

    Is it possible the map you're running requires an up to date version of the extra entities mod to function?

    I tired with a few maps and all had the same result.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Also keep in mind that the screen shot is just a snap shot it spams that error like a million times per second.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Yeah but the error in the screenshot ist not the error why its happened,
    its just a follow error, log is at %appdata%\NaturalSelection2\log[1-4].txt
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    edited March 2013
    Ok I have attached the log file. or not...

    Here is a link to it: http://www.ibisgaming.com/media/log-2.txt
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I hadn't played combat in a while and I'm surprised to see the damage numbers still count double.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Its not a bug, its a feature :-)
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Mendasp wrote: »
    I hadn't played combat in a while and I'm surprised to see the damage numbers still count double.

    Because it makes me feel good about myself and that the actual game is wrong. "I did that fade 500 dmg and he didn't die what the fuck!"

    On a serious note Skylight is now in rotation on NextLevelGaming's combat server. Yay!
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    ZEROibis wrote: »
    Ok I have attached the log file. or not...

    Here is a link to it: http://www.ibisgaming.com/media/log-2.txt

    So does anyone know how to correct this error so combat mod will work?
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    ZEROibis I think it may be a problem with the fact that you have some other mods installed that are failing the consistency check and causing strange behaviour (though why that crashes the server is another issue). Today I'll try installing all the mods I can see in the log file and then get back to you with next steps.

    My hunch is that your problem is specific to your installation and/or selected mods (other than Combat) and this is why I think that:
    Mounting archived build 233
    M4::ZipFileSource::Attach: OK attached to G:\Steam\steamapps\common\Natural Selection 2/builds/build_233.zip

    One of the other mods (maybe one of the maps?) is trying to attach itself to build 233. Combat is designed to work on Build 234/235 so it may be that running it against build 233 actually stops it working and you see weird errors like in your log.

    If you're wanting to get up and running quickly, can you try running the server with a minimal setup (just put ns2_co_core in the rotation and remove the other maps for now, then add them back one by one). Also, you can try and making sure that no other mods are enabled (in the mods screen) as that may also be the source of the problem.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    I should note that prior to even trying to set up a combat server I played on a combat server 10min prior without issue.
  • Korn09Korn09 Join Date: 2013-03-23 Member: 184285Members, Reinforced - Shadow
    Running into an issue that at the end of a round, the following begins to spam the server console (to the tune of a 267 MB log file):
    [Server] Script Error #382: lua/combat_TechTreeHooks.lua:34: attempt to call method 'GetTechTree' (a nil value)
    

    The rest of the error is too big to post. PM me and we can work something out.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Need the Script Error #1 to see whats wrong with that, maybe #1 - #12 would be nice to look after, should look like this:
    [Server] Script Error #1: lua/sp/NpcMixin.lua:63: unexpected symbol near '+'
        Call stack:
        #1: Load lua/EventTester.lua:191
            fileName = "lua/sp/NpcMixin.lua"
        #2: lua/sp/NpcMarine.lua:8
        #3: scriptLoad [C]:-1
        #4: Load lua/EventTester.lua:191
            fileName = "lua/sp/NpcMarine.lua"
        #5: lua/sp_Shared.lua:17
        #6: scriptLoad [C]:-1
        #7: Load lua/EventTester.lua:191
            fileName = "lua/sp_Shared.lua"
        #8: lua/sp_Server.lua:12
    
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    edited March 2013
    Anyone else think that Ink is obscenely overpowered? It lasts so long, can't be countered and the entire team can basically spam it, giving marines no moment of clear sight anymore. It takes a lot of fun out of the game for marines if you can't see shit anymore in the lategame. I guess thus far it was never really considered because not many people were using it, but if you have the majority of a team spam it, it gets a pain in the ass.

    It really needs a nerf of some description. Let it cover a smaller area, increase the timer for reusing it, make it a once-per-spawn thing or maybe have it be countered by Grenade Launchers (explosion blows the clouds away; deliberately not going for the Flamethrower here because that one is already a hard counter to Lerks).
    The marine's taunt attack is pretty abysmal compared to that.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    If you go onos without room it still takes the 5 points and you're left with nothing.
  • GorginatorGorginator Join Date: 2010-07-03 Member: 72241Members
    Hey, great mod and I'm glad to see NS combat return ! I used to play on the BAD combat servers a lot which had /xmenu and combatbuildings. Now, people may dislike /xmenu but it added a huge variety to the game mode IMO.

    It allowed more skill variation and allowed you to try different "builds" (for example, battle gorge, late game, level 20+ was really common and doable by maxing out the heal spray upgrade + getting max out acidic death, since it got a bonus for gorges + getting hunger upgrades).

    Any chance this can be added to the mod too?

    Combatbuildings really added depth to the game mode and made it similar to NS classic. With things like ninja PGs, forward Movement Chambers, Defense Chambers, or Sensory Chambers (built by gorges, cost 1 point, it's refunded if it's destroyed though) etc all added a huge layer of gameplay to the NS mod.

    IMO, NS1 Combat was probably one of the best FPS gameplay experiences I've ever had. It was also very strategic and required a lot of team work to win. The way /xmenu worked was that it (in the end game) favored marines a bit more than aliens, which meant aliens had to work on defending more than marines attacking (at the end game anyway, early to mid game, it was fairly balanced for both sides).

    Anyway, good work on the mod :).
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    I have requested the same thing a few months back when in one of the beta tests. From what they told me then right now they are focusing on the core mod for now and when that is fully polished they can start to explorer restoring options like that.
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