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...
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....
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:
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.
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.
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.
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).
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.
Comments
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....
Version 3.32 includes:
Server admins, you know what to do!
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.
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 \game_servers\Current_Servers\ns2co\cfg -modstorage \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?
The last error often doesnt say anything about the problem when something strange happened before.
I tired with a few maps and all had the same result.
its just a follow error, log is at %appdata%\NaturalSelection2\log[1-4].txt
Here is a link to it: http://www.ibisgaming.com/media/log-2.txt
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!
So does anyone know how to correct this error so combat mod will work?
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.
The rest of the error is too big to post. PM me and we can work something out.
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.
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 .