Priorities...

SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
<div class="IPBDescription">mmmkay</div> in the new patch they are changing most of the key resource values for marine, and are doing some changes to fade, and some other random stuff.

so, how come i havent read anything bug fixes that concern being stuck in walls? I can still blink into an elevator and get stuck...or blink into the hive and get stuck, or blink into the corner of a bridge or get stuck. I can duck jump as an onos over buildings and get stuck...how come these things havent been addressed?

Its just my opinion, but i think those "getting stuck in walls and building" bugs, need to be fixed before the other stuff gets changed. Mebbe they are fixing it, but they didnt say in the patch news...i dunno

anyone care to shed some light on it?

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I think its just teleporting in general, It's hard to control and from what i understand impossible to completely prevent.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    speaking of bugs...

    how come there is no onos death animation?
    how come there is no fade death animation?
    how come there is no skulk death animation when killed with a pistol?
    the death animation for lerks needs to be worked on. A dead lerk too alive me thinks
    how come the death animation for a marine freezes sometimes when it hits the floor?
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Needs to be fixed with a client patch.
    Needs to be fixed with a client patch.
    Needs to be fixed with a client patch.
    Needs to be fixed with a client patch.
    Needs to be fixed with a client patch.

    Anything else?
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    I cant wait for it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    NS will kick even more **obscenity** with the Client patch
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--SoBe.Dragon+Dec 31 2002, 06:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Dec 31 2002, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->speaking of bugs...

    how come there is no onos death animation?
    how come there is no fade death animation?
    how come there is no skulk death animation when killed with a pistol?
    the death animation for lerks needs to be worked on. A dead lerk too alive me thinks
    how come the death animation for a marine freezes sometimes when it hits the floor?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There is a death animation for the onos, it kinda falls on it's side.

    The only death animation for a fade I saw was when it got blown up by a nade, it was really good as well it kind of got blown accross the room and landed on it's side.
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    Actually there are onos and fade death animations. However, these species usually die to heavy weapons, which cause a "gib" effect(pistol does this as well). Since gibs are disabled in this mod, it makes it look like the alien just pops out of existance. The fade death looks a lot like the skulks, it flips onto its back with claws in the air. Onos death animation features the beast tipping over onto its side and dying....

    I agree that the "getting stuck" issues should be fixed somehow, it's a real bummer when you turn to onos, and miss the big base rampage because you get stuck somewhere and have to kill in console. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    You know what I find the funniest? People who riddle corpses with bullets, thinking it's still alive. I don't care what animation you're looking at, even if one exists.
    Just keep your eye trained on the right of your screen when you're shooting. I know it's hard, but if you see that somebody killed somebody else, odds are it was either what you were shooting at, or a well timed death from someone else. ANY animation for death will still let n00bs continue emptying clips into it.
    56kers are probably the only people that can justify continuing to shoot.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    i just dont understand it...i just got done playing like 4 NS games and everyone in the server i played in agreed with me...

    I blink into a damn corner and get stuck. I get built on and get stuck. I look down an elevator shaft, and blink straight down and get stuck in the elevator. I tell a teammate to use the elevator button...the elevator doesnt go anywhere, but my health ticks down about 30hp every second. My friend blinks into a closing door and gets stuck INSIDE the door....making it impossible for the door to open. That gets me killed cause i am runnin from a fight with low health, and cant get through the door. Of course i didnt find out why the door wasnt opening till after I was dead. But yet, they are fixing resource recycling!!!! Thank god they are fixing something that reallllllly matters and messed up gameplay!

    Ok that was a little overboard, but thats the truth. The next patch should fix blink completely, and make it so you dont get stuck when someone builds on you. Another thing i saw in a game...

    this retard goes into the comm chair, builds 3 more comm chairs, recycles the resource tower, then jumps out....i just had to say that
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Yes, Flayra will wave his wand, say "poof" and all blinking problems will be fixed. It took a ton of work to get blinking into the state it is now, and will take a lot more work after that to perfect it. This isn't Harry Potter and the Magical Fixing Bugs of NS, this is version 1 (which, compared to many mods, is in a very good working state).
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I wonder why they have disabled gibs in NS. The effect of aliens popping out of existance is a bit jarring, and it's impossible to know just by looking if the player is dead or redemptioned (I realize you can look at the death reports, but to have the same visual effect for death and redemption is a bit odd).

    I've seen server-mods that enable gibs, and it certainly makes the gameplay seem more smooth.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    <!--QuoteBegin--Comprox+Dec 31 2002, 10:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Comprox @ Dec 31 2002, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, Flayra will wave his wand, say "poof" and all blinking problems will be fixed. It took a ton of work to get blinking into the state it is now, and will take a lot more work after that to perfect it. This isn't Harry Potter and the Magical Fixing Bugs of NS, this is version 1 (which, compared to many mods, is in a very good working state).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yup and i <3 it!
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    Knowing a little (very little) about programming in general, I believe it's alot easier to change things like siege range and acid splash radius because they are just variables. They just change a number in a file somewhere from 1250 to 1100 (or whatever). Now things like Blink, from a programming angle are alot more complicated. All sorts of calculations and formulas come into play and X and Y **obscenity** (i'm guessing). And i'm pretty sure that the programming team isn't making $100,000 a year for NS so any hardcore updating will probably come slowly. Just be patient. I'm sure everything will work just fine in time. Did you pay anything for NS?
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    <!--QuoteBegin--Comprox+Dec 31 2002, 05:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Comprox @ Dec 31 2002, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, Flayra will wave his wand, say "poof" and all blinking problems will be fixed. It took a ton of work to get blinking into the state it is now, and will take a lot more work after that to perfect it. This isn't Harry Potter and the Magical Fixing Bugs of NS, this is version 1 (which, compared to many mods, is in a very good working state).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    not my point man. I know its not as easy as "1-2-3" to fix stuff like that. I was just bringing it up
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    They dont make any money for NS. God bless them for doing it anways =D
  • Naughty_BremboNaughty_Brembo Join Date: 2002-05-30 Member: 701Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Guspaz Posted: Dec 31 2002, 10:42 PM  

    I wonder why they have disabled gibs in NS. The effect of aliens popping out of existance is a bit jarring, and it's impossible to know just by looking if the player is dead or redemptioned (I realize you can look at the death reports, but to have the same visual effect for death and redemption is a bit odd).

    I've seen server-mods that enable gibs, and it certainly makes the gameplay seem more smooth.  
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A blue "smoke ring" where the alien was means it got transported back to the hive. Not very hard to spot.

    Oh, and aliens getting stuck everywhere is a balance decision. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Sobe, every single complaint you're making requires a client patch to fix - most especially the issues with blink and Onos getting stuck, which trust me have come a LONG way since they first showed up. The first time Onos was included in-game, *any* time you evolved to Onos you were stuck in the floor.

    By the way, a way to escape being stuck is to have a gorge build a movement chamber near you, and then using it to teleport to a hive.

    Regarding getting stuck with blink: try to avoid blinking towards entities like doors or elevators. If you blink towards solid geometry - wall, floor, ceiling - you have less of a chance of getting stuck. The same is true when choosing where to evolve - pick *solid* ground (not a grating) with a decent amount of room around and above you.

    Gibs were disabled because Flayra doesn't want NS to be about excessive gore. "Gibbing" (doing enough damage to make a model disappear instead of do its death animation) is an accident resulting from the "gib damage" variable (or whatever it is) not being set high enough. I assume Flayra will correct this soon; the Onos death anim is just too pretty to miss!
  • Y-A-T-ZY-A-T-Z Join Date: 2002-12-20 Member: 11217Members
    edited December 2002
    <span style='color:blue'>Voogru</span> <a href='http://www.voogru.com/' target='_blank'>(www.voogru.com)</a> has a cool fix for aliens/marines getting stuck in stuff....

    It's actualy a side effect of his anti-afk code.

    Everytime you stop moving, a timer starts. After 30 seconds of standing still, you get a pop up asking if you are stuck. If you say yes, the server teleports you to marine spawn/hive. If you don't reply to the popup, you get disconnected for being afk once 180 seconds elapses.

    Kinda neat and keeps his packed servers moving.
  • BlackWolfBlackWolf Join Date: 2002-11-12 Member: 8258Members
    Yeah, I suppose if gibbing WAS in NS..well......The floor would be sticky, to say the least.
  • BeanHeadBeanHead Join Date: 2002-11-06 Member: 7230Members
    One sure way to **** yourself with blink is to try to blink with your "path" being stopped by a brush entity. Moving parts of the map, for instance, and parts of the map that you can interact with aren't all that nice to work with.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->  Sobe, every single complaint you're making requires a client patch to fix - most especially the issues with blink and Onos getting stuck, which trust me have come a LONG way since they first showed up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    i knowwwww thats all client side stuff. And what is coming up? a CLIENT side patch, that is why i brought it up.

    And yes, i know the gorge builds a movement chamber near me, thats standard. And i also know good ways to blink. But every now and then something crappy happens, and i get stuck in something. My point is, that gorges shouldnt have to build extra movement chambers, and you shouldnt have to look at the geometry you are gonna blink near.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    Uh... 1.04 is a server-side patch. The first client patch coming out is 1.1.
  • LarofeticusLarofeticus Join Date: 2002-10-30 Member: 1764Members
    one thing i don't understand is why there simply aren't a few more if statements in the code to test for contact with non-brush entities like grates, railings, doors and elevators? could someone familiar with the code answer this?
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