I had tried a CompMod servers to check how works pickup expire bar with weapon time on ground reducing (CompMod URL,watch Marines -> Others) and just stumbled wtf weapon time on ground reducing doesn't work at all O_o
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Would it be possible to add the "gorge tunnel entrance, exit" from CompMod into NS2+? Seems like it fits well into the QoL improvement category. For those not familiar:
Gorges can select the tunnel entrance and exit from their build menu instead of just "gorge tunnel". The entrance shows bright green on the minimap. This would help gorges relocate tunnel entrances/exits without the guesswork, and help alien players identify them more quickly.
Would it be possible to add the "gorge tunnel entrance, exit" from CompMod into NS2+? Seems like it fits well into the QoL improvement category. For those not familiar:
Gorges can select the tunnel entrance and exit from their build menu instead of just "gorge tunnel". The entrance shows bright green on the minimap. This would help gorges relocate tunnel entrances/exits without the guesswork, and help alien players identify them more quickly.
With the amount of times people destroy the original entrance in CompMod even after all the time the feature has been in... I'm not super sold on the idea of adding it to NS2+...
Would it be possible to add the "gorge tunnel entrance, exit" from CompMod into NS2+? Seems like it fits well into the QoL improvement category. For those not familiar:
Gorges can select the tunnel entrance and exit from their build menu instead of just "gorge tunnel". The entrance shows bright green on the minimap. This would help gorges relocate tunnel entrances/exits without the guesswork, and help alien players identify them more quickly.
I like it, but I have had several people complain about it in a pub game.
- Changed pickup expire bar options. You can now toggle between Disabled/Equipment Only/All pickupables. Available in Misc. tab.
- Added option to disable click selecting for Marine players (only Marine Commander). You can still do marquee selection. Available in Misc. tab.
- You can now make the minimap key act as a toggle. Available in the Misc. tab.
- Added marquee selection for enemy units. If the marquee selection contains units from both teams it will default to your team's units.
- Fixed bug where some elements of the Marine UI would remain on screen after death.
- Changed last life stats helper text to use the normal graphics for showing key binds with their actions.
- Added assists/score popup color selection. Available in the HUD tab.
- Mines now still show their pickup icon even if already holding mines. (Thanks remi.D!)
- Made weapons that were actively picked up get swapped to (pistols, mines). (Thanks remi.D!)
- Added option to prevent shotgun damage numbers from accumulating. Available in the HUD tab. (Thanks remi.D!)
- Added option to speed up damage number accumulation. Available in the HUD tab. (Thanks remi.D!)
i feel like ns2+ should have some equivalent of the sv_nslinfo command, it's real useful and just having it on nsl servers is a shame.
sv_nslinfo for both the AusNS2 and NSL leagues only returns information for people that are registered on NSL or AusNS2 respectively as it gets data from those 2 databases. It wouldn't really work for public servers with ns2+ on it because, where are you going to get that info from (hive?) and whats the point for a comp server where the NSL/AusNS2 mod is installed anyways?
Edit: I don't understand how someone could disagree with this post? lol
With the amount of times people destroy the original entrance in CompMod even after all the time the feature has been in... I'm not super sold on the idea of adding it to NS2+...
They usually learn after destroying the wrong one after around 3 times.
- Enabled weapon specific ammo models for dropped weapons.
- Ammo for dropped weapons now follow the parent weapon. They also have outlines now.
- Added new option for Phase Gate lines. Default/Static arrows/Animated lines/Animated arrows. Available in HUD tab.
- Fixed bug where the Faster damage numbers option would not get applied after map load.
- Replaced Small damage numbers option with Damage numbers scale option. The scale goes between 50% and 100%.
Hi, the NS2 + mod get stuck at 0% download since two days. it was at 100% during a whole week. Do you know how to download it? Thanks
That's a workshop problem, nothing I can do, it's more to do with Steam, so I have no control over it. You can try changing your download region on steam. Maybe deleting your %appdata%\Natural Selection 2\Workshop folder.
Hi, the NS2 + mod get stuck at 0% download since two days. it was at 100% during a whole week. Do you know how to download it? Thanks
That's a workshop problem, nothing I can do, it's more to do with Steam, so I have no control over it. You can try changing your download region on steam. Maybe deleting your %appdata%\Natural Selection 2\Workshop folder.
Citizens of the world:
- Fixed bug with NS2+ console commands where the example usage would not be displayed correctly.
- Added "cycle" parameter to console commands that cycles through int and boolean values.
- Crosshair damage indicator now only shows up if we're hitting enemies.
- Fixed NS2 bug where damage numbers wouldn't show the damage for the killing blow.
- Fixed "Unknown" player info in server browser. Big, gigantic thanks to Person8880 (Shine author) for the fix.
- Added new option for Phase Gate lines. Default/Static arrows/Animated lines/Animated arrows. Available in HUD tab.
Thank you so much for this addition, mendasp!
I thought you were simply a mind reader, but apparently Decoy told me she forwarded my suggestion for this to you guys and you added it within like a day, or something.
It's definitely one of those things that should've been there when UWE added the lines in the first place, but at least it's there now.
My only concern with its current implementation is that it doesn't quite solve the issue I had with the plain PG lines -- it's easier, but still not easy enough, to tell at-a-glance the 'flow' of the phasegate network. The arrows are too small currently, and even when animated, it takes a second or so to understand which direction the arrows are flowing to.
In my opinion, an easy and simple way would be to make those arrows less 'filled in' and more angular, or just replace them with a series of >>>>'s and perhaps removing the dashed lines altogether.
This way, you can glance at the map, and very quickly, if not immediately, tell the direction of the "line" without having to interpret or wait.
As an aside, you can probably leave the plain line if there are only two PG's (since they will link to each other) but it's not a big deal if they do overlap, since it'll be clear that you only have one choice of path anyway.
SebMelbourne, AUJoin Date: 2013-04-01Member: 184576Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, WC 2013 - Silver, Retired Community Developer
Regarding the phase gate lines, maybe it would be better to make it bigger but make it opaque on the map as not to block anything else? I don't have a problem viewing it at a glance however, so idk!
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited May 2014
Is it possible to have the minimap stay open permanently when 'toggle' is selected? It always closes when you die, and again whenever you evolve. It's always been a thing with NS2, but it'd be really helpful to not have to constantly hit C when dying/evolving just to toggle the map again and again.
A few other possible additions/ideas:
1) Not sure if its hard to implement, but being able to change the color of PG and Gorge Tunnel lines on the minimap would be handy too.
2) Being able to change the color of your player triangle on the main minimap. I always have to shake my mouse to find where I am sometimes, and having my own player triangle bright red (or some other color) would make it a lot easier to find it. The current white is a bit hard to see.
2) Being able to change the color of your player triangle on the main minimap. I always have to shake my mouse to find where I am sometimes, and having my own player triangle bright red (or some other color) would make it a lot easier to find it. The current white is a bit hard to see.
Don't you already know what room you are in, you silly goose.
2) Being able to change the color of your player triangle on the main minimap. I always have to shake my mouse to find where I am sometimes, and having my own player triangle bright red (or some other color) would make it a lot easier to find it. The current white is a bit hard to see.
Don't you already know what room you are in, you silly goose.
lol, I know it sounds a bit moronic but its easier to correlate ones position while moving around the map in relation to other players more quickly. I'm probably the only NS2 player to have this problem, so I'm sure they're more pressing concerns to implement :o3
With the mods you have already done to insight. Would it be possible to make it that spectators have a highlighted mines? an outline or even a health bar would be sweet to have for them.
Came to post about the phase gate lines, which I just discovered and really appreciate. Unfortunately, I can't find a setting for it that I really like. The animation is fast enough for it to be pretty distracting, so a setting to control the animation speed could be really nice. The direction of the arrows is also really hard to see, particularly because the arrow is in the middle of the lines instead of at the front.
I think the line style I would most like to see would be the standard solid phase gate line, but with a single arrow at the end showing which way the line goes. Players will normally be looking at the gates, anyway, and not the lines in between, so it puts the information right where it needs to be and prevents any ambiguity.
An unrelated suggestion: How about a feature to make the tech progress icons in commander view stay up even when the map is up? This is already how it works in spectate mode, so it's a little baffling that it disappears in commander view.
Comments
Gorges can select the tunnel entrance and exit from their build menu instead of just "gorge tunnel". The entrance shows bright green on the minimap. This would help gorges relocate tunnel entrances/exits without the guesswork, and help alien players identify them more quickly.
With the amount of times people destroy the original entrance in CompMod even after all the time the feature has been in... I'm not super sold on the idea of adding it to NS2+...
- Added option to disable click selecting for Marine players (only Marine Commander). You can still do marquee selection. Available in Misc. tab.
- You can now make the minimap key act as a toggle. Available in the Misc. tab.
- Added marquee selection for enemy units. If the marquee selection contains units from both teams it will default to your team's units.
- Fixed bug where some elements of the Marine UI would remain on screen after death.
- Changed last life stats helper text to use the normal graphics for showing key binds with their actions.
- Added assists/score popup color selection. Available in the HUD tab.
- Mines now still show their pickup icon even if already holding mines. (Thanks remi.D!)
- Made weapons that were actively picked up get swapped to (pistols, mines). (Thanks remi.D!)
- Added option to prevent shotgun damage numbers from accumulating. Available in the HUD tab. (Thanks remi.D!)
- Added option to speed up damage number accumulation. Available in the HUD tab. (Thanks remi.D!)
Does that mean you can turn on/off selecting individual marines as commander, but can still drag a box around them?
Yes.
sv_nslinfo for both the AusNS2 and NSL leagues only returns information for people that are registered on NSL or AusNS2 respectively as it gets data from those 2 databases. It wouldn't really work for public servers with ns2+ on it because, where are you going to get that info from (hive?) and whats the point for a comp server where the NSL/AusNS2 mod is installed anyways?
Edit: I don't understand how someone could disagree with this post? lol
They usually learn after destroying the wrong one after around 3 times.
What about:
Default/Static arrows/Animated lines/Animated arrows.
And then add a slider for animation speed!
Shut up Golden, I had to fix the dropped ammo myself, h8 u.
- Ammo for dropped weapons now follow the parent weapon. They also have outlines now.
- Added new option for Phase Gate lines. Default/Static arrows/Animated lines/Animated arrows. Available in HUD tab.
- Fixed bug where the Faster damage numbers option would not get applied after map load.
- Replaced Small damage numbers option with Damage numbers scale option. The scale goes between 50% and 100%.
Thanks I am going to try that.
- Fixed bug with NS2+ console commands where the example usage would not be displayed correctly.
- Added "cycle" parameter to console commands that cycles through int and boolean values.
- Crosshair damage indicator now only shows up if we're hitting enemies.
- Fixed NS2 bug where damage numbers wouldn't show the damage for the killing blow.
- Fixed "Unknown" player info in server browser. Big, gigantic thanks to Person8880 (Shine author) for the fix.
Build a shrine for this awesome individual.
Thank you so much for this addition, mendasp!
I thought you were simply a mind reader, but apparently Decoy told me she forwarded my suggestion for this to you guys and you added it within like a day, or something.
It's definitely one of those things that should've been there when UWE added the lines in the first place, but at least it's there now.
My only concern with its current implementation is that it doesn't quite solve the issue I had with the plain PG lines -- it's easier, but still not easy enough, to tell at-a-glance the 'flow' of the phasegate network. The arrows are too small currently, and even when animated, it takes a second or so to understand which direction the arrows are flowing to.
In my opinion, an easy and simple way would be to make those arrows less 'filled in' and more angular, or just replace them with a series of >>>>'s and perhaps removing the dashed lines altogether.
This way, you can glance at the map, and very quickly, if not immediately, tell the direction of the "line" without having to interpret or wait.
As an aside, you can probably leave the plain line if there are only two PG's (since they will link to each other) but it's not a big deal if they do overlap, since it'll be clear that you only have one choice of path anyway.
Regardless, thanks again for adding this!
A few other possible additions/ideas:
1) Not sure if its hard to implement, but being able to change the color of PG and Gorge Tunnel lines on the minimap would be handy too.
2) Being able to change the color of your player triangle on the main minimap. I always have to shake my mouse to find where I am sometimes, and having my own player triangle bright red (or some other color) would make it a lot easier to find it. The current white is a bit hard to see.
Don't you already know what room you are in, you silly goose.
lol, I know it sounds a bit moronic but its easier to correlate ones position while moving around the map in relation to other players more quickly. I'm probably the only NS2 player to have this problem, so I'm sure they're more pressing concerns to implement :o3
I think the line style I would most like to see would be the standard solid phase gate line, but with a single arrow at the end showing which way the line goes. Players will normally be looking at the gates, anyway, and not the lines in between, so it puts the information right where it needs to be and prevents any ambiguity.
An unrelated suggestion: How about a feature to make the tech progress icons in commander view stay up even when the map is up? This is already how it works in spectate mode, so it's a little baffling that it disappears in commander view.