After playing, I am a bit sceptical. I know some requested pg-arrows, but I never needed them. And now I have sth moving on my minimap. All the time. I don't like that. Is there a command to disable it? Haven't found an option.
After playing, I am a bit sceptical. I know some requested pg-arrows, but I never needed them. And now I have sth moving on my minimap. All the time. I don't like that. Is there a command to disable it? Haven't found an option.
NS2+ which this feature was pulled from allows you to disable it. However, at the moment a lot of those toggle options don't exist in the menu. For now you will have to play with them on and maybe we can address the on/off function in 267. Of course by then you may grow to love them
Would be a nice option to turn the animations off on the pg arrows, I love pretty much all the other interface tweaks I noticed
Btw, I've only played on 2 servers 1 vanilla 1 ns2+ and on the vanilla one I didn't get radar/teamres in my hud for some reason as marine? I'll jump around some more servers and see if it's like that consistently...
Awesome update guys (and gals, of course) - it's greatly appreciated. Is fixing certain units clipping on the agenda at any point in the future? What I'm talking about is ARC's, MAC's, Drifters, etc clipping (stacking) inside of each other. Especially for the ARC's since you can squeeze 5 ARC's in a tiny space, whereas if they didn't clip they would have to be more spread out, and therefore more vulnerable. Not to mention it looks really stupid :-)
I play for example without damage numbers because I like a clean HUD/UI that let's me focus on the combat. I don't think I will get used to the animation that fast.
Thanks for the answer. I hope the toggles will make it into 267.
Awesome update guys (and gals, of course) - it's greatly appreciated. Is fixing certain units clipping on the agenda at any point in the future? What I'm talking about is ARC's, MAC's, Drifters, etc clipping (stacking) inside of each other. Especially for the ARC's since you can squeeze 5 ARC's in a tiny space, whereas if they didn't clip they would have to be more spread out, and therefore more vulnerable. Not to mention it looks really stupid :-)
I can tell you that there is some work with macs and arcs happening right now, whether it makes it into 267 will depend on how well it all come together and tests.
After playing, I am a bit sceptical. I know some requested pg-arrows, but I never needed them. And now I have sth moving on my minimap. All the time. I don't like that. Is there a command to disable it? Haven't found an option.
Agreed, would be nice to make those arrows stationary.
That's my only complaint about 266. All in all its a solid build with great features/fixes. Hopefully the good times will continue.
How can I make a donation to the community dev team?
Go buy some DLC, or a copy of NS2 for a friend None of us are getting paid for this, which we're okay with. We're volunteers! We'd love to see the game grow.
Does CDT also patch/change the engine or is it Lua scripts only? Will the engine be developed further?
One of our CDT members, FSFOD, does have engine access. So while we could make changes to the engine, I wouldn't expect anything too major. We are all volunteers and have real lives and jobs to do as well
One of our CDT members, FSFOD, does have engine access. So while we could make changes to the engine, I wouldn't expect anything too major. We are all volunteers and have real lives and jobs to do as well
That's great! Any chance of fixing the shotgun crash? I can't say for Windows, but on Linux I still have an occasional crash after the first shotgun shot made (no matter whether it's mine or somebody I'm spectating). The issue is described on forum (and not just once), so I won't pollute this comment thread further. My teammates on Windows said that NS2 crashes every other day so I should feel lucky with my single crash per 2-3 weeks, but anyway I'd be glad to help fixing this.
That's great! Any chance of fixing the shotgun crash? I can't say for Windows, but on Linux I still have an occasional crash after the first shotgun shot made (no matter whether it's mine or somebody I'm spectating). The issue is described on forum (and not just once), so I won't pollute this comment thread further. My teammates on Windows said that NS2 crashes every other day so I should feel lucky with my single crash per 2-3 weeks, but anyway I'd be glad to help fixing this.
For the people that don't like the arrows remember that you can choose between different options meanwhile in NS2+ (static line, static arrows, dashed line, animated arrows).
>Fixed bug where damage numbers wouldn’t show the damage done in the killing blow
Yaayy I had wondered about this...
>Fixed players getting stuck on Infantry Portals if another player is afk on it
!!!
>Fixed unknown in server browser bug
!!!
>Fixed Gorge spit not doing damage up close
!!!
>Mods list now automatically sorted by Active > Subscribed > Alphabetically. You can also sort by column now
^__^
>“tunnel_allowed” material, which allows tunnel placement outside of nav mesh. Usage: paint material onto a face and put that face in CollisionGeometry
Aaawww yeah
Cool solid patch, a lot of these have been demanded for a while now:
“nav_debug”, collision, and physics console commands now require cheats to be on
Fixed unknown in server browser bug (thanks Person8880!)
Ty!!
Fixed players getting stuck on Infantry Portals if another player is afk on it
That was so due. But what if a player is not Afk but walks back onto the IP and goes Afk?
Added tunnel_allowed geometry near pipes in Fabrication, the top level of Plaza, and near the desk in Plaza to allow for tunnel placement off navmesh
Great!!!
Ohh and maybe you forgot to mention that the Costumization Menu now features Drag to Rotate
Edit: Little fix and change request if you have some spare time
Server queue: Would be great to have the position in the queue showing and if a spot is free to only wakeup the first player in the queue (and the rest doesn't get "Server Full" message). Also the "VIP can try to join" text is bigger than the background panel.
Comments
NS2+ which this feature was pulled from allows you to disable it. However, at the moment a lot of those toggle options don't exist in the menu. For now you will have to play with them on and maybe we can address the on/off function in 267. Of course by then you may grow to love them
Btw, I've only played on 2 servers 1 vanilla 1 ns2+ and on the vanilla one I didn't get radar/teamres in my hud for some reason as marine? I'll jump around some more servers and see if it's like that consistently...
Thanks for the answer. I hope the toggles will make it into 267.
I can tell you that there is some work with macs and arcs happening right now, whether it makes it into 267 will depend on how well it all come together and tests.
Agreed, would be nice to make those arrows stationary.
That's my only complaint about 266. All in all its a solid build with great features/fixes. Hopefully the good times will continue.
The only change i would knowingly like to see is 1 for Xenocide.
I believe the upgrade should be passive so that every time a skulk dies he will explode, however the radius of the explosion is greatly reduced
Go buy some DLC, or a copy of NS2 for a friend None of us are getting paid for this, which we're okay with. We're volunteers! We'd love to see the game grow.
One of our CDT members, FSFOD, does have engine access. So while we could make changes to the engine, I wouldn't expect anything too major. We are all volunteers and have real lives and jobs to do as well
Calling in @samusdroid @ghoulofgsg9 @mcglaspie @whoever-else-can-fix-this
>Fixed bug where damage numbers wouldn’t show the damage done in the killing blow
Yaayy I had wondered about this...
>Fixed players getting stuck on Infantry Portals if another player is afk on it
!!!
>Fixed unknown in server browser bug
!!!
>Fixed Gorge spit not doing damage up close
!!!
>Mods list now automatically sorted by Active > Subscribed > Alphabetically. You can also sort by column now
^__^
>“tunnel_allowed” material, which allows tunnel placement outside of nav mesh. Usage: paint material onto a face and put that face in CollisionGeometry
Aaawww yeah
Great!!!
Ohh and maybe you forgot to mention that the Costumization Menu now features Drag to Rotate
Edit: Little fix and change request if you have some spare time
Server queue: Would be great to have the position in the queue showing and if a spot is free to only wakeup the first player in the queue (and the rest doesn't get "Server Full" message). Also the "VIP can try to join" text is bigger than the background panel.