It should work with your map now. But fix that incorrect power node error.
- Fixed problem where going from overhead spectator to free cam would not apply the custom map atmospheric density.
- Added custom color option for players in the minimap to easily tell apart players from buildings. Available in HUD tab.
- Made weapon ammo displays flash red with low ammo counts.
- Classic ammo flashes red with low ammo counts.
- Added custom minimap icons for the unsocketed/blueprint Power Nodes.
would it be possible to add more information the the commander screen?
some helpful things i've thought about:
-number of upgrade chambers currently built
-spawn queue and how long until spawn (like the progress bar you see over the ip but just static on the screen)
-maybe information like the spectators see of the players on your team (lifeform/res/weapon,etc)
there could be more possibilities, but these all i can remember right now.
- Made weapons reload automatically after shooting the last bullet.
- Added option to make ragdolls dissolve instantly. Available in Misc. tab.
- Added weapon expire bars for Commanders.
I mentioned this to Mendasp earlier and he didn't think it was awesome so I will mention it here to see if anyone else agrees with me.
I find a little tiny thing about the alien buy menu annoying. Say you are a skulk. You had regen but now you want carapace. So regen is up in the active upgrades area with carapace below. To switch upgrades you click on regen and it goes back down below, then you need to click on carapace so it goes into the active upgrades. That is two clicks not to mention the one you did earlier putting regen there in the first place.
This is most annoying for me if by chance I misclick while getting an upgrade for this first time. Say I chose regen by misclick but wanted carapace. Then I got to click 2 more times to get what I want.
What if we were to reduce the amount of clicks you had to do. Add a bit more polish in this area. What if you had regen selected and to switch with carapace all you had to do was click on carapace and it automatically switched.
This is just polish if anyone agrees that this is something worthwhile. It is really one less click, so not the most important thing.
Just released a new build, might as well call it "The endgame stats release".
- Made endgame stats appear as soon as they are received.
- Endgame stats are now a toggle, tap the Request menu key (default: X) to see them.
- Commander stats now show up with the other endgame stats.
- Endgame stats now get saved locally so you can check them after map or server changes.
- You can now check the endgame stats as long as a new game hasn't started or you're in the ReadyRoom.
Just released a new build, might as well call it "The endgame stats release".
- Made endgame stats appear as soon as they are received.
- Endgame stats are now a toggle, tap the Request menu key (default: X) to see them.
- Commander stats now show up with the other endgame stats.
- Endgame stats now get saved locally so you can check them after map or server changes.
- You can now check the endgame stats as long as a new game hasn't started or you're in the ReadyRoom.
Any chance you are going to work on performance? I get a pretty unacceptable performance drop when playing on servers that run NS2+. It seems to be around 40fps on average. Going from 100+fps to sub 60fps really makes the aiming feel sluggish. I can immediately tell when joining a server that has this mod running without looking at the mod list on the loading screen.
Perhaps an option to turn all the client side stuff off? I appreciate all the effort, but for me at least this mod has a net negative impact on my enjoyment of this game.
i5-3570K @ 4.3GHZ
16GB DDR3
Samsung 840 Pro Series SSD
2x NVIDIA GeForce GTX 680s in SLI
Just released a new build, might as well call it "The endgame stats release".
- Made endgame stats appear as soon as they are received.
- Endgame stats are now a toggle, tap the Request menu key (default: X) to see them.
- Commander stats now show up with the other endgame stats.
- Endgame stats now get saved locally so you can check them after map or server changes.
- You can now check the endgame stats as long as a new game hasn't started or you're in the ReadyRoom.
Any chance you are going to work on performance? I get a pretty unacceptable performance drop when playing on servers that run NS2+. It seems to be around 40fps on average. Going from 100+fps to sub 60fps really makes the aiming feel sluggish. I can immediately tell when joining a server that has this mod running without looking at the mod list on the loading screen.
Perhaps an option to turn all the client side stuff off? I appreciate all the effort, but for me at least this mod has a net negative impact on my enjoyment of this game.
i5-3570K @ 4.3GHZ
16GB DDR3
Samsung 840 Pro Series SSD
2x NVIDIA GeForce GTX 680s in SLI
Um, what?
Unless you don't have any of the options set correctly this should be giving you better FPS like it has done for every other player.
Just released a new build, might as well call it "The endgame stats release".
- Made endgame stats appear as soon as they are received.
- Endgame stats are now a toggle, tap the Request menu key (default: X) to see them.
- Commander stats now show up with the other endgame stats.
- Endgame stats now get saved locally so you can check them after map or server changes.
- You can now check the endgame stats as long as a new game hasn't started or you're in the ReadyRoom.
Any chance you are going to work on performance? I get a pretty unacceptable performance drop when playing on servers that run NS2+. It seems to be around 40fps on average. Going from 100+fps to sub 60fps really makes the aiming feel sluggish. I can immediately tell when joining a server that has this mod running without looking at the mod list on the loading screen.
Perhaps an option to turn all the client side stuff off? I appreciate all the effort, but for me at least this mod has a net negative impact on my enjoyment of this game.
i5-3570K @ 4.3GHZ
16GB DDR3
Samsung 840 Pro Series SSD
2x NVIDIA GeForce GTX 680s in SLI
I'm not doing anything crazy in the mod to lower FPS, in any case with the options to disable stuff you should be getting more. I've gotten zero reports of people having less FPS, the opposite, really.
What servers do you play on? Server performance can affect client performance. Is this something recent? How are you checking FPS?
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Any chance you are going to work on performance? I get a pretty unacceptable performance drop when playing on servers that run NS2+. It seems to be around 40fps on average. Going from 100+fps to sub 60fps really makes the aiming feel sluggish. I can immediately tell when joining a server that has this mod running without looking at the mod list on the loading screen.
Perhaps an option to turn all the client side stuff off? I appreciate all the effort, but for me at least this mod has a net negative impact on my enjoyment of this game.
i5-3570K @ 4.3GHZ
16GB DDR3
Samsung 840 Pro Series SSD
2x NVIDIA GeForce GTX 680s in SLI
Those issues you're experiencing could be caused by numerous other variables. I would try running without SLI and see if the problem still occurs on a local server with the mod enabled/disabled. Hard benchmark data would be more compelling.
Yup, first bug should be fixed (incorrect win attribution on games ending due to team imbalance)
I got a similar bug today on my compmod server. First some players got a warning message that they had been AFK for 0 seconds and would be kicked after some more time. When they had started a round it took 30 seconds before they were moved to the RR and server said "aliens win".
Server runs Shine admin, Shine NS2Stats, NS2+, Pregame++, Compmod, Cross spawns, disabled first person spectator.
The source of the problem was PGP where if you have 2 commanders but are under the limit for players to disable PGP it starts the game, then, as soon as a Commander logs out, it ends the game.
Anyways, for people that can't control their eyes there is now:
- Added a toggle for the low ammo warning. Available in HUD tab.
And some smaller shit like the last stats showing up while typing in chat...
Edit: Actually I can't repro with PGP and all the mods you had in your server, but the repro steps (in that server) are those I described, when I get your server config we can see what's actually wrong.
If it is possible and not too much trouble, please please please please put area of effect range indicators for drifter abilities, ie: enzyme, mucous, hallucinate. I hate having to guess if the ability will be within range while casting it. Adding the range indicator for mist would also be helpful. Currently I have no idea how far a mist will reach and it could save me having to mist an overlapping area twice!
Mendasp and remi.D, you have done an amazing job with NS2+. I appreciate all the changes you have made to the game and options you have given us. It's like the game constantly has a new kick of life to it with every update. I have an idea that might be similar to other ideas expressed in the past:
I think it would be helpful as alien, possibly marine too....if you had some sort of visual indicator in the middle area of your screen to show you how damaged you were or possibly more importantly...how much health and armor you have left. So we already have damage numbers for the damage we have done to the other team, what if we could have similar style numbers pop up in the middle of our screen to show how much health and armor we have left. That way, especially as a higher life form, I could quickly tell if it's worth staying in an engagement or leaving. It would be a lot easier than looking to the bottom left of your screen.
I think the numbers should only show when you take damage and then disappear. If you could adjust: where it showed, how long it showed, how large the numbers would be, and the color (maybe even have different colors once you have no armor left or low health). Regarding where it shows up on your screen, what if you could pick which side of center you wanted the numbers to show up. You could pick: above, below, left, or right of center. That way they aren't exactly where you are aiming, but it's also a lot easier to see without moving your eyes much.
Also, possibly a visual indicator for alien energy left which would be located near the center of the screen. I wouldn't want it always showing up, so the best way to do that would probably be to have a low energy indicator. Either a color flash/graphic indicator on one side of center when your energy is below a certain amount (which you could pick the below indicator number/percentage in options).
Mendasp and remi.D, you have done an amazing job with NS2+. I appreciate all the changes you have made to the game and options you have given us. It's like the game constantly has a new kick of life to it with every update. I have an idea that might be similar to other ideas expressed in the past:
I think it would be helpful as alien, possibly marine too....if you had some sort of visual indicator in the middle area of your screen to show you how damaged you were or possibly more importantly...how much health and armor you have left. So we already have damage numbers for the damage we have done to the other team, what if we could have similar style numbers pop up in the middle of our screen to show how much health and armor we have left. That way, especially as a higher life form, I could quickly tell if it's worth staying in an engagement or leaving. It would be a lot easier than looking to the bottom left of your screen.
I think the numbers should only show when you take damage and then disappear. If you could adjust: where it showed, how long it showed, how large the numbers would be, and the color (maybe even have different colors once you have no armor left or low health). Regarding where it shows up on your screen, what if you could pick which side of center you wanted the numbers to show up. You could pick: above, below, left, or right of center. That way they aren't exactly where you are aiming, but it's also a lot easier to see without moving your eyes much.
Also, possibly a visual indicator for alien energy left which would be located near the center of the screen. I wouldn't want it always showing up, so the best way to do that would probably be to have a low energy indicator. Either a color flash/graphic indicator on one side of center when your energy is below a certain amount (which you could pick the below indicator number/percentage in options).
This has been suggested a number of times, I will do it eventually. It's basically a HL2 style crosshair.
In other news, vanilla fixes up in this b:
- Fixed vanilla bug where the Commander would log out attacking.
- Fixed vanilla bug that made trigger volumes bigger than their representation in the editor. This affected some map locations (power node issues).
- Made powered room effect for Commanders with the same accuracy as the actual volume they cover.
I mentioned this to Mendasp earlier and he didn't think it was awesome so I will mention it here to see if anyone else agrees with me.
I find a little tiny thing about the alien buy menu annoying. Say you are a skulk. You had regen but now you want carapace. So regen is up in the active upgrades area with carapace below. To switch upgrades you click on regen and it goes back down below, then you need to click on carapace so it goes into the active upgrades. That is two clicks not to mention the one you did earlier putting regen there in the first place.
This is most annoying for me if by chance I misclick while getting an upgrade for this first time. Say I chose regen by misclick but wanted carapace. Then I got to click 2 more times to get what I want.
What if we were to reduce the amount of clicks you had to do. Add a bit more polish in this area. What if you had regen selected and to switch with carapace all you had to do was click on carapace and it automatically switched.
This is just polish if anyone agrees that this is something worthwhile. It is really one less click, so not the most important thing.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2014
Love the HL2 crosshair idea. Ideally the ammo and health counter should go from blue >>> then flash red when health or ammo is low. For aliens it should be orange >>> flash red when low.
Some feedback on the weapon expiration bar, specifically from the commanders view:
When a marine drops a weapon as comm, its distracting due to the large size of the bar floating on the ground. It's current implementation functionally works, but it should ideally match the same visual, color changing status, and size as first person view does. This would also reduce clutter on the commanders screen. I made a quick photoshop to show what it'd look like:
I did the color coded stuff for comms in the 267 build of NS2+, I do understand that it's hilariously huge, I'd rather not change the graphic though, because the way this works is it's integrated with the nameplates stuff that's already there, so I'm not applying any textures myself, etc, but I can take a look, I'd say it's easier to make it smaller, though.
In fact I suggested changing the commander graphics to Insight ones (what you want to do with just the weapons) because the current ones are ugly as hell.
@rantology made me some bars but I had to butcher them so they worked with my code:
Comments
- Fixed problem where going from overhead spectator to free cam would not apply the custom map atmospheric density.
- Added custom color option for players in the minimap to easily tell apart players from buildings. Available in HUD tab.
- Made weapon ammo displays flash red with low ammo counts.
- Classic ammo flashes red with low ammo counts.
- Added custom minimap icons for the unsocketed/blueprint Power Nodes.
Video
some helpful things i've thought about:
-number of upgrade chambers currently built
-spawn queue and how long until spawn (like the progress bar you see over the ip but just static on the screen)
-maybe information like the spectators see of the players on your team (lifeform/res/weapon,etc)
there could be more possibilities, but these all i can remember right now.
Press J to open the tech tree
- Added option to make ragdolls dissolve instantly. Available in Misc. tab.
- Added weapon expire bars for Commanders.
I find a little tiny thing about the alien buy menu annoying. Say you are a skulk. You had regen but now you want carapace. So regen is up in the active upgrades area with carapace below. To switch upgrades you click on regen and it goes back down below, then you need to click on carapace so it goes into the active upgrades. That is two clicks not to mention the one you did earlier putting regen there in the first place.
This is most annoying for me if by chance I misclick while getting an upgrade for this first time. Say I chose regen by misclick but wanted carapace. Then I got to click 2 more times to get what I want.
What if we were to reduce the amount of clicks you had to do. Add a bit more polish in this area. What if you had regen selected and to switch with carapace all you had to do was click on carapace and it automatically switched.
This is just polish if anyone agrees that this is something worthwhile. It is really one less click, so not the most important thing.
- Made endgame stats appear as soon as they are received.
- Endgame stats are now a toggle, tap the Request menu key (default: X) to see them.
- Commander stats now show up with the other endgame stats.
- Endgame stats now get saved locally so you can check them after map or server changes.
- You can now check the endgame stats as long as a new game hasn't started or you're in the ReadyRoom.
Any chance you are going to work on performance? I get a pretty unacceptable performance drop when playing on servers that run NS2+. It seems to be around 40fps on average. Going from 100+fps to sub 60fps really makes the aiming feel sluggish. I can immediately tell when joining a server that has this mod running without looking at the mod list on the loading screen.
Perhaps an option to turn all the client side stuff off? I appreciate all the effort, but for me at least this mod has a net negative impact on my enjoyment of this game.
i5-3570K @ 4.3GHZ
16GB DDR3
Samsung 840 Pro Series SSD
2x NVIDIA GeForce GTX 680s in SLI
Um, what?
Unless you don't have any of the options set correctly this should be giving you better FPS like it has done for every other player.
I'm not doing anything crazy in the mod to lower FPS, in any case with the options to disable stuff you should be getting more. I've gotten zero reports of people having less FPS, the opposite, really.
What servers do you play on? Server performance can affect client performance. Is this something recent? How are you checking FPS?
Those issues you're experiencing could be caused by numerous other variables. I would try running without SLI and see if the problem still occurs on a local server with the mod enabled/disabled. Hard benchmark data would be more compelling.
I got a similar bug today on my compmod server. First some players got a warning message that they had been AFK for 0 seconds and would be kicked after some more time. When they had started a round it took 30 seconds before they were moved to the RR and server said "aliens win".
Server runs Shine admin, Shine NS2Stats, NS2+, Pregame++, Compmod, Cross spawns, disabled first person spectator.
Server log
I'm running Pregame++. As far as I understand it should be compatible with the compmod.
Anyways, for people that can't control their eyes there is now:
- Added a toggle for the low ammo warning. Available in HUD tab.
And some smaller shit like the last stats showing up while typing in chat...
Edit: Actually I can't repro with PGP and all the mods you had in your server, but the repro steps (in that server) are those I described, when I get your server config we can see what's actually wrong.
I think it would be helpful as alien, possibly marine too....if you had some sort of visual indicator in the middle area of your screen to show you how damaged you were or possibly more importantly...how much health and armor you have left. So we already have damage numbers for the damage we have done to the other team, what if we could have similar style numbers pop up in the middle of our screen to show how much health and armor we have left. That way, especially as a higher life form, I could quickly tell if it's worth staying in an engagement or leaving. It would be a lot easier than looking to the bottom left of your screen.
I think the numbers should only show when you take damage and then disappear. If you could adjust: where it showed, how long it showed, how large the numbers would be, and the color (maybe even have different colors once you have no armor left or low health). Regarding where it shows up on your screen, what if you could pick which side of center you wanted the numbers to show up. You could pick: above, below, left, or right of center. That way they aren't exactly where you are aiming, but it's also a lot easier to see without moving your eyes much.
Also, possibly a visual indicator for alien energy left which would be located near the center of the screen. I wouldn't want it always showing up, so the best way to do that would probably be to have a low energy indicator. Either a color flash/graphic indicator on one side of center when your energy is below a certain amount (which you could pick the below indicator number/percentage in options).
This has been suggested a number of times, I will do it eventually. It's basically a HL2 style crosshair.
In other news, vanilla fixes up in this b:
- Fixed vanilla bug where the Commander would log out attacking.
- Fixed vanilla bug that made trigger volumes bigger than their representation in the editor. This affected some map locations (power node issues).
- Made powered room effect for Commanders with the same accuracy as the actual volume they cover.
Edit: I just made a NS2+ Trello!
Are, are you sure ... ? I've seen this falsely in change logs at least 3 or 4 times in the past.
Please Mendasp!
Health and armour bars left and right?
I shall say it again, the sides of your screen are in peripheral vision and big things of contrast work best instead of detail.
It is happening! Thank you @Mendasp!
https://trello.com/c/kZqQpr7N/15-make-it-so-you-can-just-swap-alien-upgrades-without-clicking-your-current-one-again
The trello is a great idea. I also like that you put it in the signature of your posts for easy reference when I go looking for it.
Sadly, I see that you aren't doing in trello anything... Does this mean you are slowing down your ridiculous ns2 programming pace?!? Just kidding.
youtu.be/qXzDZdro1vA
Who sais there's no matchmaking in NS2...?
It works like the insight bars, but they are in your hud. Colors and looks are subject to change because I can't draw or anything.
Some feedback on the weapon expiration bar, specifically from the commanders view:
Can you change the current implementation:
http://steamcommunity.com/sharedfiles/filedetails/?id=290388080
to match the way in looks in first person?
http://steamcommunity.com/sharedfiles/filedetails/?id=290388155
When a marine drops a weapon as comm, its distracting due to the large size of the bar floating on the ground. It's current implementation functionally works, but it should ideally match the same visual, color changing status, and size as first person view does. This would also reduce clutter on the commanders screen. I made a quick photoshop to show what it'd look like:
http://s267.photobucket.com/user/aeroripper/media/droppedgun.jpg.html
In fact I suggested changing the commander graphics to Insight ones (what you want to do with just the weapons) because the current ones are ugly as hell.
@rantology made me some bars but I had to butcher them so they worked with my code:
Colors to be tweaked etc.