Okay I played one round on it and it played and looked very well so far, but there are two issues:
- In Geothermal as a commander you can't see that much because the atmoshperic lights are so bright
- when you look outside of the window, the textures look bugged and the fps drop heavily
If memory serves me well, it's not a bug. The game moves you to a location where the "path" is 'available'.
The "path" in NS2 is made with a Voxel system. Simple example : imagine it rains little cubes on the map. All the cubes that hit the ground stay. The others are lost. After the rain, the algorithm use the cubes left to create a shape (with faces) that will be the so called 'path'.
The path is used to help robots like MACs/ARCs and Drifters to navigate. It avoids a lot of computation for finding the path. It's pre-calculating the areas some entity can navigate or not. It's also a convenient way to avoid bugs (like an egg stuck in a wall) and more.
The easiest way to fix this (I've lost count of the times where I've started evolving behind an obstruction only to be moved into a hallway/in line of sight of the exit and had my egged gunned down) is to allow the egg to evolve anywhere, but move the player to the nearest voxel or whatever upon evolution completion.
FrozenNew York, NYJoin Date: 2010-07-02Member: 72228Members, Constellation
While a robust fix would be nice for the gestate location fix, I'd be overwhelmingly happy if I even had an option to make it so that it won't automatically do that. I'd ratjer move myself because of those cases where you lose a lifeform, or even the skulk upgrades and egg itself. Can effect hive defenses.
The easiest way to fix this (I've lost count of the times where I've started evolving behind an obstruction only to be moved into a hallway/in line of sight of the exit and had my egged gunned down) is to allow the egg to evolve anywhere, but move the player to the nearest voxel or whatever upon evolution completion.
FYI there is no voxel anymore in the end, just the "path plane".
That would be a problem concerning sneaky eggs. It's already difficult to prevent a gorge from evolving everywhere. It would produce many complaints about "Tunnel base rush". I would vote for having more "protected places" where the Marines can't go unless they have serious equipment like JP.
Your bad feeling is about the Marines able go in any vent and everywhere a skulk can go. They have to know how to do it of course, but in the end they can. I think the vents should be the Alien territory on early game. It's not quite like that on many maps. I mean it's not a vent if you have to check both entries. The vents in which the marines can't go in without JP aren't the most useful. That leaves poor choices depending on who you play with.
Derelict has some vents that really should be more Alien friendly (Ex : Between Garage & Turbine).
no, my bad feeling has also occurred right inside the alien hive, because I would evolve behind a prop, my egg would get moved out into the hall, and then a marine would come in and shoot my egg. It's not going to be fixable as long as the egg is moved. I'm not sure it's even a huge issue that gorges can evolve in places, considering the availability of /unstuck now.
Feel like the only way to attempt a fix on that is allowing to evolve -everywhere- but moving the player just as it's finishing, rather then at the beginning, holding control when evolving helps with preventing this to my experience.
what about just not letting the alien egg where it knows it's going to be forced to move them? i don't like losing control of my character especially for something as potentially important as a lifeform egg.
what about just not letting the alien egg where it knows it's going to be forced to move them? i don't like losing control of my character especially for something as potentially important as a lifeform egg.
Just fyi this was to avoid stuck issues, and when we tried that in testing initially, it was never clear why you could not evolve (no feedback).
So long as you solve that feedback issue I think it may work. (otherwise users are just going to never understand why due to some random piece of geometry that they don't notice)
what about just not letting the alien egg where it knows it's going to be forced to move them? i don't like losing control of my character especially for something as potentially important as a lifeform egg.
Just fyi this was to avoid stuck issues, and when we tried that in testing initially, it was never clear why you could not evolve (no feedback).
So long as you solve that feedback issue I think it may work. (otherwise users are just going to never understand why due to some random piece of geometry that they don't notice)
Well, how difficult would it be to add an "evolution failed" sound/beep, and display a banner saying (not enough room) or whatever? That's miles better than taking away control over where you evolve, even more so since you have zero chance of adjusting yourself after you get teleported randomly.
what about just not letting the alien egg where it knows it's going to be forced to move them? i don't like losing control of my character especially for something as potentially important as a lifeform egg.
Just fyi this was to avoid stuck issues, and when we tried that in testing initially, it was never clear why you could not evolve (no feedback).
So long as you solve that feedback issue I think it may work. (otherwise users are just going to never understand why due to some random piece of geometry that they don't notice)
Well, how difficult would it be to add an "evolution failed" sound/beep, and display a banner saying (not enough room) or whatever? That's miles better than taking away control over where you evolve, even more so since you have zero chance of adjusting yourself after you get teleported randomly.
People don't read. Do you remember sewleks balance mod? When you joined the server it had a giant glowing golden colored banner flashing on the screen until you joined a team saying "This is a balance mod" or something like that. So many people joined the server and asked "Is this server modded?"
People don't read. Do you remember sewleks balance mod? When you joined the server it had a giant glowing golden colored banner flashing on the screen until you joined a team saying "This is a balance mod" or something like that. So many people joined the server and asked "Is this server modded?"
That message was displayed once, and never during gameplay. You can rest assured that if I were trying to evolve and there was an audio notification + a banner message on my screen telling me it failed, I would pay attention to it.
Simple.
Evolve menu pops up. Red: can't evolve; green: is ok. Making the entire menu look green or red shouldn't be out of reach.
No new graphics, simple enough for users. It means the game should check if it is possible to evolve before the menu pops up.
Simple.
Evolve menu pops up. Red: can't evolve; green: is ok. Making the entire menu look green or red shouldn't be out of reach.
No new graphics, simple enough for users. It means the game should check if it is possible to evolve before the menu pops up.
You'd also need to be able to move with the menu up.
Comments
When you do this can you make it so it won't start evolving you somewhere else
It already does.
- In Geothermal as a commander you can't see that much because the atmoshperic lights are so bright
- when you look outside of the window, the textures look bugged and the fps drop heavily
That's more of a preemptive anti-stuck mechanism so you dont spawn onos half inside walls etc.
It does seem a bit... Sensitive though. Might be worth putting on the CDT's radar to see if it can be better optimised.
The "path" in NS2 is made with a Voxel system. Simple example : imagine it rains little cubes on the map. All the cubes that hit the ground stay. The others are lost. After the rain, the algorithm use the cubes left to create a shape (with faces) that will be the so called 'path'.
The path is used to help robots like MACs/ARCs and Drifters to navigate. It avoids a lot of computation for finding the path. It's pre-calculating the areas some entity can navigate or not. It's also a convenient way to avoid bugs (like an egg stuck in a wall) and more.
It looks like that :
For example a MAC won't go on the 45° window.
FYI there is no voxel anymore in the end, just the "path plane".
That would be a problem concerning sneaky eggs. It's already difficult to prevent a gorge from evolving everywhere. It would produce many complaints about "Tunnel base rush". I would vote for having more "protected places" where the Marines can't go unless they have serious equipment like JP.
Your bad feeling is about the Marines able go in any vent and everywhere a skulk can go. They have to know how to do it of course, but in the end they can. I think the vents should be the Alien territory on early game. It's not quite like that on many maps. I mean it's not a vent if you have to check both entries. The vents in which the marines can't go in without JP aren't the most useful. That leaves poor choices depending on who you play with.
Derelict has some vents that really should be more Alien friendly (Ex : Between Garage & Turbine).
Correct. The output is just a regular old mesh.
https://trello.com/c/4663UYkc
Just fyi this was to avoid stuck issues, and when we tried that in testing initially, it was never clear why you could not evolve (no feedback).
So long as you solve that feedback issue I think it may work. (otherwise users are just going to never understand why due to some random piece of geometry that they don't notice)
Well, how difficult would it be to add an "evolution failed" sound/beep, and display a banner saying (not enough room) or whatever? That's miles better than taking away control over where you evolve, even more so since you have zero chance of adjusting yourself after you get teleported randomly.
That message was displayed once, and never during gameplay. You can rest assured that if I were trying to evolve and there was an audio notification + a banner message on my screen telling me it failed, I would pay attention to it.
Evolve menu pops up. Red: can't evolve; green: is ok. Making the entire menu look green or red shouldn't be out of reach.
No new graphics, simple enough for users. It means the game should check if it is possible to evolve before the menu pops up.
You'd also need to be able to move with the menu up.
Well i don't mind if people feels it's necessary. I'm am not in need of this specific function.
Is there some rule saying the valve must be parallel with the handle? It would work fine if they were perpendicular.
No idea how @Loki could of missed this, I for one am appalled, a court hearing is in order!