2.xx Changelog

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Comments

  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    I've seen a marine fly almost the whole width of reactor room after a mid-jump bite and he wasn't dead, it looked ridiculus, he was bitten at the top of the ramp and flew almost to the opposite wall.
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    A really unpleasant one - I have gotten stuck in the ceiling with blink.

    Yes, BLINK.

    I was trying to reach a vent and hit a surface quite hard. Bingo - ol' stucky. This is a bug you would think was dead never to return.

    Likewise with onos - I have gotten stuck a time or two with him doing random things. Yes, it is a LOT harder to do than it was before, but it is still quite possible to get stuck, and therefore possible to lose a game because of a random bug.

    Another one that was NEVER going to happen again - I have several times caught someone with a structure being placed atop them, usually only as gorge, not comm any more. Yes, again, harder to do, but still quite possible to catch a fade inside an OC...


    Also, redemption really needs to be fixed...I seem to be the only person capable of dying as onos with redemp on. I die at the hive, or it simply never takes me back, so, so often. Really really really unlucky? You tell me.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    As one of those who manages to redeem successfully almost every time I have the adapatation, I'd just like to say a big thank you to you for being the one one dies all the time. You're probably the reason why mine tends to work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Daemonlaud+Aug 5 2003, 11:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daemonlaud @ Aug 5 2003, 11:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Another one that was NEVER going to happen again - I have several times caught someone with a structure being placed atop them, usually only as gorge, not comm any more. Yes, again, harder to do, but still quite possible to catch a fade inside an OC... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've had commanders build structures on me several times.
  • Dr_AwkwardDr_Awkward Join Date: 2002-11-20 Member: 9395Members
    One game I was on had 3 marines, including me, stuck under turrets because the commander had to build in a cramped hallway and we kept running back and forth to shoot skulks. Getting stuck is worse, not better in 2.0, if only because there's no /stuck plugins on any of the servers I've been on yet.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    ns2.joe.to runs the unstuck plugin. ns1.joe.to will run it as well soon as my server op gets the box ready. should be a week or less.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I find that after a game ends, I am always stuck inside someone in the ready room, its not a problem, just hit F4, but I don't think that ppl should be spawning in the same place, even with teams of 13 ppl.
  • MrBatmanMrBatman Join Date: 2002-11-05 Member: 7176Members
    <!--QuoteBegin--NeoMatrix99+Jul 28 2003, 02:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NeoMatrix99 @ Jul 28 2003, 02:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... if your teammate is cloaked they show as partially visible but to a marine its completely invisible cept under certain conditions like sitting on the steam from a res node you can be seen slightly so as a spec they look partially invisible. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This can be particularly useful in an intense combat situation, when a lerk is gassing spores and umbra. I noticed this a couple of nights ago, a cloaked skulk came through the umbra cloud and you could see a dark silhouette of the skulk in the cloud, making him quite vulnerable. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    You know what change I'd like to see?

    Being able to build structures that don't sink through the floor/railing/walkway/other odd place that I've skulked to specifically to build it in a hard to reach area.

    I figured I was being clever by building a sensory tower on top of a grating that ran above a hallway. Instead, as soon as I place it, the stupid thing sinks through the grating and settles gently on the floor. Directly in front of a marine that wandered around the corner a moment later.

    That was a quick waste of 10 res.

    I'd prefer the thing just didn't build if it's going to sink.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    <!--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-->Being able to build structures that don't sink through the floor/railing/walkway/other odd place that I've skulked to specifically to build it in a hard to reach area.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I believed they fixed this. I haven't seen anything sink since 2.0.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Hawkeye+Aug 30 2003, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hawkeye @ Aug 30 2003, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--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-->Being able to build structures that don't sink through the floor/railing/walkway/other odd place that I've skulked to specifically to build it in a hard to reach area.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I believed they fixed this. I haven't seen anything sink since 2.0.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I have, though it seems to happen much less often than in 1.0x.
  • Raz0rzRaz0rz Join Date: 2003-09-02 Member: 20502Members
    I was wonderin if sum1 here could help me out as you all probably know theres and update thats aparrently server side 2.0 or wot eva. when i try and join a game i get a message saying your .dll [cl_dlls\client.dll](or dill) differs form the server is there ne way i could update it??
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    go to <a href='http://www.natural-selection.org' target='_blank'>http://www.natural-selection.org</a> and on the left click downloads then click on a link to dl the new client.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    edited September 2003
    If you already have 2.0 it may have been a VAC authed server which uses a different client.dll dl it here: <a href='http://www.natural-selection.org/downloads/NS-VAC-client.zip' target='_blank'>http://www.natural-selection.org/downloads...-VAC-client.zip</a> and install into ns/cl_dlls/ remember to save the old one cause you wont be able to play on non-vac servers without it.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    Updated to 2.01 Final
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Nice, but no one can see the changes made with 2.01... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Perhaps you should outline them in a different color.
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    The list of changes specifically with 2.01 was on the public beta forum. It was listed here till 2.01 went final then I sorted them into the full list. Now im working on showing off combat.
  • Cartman2beCartman2be Join Date: 2003-09-21 Member: 21103Members
    I belive that this Combat will bring new teamwork skills <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Gj NS team
  • EshockEshock Join Date: 2003-02-12 Member: 13462Members
    Any word on what updates to classic ns (Is Warfare the official name?) there will be in 2.1?
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    as of yet no changes to reg ns.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    I'm waiting to see some kind of adjustment to Stomp lol.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Whats the update on 2.1?

    Can we have an Update PLS?
    PLS COmmando!
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    The latest changes are in the change log on the front page already.

    Mappers can insert CCs and Amouries, etc etc. Go read it again <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    rawr if you need info updates etc feel free to drop by #NSQuestions on gamesnet, lots of vets and pts from different timezones to answer you're questions.
  • stick100stick100 Join Date: 2002-11-17 Member: 9050Members, Constellation
    Changelog:
    "Now each player gets: ((55 + target experience level)*15/number friendlies nearby) + 10"
    End Changelog:

    I think that might a typo.

    Because that means a level 1 person gives (55+1)*15 + 10 = 850 and a level 10 gives (55+10)*15 +10 = 985.

    I think you meant ((55 + (target experience level*15)) /number friendlies nearby) + 10

    Think means a level 1 person gives 55+(1*15) + 10 = 80 and a level 10 gives 55+(10*15) +10 = 215. And the reason the 55 and the 10 are broken up is to give a little extra after the division.

    But of couse I don't know I don't have access.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    edited October 2003
    Awww i wonder why the universal obs scan button hasnt been put back in again, god it would make things easier but i havent seen it mentioned anywhere. Can anyone tell me why they havent put the scan button back in?? Was it for balancing coz its a real pain to have to squad each obs.

    <!--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-->O Elec can target 1 aliens at a time.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I thought elec could target two aliens now??

    - RD
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    notice i had this line in there:
    O New technology: Electrical upgrade. Turret factories and resource nodes can be upgraded to electrify nearby enemies, max of 2 targets at a time.

    i forgot to remove that line, its gone now.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Wow the latest changes are quite cool...
  • stick100stick100 Join Date: 2002-11-17 Member: 9050Members, Constellation
    <!--QuoteBegin--stick100+Oct 1 2003, 04:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (stick100 @ Oct 1 2003, 04:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Changelog:
    "Now each player gets: ((55 + target experience level)*15/number friendlies nearby) + 10"
    End Changelog:

    I think that might a typo.

    Because that means a level 1 person gives (55+1)*15 + 10 = 850 and a level 10 gives (55+10)*15 +10 = 985.

    I think you meant ((55 + (target experience level*15)) /number friendlies nearby) + 10

    Think means a level 1 person gives 55+(1*15) + 10 = 80 and a level 10 gives 55+(10*15) +10 = 215. And the reason the 55 and the 10 are broken up is to give a little extra after the division.

    But of couse I don't know I don't have access. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Neo still there.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Put in big bold letters at the top of the thread,


    <span style='color:RED'><b>Everything posted for 2.1 is subject to change.</b></span>
This discussion has been closed.