V3.0d
Quantum_Duck
Join Date: 2003-10-21 Member: 21851Members, Constellation
<div class="IPBDescription">Server side happyness</div> Server side patch
v3.0d
-----
O Fixed problems with server authentication issues (increased length of
timeout, don't clear existing icons if it does timeout)
O Fixed votemap on vet servers (thanks Puzl!)
O Removed "given by commander" light/particle effect when getting
health at armory (because it's not given by commander)
O Fixed problem where resources from kills weren't overflowing properly
(bug #87)
O Reduced Onos armor from 500 to 400
O Cat-packs are now always given on kill (used to be 50% chance)
O Fixed weird effect when using jointeam binds while on a team (also
fixes problem where players sometimes join teams dead in tourny mode)
(bug #137)
O Fixed problem where plays cannot join any team if difference between
teams is mp_limitteams (bug #302)
O Fixed bug where unlocking abilities longer then evolutions in Combat
(bug #314)
O Fixed cloaking problems (bug #236)
O Fixed bug where alien structures within observatory range are not
decloaked (bug #272)
O Uncloaking now always takes 1/2 a second for all players and
structures
v3.0d
-----
O Fixed problems with server authentication issues (increased length of
timeout, don't clear existing icons if it does timeout)
O Fixed votemap on vet servers (thanks Puzl!)
O Removed "given by commander" light/particle effect when getting
health at armory (because it's not given by commander)
O Fixed problem where resources from kills weren't overflowing properly
(bug #87)
O Reduced Onos armor from 500 to 400
O Cat-packs are now always given on kill (used to be 50% chance)
O Fixed weird effect when using jointeam binds while on a team (also
fixes problem where players sometimes join teams dead in tourny mode)
(bug #137)
O Fixed problem where plays cannot join any team if difference between
teams is mp_limitteams (bug #302)
O Fixed bug where unlocking abilities longer then evolutions in Combat
(bug #314)
O Fixed cloaking problems (bug #236)
O Fixed bug where alien structures within observatory range are not
decloaked (bug #272)
O Uncloaking now always takes 1/2 a second for all players and
structures
Comments
An army of 4+ Onos still rocks the marines.
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Thats cat packs in combat right? Btw how often is the health at armory? Since it apparently is medpacks instead of a constant flow of health I assume then they do 50.
ah, forgot to ask about the eta <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Med pack from armory is random and does give you 50. It's fairly effective, such that if you come back from a fight almost out of both health and ammo, by the time you get a few clips of ammo you will probably have at least 1 med.
the devs do a good job by assuring the quality of the mod...
i have even been hardcoded in the internal ban-list for asking <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
In NS:C it was needed but not in NS IMHO
- RD
Which would promptly be followed by countless "omg fix the [yet to be found] bug now!! it's ruining the game!! how could you release such a buggy game" posts. No thanks, bug fix and balance to your hearts content guys.
Actually, if both teams had infinite res, who would win? But that's another story. Hmm.
A think a public beta would speed up the proper release, but then there would be issues with people playing beta on full servers, etc. Mad rush to get beta, then no-one notices the bug-free non-beta.
Hurray for presents! Hurray for bugfixes! Hurray for Lerk arcobatics! Just... hurray!
And wait for it. If you got whatever you wanted right now, it really isn't as good as if you had to wait for it.
yea
And wait for it. If you got whatever you wanted right now, it really isn't as good as if you had to wait for it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Too true. Exam results are perfect examples.
i want 3rd person reload anims too <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Yeah, so am I. I think those 2 things, which are apperently partly in already but not active, will be good indicators that it's just about done. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The cats based on kills are when you get the upgrade in combat mode. What it does is drop a cat pack when you kill and alien IF you're not already under the effect. So yes, if you don't also have the resupply upgrade to get med packs whenever you're hurt, it will wear down your health over time, 25 per kill until you only have 1, at which point it doesn't hurt, fortunately. On the other hand, weigh this against the fact that cat packs are the only way to kill onos in a reasonable amount of time without massively outnumbering and outgunning them, and I think people will find them usefull sometimes. Certainly not an upgrade everyone will want.