Rc10 changelog

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
<div class="IPBDescription">Final?</div>Here's the changelog to what might be our final build.  I apologize if a change is listed twice or was fixed in a previous build.

RCX - final
-----------
O Allow players to change name after game started, as long as they haven't left the ready room
O Fixed gamma correction for auth icons
O Slowed down particle propagation to fix timeouts?
O Missing door sounds
O Replaced pistol sound with beefier one
O Respawn with full energy instead of 0 energy
O Added alert for sensory chambers ("The enemy approaches")
O Added alert for builders.  Now it only plays every 30 seconds and won't play if you have builders or players that are evolving to builders, or not enough alive players.
O Fixed bug where scanning also issues an order
O Look into network messages being sent on an endgame (redundant messages or something is causing overflows still)
O Updated spectator mode with new text and new camera distance for more cinematic feel
O Updated auth icons (thanks Relic!)
O Resized lerk
O MG, pistol and HMG muzzle-flashes now emit from the correct locations, new muzle flash sprites
O Update marine hud sprite
O Info_Location
O New mainhud.spr from Relic
O Limit # of buildings in an area (do generically)
O Fixed client-side crash on changelevel and removed all "no such sprite" errors
O Added new jetpack effects
O Improved welder effects performance
O New blink effect (better performance)
O Doubled grenade launcher rate of fire (improves feel and spam isn't an issue now)
O Skins are now working properly after a map change or reset
O Removed placeholder Q3 texture (nos_wall3) from ns_bast.wad
O New alien sounds for "structure under attack", "resource tower under attack" and "lifeforms under attack" (a bit calmer, less grating)
O New and final hera
 O All ladders should now be walkable on by skulks.
 O New weldable into the back entrance to Data Core Delta, accessable from the seizure corridor. (Tell me if there's any speed problems there, although there shouldn't be.)
 O New path from Maintenance to Processing. (Extention of the small corridor.) Level5s can only crawl through these corridors, mind.
 O Archiving Hive now has a 2nd entrance on floor level, accessable with a welder.
 O Marine Start Warehouse door can now be opened from the marine side, but only once the panel on the other side has been welded.
 O Floor panels in the Holoroom are now solid.
 O Marine Command Centre now very much protected, as you'll see. Commander can also build up there, although most of the floor is still invisible so he can see the area below.
 O Replaced all momentary_doors with normal doors because I'm suspicious that they might not be working satisfactorily.  (I would recieve "found momentary_door 'labdoor03', firing." style messages constantly, for all the different doors.)
 O Not sure if this is new or not, but the Data Core Delta resource node has been moved much nearer.
 O Security Door welds have been cosmetically changed to fit in with the rest of the welds in the map.
 O New door textures for marine start. Woo!
 O Various tweaks here and there, as usual.
O Fixed all remaining server crashes
 O Minimap infinite loop
 O On endgame with 20+ people
 O New ready room
 O New weldables
 O More marine-friendly
O Make sure gamma level message is supressed normally
O Added ns_authicons server var
O Fixed CD key problem when hosting NS on a LAN (default variables weren't being set right, so sv_lan was 0)
O New countdown sound
O Custom muzzle flashes (rotate MG one by 90 degrees so it doesn't block small targets)
O (FEATURE DESCRIPTION DUE TO SECRECY)
O Fix skin color changing every time you spawn
O Fixed bug where muzzle flash played even when firing on empty
O Disabled useable and breakable icons, because I couldn't display them in a non-ugly fashion
O Fixed bug where sometimes two hives would support the same technology
O Removed ejected casings from grenade launcher
O Final tanith
O Removed skymap .bmps because software model isn't supported
O New heavy marine view models (thanks DefOne!)
O Increased cost of observatory from 16 to 25
O Acid rocket energy cost increased from .2 to .26
O Update titles.txt with grammatical pass from Jeff
O Final pass at listenserver.cfg, server.cfg, user.scr and settings.scr
O Make inactive hives show up on hive sight
O Remove F1/F2 and F3 from shipping config.cfg
O No longer draw "energy" or numeric data for alien energy
O Tooltips no longer intersect marine upgrades or alien energy
O Fixed up particle culling, should see better client performance and many less disappearing entities
O Moved help text to client (CPU and network performance)
O Make player ID visible in ready room and spectator mode
O New eclipse
 - Made a couple texture switches in accordance with the modified ns.wad
 - -wadincluded ns_eclipse.wad (so don't include that file anymore)
 - fixed a func_illusionary railing
 - and made the doors to marine spawn reset quicker.
O Removed extra textures in wall_lab.wad to reduce download size (thanks KFS and Merks!)
O Reduced welder damage from 14 to 10
O Removed upgrade resource tower button
O Fixed bug where hive kept playing wound animation after it died
O Clean up heavy armor and jetpacks at the end of the round
O Fixed marines health circle when dead (used to draw fully sometimes)
O Recycled IP doesn't reset reinforcing player
O Change self-damage to 50%
O Removed builder scoring.  Score should be kills only (though commanders have a score equal to their average team score, rounded up).  Sorry MonsE, your reign of terror is over.  Builders now get points for their own turret kills.
O Make sure players spawn at random hive spot, so they can't be camped easiily, and also make sure the area isn't blocked by something
O Infantry portal and phase gate now kills any players too close to the respawning player
O Fixed blink effect playing multiple times
O Dead aliens don't receive hive sight updates, maybe this will fix occasional alien/death overflow
O Fixed possible cause of last alien client crash
O Updated ns.wad has Cory's last texture
O Lowered build time for alien resource towers slightly
O Fixed bug where players could get more then one upgrade of each category
O Fixed acid rocket and bilebomb projectile orientation
O Possibly fixed progress indicators sometimes not visible
O Tweaked selection to make it easier/possible to select buildings when close together
O Fix shotgun weirdness when reloading and firing
O Playing idle animation in middle of reload causing hitch (it's doing this because the reload is happening server side, so mSpecialReload isn't set on the client)
O Team resources label not visible when joining team
O Voting messages should now be sent properly
O New health/armor HUD sprites for low resolution, removed "CS" from an ammo sprite
O Revisit HUD in general, and layout everything properly (put all constants in one file)
O Fully integrated VALVe Anti-Cheat.  Please report any weird problems you're having.



<!--EDIT|Flayra|Oct. 24 2002,23:02-->
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Comments

  • TheEnigmaTheEnigma Join Date: 2002-10-17 Member: 1519Members
    <!--QuoteBegin--Flayra+Oct. 24 2002,22:50--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Flayra @ Oct. 24 2002,22:50)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->RCX - final
    -----------<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Flay, I friggen love you. Please, marry me. Now. I want to have your babies.
  • C0nan_The_LibrarianC0nan_The_Librarian Join Date: 2002-07-31 Member: 1039Members
    Yay im so gittery(?) right now.
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    woohoo final (STC course) changelog! that means gold is soon and that means PR blitz is soon and that means release is soon and that means ill be playing NS soon!
  • iFireiFire Join Date: 2002-07-31 Member: 1038Members
    does the donce dance heheheheh.
    ^----
       |
    I'm crazy!!!
  • Us3rUs3r Join Date: 2002-03-29 Member: 360Members
    All sounds very nice, again, good luck ^_^
  • JopsJops Join Date: 2002-09-13 Member: 1312Members
    I don't know how this could get better, crazy snipers caught, and final build... I LOVE YOU FLAY!
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    OMG FLAY WVU :*
    I'm so excited <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    omg woot woot woot

    I <3 NS
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    I always thought the Half-life muzzle flashes got old. Thanks for adding new ones... Can't wait to see them.

    Personally, I use the "Max Payne style flash" for CStrike, though. Very cool looking. Makes it look like the gun is causing more of a flash by adding a flare around the flash and faking particles with a sprite originally made of them.
  • loki1loki1 Join Date: 2002-07-27 Member: 1009Members
    I suppose I'm the first one to say this:

    Congratulations on sucessful development of the first beta of a almost guarenteed popular modification. I hope many more betas, which much more content continue to flow smoothly. I really look forward to trying it out for myself.

    -Loki

    DoDRadio, NSRadio, Fragfreak (www.fragfreak.com)


    <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->
  • Drake_KurthemDrake_Kurthem Join Date: 2002-08-26 Member: 1235Members
    Uhg, erragh, blich, *cough* W00T!!!! I think thats all that needs saying <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo-->  <!--emo&::onos::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt='::onos::'><!--endemo-->
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    <!--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-->Removed placeholder Q3 texture (nos_wall3) from ns_bast.wad
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    I am using that texture pretty extensively in my map, is the newer one similar, or even better can I still use this texture?
  • SainkuSainku Join Date: 2002-10-25 Member: 1594Members
    YEY  <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo--> <!--emo&::siege::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt='::siege::'><!--endemo-->      <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo-->   <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->  ))_+_)+_ WHAHAHAAH WMADGSHDGAJDGHS WEOOOOOOOOOOOOOEEEEEEEEEE
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    Flay, marry me.  Not Enigma.  I will have your children!  At any rate, great job!  I'm sure its quite a relief getting the final (hopefully) build finished.   <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Final build?! He said final build!
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Bah, what about the dreded PR blitz eh?
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    ...and there was much rejoicing
    <img src="http://www.stone-dead.asn.au/movies/holy-grail/thumbnails/c19-rejoicing.jpg" border="0">
    Yay!
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    <!--QuoteBegin--humb1ed+Oct. 24 2002,23:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (humb1ed @ Oct. 24 2002,23:04)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I am using that texture pretty extensively in my map, is the newer one similar, or even better can I still use this texture?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    No you can't. Unless you want your map to be illegal that is. That texture is id's property, and it was only in the wad to begin with anyway as a placeholder, and just somehow whoever put it in forgot about it or something like that, or something, I dunno. But the point is it was an accident that it was in there. So no you can't use it.

    AFAIK, There are several new textures in the ns.wad so you should be able to find a different texture to use.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--humb1ed+Oct. 24 2002,22:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (humb1ed @ Oct. 24 2002,22:04)</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-->Removed placeholder Q3 texture (nos_wall3) from ns_bast.wad
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    I am using that texture pretty extensively in my map, is the newer one similar, or even better can I still use this texture?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    There is a pretty similar replacement texture, so the change shouldn't be too drastic at all once you switch it over.

    And Flay:

    Rock. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    lots and lots of changes  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
  • JopsJops Join Date: 2002-09-13 Member: 1312Members
    When NS goes gold I will que the "Willow Music" (George Lucis Movie) You know that silly party halfling music they had at the end! IT WILL BE A CELEBRATION!!!!
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Need I Say Anything?
  • GazaarGazaar Join Date: 2002-03-31 Member: 366Banned
    Sounds like everything is going smoothly.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin--Jops+Oct. 24 2002,20:23--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Jops @ Oct. 24 2002,20:23)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->When NS goes gold I will que the "Willow Music" (George Lucis Movie) You know that silly party halfling music they had at the end! IT WILL BE A CELEBRATION!!!!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    /Kills Jops.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--Flayra+Oct. 25 2002,12:50--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Flayra @ Oct. 25 2002,12:50)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->O Fixed gamma correction for auth icons

    O Added ns_authicons server var

    O (FEATURE DESCRIPTION DUE TO SECRECY)

    O Infantry portal and phase gate now kills any players too close to the respawning player<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    1 & 2) Does this have anything to do with WON-ID? If not then what?

    3) hee hee, I'm glad your not telling us everything

    4) Wouldn't this be a bad thing? But I guess that depends on what was happening before this change
  • HobbesHobbes Join Date: 2002-03-17 Member: 328Members
    Thank you for your continued hard work, Flayra and company.

    Thank you for taking the time to notify us of this, Flayra.  =)
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    Fabulous, absolutely...
    Wow!

    Congratulations, well done for putting up with us for so long <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
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