Rc10 changelog
Flayra
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-->
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-->
Comments
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Flay, I friggen love you. Please, marry me. Now. I want to have your babies.
^----
|
I'm crazy!!!
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-->
I <3 NS
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.
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-->
<!--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?
<img src="http://www.stone-dead.asn.au/movies/holy-grail/thumbnails/c19-rejoicing.jpg" border="0">
Yay!
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.
<!--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-->
/Kills Jops.
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
Thank you for taking the time to notify us of this, Flayra. =)
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-->