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Author Topic: Natural-Selection 2 (BETA)  (Read 1105 times)
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OPIE
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« on: November 18, 2010, 05:53:45 PM »

This deserves it's own topic.

The BETA is officially starting tomorrow. That's right everyone if you pre-ordered the standard edition you will get to play NS2 starting tomorrow.

Here's the latest patch information. This build is 154 a small patch a few days after the huge performance patch 153 which was like Christmas and made everyone wet themselves.

Technical
# Changed collision detection to use the Havok engine
# Optimized trace ray and sweep capsule tests
# Fixed bug where keys could get stuck down after a frame hitch
# Fixed bug where players could not be removed from the scoreboard after they left the game
# Fixed bug where bots would not be properly removed from the server
# Fixed crash on exit when trying to run the game without Steam running
# Fixed bug where particle systems weren't properly occlusion culled
# Fixed hardware cursors not being properly released on shutdown
# Fixed bugs with the occlusion culling system not properly determining if something is visible
# Changed the "Couldn't Connect" error message to be more descriptive
# Added net_messages console command to log network messages received
# Added r_gui console command to enable/disable drawing the GUI
# Added the ability to include PROFILE markers in script code
# Added support for Lua GUIs on models (i.e. ammo display on the Rifle)

Gameplay
# Completely re-did marine, alien and "shared" (waypoints, chat, death messages, etc.) interfaces in Lua (was in flash). You should see noticeable frame-rate improvements.
# Added very basic bots for load testing ("dev 1" at server, "addbots #" or "removebots #"
# Armory "buy" menu fully client-side now so it's much more responsive
# Hydras now build smoothly
# MACs and Drifters now cost energy to produce (further eliminating spam and overly simplistic defense)
# Sentries turn off completely without power
# Power nodes have almost-dead and dead electricity/sparking effects
# Reduced number of network messages and footstep sounds dramatically
# Networking optimizations
# Power nodes work on level change
# Structure flinch animations fixed
# Changing weapons as marine is now faster and more reponsive
# Added basic pathing for bots (when commanding)
# Fixed MAC welding effects
# Skulk leap now requires research (on the Whip, coming soon)
# Fixed "doubling up" of some sounds

This small build had some performance fixes of it's own helping with FPS and lowering the load on the GPU. But it came with its own issues that are going to be fixed with the first BETA patch tomorrow....Oh and guess whats being implemented into the game now.

http://www.joystiq.com/2010/11/18/natural-selection-2s-closed-beta-starts-tomorrow-new-trailer-t/

Thats right THE FADE. Check out his reveal...oh and BTW I got to test out his BLINK....and OMG I had an orgasim.
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« Reply #1 on: November 18, 2010, 07:31:46 PM »

I can't tell if you get too excited about gaming, or if you're sexually frustrated and confused...

Wink
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« Reply #2 on: November 18, 2010, 08:27:38 PM »

LMAO. To excited would be the correct assumption lol. Only about NS2 really. Just because Alpha testing and following this game for about 3 years now it holds a lot of potential to be it's own genre and really pave the way for new stepping stones into new gameplay for newer games coming out...specifically the FPS genre which we know can only have so many gameplay features added into it. It does become limited.
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« Reply #3 on: November 19, 2010, 12:20:11 AM »

BETA is live as of 19 minutes ago.
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« Reply #4 on: November 19, 2010, 09:02:37 AM »

Looks like I have some downloading to be doing.... =)
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« Reply #5 on: November 19, 2010, 05:09:31 PM »

I would have grabbed this but, well, they didn't do a Mac version and I refuse to run Windows unless there's a gun to my head. I get enough of that mess of hell at work, thanks.
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« Reply #6 on: November 20, 2010, 02:06:14 AM »

Games running great. The new fixes in the BETA patch are working extremely well. There is just one issue right now. There is a memory leak server side. After about 20-30 minutes of game time the server either crashes or just disconnects everyone. They are working hard to figure out whats happening.
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« Reply #7 on: November 21, 2010, 03:33:28 AM »

V!!!! C'mon. There will be a Mac version eventually. You can't run Windows for a couple hours to team up in an enhanced NS1 like old times with your buddies? :-p I'm just busting your chops. But seriously it would be cool to play with you in what I will go out on the limb for and call a Revolutionary Game. And to think...this game was created through PURE support of the NS community. Donations and pre-orders. Remarkable.
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« Reply #8 on: November 21, 2010, 03:16:01 PM »

I was a Constellation donor back in the day. I just can't donate or pay for a game I can't run the way I want to. I'm sure they'l get around to it someday, considering how fast Mac Users are outpacing Windows users for Steam sales now. Wink
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« Reply #9 on: December 03, 2010, 02:16:04 AM »

BETA Build 157 is out.

The biggest changes you'll see in this patch are gameplay focused. In particular, we listened to what you had to say about impenetrable Crag/Whip/Hydra builds (making it hard for marines to expand early game) - the resource model has changed enough that you won't see tons of those alien structures and there was a bug where Crags were healing twice as fast as they should have been.

We also addressed the "OP" grenade launcher and flamethrower turnaround later in the game - grenades can hurt the firer, they don't go through walls and they bounce if they don't hit a target. Flamethrowers have been toned down a bit and the particle effects toned down so you can still see in combat when you're on fire.

Also, we've changed the MAC roles to be more support and on the repair side of things, instead of the commander's main building force. Now players are the main way marines build and so you'll be enjoying that traditional NS feel where you're both building and fighting. I think we were all noticing that the marines felt a bit disconnected from the Commander but it wasn't until we released it to you guys that we took more notice.

Gameplay

    * Reduced flamethrower direct damage from 50 to 35 and clip size 25 to 20
    * Grenades now bounce when they don't hit a target and explode after a few seconds. Grenades no longer hurt targets through walls.
    * Grenades can now hurt firer
    * Reduced grenade damage radius from 10 to 8 (mostly so you don't hurt yourself constantly)
    * Changed starting resources from 100 carbon (team) and 25 plasma (each player) to 50 carbon and 25 plasma
    * Added special first-person flamethrower effects when you're on fire (they don't obscure the screen)
    * Grenade now looks like it's coming out of the barrel instead of your face
    * Focus on back on marine building: Marine commander starts with no MACs, MACsnow build a lot slower than players and added +use effects for building marines (your view model doesn't go away at the moment, but it will soon)
    * Removed marine "Replicate" ability (doesn't fit the marines new focus back on player-building)
    * MACs cost more energy to make and take 2x as much damage to kill
    * Fixed bug where players that died while on fire spawned on fire
    * Changed Crags to not self-heal and to heal every 2 seconds instead of every 1 second (this is how DCs worked in NS1)
    * Rewrote marine sentries to function more like miniguns. They are nasty now, watch out! Fixed sound, animation and targeting problems with them.
    * Increased sentry build time from 7 to 15 because a) they are awesome and b) there's no turret factory
    * Sentries now cost 20 plasma (Commander) instead of 10 carbon
    * Changed Hydra cost from 5 plasma to 10
    * Fixed bug where plasma was being checked before letting players evolve, but wasn't being deducted (!)
    * Fade blink ghost model no longer warps and no longer orients to face targets unless very close to them
    * Added smooth skulk rotation when going on and off walls. Reduced interpenetration of skulk model with the world.
    * Added team carbon and individual plasma display to the scoreboard
    * MASCs are now known as ARCs (but not in the game yet)
    * Revamped marine commander UI buttons to be simpler and more evenly distributed. Added uniform top bar of buttons that allows you to always easily access Build, Advanced, Assist + Squads (more like NS1)
    * Moved marine armor2/ammo2 to tier 2 (Command Facility) and armor3/ammo3 to tier 3 (Command Center)
    * Ammo packs now remove parasite
    * Sentries, hydras, MACs and Drifters now always hit structures, no matter what animation or state they are in
    * Capped structure innate regeneration at .5% of structure max health per second so eggs don't count up like crazy
    * Fixed alien structure innate regeneration
    * Alien innate regeneration now heals a minimum of 1 health (like NS1)
    * Added regeneration sound whenever an alien entity gets healed
    * Brightened "out of power" red lighting a bit
    * Fixed problems with rogue sounds being heard when they weren't supposed to
    * Lots of smaller bug fixes (death message icons, animations, etc.)

Technical

    * Fixed bug where the game could not be run without a sound card
    * Fixed bug where the game would not always shutdown on exit (process would continue to run)
    * Fixed bug a new game couldn't be joined after leaving a game
    * Fixed "connection issues" when first joining a game
    * Fixed bug where clients could timeout during the loading process
    * Fixed disconnect messages on the server not indicating when a client times out
    * Converted the pistol ammo display to use Lua instead of Flash (optimization)
    * Converted the shotgun ammo display to use Lua instead of Flash (optimization) and fixed reserve ammo display

Assets

    * Better Fade swipe hit sounds on various materials, better marine structure generic death sound. level tweeks + fall offs on organic ricochets. louder sentry sounds.
    * Detail pass of Alien Expansion (ns2_tram)
    * Fixed visible clipping geometry outside alien start (ns2_tram)
    * Fixed map leak exploits (ns2_rockdown)

The next patch will be focused on more optimizations as well as making it much easier for the Commander and marines to find together, work together and know about what each other is doing. We're also about to rework the alien commander UI to be much more clear and we're also heavily optimizing both UIs so we should see a dramatic boost there.



Just played a full 5v5 game and I can tell you these changes are amazing and I had the most fun playing NS2 since I started Alpha testing.
I am loving the fact the Marines are once again the primary builders and the MAC's are more of a support role.
Now that the game has been more balanced regarding the marines grenade launcher and flame thrower just securing two comm chairs and leveling up to level 2 doesn't secure a win. That 5v5 game lasted 90 minutes and was extremely challenging. Marines won Smiley

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« Reply #10 on: December 04, 2010, 04:50:39 AM »

Build 158 is out. Small build focusing on some optimizations to improve current gameplay. The Hydra one was MUCH needed.

This change list is short but we wanted to quickly fix the bigger stuff from yesterday before the weekend.

Build 158 changelog

    * Hydra server optimizations (this should help but probably not fix completely)
    * Hydras now fire at the proper point on targets (esp. for infantry portal, command station)
    * Changed most marine structure build times to be the same as in NS1
    * Fixed problem where power nodes sometimes made lights red even when they were functioning
    * Fixed intermittent black screen during gameplay
    * Fixed possible timeout when creating a listen server
    * Fixed Fade "skating" animation problem
    * Improved death messages (showing incorrect artwork or no killer name)
    * First-person flamethrower effects and on-fire flamethrower effects (today, not yesterday)

The build is going off to Valve now and will update automatically once they post it.

We are in need of some dedicated, unpaid testers to help discover and reproduce bugs. If you can commit a good amount of time to playing our pre-release builds, are able to jump onto our server quickly for a test at a moment's notice and are willing to provide clear details (screenshots, reproduction steps) to reproduce bugs, we need you!

We are looking for about 20-30 playtesters in a variety of time-zones to start. If you're interested, please write us at tester@unknownworlds.com.
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« Reply #11 on: December 04, 2010, 11:19:03 AM »

The game is remarkably more playable now. I am amazed at the strides they are making. The more playable it is becoming the more fun it is. I feel that NS1 addiction creeping over me again. Had an amazing win last night as marines. Yours truly was in the command chair. We were pinned down in our start but managed to ninja a tech point and get two chairs. After 45 minutes of bunkering down, consistantly rebuilding sentries and some very skilled shooting. We got a level 2 command chair and got our upgrades. Another 60 minutes and we somehow fought our way out of base and began expanding. The Aliens made critical mistakes and at one point could of had us when our beacon failed to bring everyone back...but they gave up because at that time we hit a hive. But they had us.... The game was simply remarkable.
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« Reply #12 on: December 08, 2010, 05:35:06 AM »

I volunteered to make a publicity music video for these guys. Nothing on a professional level but keep an eye out for it in the next few weeks or so. It will be all in game footage to The Prodigy - One Man Army.

« Last Edit: December 09, 2010, 09:44:12 PM by OPIE » Logged



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« Reply #13 on: December 09, 2010, 10:35:57 PM »

Video's all done. Head on over here http://www.youtube.com/watch?v=I_8R8ul3iic

Let me know what you think guys. This video gives you most of the aspects of current game play and combat. Still a lot of things to be added to the game.
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« Reply #14 on: December 10, 2010, 08:38:38 PM »

I'd say it is pretty well-made.   I think I didn't really perk up until I saw the flame-throwers and grenade launchers, but that is my personal preference.   The little alien kangaroo thingies were always annoying as can be.
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