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NS2 Beta tomorrow (Nov 19th)

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  • kormendi
    started a topic NS2 Beta tomorrow (Nov 19th)

    NS2 Beta tomorrow (Nov 19th)

    http://www.joystiq.com/2010/11/18/na...new-trailer-t/

    For those who havn't played the alpha, don't expect much. Even though they've made some pretty big strides in the recent patches, I'm pretty sure they are doing this to get some more money. The game just isn't there yet.

  • Avs
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Neg. Playable state still a ways away. The lag mentioned months back is still there. It's gotten a little better, but there are some fundamental issues that need to be resolved. I play this game maybe once every two weeks to see if it improves (for an hour).

    Leave a comment:


  • Skud
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    So I've watched a bit of gameplay now... Looks like it's reached a very playable state? Looks like a game now!

    Leave a comment:


  • verbose
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Originally posted by Spyder View Post
    163 is out, changelog is rather extensive, they have videos, go watch them?
    They're fixing bugs like mad, and still adding wicked features. I'm impressed by the speed of their progress.

    http://www.unknownworlds.com/ns2/new...on_patch_video

    Leave a comment:


  • Spyder
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    163 is out, changelog is rather extensive, they have videos, go watch them?

    Leave a comment:


  • Skud
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    This ^^

    I really feel that the Devs are working hard to get this out for fall :)

    Leave a comment:


  • Spyder
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Officially? no. Based on the current updates? I expect October on the anniversary. Although, to be fair, they could fix the lag with the next patch and have a game-worthy product in 2 months. Lag is killing everything that badly.

    Leave a comment:


  • Tempus
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Any ETA or idea of when this will be a finished product?

    Leave a comment:


  • kormendi
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Not yet. I believe the official word is it will go in late in the beta.

    Leave a comment:


  • Skud
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Quick question: is the automated infestation still part of NS2?

    Leave a comment:


  • Avs
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Its good they are keeping the updates coming. But it looks like we'll need at least Build 180 or 190 for the lag fix.

    Leave a comment:


  • Spyder
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    New revision, updating servers as we speak.

    Build 161 Change Log

    * Rewrote marine Commander UI (now all Lua, not Flash) for massively improved frame rate for the Marine Commander!
    * Changed Marines to put away their weapon when building
    * Added data-driven effect system for artists
    * (EffectManager.lua and *Effects.lua) New marine expansion room on ns2_tram
    * Fixed timeout when creating a local server
    * Fixed crash when Lua code performed an invalid operation
    * Fixed the alien tech tree so the Whips have the proper prerequisites melee 1 > melee 2 > melee 3 (thanks Enceladus)
    * Fixed observatory buttons to not be active until the observatory is built (thanks Enceladus)
    * Fixed Crag upgrade menu not having a back button (thanks Enceladus)
    * Fixed Skulk leap prediction issues
    * Flamethrower look-up/look-down 3rd person animations fixed
    * Fixed texture lock in the Editor
    * Fixed bug where a WebRequest response was limited to 8192 characters
    * Fixed exploit where an embryo would slide if the alien was moving prior to gestating
    * Fixed bug where looking straight up and moving forwards would cause the player to move backwards
    * Fixed bug where looking straight down and firing the pistol would cause the view to flip
    * Fixed Alien "structure under attack" alerts not properly displaying
    * Fixed bug where Aliens could use the Armory
    * Fixed bug where Special Edition black armor didn't show up in the ready room
    * Fixed Distress Beacon not working
    * Fixed prediction issues with weapon unholstering
    * Fixed bug where a Marine could obtain all of the weapons simultaneously
    * Fixed commander tool tips not displaying the proper resource requirements (carbon, plasma, etc.)
    * Fixed armor bug which was causing marines to be killed in 2 bites instead of 3 (thanks Harimaru)
    * Fixed bug where the bots wouldn't use the current target's location to move/aim
    * Fixed bug where bots would stop acting after they had killed their target
    * Fixed bug where "create" command created 2 entities instead of 1
    * Fixed bug where aliens could escape the map or get stuck in walls while evolving
    * Fixed bug where clicking with Commander ghost selected the unit underneath (meaning you can support with med/ammo much easier now)
    * Fixed Sentries not being able to see targets very close to it (now "sees" out of the camera on the model)
    * Fixed bug where infantry portal wouldn't wait full spawn time before spawning players
    * Added drawing commander buttons in red when they are available but you don't have enough resources
    * Added the ability to drop weapons as a Marine (weapon pickup will be in a future patch)
    * Added culling of lights when they have zero intensity (optimizes bullet impact effects)
    * Added flashlight key binding (thanks Enceladus)
    * Added support for joining a friend's game through the Steam UI
    * Added the ability to get a player's Steam ID in script
    * Added a parasite indicator on the Marine HUD
    * Increased the brightness of the flashlight
    * Changed marine and alien spawn timing (marines take 10 seconds to spawn at IP, eggs take 9 seconds)
    * Changed the master server query port to be port+1 instead of being hard-coded to 27016
    * Changed the names of parasited team-mates to be drawn in yellow in the HUD
    * Tightened rifle cone of fire from 4 degrees to 3 degrees to make it feel more like NS1
    * Added new alien and marine blood effects

    Leave a comment:


  • Spyder
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Aaaaand i fixed it, servers up.

    Leave a comment:


  • Spyder
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    Aaaand they broke the server for x64 server 2008. Server down for the time being.

    Leave a comment:


  • Spyder
    replied
    Re: NS2 Beta tomorrow (Nov 19th)

    new build, updating server. Imagine this will take people a bit to get, what with the steam sale dominating their download bandwidth.

    NS2 Build 160

    * Fixed egg spawning so that players don't spawn in walls
    * Fixed HUD damage indicators so that they point in the correct direction
    * Fixed problem with IP not starting as built on map reset
    * Fixed bug where the commander UI being on the screen after logging out/game ending
    * Fixed players being blinded when they were hit by the flamethrower
    * Fixed bug where the player would fire immediately after closing the armory buy menu
    * Fixed bug where an armory would become unusable
    * Fixed bug where you didn't start with the correct weapon on spawn
    * Fixed problem with weapons being deleted after a time
    * Fixed bug where players could use structures on the other team
    * Fixed bug where pre-placed IPs weren't present after being destroyed and then the map reset
    * Fixed bugs where tooltips were played at weird times
    * Improved the blood and flamethrower effects
    * Added more variations for environment steam and water drip effects
    * Added afterburner jets for MAC
    * Improved the usability of the commander minimap
    * Added research complete alerts on the minimap
    * Added scene pre-processing to the loading process to reduce hitches when moving throughout the world
    * Removed the jetpack from the UI until it's released
    * Added pre-game where players are frozen during countdown
    * Added the ability to tweak the sorting of nearby emitters with a "sort order" property

    Balance Changes

    * Reduced Fade armor from 150 to 100
    * Reduced backward speed for marines (now 40% of max movement speed, like NS1)
    * Reworked marine weapon firing to be much tighter and (in theory) exactly like NS1
    * Made weapon switching much more responsive
    * Sentries now take 1/3 of the time to spin up
    * Players get points for building structures

    Leave a comment:

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