Foros de debate

  • #1 publicado el 03/02/2012 @ 15:06
  • +2

Editado por Theck el 03/02/2012 @ 15:13

NS2 Build 194 (Gorilla)

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Gorilla. Ha. Llegado.

Trailer de Gameplay de Gorilla




Características

  1. Ahora ya se puede evolucionar a Onos cuando tu equipo tenga tres Hives.
  2. El Onos puede lanzar a los marines con el ataque Gore, destrozar estructuras y golpear el suelo, enviando una onda de choque que deshabilita las estructuras marine durante 5 segundos. Las mejoras no estarán disponibles, las centinelas dejarán de disparar, los IP dejarán de hacer re-aparecer marine.
  3. Añadido el Prototype Lab y la posibilidad de investigar y comprar Jetpacks.
  4. Añadido nuevo mapa: ns2_mineshaft.
  5. Añadida animación de cámara durante la fase de cuenta atrás.
  6. Etiquetas con el nombre aparecen por encima de la cabeza de los compañeros cercanos.
  7. Añadidas líneas entre los puntos guía.
  8. Las minas detonan al ser impactadas por un Stomp del Onos.
  9. Añadida una opción para habilitar la aceleración del ratón (desactivada por defecto).
  10. La infestación se muestra en el mini-mapa (la infestación que está muriendo se muestra en rojo)
  11. Añadidos algunos iconos que faltaban de estructuras Marine.


Equilibrio

  1. Reducido el alcance de la culata del rifle de 1.5 a 1 metro (lo mismo que el mordisco del Skulk).
  2. Cambiado el tipo de daño de la escopeta a "Light" (la armadura es el doble de efectiva ante su daño). Se ha hecho más ligera de llevar y se ha aumentado el daño para compensar (el nº de tiros contra Skulks, Lerks y Fades no debería cambiar, ahora se necesita 1 más contra los gorges). De modo que las escopetas son menos efectivas contra objetivos con alta armadura. (¡Gracias Schimel!).
  3. Aumentado mucho el alcance y área de la Bile Bomb, bajado algo el daño y el costede energía (intentando que el Gorge sea menos vulnerable en el frente y permitir que haga daño a los marines atrincherados). Ahora da ASCO, así que cuidado.
  4. Aumentada la vida de los Hydra de 500 a 600 y la armadura de 0 a 75.
  5. Aumentado el coste de las Spike del Lerk de 1.5 a 2.5. Cambiada la distribución de vida/armadura de la Command Station de modo que sea más resistente al daño ligero (p.e. Spikes del Lerk).
  6. Deshabilitado el ganar recursos por muertes para simplificar el juego, elimina la confusión sobre que pasa cuando matas, reduce los empates con 1 torre y aumenta el aspecto estratégico del juego.
  7. Ya no es necesaria una Armory para poder dejar caer Med Packs (innecesariamente restrictivo durante Rushes)
  8. Bajado el daño de la Bile Bomb de 300 a 225.
  9. Aumentada la tasa de reparación de los marines cuando arreglan la armadura de los compañeros de 18 a 35 (para hacerlo menos rallante y permitir a los Marines aguantar ataques mejor).
  10. Vuelta a dejar la armadura del Fade a 50.
  11. Quitada la armadura al "ocultarse" del Lerk
  12. Reducido el tiempo para investigar las escopetas de 40 a 20 (era 0 en NS1). Ayuda a los marine a aguantar ataques tempranos.
  13. Aumentado el tiempo mínimo para que aparezca un huevo de 8 a 10 segundos para que no haya tantos ataques tempranos por parte de los Alien (ahora son iguales que los marine)
  14. Reducido el tiempo de construcción de los Infantry Portal de 10 a 7 segundos, y de la Armory de 15 a 12 (para intentar que los SKulk Rush sean tan efectivos)


ns2_tram

  1. Moved warehouse north.
  2. Removed north-east Warehouse entrance.
  3. Opened tram tunnel between Server and Warehouse.
  4. Reworked connecting corridors into Warehouse.
  5. Fixed drifter pathing issues between Server and Control.


Fixes

  1. Fixed bug where the Gorge Bile Bomb ability used the Spit ability icon.
  2. Fixed bug where the Gorge Mini Cyst ability used the Hydra ability icon.
  3. Fixed script error if a Hive was destroyed while the Gorge that built it as Commander was a rag doll.
  4. Cleaned up some Client console spam when a Fade blinks.
  5. Fixed script error caused by a spectating player receiving points by getting a kill with a structure placed when they were not a spectator.
  6. Added placeholder icons for the Shell and Veil.
  7. Fixed bug where the game would randomly lockup while placing a Cyst.
  8. Drifter spawn sound effect will no longer play at world origin.
  9. Fixed a bug that prevented Skulks from leaping at maximum speed.
  10. Fixed bug where the physics representations for the Armory and Infantry Portal did not match up with the visual model.
  11. Weapon secondary attacks can no longer occur at the same time as primary attacks while coming out of a sprint in some cases.
  12. Armory buy menu will not instantly appear once construction is completed.
  13. Adjusted Skulk wall walking smoothing rates so that that the 3rd person model rotates more quickly to match the 1st person model (especially while jumping)
  14. Health and Ammo packs can now be dropped directly on top of a Marine player.
  15. Restored reloading of script files when they change on disk.
  16. Fixed Whip 'grenade whack'
  17. Bombard projectiles will not collide with the Whip and nearby friendly structures anymore and is created at the correct attach point.
  18. Alien player names for Hydra kills will no longer appear in blue text in the death message.
  19. Fixed a bug causing Mini Cysts placed by the Gorge to be disconnected when created even in cases where the ghost model indicated the connection was valid.
  20. Fixed bug causing dropped weapons to disappear too quickly if they were picked up and dropped again after initially being dropped.
  21. AI units cannot attack friendly players anymore unless FF is enabled.
  22. Fixed bug causing script error when a Cyst died due to not being connected to a Hive.
  23. Fixed crash when too many objects are visible.
  24. PhysX scene now supports mirrored geometry.
  25. Initial team starting locations chosen with a more random method.
  26. Mine will detect enemies more accurately.
  27. Slime effect during sprinting will not show up in thirdperson anymore.
  28. The ARC will prioritize other structures before Eggs and Cysts.
  29. Player turn poses (arms moving with feet planted on the ground) reset once the player starts moving.
  30. Fixed multi-threading crash when using the o_stats console command.
  31. The "getting ready to spawn" blue spin effect now disappears immediately upon the Infantry Portal being destroyed.
  32. Fixed bug where the Spore cloud would be created improperly when a Lerk was not moving.
  33. Fixed bug where connecting to the localhost would cause the game to go into an infinite loop.
  34. Fixed bug where Marines would spawn above the Infantry Portal platform.


Improvement

  1. Added "warp" console command to teleport to a position in space when cheats are on, "warp 0 0 0" for example.
  2. Improved Skulk wall walking (sticks better to surfaces, thanks matso!)
  3. Skulks can now leap from mid-air, ala NS1.
  4. The "locate" Client console command will constantly display the local player's location on the screen if "true" is given as a parameter.
  5. Added Mine icon for death messages (Thanks Saba!)
  6. Reformatted Scoreboard so more player names can fit on the screen at the same time.
  7. Server name is now displayed at the top of the Scoreboard.
  8. Improved ScenarioHandler (Thanks Matso!)


Sound

  1. Removed Bile Bomb hit sound when Gorge creates a structure.


Optimizations

  1. Optimized network fields in Structure, CloakableMixin, ScriptActor and PowerPoint (thanks Matso!)
  2. Reserve memory for faceSets (prevents excessive allocation)
  3. Reduced networked bandwidth for Camoflauge by eliminating an unnecessary network field (thanks Matso!)
  4. Reduced networked bandwidth for Skulks by eliminating wall walking network variables (thanks Matso!)
  5. Optimized Door auto-opening.
  6. Reduced number of cells CollisionGrid queries look through.
  7. Reduced network bandwidth required to send which fields of an Entity changed (uses indexing scheme when only a few fields changed and a bitmask when many changed)
  8. Reduced network bandwidth usage for entities that have energy.
  9. Reduced bandwidth for transmitting attachment points for entities by 26 bits.
  10. Reduced bandwidth for transmitting angles.
  11. Eliminated lastTimePlayerMoved networked field in Player.
  12. Mines require less processing time to check for nearby enemies.
  13. Reduced bandwidth by 20 bytes per second for each Entity sent to the client.
  14. Changed particle effects to only update if they were visible last frame.
  15. Slightly more aggressive compiler optimization options.


SDK

  1. Added Vector:Add method.
  2. Added Shared.SortEntitiesByDistance.
  3. Removed ProximityGrid.
  4. Added sphere query to CollisionGrid.
  5. Added EntityQueryManager (fast queries for entities within range, uses CollisionGrid)
  6. Exposed EntityQueryManager to Lua, started converting script to use new API.
  7. Added support to ObjectTagQueryManager for testing whether entity has a specific tag.
  8. Entities get tagged with their class name (and base class names). Tag is prefixed with 'class:'.
  9. Added time network variable type.
  10. Added "private" network fields which are only sent to the client controlling the Entity.
  11. Added support for networking floating point values as fixed point (specified as float (<min> to <max> by <step>)
  12. Added Client.GetServerName() function to return the name of the server the client is connected to.
  13. Added Server.GetName() function to return the name of the server.
  14. Added Server.GetFrameRate() function to return the current tick rate of the server.
  15. Added Mersenne twister Randomizer class to Lua, same API as Lua random functions but better generator.



¡Esperamos que disfruteis de esta mega-actualización con nosotros!

Noticia original

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Mis proyectos: http://www.gameartspain.es · http://www.machinedancezone.net · http://www.rapidoyfacil.es
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neo

neorz

  • #21 publicado el 07/02/2012 @ 18:44
Con los ultimos drivers de nvidia "beta" funciona mucho mejor el juego.

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:)

havoc

Live ForeverOrDie Trying

  • #22 publicado el 08/02/2012 @ 05:55
Soy yo o las sombras de los personajes son increiblemente pixeladas (cuadrados como puños) y antes no era así

havoc

Live ForeverOrDie Trying

  • #23 publicado el 09/02/2012 @ 20:06
Y ya tenemos el 195

NS2 Build 195 now released on Steam! Here's the changelog...
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Theck

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