- #1 publicado el 31/03/2012 @ 15:46
Editado por Theck el 31/03/2012 @ 16:03
NS2 Build 202

La compilación 202 ya está en Steam.
Puesto que nos estamos preparando para mostrar el juego en PAX East la semana que viene nos hemos centrado en refinar y en la estabilidad. En este parche se ha seguido reginando el HUD para hacerlo más informativo, bonito y de ayuda. Para mejorar la calidad de los efectos especiales en el juego hemos añadido un nuevo sistema de materiales. Ahora mismo solo los estamos usando para algunos efectos nuevos, pero esperad ver muchos más pronto.
Un efecto colateral del nuevo sistemas de materiales es que la primera vez que se necesita un shader se pausará el juego unos pocos segundos. Esto solo pasará una vez, porque el shader se cachea en disco para futuros usos. Estos shaders los pre-cachearemos en las siguientes compilaciones, pero esperamos que no causarán muchas molestias hasta que los tengamos.
Otro efecto colateral del nuevo sistema de materiales es que por fin el Editor ha sido actualizado para usar el mismo sistema de pintado que el juego. Esto significa que ver la luz en el editor se verá exactamente igual que en el juego. También significa que ha mejorado mucho el rendimiento del editor, aunque aun queda mucho trabajo en ese sentido. Puesto que ha cambiado mucho en el Editor, aun hay algunos problemas que solucionar, por lo que si quieres asegurarte de no interumpir tus trabajos de mapping, quizá quieras hacer una copia de seguridad de tu directorio de Natural Selection 2.
A continuación tenéis el listado de cambios completo para la compilación 202 (NdT: en inglés):
- Fixed bug where certain models may not successfully load after a map change (caused Marines to be invisible)
- Placing hives is now more reliable
- Fixed a bug where upgrading a structure would cause any tech that depends on that structure not be available anymore (upgrading robotics factory allows now sentries)
- Fixed a bug where you could research an upgrade at the robotics factory during creating an ARC/MAC, which resulted in losing that specific upgrade
- Adjusted Catalyst tooltip to match actual duration of 5 seconds
- Fixed bug where player health would sometimes display as 0 even when the player is still alive
- Fixed a bug where players would reach insane speed when climbing up ladders
- Fixed a bug where enemy players would see the research status of structures
- The Marine will not be taken out of sprint mode as often while strafing
- Fixed bug allowing the Marine to see through the top of ceilings in some cases
- Fixed a bug where wall jumps + leap could result in insane (~24) speeds very quickly
- Fixed bug allowing the player to jump in cases where there was not enough space above
- Fixed a bug where the score popup becomes yellow for marines when fading out
- Fixed bug where umbra effect would stay forever on screen
- 100% of resource cost was being given back upon recycle instead of the intended 70%
- Fixed a bug where you lose all upgrades when de-evolving an upgrade and selecting a new one
- Fixed a bug were lerk was not automatically switching to spikes when the 2nd hive got destroyed
- Phase gates take now always damage from Bile Bomb
- Fixed bug where grenades and spit did not show a hit indication at the crosshair
- Aliens can no longer use ladders
- Marine weapon hit effects are now properly predicted on the Client
- Fixed bug where view zone particle effects would not always be visible
- Fixed bug where you could research a new MAC when the robotics factory is open, which resulted in no MAC being constructed but resources being taken
- The main menu will close now when you press escape and are connected to a server
- Fixed bug where prototype lab buymenu won't close when you hit escape
- Ignored geometry in the CollisionGroup for Commander selection and building
- Fixed UI layout issues in LaunchPad
- Added material system
- Added improved Nanoshield effect
- Added improved structure build effect
- Added Victory/Defeat banner displayed upon game completion
- Friendly units under attack will not appear red anymore but fade in and out on the minimap
- The crosshair UI only displays when the player is playing (not before the game has started or after the game has finished)
- Removed 0.25 delay in which wall walking is disabled after a jump (not needed anymore)
- Changed wall jump timing, you get now a higher boost the faster you jump off walls
- Power point health circles are now displayed vertically
- Adjusted chat fonts and colors
- Commander voice chat name and icon appear now in a different color
- The research bar above structures will only be visible when you aim at it
- Improved appearance of the flamethrower effect a bit
- Reduced Lerk bile bomb cost from 50 to 35 so he's not waiting so much
- Bumped up alien spawn threshold and emergency spawn timing (4+ dead players instead of 3 and 7 seconds instead of 5)
- Gore will not do puncture damage anymore, which means it does now equal damage to both structures and players
- Reduce smash damage to 100 (down from 300)
- Reduced gore stun time to 1 second (down from 2)
- Smash will now also harm players, but without the structural damage and without knockdown
- Increased stomp stun duration from 1.5 seconds to 2 seconds
- Changed the Editor to use the same rendering system as the game
- Added an option to set the far plane clipping distance for 3D viewports in the Editor
Noticia original
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Mis proyectos: http://www.gameartspain.es · http://www.machinedancezone.net · http://www.rapidoyfacil.es

