Cico
(Cico)
November 19, 2010, 5:26pm
1
Apriamo un thread nuovo, tanto problemi di sovraffollamento non ne abbiamo da ste parti (per ora ) così magari anche qualcuno che non segue assiduamente si può aggiornare velocemente. Tutto è iniziato con questo video
[/QUOTE]
Il giorno seguente è uscita la beta
ma ancora non ci siamo.
questo riassume brevemente la situazione attuale
ROADMAP: Next up - we're reworking and optimizing the commander interfaces to make them more useable and MUCH faster. We're also going to be adding in the Onos, new flamethrower effects, pathing fixes, new maps (mineshaft is on its way) and incorporating the feedback we get from all of you
Perchè una beta così presto e così acerba Now, short on resources and needing more input, we knew that we had to release beta. Having a deadline set in stone (today) made us work even harder and fix so many things (surprise!) right in the nick of time. It's kind of magical how it works. So in a perfect world, none of this pressure would be necessary. But we don't live in total financial abundance and we are forced to work with what we have. So far so good.
Una piccola nota su una frase di Flayra : "Speaking for myself, if I knew how much work this was going to be, I may not have done it. Yet here we are and here you are"
Avessero continuato a usare il source, staremmo giocando da 2 anni. senza casini. senza problemi di hw assurdo. magari qualche idea sviluppata in meno nel gioco perche non poteva essere implementata nel source. ma chissene!
vabbeh, ormai siamo qui. aspettiamo questo
Lorenzo.ns
(Lorenzo.ns)
November 19, 2010, 6:30pm
2
vabbè vaffanculo, almeno splitta i mie lamenti qua, non ho voglia di ricopiare.
Cico
(Cico)
November 19, 2010, 6:46pm
3
li avevo quotati tutti in prima pagina ma poi ho evitato. dai lasciamo un po' di speranza. ho appena "giocato" un po in 1vs1 e devo dire che così va tutto bene. appena aumentano i player, gia con 4-5 va tutto a prostitute
Billy
(Billy)
November 19, 2010, 10:08pm
4
comunque una frase che sembra una puttanata ma anche con me funziona: "avendo una deadline abbiamo lavorato meglio e più velocemente". Anche io quando prendo dei lavori extra chiedo la deadline, proprio per poter lavorare vedendo quando devo consegnarli, altrimenti vado per le lunghe e mi traccheggio, mentre se ho un termine mi focalizzo sulle cose più importanti e lascio il resto all' eventuale avanzo di tempo
Lorenzo.ns
(Lorenzo.ns)
November 23, 2010, 10:45am
5
Hey everyone, Well it was a long weekend but we think we've gotten all the biggest problems in the beta fixed! There was a lot of other stuff we wanted to change on the gameplay side that we are holding off on right now just to make sure we could get this patch out as soon as possible. This build is off to Valve and so we expect it will be live shortly. Here's the list of fixes and improvements: NS2 Build 156 * Fixed server crashes * Fixed server growing memory usage * Fixed "can't connect" issues - there may still be some issues here but it should be much better * Added very basic loading progress * You can now see if a server is full in the server browser * Fixed stuck problem when evolving into a bigger lifeform (won't let you do it if not enough room) * Fixed problem with Fades occasionally getting stuck when blinking * Improved network performance, especially around hydras and projectiles * Fixed problem with MAC and Drifter sounds being heard when they shouldn't be * Updated center tech point on rockdown to fix errors * Fixed script console errors * Fixed Fade animations while stabbing and moving * Optimized Hydra target acquisition * Removed collision geometry from some maps that shouldn't be seen * Fixed missing marine flamethrower animations * Rifle melee now hits reliably (not urgent but snuck in there) We hope this solves the biggest issues you guys are having, especially around server stability and connection problems. If not, please let us know on the forums or GetSatisfaction. Now we're off for some rest and relaxation and are looking forward to coming back rejuvenated! We hope you can get some good games in over this holiday week. Thanks again for your support and patience everyone. And for those that observe it have a great Thanksgiving.
devo ancora appicciare steam per provarla.
Cico
(Cico)
November 23, 2010, 11:12am
6
ho fatto partire lo scariching a casa, a pausa pranzo la provo se non ci sono nuovi bug venuti fuori con quest'ultimo update, devo dire che nelle ultime 2/3 settimane hanno fatto dei passi avanti non da poco. Se prima pensavo necessario almeno 1 anno per vedere qualcosa di decente, ora credo che già per la prossima primavere delle partite avanzate si riusciranno a fare. (Se non rallentano di nuovo, ora che riceveranno un altro boost di fondi)
Lorenzo.ns
(Lorenzo.ns)
November 23, 2010, 11:55am
7
santo dio... mezzo giga di update.
Cico
(Cico)
November 23, 2010, 4:23pm
8
ho fatto la prima partitina 3vs3 semi seria. o meglio, con effettivamente l'intento di giocare per vincere piuttosto che riuscire a far andare il tutto.. ho anche affrontato un 1vs2 skulk io e il mio shotty, vincendo nonostante gli scatti (in 6, con strutture aliene sparse per la mappa devo dire che si torna a scattare abbastanza pesantemente) killati un paio di fade e morto inesorabilmente altrettante volte, sempre per mano di un fade. devo dire che il nuovo blink è uno spettacolo da vedere e se usato bene è devastante. Per cui qualcosa inizia a funzionare. Le torrette maringhe invece sono ancora buggate. a volte non sparano e quando sparano rimane il sonoro in loop. defense, offense e la nuova "frusta" aliene invece sembrano andare bene. anche troppo. con una def in vicinanza uccidere altre stutture offensive è un vero suicidio, senza un GL Continuo ad essere scettico verso i costruttori. soprattuto quelli alieni. (e il commander alieno) si toglie una parte importante del gioco. di fatto non ho praticamente mai incontrato un gorge.
Lorenzo.ns
(Lorenzo.ns)
December 3, 2010, 12:02am
9
zomg totalmente inaspettata, new build 157: changelog coming soon. (è appena uscito il tweet da 20m)
orca troia, tanta roba...
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. Finally, if you might want to check out what more organized NS2 looks like. Here's are two parts of an organized 6v6 Australian game. Even in this early state of balance, it's really cool seeing strategies start to emerge: Part #1:
Part #2:
If you haven't bought the game yet and want to give it a shot, we can still buy a beta key here here. We hope you enjoy the patch and see you online!SI PORCA PUTTANA!
SI TORNA A BUILDARE COI MARINGHI!
Cico
(Cico)
December 3, 2010, 12:13pm
10
al momento preferisco ancora gli update per incrementare le performance. ma in ogni caso ben venga anche un update del genere.
Lorenzo.ns
(Lorenzo.ns)
December 4, 2010, 3:32am
11
and off for the 158!
his 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 [email protected] .
ho notato boost di prestazioni overninethousand con la 157: scatta sporadicamente, ma il gioco è molto fluido!
il lanciafiamme è un fottuto hax vs gli skulk.
Secondo me già si può pensare di fare qualche partita, ma non capisco se sono io o è il gioco ma vedo troppo scuro
Cico
(Cico)
December 7, 2010, 12:24pm
13
mah io problemi di oscurità non ne ho, o non particolari.
quando famo er gather?
Lorenzo.ns
(Lorenzo.ns)
December 11, 2010, 2:23am
14
build 159 up!
sta scaricando steam, ma ignoro cosa ci sia dentro. (sui 350mb)
The latest patch for the Natural Selection 2 Beta is now available on Steam. We spent a good portion of this week investigating the causes of performance slowdowns on the server. We found two major problems; one of them we were able to address this week so you should see smoother games with larger numbers of players. We still have more work to do though, and the other problem we'll be working on for next week's patch. You can always keep up to date with what we're working on with our real-time progress tracker. Build 159 changelog * Fixed footstep sounds and ricochet effects not playing properly because the material was unknown * Improved client and server performance * Added hot-loading support for Lua scripts * Fixed gorge heal spray (actually effective now) * Slowed resource production a lot to come closer to NS1 (estimating that NS1 teams spent ~50% of resources on weapons and health/ammo) * Drifters now auto-heal * Crags auto-heal drifters * Hives start with 3 eggs, Masses 5 and Colonies 7 * Added hive mist effects * Spawned structures should start at 0% built and end when 100% built * Added whip attack sound * New rifle sounds * New alien commander sprites Thanks to everyone that send us e-mail about being a part of our internal playtest group. We're currently in the process of selecting people and granting them access to our testing resources. More people applied than we have space for, so unfortunately we won't be able to use everyone at this time. However, we'll keep all of the names handy in-case we need more testers.
provo subito!
Cico
(Cico)
December 17, 2010, 12:07pm
15
Cico
(Cico)
December 21, 2010, 5:21pm
16
Promozione natalizia paghi 1 prendi 2 !!
su ora non avete più scuse. mettetevi in gruppo, smazzatevi le spese e prendetelo! la beta ormai ha una giocabilità base accettabile.
Per cui non manca tantissimo!
http://www.naturalselection2.com/
Cico
(Cico)
December 21, 2010, 6:04pm
17
build 160 out. manca un changelog per ora
Larios
(( ͡° ͜ʖ ͡°))
December 22, 2010, 10:11pm
20
c'è la speeciale offerta 2 copie al prezzo di 1