Natural Selection 2

Natural Selection 2

ns2siege+
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Update: 2 May, 2016 @ 1:05pm

Decals with text on glass pannels inbetween generator and red room.
.. it was confusing and rookies were stuck as this glass is almost invisible.

Update: 1 May, 2016 @ 12:55pm

ns2siege+ Aplha #07: (bugfix)
* probably fixed bug with nav_mesh and pathing.
Fixed also ERROR caused by bug in UWE's lua code
Bug were reported .. waiting to integration from UWE side to cleanup mod code.

* sg_trimsiege navigation map was revisited..
NOTE: probably I'll need reconfigure commander invisible goup, as it was touched in process.

Update: 29 Apr, 2016 @ 7:19pm

ns2siege+ Aplha #06: (pre beta!!!)

* fixed critical issue with physics not updated properly for of func_doors .. it causes glitches and leakages
Basically players can sometimes walk trought closed doors or glitching with open doors
* fixed creating / removing and analyze of func_doors as obstacles .. mac, arc, drifter and rest walkable AI units understands open/closed doors as obstacles.
* added new mod image (will be changed)
* added back trimsiege loading screens
* minor fixes and refactoring of code

Beta will come soon (tm). Just few TODO:
- Doors should be opened during pregame (then close when game starts)
- Refactor of func_doors code to several mixins to make it more maintainable
- Toggleable area entity for alien / marine building placement blocker during truce time to preven building abbuse behind the wall.

Update: 27 Apr, 2016 @ 3:04pm

ns2siege+ Aplha #05:
* Fixed issue with ARCS (they do not harm hive) ... the truce time was completely rewritten adn should work fine now
* The teleport on trimsiege was replaced as it was extra entity ... fixed to vanilla teleport
* Small tweaks around code and more playtests

Stay tooned for big surprise ... small present will come soon (tm)

Update: 26 Apr, 2016 @ 3:28pm

ns2siege+ Aplha #04:
* alpha run of sg_basic was success: no errors, everything works as expected
* sg_trimsiege map is ready for alpha run. there is issue with teleport, but it's just wrong entity.

Update: 25 Apr, 2016 @ 5:17pm

ns2siege+ Aplha #03:

* added counters on top of screen ... probably sounds easy, but it takes more effors to put something on HUD than code whole backend :D
* beginning of sudden death mode (repair/heal prevention is not working now, but counter is there)
* several bug fixes with tuning of code !

sg_basic map is ready for alpha run :D

Update: 24 Apr, 2016 @ 4:15pm

ns2siege+ Aplha #02:
* added truce untill front doors are closed

TODO: for beta ? Just add visual countdowns when front / siege doors are going to be opened.
I probably have experience with this, as it's same job as level indicator for GunGame :)

Update: 24 Apr, 2016 @ 10:45am

ns2siege+ Aplha #01:
- created basic map to test functionality
Consist of two rooms, front/siege door route and one side route for side doors once implemented.
- FuncDoors map entity implemented as universal siege doors with these properties:
* type (0-front, 1-siege, ...)
* direction (0-Up; 1-Down; 2-Left; 3-Right) where doors are opening
* speed and distance specify opening behavior
* protection radius is area where cysts will be killed (make it big enough that aleins can't reach marine side of map with cysts)
- ns2gamerules entity have new properties to set times (this you can alter times per map)