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Download: - Half-Life: Natural Selection v3.0

bitte tauscht den sreenshot gegen einen der zu natural selection gehört.
 
Hier mal ein kleinerer Ausschnitt der verschiedenen Bugfixes gegenüber der vorherigen Version. Allerdings würde auch ich gerne einmal Originalscreenshots sehen, da ich Natural Selection noch nie selbst gespielt habe?

Game mechanics
O Fixed a bug that would lead to valid weapons being 'redded out' (showing up as disabled).

O Waypoint system changes:
- Group waypoints will now act like personal waypoints for each player (so when you reach the waypoint, it disappears for you, while remaining for all other players).
- Reduced the size of the waypoint icons slightly.
- Added 'weld target at waypoint' support for players and structures.
- Added 'defend target' support for players and structures.

O If you are within 600 units of a marine spawn location, you will not be transported in by Distress Beacon.
O Added 'notready' command to reverse ready status in tournament mode.
O Equipment, med-packs, ammo-packs, etc. can again be dropped directly on players.
O Allowed item placement near resource towers.
O Made scanner sweeps deployable everywhere.
O Added a build restriction radius of 16,50 units around marines.
O Fixed a bug where a hive could not be dropped over a chamber.
O Changed player minimum build distance to the structure from 20 to 30 units.
O Knife knockback has been removed.
O Knockback from attacks reduced to 1/3 for ducking players on the ground.
O Tweaked xenocide/gore pushback behavior to eliminate weird flying marines and deaths by worldspawn.
O Limited how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.
O Players no longer join a team in the 'dead' state.
O Recycling IP now triggers change of marine status in queue.
O A Phase Gate bug that allowed for the fast transportation of numerous marines has been fixed.
O Each Phase Gate now throttles the rate at which marines depart from it - One marine every 0.8 seconds.
O 'Pancake' prevention code. Limit on vertical component of lerk flight velocity to maximally 1000 units per tick upwards and 1200 down.
O Mines now do damage when the player who planted them leaves the team.
O You can no longer scan for free using hotgroups on observatories.
O Fixed bug where resupply wasn't effective for HMG or pistol. A resupplied weapon will never reload to less than a full clip.
O Changed the health bar around structures to more acurately reflect its health. Full bar is now exactly 100% health, empty bar is 0%.
O Reset room_type to 0 after being digested to avoid sound issue.
O Fixed bug that makes dead marines show up with a red health segment in the healthbar.
O Commander hints will not play if cl_autohelp is set to 0.
O Recycling observatories will no longer uncloak aliens.
O Set minimum time for alien gestations to one second to avoid instant gestation in combat.
O Fixed the 'research transfer' exploit.
O Fixed the 'late join timer' exploit.
O Fixed exploit where structures could be dropped near marines in water to avoid building restrictions.
O Hive Sight no longer draws the player we are spectating.


Cosmetic changes:
O New medpack (thanks Brigadierwolf!).
O New ammo clips (thanks Brigadierwolf!).
O New hand grenade (thanks Brigadierwolf!).
O Added Heavy Armor falling sound.
O Gave each alien a unique landing sound.
O Updated Jetpack sound.
O Updated LMG clip out and clip in sounds.
O Updated Pistol reload sounds.
O Reverted LMG firing sound back to sound from beta 4.
O Updated welder idle sound to be more obvious when not welding anything.
O Replaced raindrop sprites.
O Added a "player joined team" messages to HUD.
O Team join sounds now only play for the team joined.
O Increased volume of welder hiss when target is not being welded.
O Updated cat-pack commander menu icons to provide a consistent interface.
O Friendly parasited players no longer show up in hive sight, and are no longer notified that they are parasited (Parasite still does FF damage though).
O Added a separate sprite for parasited enemy structures (thanks gazz0zz!).
O Hive locations now always appears on Hive Sight.
O Unbuilt hives use a different sprite for easy detection.
O Commander Station always shows as closed in combat maps.
O Changed Hive Sight sprites to be better discernable for color-blind players (thanks JazzX!).
O Implemented third person reload animations.
O Added slightly tweaked xenocide charge and explosion sounds.
O Animations for the egg model now play, they were broken.
O New medpack skin and icons (thanks Supernorn!)
O Added all-new hivehealth indicators for the alien HUD.
O alien_hivedying2.wav now plays.
O Recycling Phase Gates are no longer visually active.
O Phase Gates don't light up until they have a valid destination.
O Included cool colored minimaps (thanks JazzX!).
O Updated tooltips.
O Jetpacked marines now show up as 'JETPACK' on the scoreboard.
O Unavailable alien upgrades are now grayed out in the pop-up menu.
O Voice comms can now be used during game start.
O Added a new, sanely-sized bilebomb model.


Map changes:
O Added co_niveus by drath

O Added ns_eon by Olmy

O co_angst
- Completely reworked center area of map
- Increased brightness in landing gear zone
- Fixed several onos stuck issues
- Various other changes around the map

O co_core (updates by Merkaba)
- New ready room
- New light in hive
- New vent between hive area and upper marine start exit

O co_daimos
- Full visual rework

O co_faceoff
- Widened vents near marine start
- Changed geometry behind comm chair to be more accessible
- Hive can no longer be shot by jetpackers sitting in the side vents
- Fixed performance issues

O co_pulse
- Added a ramp to the hive room

O co_sava
- Increased brightness level
- Added cover in most rooms
- Added more vents
- Reworked the hive room
- Tweaked some areas to allow easier Onos movement

O ns_altair
- Added vent from Omega to Zeta with two exits into Phi
- Massive Optimizations
- New Surface Umbilical
- Redid Upper MS
- New Monitor Textures by Samejima
- Covered up pit in Omega
- Custom minimap with vents marked in red
- Removed Diving Tanks
- Connected Nanite Regulation to Settling Tanks
- Connected Settling Tanks to Communications
- Retextured Vents to be easier to distinguish
- Removed door weldable
- Added new vent weldables
- Moved Parts Room rt to Sigma Test Site
- Added new info_locations to help with navigation
- Played with HLRAD settings to increase brightness
- Added more light into sewer
- Combined Station Monitoring and Sub Bay nodes into one
- Divided sub bay into two rooms, Sub Bay and Sub Refueling
- Removed upper hallway between Life Support and Parts Room
- Reopened route between Lower Sub Bay and Parts room

O ns_bast
- The broken door in MS is now closed
- Marines have to go through Main Aft again to get to Engine
- Added infestation in Refinery to block the line of sight to the hive from the ramp entrance
- Added some cover in Refinery
- Reworked and renamed Docking Storage (it's called Reactor Core Regulation now)
- Removed one node from Atmospheric Processing
- Moved column in Atmospheric Processing more to the center
- Added vent from Engine to Water Treatment
- Added vent between Feedwater and Steam Generation
- Widened the corridor outside feedwater

O ns_eclipse
- Redesigned marine spawn to a 1.0 / 3.0 mix
- Moved horseshoe RT to T-junction
- Added new vents to KeyHole
- Moved maintenance RT
- Added pillars to eclipse hive to prevent spawn camping
- Made it easier to get on top of eclipse hive
- Added vent from eclipse -> triad
- Redesigned power sub junction

O ns_hera
- Moved data core delta node into hive room
- General bug fixes/cosmetic improvements
- Onos can now leave through back door of delta hive (oops!).
- Outside now has proper light level
- Restricted movement outside even more so gorges can't build on tube
- Skulks cannot climb the cliff walls or sky anymore. (might be slightly unaccurate - skulks are still able to stick to the ceiling but only if they manage to get through a trigger_push pushing them away with a force of 2000 units.)
- Hanger bay doors now openable/closable (again). Added a twist whereby for a short moment (3 secs) when opening/closing, onoses aren't able to pass through.
- A few general clipnode improvements
- Minimap Sprite updated (sorry for not including that before)
- Removed Systems and Fog Corridor nodes.
- Fog Corridor now has a weld to turn on lights
- Made the CC area more open/acessible to help alien attacks.
- Minor bug fixes
- Lighting returned to previous states
- Fixed marine start door
 
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