Report article RSS Feed NS2 Build 168 is now live on Steam.

NS2 Build 168 is now live on Steam. Here's a video showing the visual changes in this build along with a little behind the scenes look at some of the other things we tried for the skulk view when wall-walking.

Posted by SgtBarlow on Mar 16th, 2011


Build 168 change log

  • New alien start and alien expansion on ns2_tram
  • Added destroyed tram to tram tunnel to encourage use of other routes
  • New atmospheric sounds in tram
  • New refinery damage overlay, panel and vent props
  • New "sticky" skulk wall-walking to make it easier to navigate rough surfaces
  • Skulk view tilting when on walls
  • Improved graphical and sound problems with shotgun
  • Added notification when IP is under attack
  • Fixed rogue alien commander and drifter sounds being heard through the map
  • Fixed problem where you could be stuck as commander forever if the command station was killed while you were logging in
  • Fixed double ricochet sounds
  • Gorge heal spray can now only hurt enemy players (not structures)

You can stay up-to-date with what we're currently working on with the progress page, our Twitter account, Facebook page, and official Steam group.

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joshvaliant
joshvaliant Mar 16 2011, 10:16pm says:

Hey Charlie, another great vid!

I'm very glad that you've started to do these video casts again since the interview and a good amount of the staff over at hookedgamers are silently waiting for a good marine vs alien experiance.

+4 votes     reply to comment
Mkilbride
Mkilbride Mar 16 2011, 10:28pm says:

Nice updates.

These are the updates I've been waiting for. :P

+3 votes     reply to comment
Reymas
Reymas Mar 17 2011, 3:49am says:

Awesome.

Although the lack of inverted camera is very disappointing. It worked beautifully in AVP and I think it will be MORE confusing if you are on a wall and NOT oriented toward it. it just looks strange without it.

I would urge you guys to reconsider, I frankly would avoid that class like the plague if the camera didn't follow the wall-walking orientation. Just my view though.

+4 votes     reply to comment
Andrzej_Kocur
Andrzej_Kocur Mar 17 2011, 4:49am replied:

If it possible, player should chose what kind of camera he wants.

+6 votes     reply to comment
Reymas
Reymas Mar 18 2011, 12:07pm replied:

That'd be nice, but the only problem is balance. It's a multi-player game so giving two options like that might be an issue, for example: a first person and third person option, third person always has an advantage because of the larger FOV.

Maybe they can make it work though.

+1 vote     reply to comment
Dr.Worm
Dr.Worm Mar 17 2011, 9:16am replied:

They tried that, but they went under some copyright issues so that option will not be possible saddly.

-1 votes     reply to comment
Metalspy
Metalspy Mar 17 2011, 3:42pm replied:

What, copyright issues with a camera option? That sounds like bullcrap (no offense) :P

+3 votes     reply to comment
Otreum
Otreum Mar 17 2011, 6:56pm replied:

lol, that's because it IS bull. It wouldn't be possible to copyright a camera position. That's like copyrighting the first person perspective, it's just silly :P

I'm really not very fond of the NS wall running camera. It makes me feel like when i'm on a wall, I am somehow sticking to the wall using the side of my body, same goes for walking on a ceiling, it feels like I must have little grippy legs on my back or something.
Most of the time while i'm running it feels like i'm going to fall off or something, almost like i'm being dangled from a ceiling or wall rather than gripping onto it.

The inverted camera in this demonstration was clearly not as polished as the "leaned" camera(which quite frankly looks worse than before and makes no sense). If the inverted camera had a bit more of a transitional value while changing from surface to surface, it would be much more intuitive. I agree that the snappy jerky camera change is horrible, like in the original AVP game, but in the latest AVP (2010) game, the camera was smoothed out with the angle transitions which made things so much better.

I believe this is the best method to use, but that's just me.

+2 votes     reply to comment
Reymas
Reymas Mar 18 2011, 11:59am replied:

Yeah...copyrighting a camera mechanic? Not possible.

+1 vote     reply to comment
Nynx
Nynx Mar 17 2011, 4:40am says:

That's what I'd say too. It just doesn't look right, therefore you probably get more confused by a camera that doesn't match with your current orientation than by an inverted one

+1 vote     reply to comment
reok
reok Mar 17 2011, 7:49am says:

Just one word ---> wow :D

+1 vote     reply to comment
Jevuner
Jevuner Mar 17 2011, 12:06pm says:

But still... Game not in the list of steam games

+1 vote     reply to comment
cheesemoo0
cheesemoo0 Mar 17 2011, 9:17pm replied:

It isn't out yet...

+2 votes     reply to comment
Alfenhose
Alfenhose Mar 20 2011, 5:56am replied:

You get a code when buying the game, this code can be entered in steam to activate the game over steam, the game though can't be bought over steam yet.

+1 vote     reply to comment
mciltis
mciltis Mar 17 2011, 2:51pm says:

This mod reminds me indie game Tremulous. I don't care who coppied who, but they both looks great.

-1 votes     reply to comment
Medevila
Medevila Mar 17 2011, 4:08pm replied:

This game is way better in gameplay and visuals, regardless of which copied which.

+2 votes     reply to comment
Mastermagic
Mastermagic Mar 18 2011, 10:25am says:

How about sticking to the walls and the ceiling only rotates the UI (the inside of sculk mouth)?

+1 vote     reply to comment
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