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> 2.xx Changelog, Up to date 2.xx Full Changlog
NeoMatrixj2
post Jul 24 2003, 09:53 AM
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Everything in this changelog is subject to change, this is not an official changelog so there may be one or two errors.
Until 2.1 is released things will change.


NS v2.xx Changelog -- Created and updated by NeoMatrix99
-------------------------

v2.1r Beta Playtester Patch
------------------------------------
Bug Fixes:
-------------

O Fixed the bug where items and buildings would drop through the floor if they were placed on railings (bug #125) (!!)
O Fixed structures sinking when placed in vents (bug #148) (!!)
O Fixed airspeed cap problems (back to 2.1o).
O Fixed issues with blinking while on the ground (bug #221).
O Fixed bug where HA footsteps didn't play when armor 3 was researched (bug #49).

Changes:
------------

O Added votemap system (especially for vet program) that works just like in CS. Type votemap for a list of maps and their current votes. Type votemap # to cast your vote for a map. Servers can disable by setting mp_mapvoteratio to -1, or can set the percentage of players needed for a vote to succeed by setting mp_mapvoteratio from 0-1.
O Changed the mouse input to invert the horizontal axis if the camera is upside down (this is neat if you are flying and you set cl_pitchup and cl_pitchdown to 1000)
O Change marine resource and commander status labels to use the NS font drawing routines so that they have a more consistent appearance with the rest of the HUD.
O Added catalyst-pack artwork.
O Lowered lerk bite damage from 75 to 60 to avoid hard to stop one-bite focus kills.
O Tweaked lerk flight energy cost, physics and ground speed (to not feel quite so heavy, and to be able to really soar).
O Combat issues:
-- o Changed wave spawning so there is a minimum wait of 8 seconds before respawning (ie, you will spawn with the next wave). This will make respawning groups smaller, allowing bases to be attacked more easily.
-- o Players now gain full health and armor on a level-up.
-- o Increased amount of experience needed to go up each level from 40% to 50% (so players level up slightly slower, and higher levels significantly harder to get).
-- o Removed minimap from Combat.
-- o Players now get experience for damaging hive or CC.

Everything in this changelog is subject to change, this is not an official changelog so there may be one or two errors.
Until 2.1 is released things will change.


v2.01-2.1
------------
Bug Fixes:
-------------

O Fixed pre-game jittering (I think).
O Mines now give credit to owner on kill, give res, and show correct death icon.
O Player collision fixes (thanks Max!).
O Recycling is now much faster with cheats on (bug #2).
O Fixed devour aiming problems and possibility for exploitation (thanks Revenge).
O Fixed bug where welding progress bar overlapped other screen elements.
O Fixed mine/owner bug that allows mines to hang in mid-air.
O Don't allow sayings to be spammed (bug #8).
O Fixed live particle editing (bug #39). Also fixed annoying problem where toggling the edit PS screen jarred your view.
O Fixed siege targetting, and turrets targetting structures.
O Fixed bug where observatory couldn't be used to target for siege (and in fact blocked siege).
O Fixed problem where mines are doing damage to friendly players and structures (bug #26).
O Showing enemy names shouldn't work on cloaked players (bug #32).
O Fixed recycling TF/Siege problems (recycling a TF while nearby turrets were recycling prevents turrets from ever finishing recycle).
O Turrets now animate smoothly (bug #41).
O Fixed recycling TF/Siege problems (bug #36).
O Turrets and siege turrets now play their "power-down" animation when they recycle, instead of their attack animation.
O Fixed spectator settings, so you don't have to keep changing them every time you die.
O Fixed problem where light damage showed blinking "O" on HUD, and spit showed a HL icon.
O Made lots of progess on font corruption, though it may not look like it. VALVE knows about the problem, and is expected to patch Steam soon. Pop-up menus are still corrupted, but a lot of other text is fixed.
O Fixed all hitbox issues (Max, you da man!). This should fix the problems where players crouching behind structures could become harder to hit ("Crouching Skulk, Hidden Damage"). Bug #84.
O HLTV/model problems, where sometimes the wrong model would be drawn.
O Fixed bug where typing "kill" as commander meant you were unkillable even after killing CC. Bug #74.
O Fixed: Siege cannons no longer fire on "detected" targets, only on visible targets
O Added missing sound for aliens getting resources.
O Fixed tech tree dependency problems (bug #37).
O Fixed bug where players were uncloaking without fading in smoothly.
O Don't allow mines to be placed func_doors, func_door_rotatings, or 3rd-party entities (bug #64).
O Fixed "cannot click 'need' icons in commander mode" (bug #73).
O Fixed bile bomb / acid rocket / stomp can be fired through thin walls (bug #67).
O Fixed players gestating "through" things (bug #33).
O Fixed bug where armory and phase gates useable while being recycled (bug #65).
O Fixed problem where mines could be stacked (bug #34). They are now solid, with the following ramifications:
-- o They can be stacked on each other, but it is immediately obvious. A stack of mines now looks like a stack of mines.
-- o Mines can be stood upon.
-- o Mines can be killed by regular projectiles, including parasites and friendly fire (in tourney mode). Mines have 30 health.
O Fixed bug #77: When a player hits ESC to get to the root menu, the text "#Menu_ReadyRoom" appears instead of "Ready Room".
O Fixed "Gestating while leaping causes crash" (bug #102) (thanks Alpha & the whole GaB-Clan!).
O Restore default menu after recycling a structure (bug #86).
O "Transient" entities (ammo, health, weapons, scans) no longer show up on commander minimap (bug #92).
O Fixed shotgun reloading problems (Bug #27).
O Fixed font rendering (thanks Max!).
O Fixed bug where hive construction could be sped with +use (bug# 139)
O Fixed bug where gorges could construct chambers in Combat using impulses (bug# 145)
O Fixed bug where aliens didn't always respawn with full health (bug# 143)
O Gamma is now reset when hitting ESC to Steam menu from in-game, or when hitting alt-tab!
O Fixed skulk wallwalking on entities (it was accidentally broken at some point).
O New player/entity collision system so that entities can use more accurate, oriented bounding boxes (bug #35).
O Fixed bug where +popupmenu gets stuck if active while changing modes.
O Nodes sometimes stay visible when much lag is present (300+ ms). Bug #168.
O Fixed jetpack energy emptied when exiting command console (bug #46).
O Fixed chat for non-US keyboard layouts.
O Fixed gamma correction on HUD text.
O Fixed ability to jam doors with mines by having them explode whenever a door runs into them. Doors now blow up mines when they are jammed by them. Allow mines to be closer to invalid targets like conveyor belts and lifts now (bug #88).
O Fixed bug where using the kill command and then jumping into the comm chair did Bad Things (bug #74).
O Disabled "kill" command in Combat (as there's no way you can get stuck, it can only be abused).
O Fixed bug where semicolons would truncate chat messages (bug #176).
O Fixed gestation overlay not being drawn while in Steam UI (bug #45).
O Fixed popup menu stealing crosshair.
O Fixed view jog when releasing the popup menu or returning from the Steam UI.
O Fixed bug where marine structures played a bad-looking animation when they take damage.
O Fix for lerk flying animation going into the ceiling (bug #152) (Thanks def_one!).
O Improved the chat visuals (changed the font and colors and moved it so that it doesn't overlap other HUD elements) (bug #174).
O Fixed right clicking not properly canceling a building in commander mode (bug #197).
O Locked cl_rate to 9999 to prevent exploits.

O Fixed the bug where phase gates can be blocked by alien chambers. Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190).
O Fix for keys not being released properly while the chat window was open.
O Fixed bug where lerk bite was doing damage of skulk bite (75 instead of 50). However, the bite still does 75 currently, until balance indicates otherwise. Bug #344.
O Fixed bug where cloaked structures other than SC weren't uncloaking properly which touched (bug #134).
O Fixed bug where you couldn't +use (switches, phasegates) anything when reloading, or use sayings (Bug #116).
O Refactor "set commander" message, fixing problem where current commander couldn't always be seen by late-joiners and HLTV spectators (bug #195).
O Fixed sprite/font rendering artifacts in Direct3D mode (bug #234).
O Stop-gap collision fixes (fixes resource towers for now).
O Fixed bug where you couldn't talk or +use while you were reloading (finally!).
O Fixed bug where aliens can see some "health received" and "ammo received" messages (bug #61).
O Fixed bug where "phase tech" research option not disabled after research completed (bug #75).
O Fixed bug where recycling unbuilt structures doesn't return full amount (now it returns 80%) (bug #204).
O Fixed "hive is under attack" sound not played soon/often enough (fixes other important alerts too) (bug #48).
O Fixed bug where "hive is complete" sound rarely plays (bug #43).
O Fixed "alien 'use' sound played during failed attempt to use marine radio command (bug #159).
O Fixed bug where loss of arms lab upgrades if armory is recycled (bug #185).
O Items, weapons and structures will no longer fall through sloped surfaces or stairs!
------------
Changes:
------------

O Health pack staying at 2, ammo down to 1.
O Fade cost up to 60.
O Recycling unbuilt/built structures now gives 100%/50% resources back, instead of 80%/40%.
O TF reduced from 15 to 10.
O Armory reduced from 15 to 10.
O Increased sentry health from 1200 to 1300.
O Reduced motion-tracking cost from 45 to 35.
O mapcycle.txt now specifies number of players for each map type, so servers automatically switch between Combat and NS (14 max for Combat, 12 player min for NS).
O Added min/max player defaults to mapcycle.txt. When the timelimit is hit, the map/gamemode chosen next will depend on the # of players on the server.
O Number of webs allowed in an area reduced from 16 to 8 in both NS and NS:Combat. Max webs on your team lowered from 60 to 30.
O Show health on HUD while gestating.
O Added alert for marines when their CC is under attack (this change takes effect NS: Combat as well).
O Selectall button in commander mode now selects dead players too.
O Increased charge and leap damage.
O Added hive health percentage to status bar (when you look at it, aliens only).
O New scoring system (get score for building structures, or for killing players or structures).
-- o 5 for CC or hive, 3 for RT, 2 for other structures.
-- o 1 for base Marine or Skulk, 2 for Gorge, 3 for Lerk, 4 for Fade, 5 for Onos, 3 for marine with Jetpack, 4 for marine with HA.
-- o Draw changes on scoreboard, so players can see how many points they get for actions.
O Disable/remove auto-director checkbox when not in HLTV mode (Max).
O Removed hive locations and hives not under attack from hive sight (now that they are on map).
O Added polish to first-person spectating, including highlight on mouseover, next/prev player buttons, and the ability to click players on the overview to switch to their view.
O New spectator UI (overview mode is borked right now, fixed soon). Thanks Max!
O Removed entity "detection" when near players and moving. While originally used to allow the commander to detect threats before players can see them, it no longer works with the minimap (basically if you were near an alien/alien object and werent looking at it the commander could still see it/seige could still fire at it).
O Moved both mines and the welder to slot 4. This means you can hold your pistol along with one of them. However, you still can't have both mines and a welder.
O Put back in knockback for bite, claws, gore and swipe (it affects balance too much to remove without careful testing).
O Removed display of a lot of non-essential error tooltips with autohelp off.
O Resupply doesn't help out as much at the higher levels.
O Some font fixes and experience bar fixes.
O Replaced Pheramones with "focus". Each level of focus slows your weapon/ability rate of fire by 20%, and increases effectiveness (damage, duration) by 10%. Doesn't currently give a benefit to use of umbra or blink.
O Motion returned to showing circles on the screen.
O Distress beacon now respawns friendly alive players back at base as well.
O Added ability for servers to add custom icons for members (mp_customicon of "AAAARGB" where the custom icon is gfx/vgui/640_AAAA.tga, using color components RGB (each are 0-9). Use player authentication mask is 512.).
O Added view interpolation while gestating (!) (if you evolve from skulk to onos your fov will slowly change from skulk wider fov to onos narrower fov, fov = field of view).
O A team now wins in "iron man" mode when all players on the other team are dead. Aliens win after two minutes if the hive isn't destroyed and they are still alive.
O Increased Onos Armor to 400.
O Increased Fade Armor to 150.
O Sped up gestations for ugprades in Combat.
O New level up sound for marines, added different sound for alien level up as well.
O Reduced HMG damage from 20 to 18.
O Distress beacon now removes webbed and stomp effect (bug #58).
O Now marine structures play their deploy animation backwards when they are recycled (bug #53).
O Recycling strucures now show rings.
O Allow recycling of non-occupied CCs.
O When a structure is successfully recycled, draw a rising indicator showing the number of resources received.
O Updated server.cfg and listenserver.cfg to set "mapchangecfgfile", so the .cfg is executed after a map change (this will solve the sv_maxspeed and Commander Mode scrolling problem).
O mp_friendlyfire variable is now used in non-tournament mode (though tournament mode ignores it, and acts the way it always has). Bug #44.
O Re-added lerk bite in place of spikes!.
O Tweaked lerk physics to allow more control.
O Changed focus to affect only slot 1.
O Increased hive healing rate in Combat mode.
O Webbed players can now be unwebbed by welding them.
O Added "catalysts" to marine tech tree!
-- o Research at arms lab, allows dropping of "cat-packs".
-- o A marine that touches pack, gives +25% movmement speed and +25% rate of fire for 8 seconds. The marine also takes damage equal to 25% of his max health, but it will never kill him.
O Increased hive health from 6000 to 7000.
-- o Reduced blink power by 25% (less force is applied when you blink).
O "Disabled" software rendering mode to prevent exploits (bug #208).
O Enabled +showmap in combat (bug #202).
O Changed chat so that it does not go between the ready room and observers.
O Removed health increase for each level in Combat. If this sucks hard, we'll put it back in. Hopefully this will both prevent jetpacks/resupply from being all-powerful, and allow more alien diversity. It also means combat is closer to NS mode.
O When you level up in Combat, you get 20% of your health back (increases heroics, soloing, and reduce dependence on hive/resupply).
O Swapped spit and health spray back to 2.0x configuration (so spit is focusable, healing spray isn't).
O Lerk Flight v2.0! Has both Flying (tap jump) and Gliding (hold jump). We have more work to do here, but I think you'll see that Max made him MUCH more maneuverable. Make sure to press in the direction you want to fly while flapping.
O Removed "active node count" messages. I think I'd like to test it without. This was originally a tool for finding big balance problems, and as we got closer to the 2.0 ship date, it was too risky to remove. Now is the time to remove it, to see how it plays without it (bug #231).
O Reduced size of Onos "ring".
O Increased jetpack energy cost by around 30% to make it more close to 2.01 levels.
O Charge damage increased from 240/second to 320/second.
O Leap damage increased from 60/second to 80/second.
O Refactored shotgun into AvHBaseReloadableWeapon, in preparation of extending grenade launcher off this (as soon as the artwork is done).
O Scoreboard v2.0:
-- o Don't show enemy scores (bug #28).
-- o Add kills column (so both kills and score are shown).
-- o Sort players by score, which is non-combat points + kills - deaths (bug #224).
-- o Free up room to display tracker icon.
-- o Gamma-corrected scoreboard labels.
-- o Don't draw +/- score when going to ready room.
O Added alien resource overflow. So any res over 100 that is received by players will go into the pool (bug #87).
O Reduced time to wait before reusing the command station from 12 seconds to 5 seconds (if we start seeing overflow issues, I'm going to change this back).
O Increased electricity range, to encourage alternate defense, and in anticipation of new structure spacing (also fixes problems where tricky aliens could sometimes munch electrified targets without taking damage)
O New ns_veil:
-- o Removed Monitoring Pods.
-- o Fixed floating clip brush o' doom.
-- o Fixed doorways with Onos movement issues.
-- o Small lighting tweaks.
O Added Steam Support:
-- o Added "ready room" option on menu.
-- o New artwork for button in lower left.
-- o Ingame menu/fonts in process of being fixed.
O Added Combat Play Mode:
-- o Combat mode is active on co_ maps.
-- o In this mode commander is not present and gorges may not build structures.
-- o Level-up tooltip message now goes away after a short time.
-- o Changed mapping protocals to allow mappers to put in pre-built cc +1 or more armories.
O Changed resupply to only give one health or ammo pack at a time (gives out health first, then ammo).
O Sped up evolve time of alien upgrades in Combat mode.
-- o Reworked resupply, scan and distress beacon to be automatic. They are cued by the "commander" when you're low in health or ammo, when there's a cloaked alien in view, or when a large portion of your team is dead.
-- o New level up sound (thanks MadMaxx).
-- o Draw unspent levels on HUD, so you always know what you can spend.
-- o Keep experience and purchased upgrades even after dropping off server.
-- o Added spawn invulnerability for Combat mode (currently 3 seconds, set by "mp_spawninvulnerabletime seconds"). Also protects player from stomp, webs, etc.
-- o Combat timelimit is disabled by default.
-- o Added "Iron-man" variation (mp_ironman 1).
---- o Set mp_ironmantime to minutes after which, aliens win.
---- o Don't let players rejoin after they've been killed, before latejoin elapses.
---- o Lose all levels and upgrades on death.
---- o Experience comes in faster (currently 2x).
---- o Get full health back on level up.
-- o Aliens only have 1 hive and if killed aliens automatically lose. Marines lose when the Command Console gets destroyed or the round timelimit expires. The default time is 5 min.
-- o You earn exp by killing or being near a teammate who gets a kill. Your exp status and your rank are displayed in a status bar located in the bottom center area of your screen.
-- o As you level up your max possible health and speed increase automatically. ie 160 hp skulk anyone?
-- o Respawn is designed to send waves of fighters into the battle. When someone dies on your team the respawn timer is started. If others from your team die and change to reinforcing before it hits 0 they will spawn in all at the same time. Respawn times remain the same as regular NS.
-- o Any upgrades/evolves you have when you die you will have again when you spawn.
-- o To get health or ammo you must wait to go to the next level and just select resupply.
-- o Alien upgrades consist of all chamber upgrades and all evolves cept gorge( temporary ). Also there are the upgrades to unlock #3 ability and #4 ability. The only restrictions now are that you can't lerk before gorging, you cant fade before lerking, you cant onos before fading, and you cant unlock #4 ability before #3.
-- o Marine Upgrades consist of GL, HMG, Shotty, HA, JP, motion, scan, beacon, welder, mines, lv1-lv3 weapons, lv1-lv3 armor, and resupply. The only restrictions are you cant have HA + JP ;-), you must choose to upgrade to lv1 and then lv2 armor before getting HA or JP or lv3 armor, and you must choose to upgrade to lv1 weapons before getting shotty or hmg or GL or lv2 weapons or lv3 weapons.
-- o Upgrade Menu now uses the old pop-up menu for simplicity.
-- o Extra experience is now given out when there are more players in range of a kill.
---- o Each player used to get: (80 + (target experience level - 1)*15)/number friendlies nearby
---- o Now each player gets: ((55 + target experience level)*15/number friendlies nearby) + 10
---- o Result: same XP for soloing, but some extra experience given out to offset slower leveling for groups.
---- o Also fixes problem where level 2 targets didn't give more XP then level 1.
---- o Radius for friendly players increased from 400 to 500
-- o All guns get two clips of ammo on spawn.
-- o Aliens gestate after evolving 2nd/3rd hive ability.
-- o Marine Ranks/Levels:
---- o 1. Private
---- o 2. Private First Class
---- o 3. Corporal
---- o 4. Sergeant
---- o 5. Lieutenant
---- o 6. Captain
---- o 7. Commander
---- o 8. Major
---- o 9. Field Marshal
---- o 10. General
-- o Alien Ranks/Levels:
---- o 1. Hatchling
---- o 2. Xenoform
---- o 3. Minion
---- o 4. Ambusher
---- o 5. Attacker
---- o 6. Rampager
---- o 7. Slaughterer
---- o 8. Eliminator
---- o 9. Nightmare
---- o 10. Behemoth
-- o Maps Added:
---- o co_angst
---- o co_core
---- o co_daimos
---- o co_fast (was a quickly made map and I dont know if its staying or not)
---- o co_kestrel
---- o co_pulse
---- o co_sepulcher
---- o co_tasium
---- o co_ulysses
---- o ns_agora_beta3 (in testing)
---- o ns_ayumi
---- o ns_delta
---- o ns_mazion_r2
---- o ns_metal
---- o ns_mystic

Official Maps from previous version:
--------------------------------------------

O ns_bast
O ns_caged
O ns_hera
O ns_eclipse
O Removed ns_nancy (because of Onos stuck issues that can't be fixed without the map source. Sad to see you go, it was great)
O ns_nothing
O ns_tanith
O ns_lost
O ns_veil
O ns_origin
O ns_mineshaft

This post has been edited by NeoMatrix99: Nov 19 2003, 01:21 PM


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Ape
post Jul 24 2003, 09:58 AM
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mmm... combat.

If only paypal would accept my CC # mad.gif

This post has been edited by [A]pe: Nov 10 2003, 04:45 AM
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NeoMatrixj2
post Jul 24 2003, 10:11 AM
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Im a pt so I do have access ie I can update this if needed.


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THAU
post Jul 24 2003, 10:17 AM
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-- o Grenade launchers now require advanced armory and prototype lab instead of advanced armory and arms lab.


Incorrect as of 2.0y I believe tounge.gif The prototype requirement was removed, so it only now requires an advanced armory.

Great Job though. Has to be the biggest changelog ever.....

This post has been edited by THAU: Jul 24 2003, 10:18 AM
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NeoMatrixj2
post Jul 24 2003, 10:18 AM
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yeah yeah i didnt think i had that in there so i didnt bother searching for it. /me deletes


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Ape
post Jul 24 2003, 10:49 AM
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QUOTE (NeoMatrix99 @ Jul 24 2003, 03:11 AM)
Im a pt so I do have access ie I can update this if needed.

Indeed, very hard to find specific info on the latest changelog however (perhaps this is intentional? I smell conspiracy! biggrin.gif ). Wading through that is making me blind.
Argh, my eyes are on fire?!

Nice job though mate, that would've been no small task.
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NeoMatrixj2
post Jul 24 2003, 10:57 AM
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Took two days to make the first version then another few days to clear out errors. This is exactly like the one in beta info, when I found out they locked off beta info from view I reposted here.


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Gandalf
post Jul 24 2003, 04:01 PM
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This is very cool and im surprised its not been stickied yet.
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Arcadius
post Jul 24 2003, 04:33 PM
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Thanks for posting it here since they disabled our viewing of the beta forums. You still rock Neo. biggrin.gif


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NeoMatrixj2
post Jul 24 2003, 05:35 PM
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It won't be stickied just gotta post here every now and then to boost it up.


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coil
post Jul 24 2003, 06:45 PM
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"Nope! Wrong again!!" (-Rafiki, The Lion King)
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JRA_Rendar
post Jul 24 2003, 07:01 PM
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LOL, come here......I need to whisper something in your ear...it's a secret.................

Asumtia SANNA SQUASH BANNANNA!!!!!! AHAHHAHA!!!!!!




Me = Loser confused.gif


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Majin
post Jul 24 2003, 07:13 PM
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Hey neo could you convert this all to be postable on a PhP web site.
So add
<p> and </p> at the start and end of a section and add
<br> inbetween each line.
Would save me about 3 hours of work.. thanks! biggrin.gif

on second thought.. I am just going to Link to this! confused.gif


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coil
post Jul 24 2003, 07:21 PM
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QUOTE (Majin @ Jul 24 2003, 01:13 PM)
Hey neo could you convert this all to be postable on a PhP web site.
So add
<p> and </p> at the start and end of a section and add
<br> inbetween each line.
Would save me about 3 hours of work.. thanks! biggrin.gif

Just pull it into Word or Wordpad and do a Find/Replace. Shouldn't be too hard.

However, linking to this is probably better, as this will continue to be updated (I hope!).
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Bogglesteinsky
post Jul 24 2003, 07:49 PM
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QUOTE (JRA_Rendar @ Jul 24 2003, 06:01 PM)
LOL, come here......I need to whisper something in your ear...it's a secret.................

Asumtia SANNA SQUASH BANNANNA!!!!!! AHAHHAHA!!!!!!




Me = Loser confused.gif

actually its

"asanti sana sqush banana"

it means

"thank you squash banana"

you = loser nerd.gif tounge.gif


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Forlorn
post Jul 24 2003, 08:28 PM
Post #16


Dark Sire
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GJ Neo! Very easy to read and is pretty to look at!


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user posted image user posted image#sci-ns Want decent mini-maps?

Bad NS clan scene?Pm me on IRC!
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NeoMatrixj2
post Jul 24 2003, 09:51 PM
Post #17


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yeah maj just link here. I could easily do that as I used an html editor to edit it in the first place however should anything change I'll be updating it here.


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Iced_Eagle
post Jul 24 2003, 11:25 PM
Post #18


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this is the best changelog yet... btw is the onlything different in 2.0y part 2 is crash fixes??? or did u sneak something in..

btw i <3 color


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NeoMatrixj2
post Jul 24 2003, 11:39 PM
Post #19


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Acid Rocket is hive 3 meta is hive 2 now for fade.


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Zek
post Jul 25 2003, 09:18 PM
Post #20


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Neo, can you also post separately the individual changelogs since the beta forum went down(2.0z and beyond), or is there some sort of rule against it? It seems extremely strange that the "NDA" would be RE-implemented a week before release. I don't know if anyone's posted them but I've yet to see 2.0z or 2.0za, nor have I heard that there's any kind of rule preventing PTs/Vets from telling us.
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