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134 lines
6.5 KiB
Text
134 lines
6.5 KiB
Text
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ns_eon version 11
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released (16/09/05)
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-New console in Marine Start and new boxes.
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-Clipped the door below the vent in Maintenance.
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-Minor aesthetic changes in Gunpods.
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v10a changelog (10/08/05)
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-New vent is now alot easier to maneuvre inside
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-Slight change to Coolant Monitoring's geometry (semi alcove type thing :/).
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-Gunpods no longer has a wall divide, and the dimensions of the room have been reduced,
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(mostly width) and the rt position has been moved to the side.
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v10 changelog (27/07/05)
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-New node layout with 9 nodes (thanks jazzx!)
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-Engine walkway vent now extends to the node room on eastern side.
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*Known issues - New vent is a bit awkward to maneuvre inside.
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v9 changelog (26/05/05)
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Note : v9 was compiled without -extra in rad to save time.
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Visual quality of the lighting is slightly reduced as a result.
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-Extended Core Monitoring closer towards Core, so that the joining corridor is shorter, and so sieging is easier.
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-Renamed Coolant Maintenance to Coolant Transfer
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-Shifted Coolant Transfer south, to put it closer to core, so that the joining corridor is shorter,
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and so that sieging is easier.
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-Widened Cooland Transfer.
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-Fixed all vis errors.
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-Opened up the Repair Bay/Maintenance Corridors area a bit.
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-Opened up Sleeping Area considerably (no more dead ends), and made navigation easier (flat ceiling etc).
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-Improved Sleeping Area visually slightly.
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-Rerouted Life Support vent from Sleeping Area to N-Turn (experimental).
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-Sbend reworked visually.
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-Vent exit in Sbend changed to exit out of a small room off of Sbend.
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-Added alot more infestation in the hives, I'm not sure if I'm happy with the infestation textures,
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so they are subject to change. (update) changed them :)
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-Added crate at East exit of Marine Start, and moved MS RT slightly east.
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-Fixed all the sinking structures problems associated with metal grates (apart from the ones in The Hub,
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as the structures are easily accessible anyway).
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-Fixed the bug where you could build structures on the antenae (spikes) outside the Communications window.
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-Removed the water in Engineering Hall hive, and raised the broken floor so that you can step up it easily.
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-Added a shielded area on the central structure in Core hive, and also lowered the hive.
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-Widened the North and South corridor coming off of Core Monitoring.
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-Made the 'donut' east of Gunpods more spacious (the central structure is considerably smaller now).
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-Fixed r_speed issue in Coolant, with some geometry changes (both sides look too similar now, so i'll
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add a feature to distinguish them in the next version.
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-Deleted the Core Power -> Core Monitoring vent.
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-Made the corridor entering Living Area from Life Support less convoluted and deleted the door so it is less
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confusing.
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-Some minor r_speed optimisations here and there.
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v8 changelog (02/04/05)
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Note : v8 was compiled without -extra in rad to save time.
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Visual quality of the lighting is slightly reduced as a result.
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-Opened up Core hive a bit, more space for manuevering.
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-Made some visual improvements to living area.
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-Significant node layout changes as follows (thanks JazzX):
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* Moved Core Monitoring node into Engine Walkway (east).
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* Moved Core Cooling node to Cooling Maintenance.
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* Moved Engine Walkway node (west) to Maintenance Corridors.
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-Gunpods node is now on other side of barrier.
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-Made some visual improvements (and a slight layout change) to Maintenance Corridors.
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-Made the height difference between Core hive and Core Monitoring slightly smaller, and consolidated the ramps
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that enter into the hive into a single ramp for each hallway.
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-Changed -gamma in rad to 0.85 (slightly darker now overall).
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-Made the MS shorter, and part of Maintenance Corridors shorter as a result (the long stretch to the ms entrance).
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-Added a few sounds.
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-Attempted to fix stuck issue in Engineering Hive when Redeeming to a certain spawn by making the hive higher
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(also made the ceiling higher to leave space on top). Not sure if I was successful.
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-Some other minor things that I can't remember ;(.
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v7 changelog (22/2/05):
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-Made some minor aesthetic improvements.
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v6a changelog (20/2/05):
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-Removed Maintenance Corridors' node.
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-Moved Engine Walkway node to other side (closer to the hive).
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v6 changelog (19/2/05):
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-Moved Living Area node into Engine Walkway.
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-Reduced gaps at sides of corridors connecting to Core hive.
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-Removed the ms vent.
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-Changed layout on east side of Bridge hive.
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-Changed a Bridge vent slightly as a result of Bridge changes.
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-Slightly widened turn on N-turn to add more space.
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-Removed Repair Bay lift and replaced with ramp/ladder combination.
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-Removed Vent leading from Sleeping Area to Repair Bay.
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-Slightly shortened the corridors leading out of Marine Start to Repair Bay and N-turn (brought the ms in a bit closer).
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v5 changelog (07/2/05):
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-Lowered Marine Start roof considerably, and added a cc alcove.
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-Small aesthetic changes to N-Turn.
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-Centre console in Core Monitoring to reduce line of sight.
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-Vents rearranged in Core Monitoring to help aliens and a new vent added.
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-Vent in Core Power moved as part of the vent rearrangement.
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-New space added to Engineering Hive to increase space for spawn points and add more cover,
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and just make it cooler.
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-Other minor adjustments to Engineering Hive.
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-Removed vent doors from Bridge Hive, while blocking line of sight to hive created by their removal.
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-Increased usefulness of bridge vents (one exits from the cieling, the other is higher),
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and removed stickiness on one vent exit.
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-Decreased Bridge Hive vent weld time from 60 seconds to 20 seconds.
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-Increased lift speed from 70 to 90.
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-Fixed onos stuck issue at Core Monitoring.
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v4 changelog (26/1/05):
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-Major visual revamp for The Hub. Also, more open and more marine friendly (pits are smaller).
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-New weldable vent at Bridge hive.
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-Sped up the elevator a bit.
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-Uncluttered 2 corridors by moving vent exits.
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-New exit point for the vent near sleeping area.
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-No longer possible to build in the marine start vent.
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-More space above and below Engineering and Bridge hive.
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-Some areas uncluttered (less things sticking out of walls in a few places).
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-Life support corridor floor and ceiling are now smooth.
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-Slightly changed layout in Core Monitoring to reduce line of sight problems.
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-Fixed a stuck issue in bridge (you would get stuck on light fixtures).
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-Nearly every vent that could not accomodate two skulks side by side now can.
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-Included a txt file. :)
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Thanks:
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JazzX for unfailing support with eon. Zephor, and other playtesters for their input.
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