This is the raw changelog. Be sure to head over to the NS2 blog for more information about the update!
Seasonal The main menu is now festive! All ready rooms have also got into the spirit of the season! (except tram :( not sure what happened) Snowballs!
Fixes Fixed issues with dropping catpacks on exos not feeling as responsive as dropping stuff for marines Fixed server crash related to picking up a jetpack and weapon at the same time Fixed kill feed being obscured by the death screen fade to black Fixed voting to concede with only one player on the team requiring more votes than there were players Fixed sound explosion caused by being alt+tabbed for a while and then coming back into the game Fixed echoing harvesters into locations with multiple resource nozzles not always working net_blackout now requires cheats Fixed linux client crash when shooting a shotgun (thanks CERIBIK) Fixed child entity positions when placed in an a non-moving parent entity. Fixed that some attacks would be silenced for aliens with phantom even though no veils were built Fixed that a single catpack could be used by multiple marines Fixed alignment of server entry names Fixed artifacts on the Exo and Jetpack textures caused by the marine outlines Fixed mapper placed team-related props being highlighted in Alien vision. Fixed fans having decals projected onto them
Performance (Thanks to Wooza/ATFhome for running some test code) Server now spreads out player updates better, avoiding updating them all at once (source of late joining player getting extra lag) Server now uses more threads to compute network updates to avoid blocking main thread Server now uses a faster way of calculating what entities should be sent to each client LuaJIT will dynamically adjust parameters to avoid resets in the middle of the game (a reset means that the game runs without LuaJIT for a little bit while it recompiles, which could cause a hitch and is now avoided) Server no longer runs updates for tunnels with no players in them Fixed relevancy for tunnel contents; don’t send contents of all tunnels to all players Client no longer runs updates for all props in all tunnels all the time – it no longer knows they exist unless the player is actually inside a tunnel Client: skip setting bones for entities not in FOV, except for dynamic props if shadows are on (cause otherwise the shadow of a fan stops rotating when you are not looking at the fan). Significantly improved performance of the marine colored outlines by removing several render cameras and optimizing the shader Improved performance of alien parasite outlines by optimizing the shader Reduced amount of http-requests used to get player data from the hive
SDK Added Client.WindowNeedsAttention() which will cause the taskbar icon to flash when called if the user is alt+tabbed Improved performance of Editor Added circle entity indicators for ARC range, IP attach range, and relevancy range in the editor to more easily visualize the the game relevant ranges from within Editor Added console command removeoption to remove the specified option from your config. e.g. “removeoption graphics/infestationQuality” Added BaseModelMixin:GetIsHighlightEnabled() to specify if an entity should be highlighted in alien vision Fixed collision on biodome_outdoor_rock_03 Fixed path issues with some files New global function GetHiveDataBySteamId( int steamid ) to get hive data for the given users
Kodiak Hangar Bay performance has been improved Altered vent route from Hangar to Observation to make it easier to traverse Added new rock formation near Falls RT to help marines get to the “top” level of the rocks Added occlusion geo to the ice pillar in water production to improve FPS fixed .model. error in water production (had been causing fps drops)
Eclipse Moved Access Alpha RT to the top of the ramp Closed off Conduit exit vent (it still is open from Generator Monitors to Power Sub Junction) Improved Occlusion geo in Access Alpha in order to improve FPS
Mineshaft Fixed missing wall in Cart Tunnel
Refinery The vent in Containment has been changed to not overlook the room to prevent gorges from spit-harassing Command Chairs Fixed stuck spot in Turbine Lava under the walkway has been changed to a very high DoT instead of an instant death trigger
Tram Power node in Mezzanine is now connected to the wall It should no longer be possible to hide cysts under the tram in Repair Room
We’ve completely lost our marbles, and are offering a new ‘Natural Selection 2 Mega Pack’ for 90% off. This pack includes NS2 Deluxe Edition, all DLC items, & NS2: Combat by Faultline Games for the low low price of… I’m going to stop right there before I start sounding like a stereotype.
Here’s the short version: Everything NS2 is ridiculously cheap right now. Tell your friends. Tell your mum. Tell your cat.
**PATCH NOTE** WE HAVE UPDATED SOME SHADERS, THIS WILL MAKE YOUR INITIAL LOAD TIME FOR EACH MAP MUCH LONGER THAN NORMAL
FIXES Fixed players having voice communication cut off while entering or exiting commander mode Lerks will no longer grunt when moving at low speed Bots will not be counted towards the number of players that are required to pass a vote Fixed an issue which would result in a second IP being spawned at the start of the game with less than nine players Fixed conflicting default key-bind between the show map key and the 10th commander grid spot (this will only affect new players, current players need to change their bindings manually) Fixed fullscreen windowed mode to not minimize when alt+tabbing on Windows If you have something bound to the same key as VoteYes/VoteNo, it will no longer be triggered when casting a vote Fixed that it was possible to transfer pres between rounds Fixed occasional error when attempting to enter the Mods menu Fixed Commander bindings menu not saving cleared binds Fixed server crash that could be caused by exos in the readyroom Fixed small visual glitch while in exo that was causing nameplate borders to show up when they shouldn’t be Fixed customize menu to ensure the variants always show in the proper order Fixed customize menu to only show arrows when appropriate Fix marines losing the parasite outline when switching variants / sex Fixed Clogs having decals projected onto them
IMPROVEMENTS In the voice request menu you can now select items by moving the mouse past them (similar to NS1) Added an option in the sound tab to continue recording after the microphone button has been released for a fraction of a second to help ensure your last word isn’t cut off (defaults to 150ms) The number of players connecting to the server will now be shown on the scoreboard Building range circles now use decals instead of models Votes that cannot pass anymore fail immediately Made Fade and Onos view models not highlighted in Alien vision Babbler eggs are now highlighted in Alien vision
SDK Added Server.GetNumPlayersTotal() which will return the number of players that have an active connection to the server, regardless of if they have passed authentication and are finished loading yet Allow materials to specify a 0.5 highlight value to not be highlighted in Alien vision and not have decals projected onto them
BALANCE Raised mature tunnel health by 10% to give aliens a little bit longer to respond to a tunnel that is under attack, and raised its maturity time by 15 seconds to compensate
ENGINE Upgraded Awesomium library to version 1.7 Upgraded LuaJIT to version 2.0.3
Biodome Fixed stuck spot between Agri Labs and Falls Fixed stuck spot in West Route
Descent Fixed exploit in monorail vent
Refinery Fixed bug / exploit in lava falls
Ready Rooms are now Halloween themed and players can throw candy!
Fear is coming: The Reaper Alien Skin Pack transforms Natural Selection 2’s alien lifeforms into a new, terrifying form. Pale like death’s horse and bones as black as death itself cut through the light and bring darkness to those who oppose. Only the bravest marines stand against these vicious, mutated Kharaa!
The Community Development Team (CDT) announces more customization to NS2 with the release of the REAPER alien skin pack! In the pack you get five new Alien Skins, one for each of the Alien Classes and a special REAPER Shoulder Pad for marine players. Halloween is the best time to dress up in ghoulish costume, now you can wear your REAPER outfit in NS2 to suit your own devilish deeds.
FIXES Fixed issues of the texture manager which caused the client to crash while loading textures which use rgba compression or include mipmaps Fixed that using non precached cinematics crash the client Fixed Quick Join Fixed long load times with some HDDs caused by overloading the io queue with too many worker threads Fixed Alien Lifeform Counters in the Alien Buy Menu Fixed that Jetpacks did not show up correctly at the scoreboard Fixed triggers and models having incorrect settings in the editor_setup causing things like e.g. ladders not to work at maps Fixed that client mods which fail the consistency check were not disabled. Fixed some other issues with cinematics (causing things like client crashes when someone used umbra) Fixed that echoed structures were not attacked by arcs. Added draw calls back to r_stats Fade Blink sound volume was corrected Fixed Overview.exe crash Fixed some issues with the linux client
Improvements “ForceEvenTeams” vote now uses the skill ratings from hive to balance teams. It avoids moving players that have already chosen a team and first tries to balance the teams using the players in the readyroom. If it must swap players that have already chosen a team, it uses the minimum number of them so most people will stay on the same team. New commands for controlling loading behavior: res_workers n (n = number of used loading worker threads, default 1 ) res_prelock on/off res_preload on/off res_verbose 1-3 ( turns on verbose logging at loading ) Commander Hints are now fully translatable Polish translation is now 100% done (thanks to Carnage and Acedude)
SDK Fixed Editor volumes missing the size parameter.
Leave comments here and on the NS2 blog for the CDT to read!
The hits just keep on coming - The Community Development Team has just released Build 268, and it is available in your Steam Library right now! Check out this intel update from ItsSuperEffective to find out what's inside:
Natural Selection 2 Build 266 is now live on Steam! Today’s release is the culmination of weeks of hard work by the new NS2 CDT – Community Development Team. A patch that has been developed entirely by the NS2 community – we are very proud and humbled to release it to you all. While it might be short in scope and stature, we hope you’ll find that your experience is now a little more refined.
This patch was created by the community, for the community and with Unknown World’s blessing. They have taken a gamble on us, but our shared passion for the Natural Selection franchise is what got us here today. Things like bug fixes and popular features have gone into this patch, but we have many more plans for the future!
You can also join us LIVE on http://twitch.tv/naturalselection2 on Saturday, June 7th at 12PDT, 3EDT or 21CEST for another round of CLOGCAST Q&A. We would love to hear what you think of 266 and will also talk about potential things to come in 267.
<strong>Fixes</strong> Fixed commander selection bug that made buildings selected with hotgroups not respond properly sometimes Fixed scoreboard not showing Spectators to players on teams (Thanks Wyzcrack) Fixed bug where damage numbers wouldn’t show the damage done in the killing blow Fixed lights staying red if the power node is under attack (Thanks remiD) Display correct team color/background for Alltalk voice chat (Thanks remi.D) Fixed Gorge viewmodel idle animation not looping correctly on the top of the mouth Fixed not being able to drop sentries before the first sentry battery is fully built Fixed Bilebomb bouncing on top of the owner if it catches it and going through walls at the right angle Fixed Exo eject sound playing before the eject animation Fixed infestation blobs spawning on nocling geometry Fixed players getting stuck on Infantry Portals if another player is afk on it “nav_debug”, collision, and physics console commands now require cheats to be on Fixed unknown in server browser bug (thanks Person8880!) Fixed Gorge spit not doing damage up close Builder will now auto-generate overviews again now that all tools do not crash on exit Fixed all tools crashing on exit Fixed hitboxes on problematic rock props Fixed NS2 crashing on startup if the client is subscribed to a mod that is deleted on the workshop Fixed biodome_glass_01 file missing error Fixed Kodiak and Summit loading screens Fixed biodome_container_01_top having more than 255 polygons on the collision model
<strong>Features</strong> Connections between Phase Gates or Gorge Tunnels are now colored depending on the team, If there’s more than 2 PGs it will switch to lines with animated arrows Added player upgrades to the Insight player frames Added Lerk deaths to Insight notifications Colored ammo bars for Marine Commanders (uses same colors as Insight spectator system) Commanders can see building ranges before dropping them Mods list now automatically sorted by Active > Subscribed > Alphabetically. You can also sort by column now “tunnel_allowed” material, which allows tunnel placement outside of nav mesh. Usage: paint material onto a face and put that face in CollisionGeometry
<strong>Biodome</strong> Fixed leafs clipping through glass Fixed collision in Lobby and Canopy around props Added missing trim around glass in Reception Fixed sandstorm cinematic not playing Fixed glass boxes being backwards in Analysis BUILD 266 NOW LIVE ON STEAM
Fixed temp greybox for missing prop Fixed holes in Bamboo Pass Fixed floating computer in canopy Fixed flickering occlusion face issue in bamboo pass Fixed some texture issues in ready room
<strong>Refinery</strong> Fixed a hole in Smelting Fixed floating Resource Node in Smelting Tunnels can now be placed near where the Smelting buckets leave the room in smelting near the door that leads to routing and the left ladder near the fire pit Removed collision on the moving Smelting buckets Detail change in Transit Added pre-defined Infantry Portal spawn point in Flow to prevent it from spawning on the other side of the wall
<strong>Descent</strong> Added tunnel_allowed geometry near pipes in Fabrication, the top level of Plaza, and near the desk in Plaza to allow for tunnel placement off navmesh Fixed a lot of pathing Fixed the pathing_settings from trying to use 48 tile size instead of the max of 36
<strong>Docking</strong> Fixed reflections Fixed a greybox texture in Terminal Tunnels can now be placed on the lower level of Generator Fixed a glass prop not being hidden from commander invisible
Once again, thanks to everyone in our community for their continued support of NS2! Please keep posting on the forums and giving us feedback. You can stay up to date on our progress by following us on Twitter @NS2CDT or by viewing our Public Trello. Cheers!
Today, a new map: Kodiak, created by community mapper and modder Loki, was released officially as part of Natural Selection 2! This day is the culmination of months of hard work by Loki to create a map that stands proudly alongside the previous eight official maps.
Kodiak is now available for everyone to play, and will automatically download from Steam when you next update Natural Selection 2 via the Steam client. All official servers will be running Kodiak only for the next few days.
Lush vegetation, free flowing rivers, and vistas of an asteroid field characterise Kodiak. Three enormous Biospheres run down the centre, forming the path for a river and dense vegetation. These areas create gameplay the likes of which Natural Selection 2 has never seen, with aliens and marines alike playing hide and seek among the foliage.
There is much more to this story than just a new map. Today, the Kodiak Pack was released on Steam! The Kodiak Pack includes new camouflage armour for Frontiersmen, Exosuits, and Skulks, and a new Kodiak Shoulder Pad. Naturally, when fighting in the forest, you will want to blend in, and you can also wear these new armours on any map!
Kodiak was created by a community mapper: Loki, and for every copy of the Kodiak Pack sold on Steam, Loki will get 50% of the earnings. This means that every time someone buys the Kodiak Pack, they are not just getting sweet new NS2 gear and supporting Unknown Worlds, they are also directly supporting the Natural Selection 2 modding community.
All of the toys included in the Kodiak Pack can be accessed via a new in-game customisation system, accessed through the main menu while in a server. Special Edition, Deluxe Edition, Reinforcement Program, World Championship, and of course Kodiak armour, lifeforms, and badges may be accessed in this menu, and previewed live.
This new customisation system is a hint at what is going on under the hood in the Kodiak Update: Lots. Loki was not the only community member to work on this update, countless others have been working directly on Kodiak to take it beyond the map, and into the core game.
Rantology took charge of the art direction of Kodiak, designing and creating the new items available in the Kodiak Pack, the customisation sytem, and other elements of the update.
SamusDroid was the technical leader of the project, coding in all the new features and fixes. SamusDroid has spent untold hours on engineering the Kodiak Update, and the care and attention he has shown towards Natural Selection 2 and the needs of its players is truly wonderful.
The Unknown Worlds playtest group, now number over sixty dedicated individuals, pulled out all the stops to test, test, test and test the Kodiak Update for hours on end. They also served as Academy Award winning actors in the Kodiak Trailer!
This is a very exciting Natural Selection 2 update. This game is now over one and a half years old on Steam, and by any reasonable standard, that is a long time to go while still receiving active development attention. The Kodiak Update is not just fun, it is also a test: Could this new development method, combining the talents of Unknown Worlds and devoted Natural Selection 2 players, yield even more updates in future? See the full changelog below:
<strong>Fixes</strong> Fixed massive lag caused when using webadmin on a server Fixed force even teams causing script errors, server crashes, and ghost player models Force even teams is now pre-game only and has a new console command sv_forceeventeams Fixed Insight Spectator System not supporting spaces in team names. Use team1 and team2 commands individually not the teams command Fixed Alien structures not pulsing red when taking damage from being uncysted Fixed Hallucinations all being normal variant model Fixed shoulder patches and visors not fading with a dead Marine Fixed failing to connect to a server first try with extra precaching on Fixed unbuilt Command Stations showing "locked" screen Fixed percentage sign in server name breaking the scoreboard Fixed entering in blank values in option menu numerical input causing script errors Fixed Skulk growl sound always playing when holding the walk key Fixed getting stomped by Onos with welder causing running animation Fixed Fade and Onos view models being outlined Fixed missing first person view model for Female Nerve Gas Grenades Fixed Marines that get killed by Stomp play the "stand up" animation before turning into a ragdoll Fixed flinch animation on Sentry Batteries not looping Fixed outdated Docking and Tram loading screens Fixed evolve last upgrade key working with console open Changed default Marine skin option name from “Green” to “Normal” for consistency with other options
<strong>Features</strong> Added new map Kodiak, by Loki Added Kodiak Update DLC Added Kodiak camouflage marines, skulks, and exosuit Added Kodiak shoulder pad Added an in-game player customization menu (open menu while in game to see) Added player names to minimap. Added GUI option, and console command minimapnames to toggle the names Added Biodome concept art to loading screens Added mod download percentage to loading screen Parasited Marine name tags and minimap blips now appear yellow Added console command filmsmoothing <number> will now adjust the mouse movement scalar while in film mode Improved chat wrapping method to work better over more resolutions Added port field to create listen server page Lowered minimum mouse sensitivity to 0.01
<strong>SDK</strong> Added support for UTF-8 in font rendering Removed OpenGL support for Windows Implemented texture atlasing for Rifle and Exosuit textures (<a href="http://forums.unknownworlds.com/discussion/134716/important-imminent-update-to-break-certain-mods-fix-included">Click here for more information on this change</a>) Fixed Builder not copying over .entry files Added support for non-clingable geometry to stop Skulks/Lerks/Mines/Clogs clinging to invisible geometry. Use surface = "nocling" in material file Added support for toggling highlight of models in Alien Vision through code Added support for animated models using AnimatedModel.lua
<strong>Veil</strong> Fixed Commander building exploits in Sub Sector and The Dome Fixed exploit that allowed Lerks to get out of the map Fixed invisible wall in C12 pillar
<strong>Biodome</strong> Removed Agri Labs vent from Commander view Fixed stuck spot in Condensors vent
<strong>Docking</strong> Fixed mismatching glass in Landing Pad Fixed Gorge Bile exploit spots in Landing Pad (Once and for all) Added nocling geometry in Courtyard and Landing Pad Fixed hole in Departures Fixed pathing in Pressure Control Fixed pipes around Stability Monitoring