Natural Selection 2 - WasabiOne
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.

http://store.steampowered.com/app/310100
Sep 3, 2014
Natural Selection 2 - UWE.Strayan (NS2HD)


The Natural Selection 2 Community Development Team has just released update 269! Here is what's inside:

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!
Sep 3, 2014
Natural Selection 2 - Hugh


The Natural Selection 2 Community Development Team has just released update 269! Here is what's inside:

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!
Natural Selection 2 - UWE.Strayan (NS2HD)


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:

https://www.youtube.com/watch?v=J9xOMHpOhFg

To see the whole list of changes that went into Build 268, head on over to the Natural Selection 2 blog!

Be sure to leave comments for the NS2CDT, so they can hear what you want to see in future updates.
Natural Selection 2 - Hugh


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:

https://www.youtube.com/watch?v=J9xOMHpOhFg

To see the whole list of changes that went into Build 268, head on over to the Natural Selection 2 blog!

Be sure to leave comments for the NS2CDT, so they can hear what you want to see in future updates.
Aug 5, 2014
Natural Selection 2 - UWE.Strayan (NS2HD)


The evolution continues: Build 267 contains ver 260 individual changes, and represents the culmination of two months of hard work from the NS2 Community Development Team.

Better performance, more modding options, a new skill-tracking system, better matchmaking, more fonts supported, more languages supported, the list goes on and on. Check this Intel Update from ISE:

https://www.youtube.com/watch?v=uw1Uhu1Ioa4
To read the whole changelog, head on over to the NS2 Blog.



What do you think of 267? What do you want to see in 268? Post your thoughts in the comments below, or head on over to the forums.
Aug 5, 2014
Natural Selection 2 - Hugh


The evolution continues: Build 267 contains ver 260 individual changes, and represents the culmination of two months of hard work from the NS2 Community Development Team.

Better performance, more modding options, a new skill-tracking system, better matchmaking, more fonts supported, more languages supported, the list goes on and on. Check this Intel Update from ISE:

https://www.youtube.com/watch?v=uw1Uhu1Ioa4
To read the whole changelog, head on over to the NS2 Blog.



What do you think of 267? What do you want to see in 268? Post your thoughts in the comments below, or head on over to the forums.
Natural Selection 2 - YO | Obraxis
Come join us as we talk and discuss the next NS2 patch 267! With special guest Mendasp talk and ask about 267 and get ready for a few surprises too!

http://www.twitch.tv/naturalselection2

12PST/20BST/21CEST

Replay will be available after the cast!
Jun 5, 2014
Natural Selection 2 - YO | Obraxis


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.

<iframe width="560" height="315" src="/www.youtube.com/embed/Bvkp2ocX0NQ" frameborder="0" allowfullscreen></iframe>

<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!
Jun 5, 2014
Natural Selection 2 - Obraxis


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.

<iframe width="560" height="315" src="/www.youtube.com/embed/Bvkp2ocX0NQ" frameborder="0" allowfullscreen></iframe>

Fixes
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

Features
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

Biodome
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

Refinery
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

Descent
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

Docking
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!
...

Search news
Archive
2024
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002