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  • Build 246 Released



    Build 246 has been released! Patch notes below:

    Features

    Added the ability to check consistency on files that don’t exist on the server through a precomputed hash file

    Fix

    Fixed crash when a script error occurred and a variable on the Lua call stack contained a printf-style string
    Fixed bug where activating a mod and clicking the “restart” button could result in some files from the previously active mod still remaining in use
    Fixed issue where the Builder did not detect new files being added to a directory for auto-building C
    Clients can use the kill command only once every second to prevent spam
    Fixed damage numbers not appearing in first person spectate
    Fixed diagonal traces of railgun and parasite being wider than intended (Thanks Matso!)
    Fixed burning enemies not generating damage numbers
    Fixed an exploit using the debugging “pause” console command (now requires cheats to be enabled)
    Fixed -insecure command line option not working properly in the dedicated server (Thanks fsfod!)
    Fixed crash bug due to uninitialized data in materials
    Fixed issue with mirrored normal maps on some surfaces
    Fixed Server script error caused by attempting to ban a player that has recently ragdolled
    Fixed Client script error caused by switching teams during the count down
    Fixed error case when Steam reported a mod as subscribed but was not accessible through

    Workshop

    Fixed bug causing the death message in the center of the screen when a player dies to sometimes display incorrect information

    Optimization

    Sped up server start times by pre-computing hashes for files for consistency checking

    Improvement

    It is no longer possible to spam console commands on the Client
    Sound effects are now entity based and inherit the relevancy of their triggering entity
    Added custom HUD indication for exosuit thrusters
    By default, the consistency configuration file will include all file types except UI textures and View Model assets
    Adjusted phase gate engagement point so hydras and other AI units less likely miss their attacks
    There is now a warning before auto-concede ends the round
    Auto-concede will not kick in for the first few minutes of a round
    Only 2 mods will download at a time on the Client while connecting to a Server
    Added 1 second cool down to scan to prevent spam
    Mods downloaded while connecting to a Server are no longer deleted when you exit the game

    Editor

    Wireframe/show-edge rendering should be much faster – fixed some inefficiencies
    With the line/rect/circle tool, you can now hold CONTROL to ignore existing geometry. Ie. you can create boxes inside rooms without exiting the room.
    If anything is selected and a rect/line/circle is active, those will only modify selected stuff
    CORRECTION: By default, geo tools will not edit non-selected geometry. Hold CONTROL to edit non-selected geo. Double-clicking faces should now select orphaned edges as well

    SDK

    Created new streamlined mechanisms in LaunchPad for creating and publishing mods
    Made it possible for multiple people to work on a mod that is managed by LaunchPad
    Private is now the default publishing option Fixed issue where string material parameters could not be set on a RenderModel
    Fixed bug where getting the coordinates of attachment point point in a model with no bones would give the wrong result
    Added the ability to specify the target texture size for a camera
    Fixed bug where “angles” network fields were inaccessible from script
    Fixed crash when calling Shared.LinkClassToMap twice with the same map name
    Refinery
    Fixed the exploit of doom
    Using the updated Launch Pad

    ---

    Additionally, there are some instructions for modders on updating mods for this version:

    Using the updated Launch Pad

    For those who have mods out there and wish to publish an update, you will need to re-setup your mod for publishing using the newly updated Launchpad. Watch http://www.youtube.com/watch?v=afKqzviUG88 for a guide or follow these 10 steps:
    1. Open Launchpad.exe from your …Steam\steamapps\common\Natural Selection 2 directory.
    2. Select New, choose a new mod location and add the name of your mod to Mod Name. Then hit create.
    3. Browse to the source folder within your new mod folder (there should be a shortcut on the Launchpad that directs to this new source folder.)
    4. Copy your original mod source files into the appropriate folders
    5. Run Builder from the Launchpad and select Build under the Build menu. This should automatically create the built files into your new output folder.
    6. Go to http://steamcommunity.com/workshop/browse?appid=4920& and find your mod. When you have your mod selected in the browser, copy the 9 digit number from the browser link. Enter this number into Windows Calculator using the programmer mode and select Hex. This new number is your Publish ID number.
    7.Browse to the main directory of your new mod folder, (one up from the source folder) open the mod settings file and add the line:
    publish_id = “#######”
    … where ####### is your mods Publish ID number from step 6.
    8. Update the preview.jpg to your mods preview image.
    9. Select Configure from Launcpad to edit the description of your mod.
    10. Select Publish to publish your files to the workshop. This will only publish files that are in the output folder so be sure you’ve run Builder first!

    • Scatter
      #9
      Scatter commented
      Editing a comment
      Cory regarding the balance mod:

      "As you can see with Sewlek's balance mod, there is quite a lot of large revisions in the works, so the next stage will likely be bringing over a large chunk of that mod, first, rather then continuing to tweak the current version of the game. But things are about ready to move into a final testing phase with that mod, so it shouldn't be too much longer."

    • ScardyBob
      #10
      ScardyBob commented
      Editing a comment
      - Grab sentries
      - Hide in vents
      - gg

    • Stephan
      #11
      Stephan commented
      Editing a comment
      Originally posted by ScardyBob
      - Grab sentries
      - Hide in vents
      - gg
      Just implented this strat, sentry too stronk.
    Posting comments is disabled.

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