Announcement

Collapse
No announcement yet.

Build 249 Released

Collapse
X
Collapse
  •  

  • Build 249 Released



    Build 249 is out and it promises a whole host of performance increases thanks to community member fsfod, as well as some map changes and polish. Check out the changelog below.

    Improvements

    LuaJIT now used by the Client and Server for increased performance (Thanks fsfod!)
    Grenades are now predicted and updated in the shooters world
    Improved the look of the vote menu (Thanks Agiel!)
    Balance

    Increased grenade launcher reserve ammo to 28 (up from 16)
    Disabled Whip Grenade whack

    Fixes

    Fixed a nil/number being leaked onto the Lua stack every time the server error count is fetched causing the Lua stack to overflow eventually crashing the server (Thanks fsfod!)
    Fixed incorrect time being displayed on the server details window
    Filtering by map name and server name is no longer case sensitive
    Fixed edge case where voting to concede could cause a script error while transitioning to the ready room
    Fixed script error caused by spectating around a Hallucinated structure
    Fixed bug causing chat input text to be misaligned after changing resolution without restarting the game
    Fixed crash on some computers when starting the game
    Fixed script error caused by killing an entity with the Flamethrower in a single attack before it was set on fire
    Fixed bug causing the password prompt to sometimes not appear before joining passworded servers that you had previously joined

    SDK

    Fixed bug in ReplaceLocals() where only one local was replaced
    Moved the loading of “PreLoadMod.lua” and “PostLoadMod.lua” out of Client.lua, Server.lua, and Predict.lua. Mods should be loading these files.
    Fixed bug in AddClientUIScriptForClass() when the passed in class name wasn’t already used

    Docking

    Moved Generator further North
    Fliped Generator 180 degrees
    Moved Stability further north
    Moved stability rt and power node
    New section that connects stability to courtyard “junction”
    Redesigned maintenance
    New section that connects maintenance to generator “pressure control”
    Redesigned courtyard
    Deleted north point
    New section that connects departures to stability and junction “strand”
    New section that connects courtyard to maintenance “maintenance access”
    Removed locker rooms as marine spawn, once again alien only
    Fixed occlusion bug in bar
    Power in backalley now works as intended
    Deleted Cafe tech point, marines now only spawn in terminal

    Tram

    Cleaned up commander view around Elevator Transfer, and South Tunnel->Observation corridor (makes overview clearer).
    Removed some obstructive faces from commander view in Observation and Ore Processing.
    Fixed stuck point in Observation vent, and power issue in Warehouse (thanks to Mendasp)

    • bonage
      #16
      bonage commented
      Editing a comment
      Originally posted by The Flying Fish
      the biggest problem with whips is you can't just tell them to move somewhere and the rooting and unrooting is done automatically, i can't believe not one person on the dev team seems to understand how tedious they are currently
      whips in BT do this automatically. So yes, one (and probably the only one) person on the dev team understands this.

      Originally Posted by Koven
      Have they implemented a shift-click feature for commanders yet? or queuing commands?
      Last edited by bonage; 13-06-2013, 03:27 PM.

    • elodea
      #17
      elodea commented
      Editing a comment
      Originally posted by Koven
      Have they implemented a shift-click feature for commanders yet? or queuing commands?

    • Koven
      #18
      Koven commented
      Editing a comment
      Holy fuck I didn't think it was that much to ask for

      fucken UWE'd
    Posting comments is disabled.

article_tags

Collapse

There are no tags yet.

Latest Articles

Collapse

  • Build 273 Live on Steam!
    by Seb


    http://unknownworlds.com/ns2/build-273-live-steam/

    Hot off the heels of Build 272, we are happy to bring you our first update of 2015. We closed out 2014 with a bang, two months of sales bringing all sorts of new and old players back to NS2 and we have been retaining a good number of them. Thank you!

    While these last few patches have been smaller they have also introduced some great new stability and efficiency to NS2. We continue to work on this and...
    23-01-2015, 05:12 PM
  • Build 272 Live on Steam!
    by Seb


    http://unknownworlds.com/ns2/build-272-live-steam/ A very Merry Gorgemas to you! With the holiday all around us it wouldn’t be fair to not be festive in the depths of space too. Build 272 has been a monster to get out, and it nearly didn’t happen. So as always special thanks to all the folks at UWE and our many programmers and playtesters on the CDT. Below is a run down of what you’ll find in this patch, we hope you’ll enjoy. Now for a little update on where we are going. ...
    19-12-2014, 11:51 AM
  • Build 267 Released!
    by Seb
    From http://unknownworlds.com/ns2/build-267-released/



    Natural Selection 2 Build 267 is now live on Steam! This build has been a labor of love from those who have worked on it. The CDT (Community Dev Team) has expanded both in members and scope in this, the latest patch for NS2. It’s possibly the biggest patch in months and we’re all very excited and proud of it. We hope you enjoy what will hopefully be a smoother and more enjoyable NS2 experience. There’s new graphica...
    06-08-2014, 03:55 PM
  • Dropship Update 263 Released!
    by Zimoi




    Changelog:...
    15-02-2014, 12:02 PM
  • Build 262 and Eclipse Released
    by Spider
    Return to Eclipse in Natural Selection 2
    http://unknownworlds.com/ns2/return-to-eclipse-2/



    Eclipse Gameplay Trailer


    Eleven years ago, Eclipse was one of the original Natural Selection battlefields. Tight corridors, multiple Hive spawns, iconic rooms, Eclipse was one of the greatest maps ever made for the original Half-Life mod.


    Marine Start
    Now, we can all return to Eclipse. Painstakingly recreated, the map is ...
    20-12-2013, 11:20 AM
  • Build 261 Released!
    by Seb
    Build 261 is here, it is sweet, and it wants your attention. Like 260, 261 is a collaboration between UWE’s very own Andi and the infinitely energetic volunteer SamusDroid. There are three stand out features: Improved collision, commander keybinds, and reduced early game hitching. Whenever a player hits something in the environment, an approximation of their model is used to calculate the appropriate physical response. Games do this because calculating physics for an entire player model would be t...
    04-12-2013, 01:27 PM
Working...
X