No announcement yet.

Build 272 Live on Steam!


  • Build 272 Live on 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. As always you can look at the CDT Trello Board for any work currently happening behind the scenes. This is a great way for us to stay open and transparent about where things are going, but also to allow you the playerbase to be involved and vote up items you want to see added into the game. With the new year comes new ambitions and the CDT is far from done with NS2. After the holidays we will release 273, essentially removing all the festive ready rooms and additional music. Then the real work begins, the CDT programmers have been hard at work focusing on some long term big ideas to help stabilize the game in its current state as well replace some existing pieces of the infrastructure to show that NS2 is far from done. How does the pun go? NS2 continues to evolve While we have no definite release schedule for these efforts yet, rest assured that you will be able to see the pieces fall in place as it approaches.

    It has been an exciting year for NS2 and there is more to come in 2015, thank you for your support. Merry Gorgemas and a Happy New Year!


    The main menu is now festive!
    All ready rooms have also got into the spirit of the season! (except tram not sure what happened)

    NS2 servers now also show up in the steam server list.
    Minimal infestation is now more visually representative of the range it should be, Improved how minimal infestation looks.
    You can now swap alien upgrades without first deselecting the previous one (it will do so automatically)
    Added new option to the sound page to let sounds continue to play while the game is minimized
    Meds, ammo, and catpacks can now be picked up from any height difference
    Made the scoreboard usable at low resolutions no matter the player count. The teams will be displayed vertically in low resolution and you are able to scroll through the scoreboard with the slider on the right side, or pressing Home/End, Page Up/Down, or using your mouse wheel.
    The scoreboard now displays the Commander background as yellow. This makes it easier to identify rookie commanders as their name will still display green even while commanding.
    Changed to only allow reset game votes in the first 3 minutes of a game to discourage using it as an alternative to concede
    Changed to allow conceding after 7 minutes instead of 10, and made it easier for mods to override
    The taskbar icon will flash when alt+tabbed when a game is starting or when it is time to pick a team (after map loads or after the previous game ends)
    Previous turns logfiles now saved as .old.txt on game start
    Output from p_logall now goes to the same directory as logs
    If steam is down, servers and clients will use already downloaded mods – if the client has the same version of a mod as the server, the client will be able to connect and play even when steam is down.
    Added customization menu to the main menu
    Added “Acknowledged” voiceover
    Combined “Let’s Move” voiceover with “Follow Me”
    The background of the commander button in the voiceover menu will scale to the commander’s name
    Pressing movement modifier key while commander will now toggle a movement override while press that allows the WASD keys (or whatever they are mapped to) to be used to move the camera (like arrow keys do)
    Faster grenade sprinting animation
    Made Babbler eggs highlighted in Alien vision
    Updated dkjson, so you can now use advanced json syntax in json config files (e.g. javascript comments)
    Resource loading can be configured. May increase loading speed for SSD users (sorry, will only slow down HDD users).

    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

    (Thanks to Wooza/ATF 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

    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


    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)

    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

    Fixed missing wall in Cart Tunnel

    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

    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

    Removed random pipe props from the RR
      Posting comments is disabled.



    There are no tags yet.

    Latest Articles


    • Build 273 Live on Steam!
      by Seb

      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 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

      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

      15-02-2014, 12:02 PM
    • Build 262 and Eclipse Released
      by Spider
      Return to Eclipse in Natural Selection 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