Natural Selection 2 Build 258 is now live on Steam!

Keep on truckin'. It is time for another update to Natural Selection 2! Even though this build took a little longer than we had hoped (alert: World first!) we are very happy with it. 258 addresses many issues that have been plaguing NS2 play since the release of Reinforced. First and foremost, our aim has been the reduce the incidence of crashes for users on 32-bit operating systems. Such crashes should be much, much less frequent now - Though we are not declaring total victory yet. As usual, we will be on the lookout for anything exploding tonight. Despite extensive testing, there is always the chance that something has slipped through. If you encounter something nasty, post it up in the comments. Here is the full changelog. And if you wondering - No, the pulse grenade did not stop the Onos.

Fixes

Fixed bug allowing Marines to place Mines on Webs Fixed bug where a Gorge Tunnel exit was usable until the Infestation completely receded Fixed a script error when the web request for Hive data fails Fixed the depth test not being properly set in D3D9 on the first rendered frame Fixed bug where shadows and ambient occlusion effects would be rendered incorrectly after a device reset in D3D9 Fixed bug where Infestation would not be visible after a device reset in D3D9 Fixed bug where going from windowed mode to fullscreen windowed mode and back to windowed mode would result in the loss of the window border Fixed bug where textures would be lost if the device was reset while the map was loading Fixed bug where UI textures were loaded into video memory and system memory The Recycled message will display the name of the current Commander instead of the Commander who originally built the structure being recycled Fixed bug causing MACs to sometimes not be able to repair a damaged structure Fixed bug where the Linux client would not work properly if the locale was not en_US Fixed bug where the "output" console command would crash the game Fixed bug where updating drivers on OpenGL would not cause the shaders to be recompiled Fixed hitching and visual artifacts when the menu menu cinematic was first shown Changed uncompressed animations to be sampled at a lower rate on 32-bit systems without large address space to conserve memory Fixed bug where textures would load in very slowly if texture streaming was disabled Fixed Drifters sometimes facing in the wrong direction when growing a structure Fixed Blink effect being visible to the Marine Commander without LOS to the Fade Fixed bug where toggling the bloom option on and off would cause graphical corruption in OpenGL Fixed crash in the sound system during map loading

Additions

Added main menu loading screen (helpful during first run shader compilation)

Descent

Fixed bug with cysting out of fabrication hive Re-added “club” music and sound trigger(Sound file is still a little buggy, but functional)

Optimizations

Added caching of compiled .effect files (speeds up loading shaders and reduces memory fragmentation during loading) Reduced overhead when opening files from the file system Changed sound occlusion to use the visual occlusion geometry for a level rather than the physics data Removed Server hitch caused by shooting the Shotgun in some cases Changed D3D11 shaders to compile at the maximum optimization level

Balance

Reduced Mucous Membrane effectiveness by 50% Reduced whip bombard damage to 250 (down from 400) Reduced whip bombard damage against marines to 57 (down from 112) Reduced Catpack research cost to 15 (was 20)

Changes

Added main menu loading screen (helpful during first run shader compilation) Changed the profile display to not show the current frame unless it is paused (Thanks Asraniel!) Changed outgoing HTTP requests from the server to use the address that the server was bound to

SDK

Improved model compile times Fixed the skybox rendering in the Editor Fixed tools not being visible in the orthographic views of the Editor Added generation of reflection probes in the Editor

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