Aim To Please Update (279) Released!

Posted by WasabiOne 8 years ago

As the mighty Santa Gorge returned back to his shop and found that his elvish fades and lerks were still working feverishly. Santa Gorge asked himself, what they could possibly be doing? At that moment a lerk flew by and perched on Santa Gorge’s shoulder. “Why all the work my little one? I have just returned from a long trip spreading NS2 cheer” Santa Gorge said. The lerk replied, “why Build 279 of course! It had to be finished, it needs to go out!” Santa Gorge suddenly got a twinkle in his eye and said, “BACK TO THE SLED, MY WORK IS NOT DONE JUST YET!”

I’m sure you can guess how that story finishes, happiness and joy of course! Build 279 is now available on Steam and is ready for some fun holiday play. Below you find the changelog for all you techno hungry peeps out there. Look for more fun after the new year as we begin to implement some exciting new features and content to NS2. Until then, Happy Holidays from all of us here at Unknown Worlds Entertainment.

Build 279 Changelog

  • Many but not all hitreg issues fixed:
    • Client and server agrees on where jumping targets actually are
    • Crouching shooters shoot from the same position on server and client
    • Server runs the moves with the same precision as the client
    • Client now bases animation only on state available to the server as well
    • The server (and the predict engine) now only uses the network state available to the client when it processed the move, instead of using all available state
  • hitreg and hitreg_always tools (console commands) added. Require cheats/tests and allows a client to compare data collected about shooter and target. See Hitreg.lua for details.
  • Default per-player bandwidth limit increased to 50,000 bytes/sec
  • Lingering player models gone
  • “Play Now”- Button
    • Do you want to play a round Natural Selection 2? But don’t want to spend up to 5 minutes inside the server browser?

Try out the new Play New button which uses a brand new server ranking (by moultano) to get you onto the best available server in just a few seconds!

Build 278 Changelog

TWEAKS

  • NAT failure protection – the network protocol now survives if a NAT gateway drops the UDP binding – this should hopefully help with redplug problems.
  • Made sure that the game remembers that you have played the Tutorial even when steam messes up.
  • Hide tutorial servers from the server browser
  • The player’s rookie state is now fully depending on his hive level. You are marked as rookie if you are below level 3.

MAPS

  • Updated all maps to support Auto-Season themes. See ‘Tools/Editor’ section of changelog for more details.
  • Fixed default spawn on some maps to not be facing walls/weird positions
  • Fixed default spawn points so you aren’t looking at a wall on Eclipse and Docking
  • Cleaned up overview on Eclipse and Docking

BUG FIXES

  • Word Wrapping is no longer causing infinite loop crashing the client.
  • 5.1 audio will no longer make main menu music cut in or out, or change volume randomly.
  • 5.1 audio will no longer be biased to the right channel in game, for certain sounds.
  • Fixed alt-tab sound popping / volume burst on Windows 10 clients.
  • Fixed that network snapshots were kept much longer than 8 seconds, which lead to complaints in the log about entities being created/deleted in same update.
  • Fixed that first persons spectating send 6-8 times more network packages than needed to the server.
  • Fixed that the multi-threaded physics wasn’t updating the collision boxes correctly. This caused all kind of jittering and other weird behaviors.
  • Fixed minimap buttons being clickable for the Alien Commander with the big map open.
  • Fixed Commander tag being misaligned in chat sometimes.
  • Hydras are now able to hit MACs

SERVER

We have added some log output to try and see if we can figure out why servers sometimes hangs (without crashing, aka “half-crash”). This may be due to the game running through all its available ids too fast.

  • The server will now log if it detects an infinite loop when updating lag compensated memory.
  • The server will also log if it churns through all available entity ids in less than 30s – this is an indication that the max# of entities needs increasing.

If any of these log entries shows up, please inform us; a posting in the tech support forums (http://forums.unknownworlds.com/categories/technical-support will ll do fine)

TOOLS

Editor

  • Fixed issue with Reflection Probe cube-maps not properly excluding any objects in Exclusion Groups.  NOTE:  You must use the “Update Reflection Probes” option from the “Tools” menu to properly update them.  Moving probes to force an update does not exclude seasonal objects correctly.  Think of it as a preview.
  • Added a new tool to the editor: The Trim Tool.  Rundown: https://youtu.be/qIxRkvdYQ6w
  • Fixed a bug that would cause the texture tool’s “Align to longest/shortest edge” feature to sometimes give incorrect results.
  • Fixed a bug that would cause faces with holes to not use texture-lock correctly, and sometimes crash.
  • Seasonal changes to maps can be setup through groups (not layers) named “Seasonal[Season]” and “Seasonal[Season]Exclude”.  Example: to make a winter ready room, place objects in a group named “SeasonalWinter”, and these objects will appear in-game during the special seasonal time-periods.  Objects placed in “SeasonalWinterExclude” will be excluded during winter, but present in all others.

Builder

  • Fixed that Builder created multiple unneeded folders when processing the level files in case your project’s path contained spaces.

SDK

  • Upgraded FMOD (Sound System) to v4.44.58
  • Added sv_setseason (Fall, Winter, None) console command
  • Added Shared.GetServerProperty() and Server.SetServerProperty(). A server property is (key,value) pair that are transferred from server to client before mapload. As they must stay constant during a map, the last time they can be set is in the servers OnMapPostLoad() callback.

KNOWN ISSUES

Editor

  • Any time a face is re-triangulated, there’s a chance the texture will become mis-aligned again, same as before.

 

 

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