Date: August 5, 2014
Highlights
- Better performance
- More modding options
- A new skill-tracking system
- Better matchmaking
- More fonts supported
- More languages supported
Changelog
Fixes
- “interp”, “mr” and other server settings are now sent to clients when they join.
- AI units now move smoothly, uses proper world time when calculating position.
- Whips will no longer whiff when slapping/bombarding.
- Whips will no longer wait until the bombard ball has regenerated before slapping close in targets (able to slap about 1 second after flinging ball).
- Made conditions to grant reload for ClipWeapon more strict to avoid potential problems. (Thanks Dragon!)
- Smoother sustained fire animation for Shotgun.
- Fixed bug that stopped Shotguns and Miniguns from shooting through soft targets.
- Fixed problematic collision on the following props:
- refinery_tram_door1.model
- refinery_tram_door2.model
- docking_loadingdoor_closed.model
- docking_loadingdoor_closed_var.model
- refinery_gantrycrane.model
- biodome_elevator.model
- biodome_wallmods_01_corner_in_90_01.model
- biodome_wallmods_01_corner_in_90_02.model
- refinery_rock_stalagtite_01.model to refinery_rock_stalagtite_09.model
- refinery_floodlight_01.model
- Scoreboard fixed to show the full game length if the game exceeds an hour.
- Eliminated 2KB bandwidth spike on every spawn and death unnecessary TechTree full sends.
- Eliminated 90 byte bandwidth spike every second for every player for unnecessary Alien techtree updates.
- Fixed the “freezebots” command to work with all kind of bots.
- Fixed draw game detection potentially not detecting draw games.
- Fixed drifters being able to fake build off-infestation tunnels/hydras/cysts if the commander gave the order.
- Marine structures on the minimap now update properly when being recycled or powersurged.
- Fixed removing bots sometimes crashing the server.
- Marine scan icon on map is now centered and better reflects scan range.
- Fixed Bonewall not having pre-drop range.
- Fixed and improved the tutorial. Fixed spawns, using new alien bots, etc.
- Fixed constant “Initiating welder sub-routine” spam when a MAC auto-welded a structure on infestation.
- Fixed thirdperson healspray animation not playing if continuing to heal with low energy.
- Fixed Bilebomb buy menu hover description.
- Fixed bug where Aliens could climb up structures they shouldn’t be able to.
- Removed badge kill tracking.
- Fixed Lerk bite having the same icon as Skulk bite.
- Clogs can no longer be placed over, and/or block Infantry Portals.
- Fixed exploit that allowed Hydras to shoot through floors.
- Fixed Prototype Lab not showing “Under Attack” alerts.
- Fixed hive data being sent even when cheats were enabled.
- Clicking details button without a server selected won’t show the window anymore.
- Fixed black death screen hiding voice chat pop-ups.
- Failure to join a server will return you to the server browser now.
- Fixed phase sound not playing when a player enters a phase gate and only playing at the other side.
- Fixed ghost guide circle being visible if a structure doesn’t specify a range for the circle.
- Fixed leap view animation not playing if you leap after jumping into the air.
- Fixed building structures in doors.
- Grenades mines and jetpacks are now affected by darwinmode.
- Fixed being able to nanoshield ghost power nodes.
- Fixed being able to power surge unbuilt structures.
- Improved Commander panel buttons for echoing.
- Drifters eggs are now affected by autobuild.
- Fixed stuck issue with echoed eggs on uneven surfaces.
- Fix Exos not taking damage when standing in death_triggers with damage over time.
- Re-added Training link to in-game menu now that Organized Play link was removed.
- Fixed material sounds not being correct for the material surface, thin metal textures not being thin metal effects.
- Added custom move collision box for ARCS to prevent player from bouncing around on top of them and getting stuck/swallowed.
- Added docking_showerwalls_str_shiny and end_shiny.
- Fixed “Container” and “Temperature” typos on Descent crates.
- Fixed some structures not playing the right flinch animation corresponding the the damage type.
- Fixed Elite Assault left hand not having a TSF logo on the view model.
- Fixed the left thumb and middle finger for Female Axe view model.
- Removed some unused animations.
- Added a smoother collision box for Spurs so you don’t bounce around when on top of them.
- Fixed several problems with female viewmodel animations.
- Improved Female black armor hands view model texture. (Thanks Zavaro!)
- Fixed male black armor shoulder patches being reversed.
- Fixed Contamination and Infestation icons being the same.
- Improved quality of range textures for commanders.
- Fixed sentry batteries playing the powered down animation even though it was powered.
- Fixed outdated loading screens.
- Removed Level 1 text from Arms lab holo model.
- Fixed TSA text on Arms lab holo model, shotgun ammo drop, side of pistol, and a poster in Docking.
- Fixed TSA on Flamethrower model and Catalyst Pack models. (Thanks Ulmont!)
- Fixed issue where Marine bots ignored Gorges.
Improvements
- Added texture management choice in graphics options; allows the (stall-free) NS2 texture manager to load/unload textures rather than the (stall-full) video drivers.
- Console command “fps” now has bad-frame tracker; type fps for more info.
- Console command “r_stats” now tracks the texture manager workload.
- Added option to turn on multi-threaded physics to help with fps in entity-rich environments – EXPERIMENTAL, disabled by default. Disabled for Linux (causes crashing).
- Relevancy configuration added, avoids entities disappearing from view in corner when in overhead view (Commander/Spectator).
- Relevancy used to smooth abrupt location transitions (PG/GorgeTunnel/Beacon). Relevancy distance will start small and expand over 0.6 seconds to avoid CreateEntity hitching.
- MACs and Arcs will be created and roll out from inside the Robotics factory.
- MACs will now avoid the face of a player when welding them or when following them.
- MACs following or guarding units will do side-tasks if their main don’t need them and are close enough.
- Added as many UTF8 characters as possible to all fonts. This makes you able to chat in cyrillic.
- Improved look of fonts to make them easier to read ingame.
- Added the ability to translate the entire Game UI (Main Menu, Spectator UI, Loading Screen and more).
- Enabled weapon specific ammo models for dropped weapons.
- Added slight impulse to dropped weapons.
- Made location text for marines left aligned so long location names can fit in the UI.
- Rookie names will now show green on the map for teammates
- Scoreboard will now show the previous games length until a new game begins instead of 0:00.
- When a structure bleeds out the kill feed will show the killer as whoever hit it last.
- Marine Commander UI now shows the number of Marines currently respawning.
- Integrated ‘Ready Room Special’ mod allowing skulks to leap, fades to blink, and exos and eggs to self-destruct.
- Lerks will now see damage numbers for the poison bite’s damage over time.
- Dropped guns’ outlines are now different colors (green for Shotgun, yellow for Flamethrower, purple for GL).
- Catpacked marines will show with a purple outline to commanders and to spectators.
- Mines will now show an outline to spectators (blue or yellow depending on if it has been parasited).
- Jetpacks now show up on the scoreboard. (Thanks Wyzcrak!)
- Passed votes now take effect immediately instead of running down the timer.
- The kill feed now highlights your enemy player kills. It also scales with resolution now.
- The Infantry Portal now shows the progress and name of spawning players.
- Alien players will be able to see the progress of gestating teammates and what type of egg it is (if not a skulk egg).
- The armory and infantry portal arms don’t block bullets anymore.
- Added draw game splash screens and made draw games count as a score for both teams in Insight.
- Added hit sound feedback for server-confirmed hits, volume slider is in the Sound options. It will play lower pitched sounds based on railgun charge, shotgun accuracy, damage done with a GL grenade, and number of players hit by a xenocide.
- Players in ready room will now also see the end-game victory splash.
- Performance at the server browser now shows the average server tick rate instead of the current.
- Added player skill system based on moultano’s proposal
- Added a warning in rookie mode when you try to join servers with more than 24 player slots.
- Changed PGs and Tunnels to always show the destination name.
- Changed PGs and Tunnels to put the location name in the hint message when looking directly at it.
- Added a hint message for Gorge Tunnels.
- Added display of owner’s name to gorge tunnels when looking directly at it.
- Made Grenade Launcher use its own icon for the inventory/buy menu instead of the grenade. Kill feed still retains the grenade icon.
- Items that disappear after some time on the ground now display an expiration bar for all Marine players (including the Marine Commander).
- Improved Quick Join function now taking in account players skill, rookie friendly mode, favorites, performance, gamemode, player count and reserved slots.
- Replaced “Organized Play” with “Quick Join” in the Main Menu.
- Added bonewall icon to map.
- Replaced the skill bar in the server browser with an icon that represents the average skill in the server compared to your own ability.
- ^^: The server has mostly players better than you.
- ^ : The server has some players better than you.
- = : The server has a skill level similar to yours.
- v : The server has some players weaker than you.
- vv : The server has mostly players weaker than you. Joining a server like this can ruin the fun of all players currently playing there, so try not to join these.
- Skulk bite decal now looks like a bite not a gash.
- Power Surge selection will now act like Nanoshield for Commander, nearest entity to click will be used.
- When using commander hotkeys, viewport will only move if do the second tap within 0.5 seconds of the first keypress.
- Added previous location bind for commander which teleports you to your previous location before moving to an alert/hotkey.
- Mature structures are now prioritized over built structures, and built structures are now prioritized over non-built structures when echoing.
- A structure’s current order is now cleared after echoing.
- Grenades mines and jetpacks are now affected by darwinmode.
- Added a never show again checkbox for the optimize window.
- Cheat command improvements:
- Respawn cheat commands always spawn the player with their previous equipment/lifeform and upgrades in first person view. It’s also no longer needed to type “switch” to go between teams, you can -type “skulk” as a marine and it will switch you automatically.
- New cheat command “respawn” that spawns you as your last class, with your last equipment, at your last position where you died. Use “respawn_clear” to clear all the remembered settings.
- New cheat command “jetpack” that makes you respawn as a jetpack marine.
- You can now use precise amounts for “pres” and “tres” (ie. “pres 40” will give you 40 personal res).
Features
- sv_spawnteams , command to force teams to certain spawns on a map.
- Added idle animations for first person Marine weapons. Plays every 10 seconds after being idle.
- Players can now taunt in the Ready Room.
- Removed cheat requirement for debugspeed and made it more functionally pretty.
- Added locateorigin command to display origin of a map.
- Added overhead zoom. Next/Previous weapon to zoom, Drop weapon key to reset zoom. Works for Commanders and Spectators.
- Clicking a badge on the scoreboard will now show the name of the badge.
- Added console command chatwrapamount to change chat wrapping cutoff amount.
Translations
- Fully done:
- German (Ghoul)
- Spanish (Mendasp)
- French (Pelargir & Explosif.be)
- Russian (Well.Ru)
- Still work in progress:
- Czech, Italian, Norwegian, Polish, Swedish, Portuguese
Want to help in translating ns2? Visit http://translate.unknownworlds.com/
Server
- You can now enable alltalk while the game hasn’t started.
- Server config value “pregamealltalk”. Default is false.
- Server admin command “sv_pregamealltalk []” to change config value (if no argument is given it acts as a toggle).
- The server config will not automatically be expanded by new config values and old ones not used anymore will be removed.
- By default the server will use now always the latest consistency check table. If you prefer to use your own ConsistencyCheckConfig.json please change the “use_own_consistency_config” server config value (default: false) to true.
Reduced Hitching
- The texture manager will avoid interfering with the render thread when streaming textures (slower texture load, less hitching).
- The texture manager now ensures that memory-mapped textures are loaded into memory before handing them over the the graphics driver.
- Fonts and materials are now fully precached.
- Cinematics now precache all of their contents (models, textures, materials, sounds).
Sounds
- Female taunts are now random no repeat.
- Reinforced taunt “Kill em’ all, it’s the only way to be sure” is now much more likely to play.
- Reduced volume of power node sounds by 2 db.
- Fixed really quiet Onos and Fade taunts.
- Fixed wound sounds for aliens and marines to play max of 2 sounds at once from 1, and increased priority to prevent them from sometimes not playing.
- Fixed Fade blink and Sentry fire sound not looping.
- Fixed Phase Gate teleport and teleport trigger sounds not playing on both entrance and exit.
- Fixed Lerk idle sound to have a fade in time to prevent it from playing when it shouldn’t (like fast turns).
- Overhauled material sounds. You will now hear more sounds when you attack non-players.
Maps
Summit
- Fixed stuck issue between Pipe Junction and Data Core.
- Commander view cleanup
Veil
- Fixed holes in geometry around Nanogrid.
- Added Gorge Tunnel placements (elevator in Overlook, corridor between Dome and C12).
- Commander view cleanup.
Kodiak
- FPS boost in Upper/Lower Rapids, All Biospheres, Hydroponics.
- Reduced “plant” prop count by around 20%.
- Removed Trees (1 in each area).
- Added new rock outcropping to the non RT side of the lower rapids bridge + occlusion geo.
- External lights brightness upped to 5 (was 2.5).
- Additional env_lights added to N and C biosphere.
- Added a bridge cover in C biosphere.
- Improved minimap around C to S biodome cave connection.
- River under U/L rapids is assigned to appear as a “vent”.
- All plants in the biodomes are now cmdr invisible.
- Changes to Southern Biodome / Loading to make arcing a little bit harder.
- Fixed Hole in Upper falls near entrance to observation.
- Fixed Occlusion issue in Observation.
- Fixed collision on rock props / removed some props and upped the brightness slightly in water production.
- Fixed reflections in the RR.
- Improved Occlusion geo in Hydroponcs + Optimised the lighting further.
Tram
- Fixed MACs being unable to build the Power Node in South Tunnels.
- You can now drop Gorge Tunnels in the Elevator in Elevator Transfer.
- Adjusted initial cysting in Hive rooms.
- Fixed power issue in Hub.
- Fixed grenades not colliding with the train tracks.
- Fixed gorge tunnels not being placeable behind the server racks in Server Room.
- Smoothed out player movement in Warehouse.
- Fixed buildings falling through the Ore Processing floor when dropping them.
- Fixed stuck issue in the ceiling between Logistics and Repair Room.
Docking
- Fixed reflections.
- Fixed greybox texture in Terminal.
- Tunnels can be now be placed on the lower level of Generator.
- Fixed a glass prop not being hidden from commander invisible.
- Fixed hole above door near Terminal.
- Removed Cafeteria/Locker Rooms close spawns.
- Fixed z-fighting textures near Bar.
- Fixed small hole above door in Docking near Terminal.
Eclipse
- Added tunnel_allowed geometry under the laser in Keyhole to allow for tunnel placement off navmesh
Mineshaft
- Fixed reflections being too high causing graphical errors.
- Added tunnel_allowed spots to mineshaft above the walkway in Gap leading to Central Drilling and the near the broken walkway in Cave.
- Fix negative light in Pilot Drill causing visual bugs.
- Fixed exploit that allowed you to get outside of the map in Cave as a Lerk.
Refinery
- Added pre-defined spawn points for Marines in Smelting and Turbine.
- Fixed a stuck spot in Transit.
- Fixed power location entities in Flow Control and Exchange.
- Cosmetic fixes.
Descent
- Replaced some Docking and Refinery glass with shiny Biodome glass.
- Made the repair drone outside Satellite Relay commander invisible.
- Fixed pathing_settings console spam.
- Fixed the pathing from being places it shouldn’t.
- Removed some props from commander view.
SDK
- Death triggers can now be team specific.
- Add surface print for the trace command.
- Massively cleaned up editor_setup.xml.
- Added ability to specify if ARC factories start upgraded in the Editor.
- Reverb billboards now have their own icon.
- spawn_select_override entities now are a different colored cube in the Editor.
- Added a bounding box to decal entities that is visible even when not selected to make them easier to work with.
- Added Clog and Contamination as placeable entities.
- Updated Editor Manual.pdf.
- Hid fog control entities, tech_point_hole and parent entities that should not be placeable or visible from the entity list.
- Fixed reflections sometimes including dev textures when they shouldn’t.
- Added ‘ReflectionsInvisible’ layer exception that makes anything in this layer be ‘invisible’ when reflections are built.
- Fixed builder_setup having a line that would make overviews not generate.
- Fixed builder_setup not generating soundinfo files.
- Viewer
- AnimationGraph editor now supports deleting associations.
- AnimationGraph editor now usable in decimal-comma locales (always uses decimal dot for display and editing).
- Added help button to AnimationGraph editor.
- LaunchPad
- Added support for specifying a Build Version in the mod settings. It locks the mod to an specific NS2 Build.
- Fixed mod template to only create files when checkbox is ticked.
- Changed default mod visibility Public.
- PerfAnalyser
- Added subtraction mode to performance logs view.
- API / Engine
- Console now supports pasting text.
- Enabled Network profiling support.
- Enabled hotloading of game files. Use with caution, see ns2/lua/Hotloading.lua for details.
- Fixed issue where the bandwidth rate limiter would unnecessarily delay packets. (Thanks Max!)
- Fixed typo in the r_stats output. (Thanks Max!)
- Fixed AnimationGraphState:GetCurrentAnimation not initializing the result if the layer index was invalid and no longer allocates a GC object on every call.
- Added OnGetMapBlipInfo to the MapBlipMixin.
- Fixed that Player:GetClient() often returned nil.
- NS2GameRules:CheckGameEnd now only checks PlayingTeam:GetHasTeamLost. Any logic in PlayingTeam:GetHasTeamWon should be inverted and merged into the opposite team’s GetHasTeamLost.
- Added string Shared.GetSettingsVariable( string variable ) returning the given networked settings variable ( i.e. Shared.GetSettingsVariable(“mr”) = “30.000000” )
- Made some Utility.lua functions available for all VMs via lua/UtilityShared.lua
- Added cache tables for important GUI assets.See lua/GUIAssets.lua for more details
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