Natural Selection 2 is the sequel to the popular Half-Life mod Natural Selection. It is built on our own engine and will be distributed through Valve's Steam platform.

Report RSS Developer commentary & Build 162

Build 162 of the Natural Selection 2 Beta is now available on Steam! Usually we post a simple text change log describing the changes but we're trying something new this week: here's a short video that has the NS2 developers talking about and SHOWING what they worked on in this update.

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Build 162 of the Natural Selection 2 Beta is now available on Steam!

Developer commentary
Usually we post a simple text change log describing the changes but we're trying something new this week: here's a short video that has the NS2 developers talking about and SHOWING what they worked on in this update:


Max and the rest of the team aren't in here and we didn't cover every change (we ran out of time) but the important thing is to get SOMETHING out there to you quickly.

Build 162 Change Log

  • Optimized physics/collision detection
  • Fixed server memory leak when the server was restarted while clients were connected (thanks endar)
  • Fixed bug where clients wouldn't receive a message when the server shutdown
  • Added auto-save support to the Cinematic Editor
  • Fixed Lua errors not properly printing out the call stack information in the log
  • Fixed bug where the Observatory could scan before it was built (thanks Enceladus)
  • Fixed bug where the healing radius for the Crag wasn't displayed (thanks Enceladus)
  • Fixed bug when a structure gets recycled or destroyed that a running upgrade is lost (thanks Enceladus)
  • Fixed bug where the Umbra button was not usable with a Mature Crag (thanks Enceladus)
  • Fixed bug where a Mature Whip was not recognized as valid for researching melee upgrades (thanks Enceladus)
  • Added Shared.GetDataFromUrl function to retrieve data from an Internet URL
  • Added a section overview to the in-game profile display

This build also includes several weeks of work rewriting the physics and collision systems to yield better performance and support for multi-threading. Our new physics/collision system is also designed to give us better control over the shapes the game uses to detect bullet hits, melee attacks and movement. This is something we're hoping to take advantage of in the next patch.

We're very interested to hear what you think about this format. Do you want to see more videos like this? More talking heads or less? Do you prefer us to focus on the game, technology or the personalities behind them?

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ponpat
ponpat - - 129 comments

Nice Update and I also love the idea of a video. Just the cars are not that nice :/ Also I think you should "learn" for your future videos from the guys at wolfire. For me their videos makes my tuesday to a good day :) And if you will make videos now to, my week will have 2 nice days :)

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Mkilbride
Mkilbride - - 2,784 comments

AH!

I suggested the fade on fire idea on the forums, and got slammed for it!!!

But they put it in, awesome. I know it probably wasn't my suggestion that caused it, but I can pretend it was to myself. :P

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Vcc2cc
Vcc2cc - - 492 comments

who would not want to have a flaming fade zip past them as the player goes "omg omg wheres the ******* DCS!!!!?!?!?"

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NullSoldier
NullSoldier - - 973 comments

Aww yeah, I look forward to trying this out.

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