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Natural Selection

Platform(s): PC
Genre: Action
Publisher: Unknown Worlds
Developer: Unknown Worlds

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Natural Selection' - Mod Update Available NOW

by Rainier on May 1, 2004 @ 7:47 p.m. PDT

Natural Selection, a modification based off the Half-Life engine combines real time strategy (RTS) and first person shooter (FPS) elements to provide a unique multi-player team-based game play experience. With 2 years of history behind it, version 3.0 looks to be the most stable, feature rich and balanced version of Natural Selection yet. The Natural Selection team is committed to delivering a fast-paced gaming environment where even new players can contribute immediately to the overall teams benefit.

Get the NS 3.0 beta 4a Win Client Patch off Worthplaying (5mb)

Get the NS 3.0 beta 4a Dedicated Server Patch off Worthplaying (6mb)

Beta 4a changelog

O Combat changes:
-> Aliens no longer grow in experience over time (we didn't have time to test this properly last week)
-> There is now a time limit (like old Combat builds!), which by default is 10 minutes. Aliens automatically win after time expires, or if they take out the CC. Marines win by taking out the hive.
-> This time limit can be adjusted using mp_combattime
-> Moved game timer off of scoreboard and onto HUD
-> When there is less then a minute left, the game time readout blinks (both Combat and NS/tournament mode)
-> Focus cost increased from 1 to 2 levels
-> Because marines lose if timelimit is reached, sped marine spawning by 1 second to compensate

O Fixed demo recording crash
O Improved server performance (for programmers: we built using a debug version of STLport by accident). There may still be a problem with escalating pings we're still looking into.
O Reduced umbra power so it now blocks 1 out of 2 bullets (down from 2 out of 3)
O Grenades no longer teleport into the void before exploding when they are shot into vents (bug #530)
O Abbreviated "Natural Selection" in Steam server list so it's easier to filter by version
O Removed mp_gametime server variable as it is no longer needed
O Fixed gamma problems on map change for maps that didn't specify an env_gamma (usually custom maps)
O Fixed exploit where weapons can be nearly instantly reloaded (bug #334)
O Fixed bug where death messages overlapped spectator UI
O Rewritten structure collision detection from XP-Cagey should mean many less sinking items!
O Lerk flight costs energy again (1/2 the energy cost of beta 3)
O Fixed missing textures in beta 4 (goodbye random pink-checkerboards)
O Removed consistency checking of unnecessary files (mp_consistency 1) (thanks mahnsawce!) (bug #297)
O Updated ns_nancy (helpful for CAL)
-> You should no longer be able to siege Port/Subspace without spotting it.
-> In an attempt to add a little more balance to the map the vent outside of Port has been turned into a hallway and the stairs to Mother Interface from Messhall were removed.
-> Added a couple crates in the Mother Interface area for cover.
-> Removed unnecessary side room in the Marine Start area. All it did was add a chance of the commander spawning way too far from the CC and had no game purpose.
-> Misc. other smaller changes
O sv_restart now works with cheats on (so you can execute it via rcon by setting cheats first)
O Equipment is now easier to drop on players, buildings can no longer be dropped on players.
O Fixed bug where multiple res towers were allowed to be dropped on the same node (appeared in early versions of 4a)
O Rewrote EntityInfo and NumEnts printout formats to make them more useful to mappers.
-> EntityInfo was reporting the first N entity slots of information instead of the first N valid entities.
-> Marked several types of entities (player slots, bodyque, weapons) as "dynamic" -- for now at least, they don't count towards the mapping limit.

Beta 4 changelog
--------------------
O Combat changes
O Removed wave spawn to shorten game length (only one person spawning at a time).
O Increased unlock hive ability 3 cost from 1 to 2
O Aliens now gain experience slowly over time

O Bast is back!! Completely-remade ns_bast, with much better server performance/pings (thanks Mendasp and the entire crew!)

O ns_metal update from Quazilin (update 10)
* New "Supply way"
* Smaller "Storage D"
* New res
* More infestation/Tweaks
* Added steam bursts with sfx

O Lerk gestation time lowered from 28 to 20 seconds

O Fixed bug where player angles weren't set properly on spawn (bug # 559, thanks XP-Cagey!)

O Phase 1 of the Big Unannounced System (BUS)

O Fixed bug where joysticks weren't able to rotate the player view (thanks XP-Cagey!)

O Fixed voice comm labels so they can be read more easily (always black text).

O Changed commander voice comm label to white to differentiate him (soldiers are blue).

O Reduced number of entities in ns_tanith from 394 to 264 for improved server performance (thanks tommyd!)

O No longer play client-side sparks or bullet impact particles on client when shotgun pellets hit a player or water (graphical bug only)

O Fixed bug where lone marines tended to spawn at some spawns more then others (Combat)

O Fixed bug where pop-up menu costs weren't visible for alien players (NS mode, bug #471)

O Removed unneeded HL commands (third-person camera exploit, timerefresh, gl_monolights, gl_overbright, gl_clear, cl_nosmooth, cl_smoothtime). Bug #101.

O Fixed bug where marines could phase to a recycling phase gate (bug #554)

O Final version of ns_agora (thanks Kawak!)
- Added more covers in Tunnel and Cargo
- Added new vents
- New Sewer Hive and New "Main Generator" (so there is some changes in the layout for this side of the map)
- Added a ladder near "Freight Elevator Access" , but Marines need to weld a door to acces it.
- The vent leading to "The Wedge" from tunnel is now weldable.
- Fixed "Onos getting stuck" in "The Pit"
- Added/modified lots of little things here and there..

O Removed energy cost for lerk flight (to encourage flight while using abilities)

O Lag no longer allows exploit where research is done on wrong building / current comm chair can no longer be recycled (bug# 199)

O New welder, machine gun, pistol, hmg, metabolize and shotty sounds from MadMaxx
- Tweak welder ROF for variety
- Hand grenade sounds

O Improved HLTV support. Blips still aren't drawing on the overview map, and some of the UI controls don't work very well, but it should be useable. More to come.

O Updated ns_eclipse (thanks KungFuSquirrel!)
- New vent added between South Loop/Maintenance Vent and Keyhole
- New vent added between South Loop and Computer Core
- New weldable added on South Loop/Computer Core vent
- Old Triad pits/effects restored
- Old skylights near marine spawn restored
- Restored ns_eclipse.wad
- Various texture usage optimizations
- Adjusted Triad layout to allow better res defense (experimental)
- Restored doors in marine spawn
- restructured active side of Marine Spawn
- Moved Marine spawns closer to CC
- CC moved out of alcove
- Atmospheric adjustments to hives

O Updated ns_veil (thanks KungFuSquirrel!)
- Expanded Marine Spawn
- Lowered "Pink Monster" in Marine Spawn
- Fixed embarrassing "Eclipse Logo Backwards in my Own Map" problem... Doh.
- Removed North Loop
- Texture usage optimizations
- Repaired remaining Onos stick points (I hope!)
- Removed all chairs in front of computer panels
- New vents (find/learn them yourselves )
- Some added infestation in hive areas
- Layout/architecture tweaks near Pipeline
- Weldables added to Nanogrid Status

O Updated ns_nothing (thanks KungFuSquirrel!)
O Elevators changed to func_doors

O Upgrading a turret factory no longer restores all its hit points (bug #539)

O Items no longer sink through the world when placed against slopes, items can now be placed at up to 45 degrees, on stairs, etc. (bug #291, bug #527)

-- The NS Team

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