Natural Selection 3.2.2 + Auto Updater
                
                    khelben Join Date: 2010-04-09 Member: 71259Members
                
                
                     Join Date: 2010-04-09 Member: 71259Members                 
            
            
                    
                    Hello everybody !
Exciting news. A community of NS lovers gathered up and made significant bug fixes and changes in the game. (changelog : http://ensl.gk-servers.de/ )
Too tired to download everything and patch stuff ? Do not worry gentleman ! We also made a launcher/updater to give you basic configuration and complete custom files for a competitive NS folder from the start !
You can download those here :
https://github.com/ENSL/NaturalLauncher/releases
To note : Launcher and NS 3.2.2 are open source project. For more infos -> discord :
https://discord.gg/ZUSSBUA
See you all soon
ps: gathers are played every day at this adress : https://ensl.org/gathers/latest/ns1
                            Exciting news. A community of NS lovers gathered up and made significant bug fixes and changes in the game. (changelog : http://ensl.gk-servers.de/ )
Too tired to download everything and patch stuff ? Do not worry gentleman ! We also made a launcher/updater to give you basic configuration and complete custom files for a competitive NS folder from the start !
You can download those here :
https://github.com/ENSL/NaturalLauncher/releases
To note : Launcher and NS 3.2.2 are open source project. For more infos -> discord :
https://discord.gg/ZUSSBUA
See you all soon

ps: gathers are played every day at this adress : https://ensl.org/gathers/latest/ns1
Comments
You can compile from sources
https://ensl.org/gathers/latest/ns1
NS 3.2.2 is now available! Patch highlights include: The NS Launcher, OS X support, a new crosshair system, HUD updates, a new jump system, and bug fixes. Those of you who are patching and using old settings since NS 3.2, it is recommended you exec updatesettings.cfg in console to update your rates, raw input, and FPS to recommended values, or copy them to your userconfig. The NS Launcher is now available and the recommended way to install/update/launch your game. With it comes new default configs for fresh installations to make it easier to start playing. OS X is now supported. The Nine Legends HUD and minimal HUD are now available in the advanced options menu. sv_jumpmode has been added as a server command. 0 - old movement, 1 - queued jump (hold jump before each landing to jump once hitting ground - default) , 2 - autohop (don't have to let go of jump key between jumps). We will be trying the new settings during gathers and looking for community feedback on what should be standard. New crosshair system is now availabe. It can be accessed in the advanced options or via cl_cross commands (crosshair 0 to disable old one). Circle radius is unavailabe on OSX currently. hud_mapstyle has replaced cl_labelmaps and can be set via the advanced options. It now has the fully transparent nine legends maps as well. cl_ambientsound has been added. 0 turns off all ambient sounds. 2 enables only .wav ambient sounds which aren't bad to listen to and is the default. 1 turns on all ambient sounds. The spectator UI is now transparent and you can see health and armor through it. Alien movement sounds and jetpack sounds/effects are now FPS independent Using popup menu with raw input now centers the cursor. A small percentage of mice have issues with this fix. If it spins your view a lot it's reccomened you use regular input and -noforcemparms in launch options instead. The armor value indicator on the HUD has been moved closer to the health so it doesn't look so weird on widescreen. senslock has been added as a command. Setting this to 1 will stop the game from scaling sensitivity with the FOV difference on skulk and gorge. 0 is the original behavior. When this is set to 0, zoom_sensitivity_ratio and default_fov factor into the sensitivity calculatons as well, as they did before. zoom_sensitivity_ratio now defaults to 1, but old config values are still kept, as the 1.2 value valve used made no sense before. These are available in advanced options. default_fov should remain 90 at all times, regardless of widescreen or lifeform. cl_widescreen has been added. Anyone that wishes to use the old vertical- widescreen can set this to 0. Otherwise leave it on 1, even in 4:3. Bugfix: jetpack thrust changed to be FPS independent and modeled after previous 100fps movement. Change: hor+ widescreen with workaround for commander view not drawing black map background outside of the intended fov. Clamping included to balance gameplay. Bugfix: walk speeds changed as workaround for bug that caused them to lower. Bugfix: votemap causing to change to the wrong map Bugfix: linux client was not showing text correctly in scoreboard Changes to source code directory not affecting the client or server releaseAlso the certificate for https://ensl.org/ appears to have expired.
The map list isn't very big unfortunately, waypoints for bots are tedious to create and take a long time on larger maps. I have all of the classic NS maps, some custom and some siege, no combat though.
Rock solid
I have to go find my old ns configs now
So true. botman created an auto-waypointing tool back in the day but I'm not sure if it actually waypoints the entire map.
The auto waypoint feature is a bit of a misnomer. How it works is that it spawns waypoints as you move around the map and auto-connects paths between them. Waypoints made with this mode are generally unworkable and very inefficient because waypoints are created every few feet. Like turning around a corner can generate 30 something waypoint nodes, when hand made waypoints only need two for smooth turning, or one if you don't mind 90 degree angles.
The automatic path generation also makes dozens of invalid paths because it connects every waypoint within a given radius, regardless if the path is valid or not.
It also won't work on large maps, you'll run out of waypoint nodes. I had this problem on ns_machina, even with my normal hand waypointing method which is already pretty efficient, I was running out of waypoint nodes and had to cut down on path randomization in some spots to be able to waypoint the whole map. Thankfully there are few maps as large or complex as ns_machina. While it is a really nice map, waypointing it took nearly 8 hours and quite a few more debugging and testing them.