Releases: ENSL/NS
Version 3.3 beta 9
Installation
Notice: This is only compatible with the Half-Life 25th Anniversary update.
- To install the full game, download ns_v33b9_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b8 or later, download ns_v33b9_patch.zip and follow its instructions.
Release Notes
-
Bot updates by @RGreenlees
- Bots are affected by cloak, with visibility determined by size, opacity level and movement. Bot skulks will sneak when cloaked to stay hidden.
- Bots can now hear enemies and will track enemy movement using sound.
- Improved general bot movement, especially when jumping and blinking.
- Improved bot lerk flight movement.
- Alien bots now attack in waves, gathering together first before attacking outposts to increase their chance of success.
- Fixed some stuck issues with lifts.
- Thanks Epicopy and Francis for help testing the bots!
-
Health and ammo HUD scaling
- The health and ammo HUD elements now scale with the screen resolution. Thanks @Toodles2You for sharing his code for this.
- Added commands for the position, scale, and minimum opacity of the heath and ammo. These all start with
hud_health
orhud_ammo
. - Health and armor can now expand to 4 digit numbers (when using the xmenu server plugin for instance).
- Fixed the sprites being blurry.
- Fixed the health cross art being cut off at the edges.
- Fixed other rendering and spacing issues with the health and ammo.
-
Jetpack research cost decreased from 45 to 35
- Since the cost of jetpacks was increased from 10 to 15 in v3.3b5, the cost and timing of getting the first jetpacks onto the field was slightly increased. This change will make it so the cost and timing of getting the first 2 jetpacks out are the same as NS 3.2.
- A bit of history on this: NS 3.1 jetpack balance was 15 res per jetpack, 35 res to research, and 60 seconds to research. NS 3.2 changed this to 10res/45res/75sec, but this change was widely considered to have made jetpacks too cheaply replaceable. The research time is still 75 seconds, as the timing from NS 3.2 remains well regarded.
-
Weapon animation fixes
- Fixed numerous incorrect or broken alien weapon animations on every class.
- Fixed animation issues with the pistol firing from the last patch.
- Fixed reload animations not always playing.
- Added a transitional animation for when a gorge stops building.
-
Unbuilt structures on the minimap are now a darker shade than built structures, and recycling structures are now gray.
-
Fixed side mouse buttons registering as left click when commanding or in the popup menu.
- Mouse3/4/5 can now all be used as key binds when commanding, which is useful with the various impulse commands like go to med request or select all players.
-
Fixed bullet spark effects happening when shooting above some marine structures.
-
Spectator updates by @RGreenlees and @pierow
- Added
mp_freespectatormode
, which controls when a player can enter the free spectator mode (free look / free roaming).0
= never,1
= only when spectator (default),2
= Always. - Free look will now be part of the cycle when pressing the jump key.
- The map overlay is now toggled with the crouch button.
- The cursor is now enabled when in an observer mode that locks the view, and the player selection UI can now be used.
- Strafing in free roaming no longer snaps to different players.
- Fixed a bug that would break spectating completely if returning to the ready room while in free roam.
- You can no longer enter free roaming using the "specmode" and "spec_mode" console commands if it's disabled by the server.
- Fixed bugs with the cursor when spectating.
- Fixed bugs/exploits where dead players could spectate the enemy team if all spectatable players on the team are dead.
- Added
-
Waypoint updates
- Fixed waypoints appearing again upon respawn if they were previously acknowledged
- Waypoints on the HUD no longer blink by default.
- Added
hud_waypoint_blink
to change waypoing blinking behavior.0
= don't blink,1
= always blink,2
= blink on the minimap only. hud_drawwaypoints
has been renamed tohud_waypoint_draw
.
-
Crosshair updates
- Added spectate crosshair.
- Fixed crosshair circle rendering issues.
- Added crosshair round dot option
cl_cross_dot_round
0 = square, 1 = circle. - Updated the shotgun and heal spray default crosshairs.
- Fixed readyroom crosshairs not applying.
-
Fixed small gaps in the hitboxes for the skulk, gorge, and onos models. In practice, these gaps were mostly too small to be an issue given the bullet width.
-
Slightly reduced the max volume of the randomized first person alien movement sounds.
-
Alien idle and primal scream sounds are now frame rate independent. The alien movement sounds were made frame rate independent a while back.
-
Fixed the intensity shader not working correctly on custom maps with no env_gamma entity
-
Added
cl_teamcfgs
, which changes the auto execution of alien/marine team configs to be 0 = off, 1 = if playing only, 2 = also in spectate. -
Fixed an issue where letting go of attack with the pistol would briefly reduce the ammo count. This fix may also fix some incorrect attack behavior with grenades or welders.
-
The pistol binary triggering option is now purely client side.
-
Fixed typos with the video preset notifications. Thanks @lameos.
Version 3.3 beta 8
Installation
Notice: This is only compatible with the Half-Life 25th Anniversary update.
- To install the full game, download ns_v33b8_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b2 or later, download ns_v33b8_patch.zip and follow its instructions. Be sure to read the note in the patch zip that contains extra details about patching.
Integrated Bot Support by @RGreenlees
- Bots have been added to NS to enable a single-player experience offline, or help maintain player counts on servers.
- Other bots such as RCBot and Whichbot will continue to work as normal and can play alongside the new bots.
- New settings for enabling bot support have been added to the listen server menu in-game and the server config files.
- Bots can be added and removed manually, or automatically to either maintain team sizes, or keep teams balanced.
- The bot can optionally command for the marines.
- Navigation files for the bots are held in ns/navmeshes, with support for all official maps (both combat and regular play).
- A custom-built (Windows only) nav editor tool is included in ns/navmeshes/NavEditor to allow you to edit existing files or create new ones for custom maps. Documentation is included.
Bot command details:
mp_botsenabled (0/1) Bots are enabled Y/N
mp_botautomode (0-2) (0 = manually add/remove bots, 1 = Maintain min player counts, 2 = Keep teams balanced only)
mp_botskill (0-3) Bot skill (0 = Easiest, 3 = Hardest)
mp_botcommandermode (0-2) (0 = Bot never commands, 1 = Bot commands after mp_botcommanderwait seconds if nobody else does, 2 = Bot only commands if no humans are on the team)
mp_botcommanderwait (0..) How long the bot should wait before taking command (if allowed to)
mp_botusemapdefaults (0/1) Use the map min player counts defined in nsbots.ini Y/N
mp_botminplayers (0-32) If not using map defaults, maintain this player population for all maps
mp_botallowlerk (0/1) Bot is allowed to evolve lerk Y/N
mp_botallowfade (0/1) Bot is allowed to evolve fade Y/N
mp_botallowonos (0/1) Bot is allowed to evolve onos Y/N
mp_botlerkcooldown (0..) After a lerk is killed, how long in seconds should the bot wait to evolve again (default 60s)
mp_botmaxstucktime (0..) If a bot is stuck longer than this time (in seconds) it will suicide (default 15s)
mp_botdebugmode (0-2) (0 = Disabled, 1 = Drone Mode, 2 = Test Nav Mode). Use test nav mode to validate your nav files.
sv_botadd <Team> If mp_botautomode is 0, this will manually add a bot to team 1 or 2. If Team is 0, it will assign randomly
sv_botremove <Team> If mp_botautomode is 0, this will manually remove a bot from team 1 or 2. If Team is 0, it will remove randomly
sv_botregenini If your copy of nsbots.ini is lost or corrupted, this will generate a fresh one
bot_cometome If mp_botdebugmode is 1, this will force the bot to come to you. Helps test your nav file.
bot_drawoffmeshconns Will draw the off-mesh connections present in the loaded navigation file, color-coded based on connection type
bot_drawtempobstacles Will draw nearby temporary obstacles affecting the nav mesh
Graphics and Audio Updates
Why does the game look different than before?
Note: If you are patching to version b8, it will look incorrect until you select a preset.
NS was originally designed to use the Windows “gamma ramp” feature to increase the color intensity and brightness of the image in a way that was controllable by mappers. This Windows feature broke when Windows Vista came out and is unreliable at best, so users have disabled it for over 15 years and it was completely disabled in all post-3.2 NS patches. Disabling it meant the game was up to 2x darker than before, so players (and subsequent patches) increased every HL engine lighting value to the max to make the game playable.
With the v3.3b8 update, the “gamma ramp” feature has been rewritten as an OpenGL shader, which also adds cross platform support. The original visuals of NS can be viewed with the “Classic NS preset” button when in the main menu or in game.
Why are the default settings different from NS 3.2?
This fork of NS was made with the goal of getting new players in the game quickly and on an even playing field, where their only disadvantage to experienced players is experience itself, not configuration file edits. As mentioned above, players have been playing for 15+ years with modified lighting settings that made shadows less dark. These settings can’t just be locked down because monitor gamma can also be adjusted to achieve similar results.
NS was also very much a product of its time, where high shadow contrast and color intensity were graphics novelties and were used with a heavy hand. The resulting flashy visuals made for great screenshots, but wind up being quite literally flashy and headache-inducing when coupled with fast paced multiplayer gameplay where players travel around the maps at very high speeds.
The new defaults try to bring the best of both worlds by intensifying colors moderately, while keeping the maps well lit. The lighting is now much closer to other multiplayer shooters. It isn’t perfect, as the lighting between the official maps vary quite a bit, we don’t have the source files to recompile the maps, and the engine’s settings are limited, so reaching a good middle ground hasn’t been easy. Feel free to play with the settings yourself and give feedback.
Additionally with the new defaults, for similar reasons, the ambient sounds and music have been reduced in volume. The music also plays only at the start of rounds. The weapon bobbing has also been reduced, as well as the crosshairs replaced with ones that are less elaborate and easier to discern. These can all be altered individually in the options, or swapped between with the new presets.
- Presets are now in the main menu for selecting from Classic NS, NS 3.3 (new default), and Competitive audio and visual settings.
- Classic NS: NS 3.2 lighting, audio mix, crosshairs, HUD, and view/weapon bobbing.
- NS 3.3: Brighter lighting with less shadows, reduced volume music and ambient sounds, new crosshairs, minimal marine HUD, reduced weapon bobbing, and no view bobbing.
- Competitive: At the moment these are just the settings from previous NS 3.3 releases, but with the Nine Legends HUD. This will likely be updated in the future to take advantage of the new lighting settings.
- The previously disabled "gamma ramp" for NS that used a broken windows API has been rewritten as an openGL shader.
- This allows the for the graphics to be viewed as originally intended in the "Classic NS" preset.
cl_postprocess
toggles the shader (and any future postprocessing effects). It also clears the framebuffer between frames, so untextured areas (ex. outside the map) no longer retain pixels from previous frames.cl_intensity
scales the image intensity, with 1 being the same as the original gamma ramp. Image intensity varies according to the map's settings for it.cl_intensityalt
toggles using a new alternative env_gamma setting than the map's original for certain maps where the lighting was much darker or brighter than other maps (enabled in NS 3.3, disabled in Classic NS presets).- Added alternative map env_gammas: ns_hera 1.7 -> 1.55 (reduced intensity) , ns_lucid 1.6 -> 1.75 (increased intensity).
- Removed
cl_gammaramp
and ResetGamma.exe - Special thanks to @bacontsu, @SamVanheer, and @Admer456 for sharing their openGL work in HL and answering my questions about HL's rendering. They all make cool stuff, go check it out. The postprocessing shader uses some of bacontsu's and Sam's code.
- Added new default crosshairs themed for each team and weapon (
cl_weaponcfgs 2
) and fixed a few crosshair bugs.- Added
cl_cross_scaling
so the new defaults are scaled up at resolutions above 1080p. When making your own custom crosshairs, you can turn this off so the values you set are equal to the amount of pixels. - Crosshair outlines can now be non-integer values for soft edges and the values now represent the number of pixels. If your custom crosshairs look different, try halving the outline values.
- Box-shaped crosshairs are now possible.
- Added
- HUD styles can now be swapped during gameplay without reloading the map.
- Hivesight text labels are now less visible if the structure or player isn't currently being attacked.
- The minimum lightgamma value has been reduced from 2 to 1.81 (the lowest the engine will go before crashing).
- Updated the NS options menu. This is the best that can be done with HL's UI as a mod without completely replacing it.
- Removed the NS title music track from the gameplay music, so it plays in the main menu only.
cl_musicdelay -1
plays a music track at the start of the round only (new default), instead of playing another after a random time.- Welder flickering has been removed from
cl_dynamiclights 1
. It can be turned on withcl_dynamiclights 2
and an epilepsy warning has been added to the options UI. (0 is NS3.3 default, 1 is Classic NS default)
Other Changes
- Pistol binary trigger added and can be toggled with
cl_pistoltrigger
. TSA command saw that their best marin...
Version 3.3 beta 7
Installation
NOTICE: The recent HL 25th aniversary update broke the NS mod. To run NS you need to go to the Steam Library -> Half-Life -> right click -> Properties -> Betas -> steam_legacy. This will be necessary until valve releases their HL SDK update and we then manage to fix all of the issues introduced.
Note: To enable the HD models, go to options->video->check "Enable HD models if available" and restart your game.
- To install the full game, download ns_v33b7_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b2 or later, download ns_v33b7_patch.zip and follow its instructions. If you wish to update your game from an earlier version, install the 3.3b2 patch first, then this patch.
Changes
@pierow and @RGreenlees have been squashing those bugs!
- Fixed the game hanging on exit!
- Added ns_askr_b6 by @animelol
- Fixed gorge web hitboxes not matching their visuals
- The cursor should now center properly when using the scoreboard mute menu or entering the command chair
- Fixed the popupmenu mouse centering sometimes spinning players' views
- Fixed mouse centering not working correctly in windowed mode
- Minimap player names update
- It is now enabled by default
- Fixed text transparency
- Performance optimizations
- Renamed the cvars to start with
hud_mapnames
- Onoses no longer get stuck at the top of ladders
- Fixed the player's view angle not resetting to the correct position when leaving the command chair
- Fixed turrets and offence chambers not firing from the correct height
- The commander building placement preview will now show red when trying to place buildings on a func_nobuild surface
- Tooltips update
- Players should see a big performance gain, especially when tooltips are showing, but also when they're not
- Fixed the border around tooltips not rendering colors correctly
- Duplicate help tooltips no longer are displayed simultaneously
- Fixed players warping when touching func_weldable and func_nobuild entities
- Audio changes
- Ambient sound and music track mp3s handled by FMOD are now scaled with with the game sound effects
volume
command so they're not ridiculously loud if you turn down the volume cl_ambientsound
andcl_musicvolume
scale their respective volumes with1
being the original audio mix0.5
being half volume, and0
being off as an example.- The FMOD API no longer loads onto the client if
cl_ambientsound
andcl_musicenabled
are 0
- Ambient sound and music track mp3s handled by FMOD are now scaled with with the game sound effects
Development changes
- Added new release and playtest build configs with some new optimizations
- Added client debug config
- Fixed ns_cvar_float returning int
Version 3.3 beta 6
Installation
Note: To enable the HD models, go to options->video->check "Enable HD models if available" and restart your game.
- To install the full game, download ns_v33b6_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b2 or later, download ns_v33b6_patch.zip and follow its instructions. If you wish to update your game from an earlier version, install the 3.3b2 patch first, then this patch.
Changes
- Added ns_askr_b5 by @animelol
- Added
hud_drawwaypoints
to control hiding the waypoint overlay on the HUD. The waypoint icon will always show on the minimap.0
never draws the waypoint,1
always draws it, and the new default of2
shows it until the player uses the acknowledge saying. It's also in advanced options. This effectively replaces the popular /clearwp plugin. - Players can now send two different sayings/requests in quick succession. This is useful for requesting both meds and ammo without having to wait for the request cooldown.
- Spectators can now see the hive info and research tracker UI elements. Previously these were only seen from spectate if you were dead and watching a teammate.
- Bug fixes for issues introduced in the last patch.
- Cheats is no longer enabled by default when starting a listen server.
Version 3.3 beta 5
Installation
Note: To enable the HD models, go to options->video->check "Enable HD models if available" and restart your game.
- To install the full game, download ns_v33b5_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b2 or later, download ns_v33b5_patch.zip and follow its instructions. If you wish to update your game from an earlier version, install the 3.3b2 patch first, then this patch.
Changes
- Updates to accommodate the new Evobot custom built for NS. Go check it out!
- Reverted a change to weapon solid state that could cause a crash from certain interactions with plugins.
- Fixed fake clients not having random weapon spread. (Thanks @RGreenlees)
- Added ns_askr_b4 by @animelol
- Jetpack cost increased from
10
to15
res by popular demand. - New server playtest commands
- Added
mp_randomresfromkill
.0
will always give 2 res per kill instead of the default random 1-3 res. - Added
mp_parasiteonmap
.1
will show dots for parasited players and structures on the minimap just like motion tracking
- Added
- Weapon and item dropping rework
- Added
cl_weaponswap
, which adjusts player preference for automatically dropping the LMG for a better weapon. (Thanks @EterniumDev for initial code)0
- Never swap1
- Always swap2
- Only swap if the replacement weapon isn't empty. Also adjustable in advanced options.
- Items now spawn slightly offset from the weapon when a player dies. (Thanks @RGreenlees for initial code)
- Improvements to anti-stuck code for falling weapons and items.
- Added
- Updated health rings to always show when you have a welder in your inventory or are a gorge and teammates are below 95% armor/health.
- The percentage can be adjusted via
hud_teamhealthalert
or advanced options.
- The percentage can be adjusted via
- Added [Welder] and [Parasited] indication to teammates' names when looking at them or as commander.
- Text length adjustable via
hud_nameinfo
0
- off1
- full length2
- short3
- one letter. Also in advanced options. - Parasited text and color change for players from commander view is now always shown, instead of only when that player is selected.
- Text length adjustable via
- Added player names to minimap (Thanks @EterniumDev aka Alien Bird)
hud_minimapnames
adjusts length with0
being off,1
full name, and anything higher being the character limit.hud_minimapnamesComm
toggles the names when in commander view.- Text color adjustable via
hud_minimapnamesRed
hud_minimapnamesGreen
hud_minimapnamesBlue
0-255 - It's off by default currently because the black background on the text can cover sprites on the map.
- Fixed the lerk flying animation not playing if a lerk walked off a cliff before flying.
- Fixed reload animations not showing on clients if walking over an ammo pack while holding reload with no ammo.
- Fixed being stuck reloading if reload was still held while shooting the shotgun or grenade launcher and the clip was full.
- Fixed the research tracker not showing correctly in demos or HLTV.
- This should change the data structures for demo files. Watch demos on the appropriate version of the game to minimize bugs.
- Added
echodev
for printing to the top left corner whendeveloper 1
is enabled. Useful for config execution. - Removed NS 3.2 backwards compatibility checks and some unused playtest cvars. This fork is now too different to maintain compatibility.
Development Changes
- Added debug build for server dll (Thanks @RGreenlees)
- Retarget to Visual Studio 2022
- Linux binaries are now built with libc6-dev-i386.
Version 3.3 beta 4
Installation
Note: To enable the HD models, go to options->video->check "Enable HD models if available" and restart your game.
- To install the full game, download ns_v33b4_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b2 or later, download ns_v33b4_patch.zip and follow its instructions. If you wish to update your game from an earlier version, install the 3.3b2 patch first, then this patch.
- It is also recommended that people patching their game set
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
in console or their config for optimal visuals.
- It is also recommended that people patching their game set
Changes
- Aliens can now see the time remaining for a hive to complete.
- Research tracker update
- Fix crash between rounds.
- Fix players not being able to see it if they hadn't been in the command chair.
- Late joining players now can see research in progress.
- It currently doesn't play back correctly in demos but might in the future.
- Weapons can now reload while using the armory.
- The 1 second delay before you can attack after using the armory is still there for balance.
- Linux binaries are back to being built on Ubuntu.
- Should fix some library issues with the linux client.
Version 3.3 beta 3
Installation
Note: To enable the HD models introduced in this version, go to options->video->check "Enable HD models if available" and restart your game.
- To install the full game, download ns_v33b3_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.3b2, download ns_v33b3_patch.zip and follow its instructions. If you wish to update your game from an earlier version, install the 3.3b2 patch first, then this patch.
- It is also recommended that people patching their game set
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
in console or their config for optimal visuals.
- It is also recommended that people patching their game set
Changes
-
New map ns_ragnarok by AnimeLOL.
-
Updates to client side weapons code.
- Reloads can now complete and update ammo count on the client (thanks Solokiller https://github.com/Solokiller/halflife-updated).
- Fixed clients that initiate the reload getting sent duplicate animations from the server.
- Fixed reloads not completing if using the armory right before reloading.
- Fixed various clients weapons code checks not working correctly from the HL SDK.
- Fixes broken animations for weapons that don't take ammo.
-
Marine UI updates
- Research progress is now tracked in the top left building notifications.
- Players with a welder in their inventory now see an armor indicator around teammates if the teammates have <95% armor.
- Commanders now see a research progress timer and cancellation refund when selecting a building that is researching.
- Added Build/Research time to commander tooltips.
-
The grenade launcher now has cancelable staged reloading similar to the shotgun.
- Fixed the GL doing a 4 round reload animation if the player had less than 4 rounds of reserve ammo.
-
The shotgun reload now adds to the ammo count as the shell enters the gun in the animation.
-
Model updates
gl_max_size
increased from 256 to 512 so textures can now be rendered at a higher resolution.- "Use High Definition models" video option
- AI upscaled textures for most models in the game. Some were already at the max texture size like player models.
- Higher poly scope for the LMG
- Both regular and HD models
- Fixed texture UV shifting on the following models:
- All marine weapon viewmodels
- Soldier and Heavy players (thanks panyachu)
- Phase Gate (thanks panyachu)
- Resource towers and nozzles (thanks panyachu)
- Siege (thanks panyachu)
- Grenade launcher
- Added viewmodel reload cancel animations.
- LMG
- Removed 2 little rectangles that stuck out of the gun.
- HMG
- Fixed a small spot that was see through.
- Siege
- Adjusted hitboxes so they better represent the model.
- Soldier and Heavy armor
- Added staged reload animations for GL instead of it always reloading 2 shots.
- Fixed shotgun reload animations glitching out.
- Onos
- Fixed tusks view model being see through in widescreen.
- Fixed texture UV shifting on the following models:
-
Updates to crosshair system.
- Fixed crosshair circle thickness not working correctly.
- Added the following commands. The default values are blank and inherit the value nonspecific to the circle or dot if left blank.
cl_cross_circle_color
cl_cross_circle_alpha
cl_cross_circle_outline
cl_cross_circle_outline_alpha
cl_cross_circle_outline_inner
cl_cross_dot_alpha
cl_cross_dot_outline_alpha
-
Reorganized advanced options and added new crosshair commands to it.
-
Fixed the cursor not showing in the menu after alt tabbing.
-
Fixed onos charge getting stuck.
-
Lerks no longer stick to ladders when touching them while on the ground.
-
Disabled unused libraries libpng, zlib, and libcurl
-
Added
cl_weaponcfgs
to toggle execution of weapon cfgs on weapon swap. -
Fixed liblist.gam pointing to the wrong ns linux binary.
-
cl_widescreen changes only take affect when not alive to prevent it from being used as a zoom bind.
-
Fixed shotgun pellets showing the incorrect visuals when playing on NS v3.2 servers.
Version 3.3 beta 2
Installation
- To install the full game, download ns_v33b2_full.zip and follow its instructions, then restart steam.
- To update an existing installation of NS 3.2 or later, download ns_v33b2_patch.zip and follow its instructions.
Changes
- Shotgun rework. Previously was inconsistent shooting during reloads and desynced animations with server.
- Shotgun reload can now be interrupted with a pump animation.
- Changed pellets 10 -> 17 and damage 17-> 10 to reduce inconsistency
The shotgun should now feel reliable and consistent, but still provide aliens with a brief window of opportunity during reloads.
- Lerks no longer stick to the ground if they touch it when gliding.
- Players can change lifeform and use popupmenu in pregame warmup.
- Fixed guns getting stuck in the air.
cl_ambientsound
now scales the volume of ambient sound mp3s (0 to 1).
The previous implementation involved server side code and forced both mp3 and wav ambient sounds to be off for everyone, so it had to change. The wav ambient sounds generally aren't intrusive to gameplay and add some life to the maps, but can still be replaced with blank files like in earlier versions of NS.- Per-weapon configs added that are executed when swapping to each weapon. These are located in the "weaponcfgs" folder.
These are useful for setting weapon specific crosshairs with the new crosshair system. - marineofficial.cfg and alienofficial.cfg now get automatically executed when joining the respective teams or respawning on them.
- Reserve ammo count and shotgun reload state are now networked.
r_dynamic
can now be turned off for users on non-nvidia graphics experiencing performance issues.- Mouse acceleration will no longer be forced on when raw input is off.
- Added
-forcemaccel
for players that want the old acceleration - Old
-noforcemaccel
-noforcemspd
parameters removed as they no longer functioned as intended due to windows updates -noforcemparms
still functions the same - it retains mouse acceleration parameters from the windows desktop
- Added
mp_consistency
changed to 0 = don't check files, 1 = check game dlls and some cheating prone files like footsteps and map textures, 2 = more stringent check for competitive play (previously 1)- Client and server dll consistency checks added. Clients connecting to a server with a different version will be given a link asking them to update.
- Added additional player sound and map texture checks
mp_consistency 1
is now default in the server.cfg
- Releasing the attack key while +movement is held no longer releases +movement.
- Slow walk speeds are no longer slower than intended or affected by client cvars.
- Fixed jetpack lateral acceleration accidentally having player weight scaled twice since v3.2.1b. It's now a bit quicker to accelerate with extra equipment (ex. advanced weapons, ammo, welder, mines).
- Added
cl_mutemenu
for players accidentally clicking on the scoreboard and going into squelch mode. Default is "3" which opens the menu with mouse3. - Added backwards compatibility check for playing on v3.2 servers to prevent prediction errors.
- Fixed chatbox issue where backspace being held down prevented additional text inputs.
- The windows cursor no longer shows over the in game sprite cursor when on the popupmenu.
- Fixed commander view scrolling keybinds
+scrollup
+scrolldown
+scrollleft
+scrollright
cl_showspeed
no longer requires sv_cheats 1 and is also usable in the readyroom and spectate.- Marine structure no build radius is now spherical instead of an infinitely vertical cylinder.
- Marine structures placed at very low points on the map can now be interacted with by the commander.
- The Recycling refund now accounts for upgrade costs.
- Alien health and armor status are now in the correct position on the screen.
- Certain HUD sprites are now correctly scaled for screen resolutions more than 1600 pixels wide. Fixes tiny legacy crosshairs and incorrect weapon selection HUD images.
- Scoreboard icons can now be displayed with server plugins.
- cl_cross circle thickness and outline added.
- Removed
default_fov
as it did nothing but change sensitivity. - Added
nsversion
client cvar for clients to check their version.
Known issues introduced in this release
These issues will be fixed in the next release.
- Using the armory immediately before reloading can cause the reload to not complete.
- Onos charge gets stuck if selecting it and attacking instead of using +movement.
- Small animation glitches on weapons without ammo counts.
- Crosshair circle thickness setting not working correctly.
Version 3.2.2
Installation
- To update an existing installation of NS 3.2 or later, download ns_v322_patch.zip and follow its instructions.
- To install the full game, download ns_v322_full.zip and follow its instructions.
Changes
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.
Version 3.2.1b
Changelist
- 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 release
How-to-install
- Download the ns-v3.2.1b zipfile (not the source code).
- Extract the zipfile contents to your ns-directory (eg.
c:\Games\Steam\steamapps\common\half-life\ns
) - It should replace your existing
client.dll
(Windows) orclient.so
(Linux) file.
Note
This is not strictly from the repo as the binaries were compiled from commit: 11c35b4
Debug symbols were removed to reduce binary size from 23 Mb to 3 Mb.