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How to implement the rock puncher

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Ok so I've been brainstorming a bit and I think I might of found a solution to save our beloved creature.
So I've always been fascinated by symbiotic relation ships in the wild, and so far subnautica has only one creature, the reefback. So my idea to fix this is to turn the rock puncher into a bone puncher. Obviously in the lost river there are plenty of spooky scarey skeletons, with skeletons there aren usually skulls to accompany them. Where I'm going with this is for the rock puncher to have the ability to use skulls or other parts of bone as tools or boxing gloves. It would make sense seeing as the rock puncher can't deform the terrain but could damage parts of he environment, it could also show the player that some of the creatures in the world are smart enough to make tools. This is a symbiotic relationship as the more the rockpuncher kills, the more the bones there would be to punch things with.

The way I see it damage-wise would be if the rock puncher were to pick up a rib or another type of long bone, it could be thrown as a spear or boomerang, if the player was in a prawn suit the rock puncher would addon his samurai armour and use the bone as a sword or pike. The rock puncher could also use spine eel / river prowler skulls as boxing gloves that do much more damage then his standard punch or kick.

this way we have a unique enemy in the lost river, and we kept a animal from going extinct via chopping block.

Switch support

Bigger Submarine Concept - My own 3D model

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Hello everyone!

A bit of introduction here : I'm new on the forums but not on the game. Subnautica is one of my favorite game and although i didn't spend too much time on it, i had a super experience playing it! What I enjoyed the most is the exploration thanks to the wonderful places there are, and also the submarines, especially the Cyclops. And for once, a developer team has enough talent to make the vehicle completely playable. And not just making the exterior and the cockpit.
I'm currently a student for game design, and I started to make my own 3D models. Moreover i saw the concept arts for other submarines and particularly the bigger one which looks just fantastic! I know I'm really a beginner in modelling and texturing, but I want to give it a try. Maybe you could give some criticism and tips for this challenge! :tongue:
Thank you in advance and hope you will like it! :smiley:
(I will do updates)

EDIT!! : Instead of scrolling down to see the most recent update of the 3D Model, I'm gonna actually put an image of the last one, down below at the end of this post :)
(You can still see all the steps, by watching every updates i made in that discussion)

So here is the original 2D concept art :

Pat_presley_sub03b_lorez.jpghebergeur d images

And here is the first step of my own 3D model :

SUBNAUTICA_1.pngheberger image

SUBNAUTICA_2.pnghebergeur d images

Those views are orthographic, there is only the general shape of the submarine. I'm currently working on a second model because the shape doesn't match perfectly with the concept image. On the first picture you can see the mesh, which is a bit weird, but again, i'm only a beginner. Future pictures will be more interesting!

EDIT! : Here is a picture of the most recent update of my 3D model! with the link to sketchfab : https://sketchfab.com/models/c217fef254dd4f6cbc21741318338239

SUBNAUTICA_3.pngimage gratuite
SUBNAUTICA_27.pngimage a telecharger gratuitement


ThunderShock's Ideas and Suggestions for the Betterment of Subnautica

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I absolutely adore Subnautica. A futuristic survival game that pioneers the genre of 'submerged-survival'. I could go on with praises and complements to Subnautica and its dedicated dev team, but I'm not here to give a review of how good Subnautica is. I'm here to help better the Subnautica world by presenting ideas and suggestions to the community.

Now, where to begin...

Sunbeam Alternate Ending:
The addition of the sunbeam story-line was one of my favorite updates so far and the moment I saw it in game, ideas and speculation flooded my mind. I've been thinking of an Alternate Ending that centers around the Sunbeam. Most new players and/or casual players have barely reached the Lost River if at all by the time the Sunbeam arrives so the chance of curing themselves and disabling the gun would be impossible. However, what if, for the speed-running pro type player who has played Subnautica for a long time, what if there was an alternate ending that rewarded speed and efficiency? Let me break it down. The player has a certain amount of time to get all the way down to the lava zone, cure themself, and disable the gun before the Sunbeam arrives. If they do this fast enough, the player can get a secret alternate ending where they are rescued by the Sunbeam. Here's the way it would work: The Sunbeam won't come until you listen to the messages you receive on the communications relay, but I think that once you repair the relay, your PDA should be able to act as a mobile receiver as if the relay gets the message from space and then beams it to your PDA allowing you to listen to the messages anywhere. On top of that, each message has a maximum wait time. You can choose not to listen to it for a certain amount of time before It plays on its own. This would prevent cheesing the system and would progress the story and the time-limit at the same time until eventually, the last message plays where the captain tells you that they are almost there and the 40 minute timer in the top right begins. Maybe each Sunbeam message you get from the first until the last has an hour wait time before they automatically play. According to the wiki, there are 5 messages that are received from the Sunbeam. Adding the 40 minute timer at the end, this gives the player 5hrs and 40mins to disable the gun which, considering the grind and fragment hunt the player has to do, would be no small feat. If the player does successfully disable the gun, then the Sunbeam lands and waits for the player to board. The Sunbeam can land and wait for as long as the player wants, too, so if the player wishes to do something before beating the game, they can. Any casual or new player would listen to each Sunbeam message fairly quickly after they arrive so they wouldn't know to let the messages sit idle in order to have the maximum time to grind. This makes it so that the only way to get this ending would require the player to be a knowledgeable and proficient player. The 5hrs and 40mins (only an example time limit, the devs could probably come up with a more efficient time through play testing) would require the player to be skilled enough to craft a cyclops, and all the upgrades along with a prawn and all the upgrades in addition to exploring all the precursor facilities (not including the precursor caches unless the caches play an important part in curing the player) curing themselves, getting back to the gun and disabling it before the timer runs out. There are lots of games which have secret endings or easter eggs that reward the skillful and efficient player. This alternate ending would be a great addition and reward for anyone who wants to speedrun the game and can be added along with an achievement like "Speed-Runner" or "Good Ending" or "Shut up and Get Me Off This Planet".

Sunbeam Destruction Player Animation:
Another thing I've been thinking of that is related to the Sunbeam is when the gun is about to shoot it down, maybe an animation for the player can be added showing them frantically searching through the code on their PDA for some way to contact the Sunbeam to warn them seeing as how there is apparently no 2-way communication between them. The player is able to move around freely and even swim but the arms of the player-model hold the PDA and press buttons looking for some way to communicate a warning to the Sunbeam. Of course in the end, while the player searches for an option on the PDA, the ship explodes and the animation ends as the player's arms slump back to their sides.

Base Building Suggestions
-There are a few cool base building ideas I have. One would be a dock for the Cyclops that attaches to the keel hatch connecting the base to the
Cyclops directly. I'm fairly sure this has been suggested in the past, but I thought i'd reiterate it.
-Make glass variations of all hallways. There are already glass variations of straight and elbow hallways, but what about ones for T and + hallways.
This could also be done for Multi-Purpose rooms with windows in the ceiling and floor.
-Add the ability to rotate moon-pools. I'm not sure if my game is just glitched or what but when I build a moon-pool I can't rotate it.
-I'm sure the devs are probably already planing this but we need more decorations. The wiki lists only a few decorations and most of them are lab
equipment. Maybe a lap-top, more action figures, cups, dishes, carpet, display boxes for small items, small fish-bowl, alarm clock, instruments
(playable?), smaller plant pots to fit on desks and shelves, dresser, models of other ships and vehicles, coat rack for storing diving suits?, etc.
-LIGHT! There are a few external light fixtures that require batteries but what about interior? There should be lamps and hanging light fixtures
and things that you can add and there should be the ability to turn off the automatic lighting in the base to conserve power or to allow the
place-able light fixtures to create a better mood in the rooms. These light fixtures should all also not require power since they are built inside the
base itself. On top of that, light fixtures like flood lights and light sticks should receive power from the base if they are close enough to it just like a
base receives power from solar panels if they are close enough to the base. Having to replace the batteries in something like a flood light that serves
no other purpose than aesthetic decoration is honestly kinda unnecessary. Additionally, there should be aim-able lights that you can aim in any
direction up or down left or right.
-External ladders and external stairs. Yes most of these bases are meant to be built underwater, but since you have the ability to build above water as
well, external ladders and stairs for reaching the tops of a base should be available. This opens the door for look out towers and other things. It also
allows players to build up past water level without having to cheat to reach the tops of their structures.
-Vertical hatches. Currently you can have hatches on the tops of base hallways but there are 2 problems with that. 1: There's a bug when you use
them to exit your base, causing you to fall right back down inside your base only you're swimming now. 2: There should be the ability to put vertical
hatches on other structures too and not just the ceiling, the floor as well.
-Larger Multipurpose-room. Sure a multipurpose room is pretty big and practical but it gets crowded really fast. There should be a 2nd tier of Multi-
purpose rooms that are double the size.
-Moon-pool large enough for cyclops? The only moon-pool big enough for the Cyclops is the one at the precursor gun and technically the lake in the
middle of the floating island. It might be cool to have a build-able moon-pool for your cyclops too.
-External fish-tank? Maybe a fish-tank big enough to house plants and animals larger than the alien-containment unit and can fit stalkers and
gasopods and other medium-size creatures. Yes those creatures can also fit in an alien-containment unit but they don't have very much space and
wouldn't be able to grow to their true adult size.

Terrain Generation:
Subnautica is currently a pregenerated world with a world border that is a void. The world is large enough and diverse enough to be cool, interesting, and immersive, but think with me for a minute. The game's story relies on a prebuilt world but what if the current world we know is the only part of the world that isn't randomly generated. Stick the current pregenerated world we have into one where the void is replaced by randomly generated terrain. This would preserve the story, and allow the player to have access to everything they need in the pregenerated area, but near the end of the game, when they've already explored everything, it would be awesome to be able to go out past the void and generate new unique terrain and explore for hours. This would open the door to great possibilities. The devs could create more biomes and more creatures and other interesting things. With the addition of new biomes and deeper water, would also open the door to new vehicles. The Cyclops is just barely small enough to go places in the current world, but if the devs added a new biome that was deeper and wider, a larger addition of the Cyclops could be added and the same could be said for the Sea Moth and the PRAWN suit. I don't want to pretend that I know how much work goes into creating randomly generated worlds and their coding so this suggestion might be more impractical than the others.

If you've made it through this entire monster of a post than I applaud you! Thank-you for taking the time to read this and theorize with me on the beautiful potential that Subnautica is capable of! Please let me know what you think of my ideas and suggestions. Are they good? Are they bad? Do you agree/disagree? Are they all too far-fetched or impossible? Let me know!

-ThunderShock

What is missing in this game... A goal or missions

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Hi to all survivors and programmers of the Aurora

I'm enjoying this beautiful game but, I think after a while of exploring and building all these things, I figure out that I was missing something, I navigate but after a while I got almost every mats available and the life on this planet becomes routine.

So what is missing in this game is a goal or a mission which direct you to a possible end.

I thought to something I never saw in the game I've played in the past. Why instead of a "normal" abilities tree that we use to see in RPG game, we can have here a Missions tree that lead you to different ending.

- one possible branch could be "Stay and live on this planet", possible missions could be, construct a base, power plant, a garden (where with your DNA stuff you can making grow different fauna plant), even having some gigantic aquarium, where you can breed some aquatic fish for food supplies etc.

- another possible branch could be "Bring me home", this branch could have some mission that make you work to contact your home planet. You can have to build an external platform, a communication satellite acting like an interstellar beacon, that you can send with a rocket in the sky.

- A third branch could be "Advance Navigation", which can bring you to built sonar to map the region, you can also built a Holographic navigating system which could be put in front of you when you drive the Cyclops or the Seamoth, why not another satellite which will be able to discover a bigger region of the map without having to being there physically. Because you seem very advanced human, why not being able to build some portal or stargate (or water gate) that if you have a base an a huge amount of power, being able to warp on another base that you also have construct, also having another stargate to pass through. We can even have 2 different size of portal. One just big enough to put material in there, these mats would appear in your other base, and a big one to be able to warp the entire Cyclops.

I think some of these branch could lead you to a different ending of the game but for sure would be nice after the ending if you can continue to play to be able to discover the other ending. It's not because you have everything to live on this planet that you can't consider after a while that contact your home.

Anyway team you already did an awesome job.

Emperor Leviathan inside containment... How will it work?

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If The Emperor Leviathan will be as massive as shown in concept art, size comparisons, and most hype we have seen then how will it fit in containment without going through walls and generally bugging out? If its as big as its hyped to be then I would think it should follow a path. The path would have several variations to make it look like it was actually swimming around freely. The Emperor on path would have its own turning animations to accommodate the space its given. Shure it would take longer to implement but on the upside we wouldn't have its tentacles going through the walls (and swimming by and aquarium window would make an epic introduction for the player). I have never worked on game development but I think there would be more upsides than downsides If the Emperor had a varying path that it followed around containment.

Is it a bug? No, it's a blob.

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Yesterday, after bringing my Cyclops into its parking space on the surface above my main seabase, I found the dang thing wouldn't level out. It was sitting there with a nose-up attitude that was throwing things off. Did the usual to try to get him to cooperate - jump it, submerge and re-surface - and no dice. Still listing. So, like any good submariner, I did a hull crawl. (Little used procedure with modern subs involving putting a diver or two into the water to comb the surface of the sub for anything out of the ordinary.)

Was it a bug? Nope! There was a floater attached to the sub's side, right near the waterline and forward of amidships. Popped the floater off and wouldn't'cha know it, the sub leveled right out.

Now I have no idea where that annoying little floater came from, nor why it decided to make friends with my sub. I can say that it's going to be stuck to something deep in the Lost River as punishment for that little indiscretion, though.

Point being: before thinking "I've found a bug," make sure it's not something doing exactly what it's supposed to be doing. :)

Story Development Idea

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(SPOILER alert on the last paragraph)

For me at least, having you meet other people would ruin it. I think that you should get a message from other survivors saying to meet at the rendezvous point (probably the floating island). Then you get a signal which shows you to the beach. On your way to the island, when you are approaching, you see the small silhouettes of the other people. You are not close enough to them to talk or anything, just close enough to see them. Suddenly you notice a tail in the water. It's a reaper! The reaper jumps up into the air and grabs one of the survivors, as well as knocking the others into the water. Their screams are silenced. The ocean is tinted red, but neither the reaper or the survivors can be found.

I think this would truly give a sense of isolation, similar to when the sunbeam is shot down.

server browser shown as empty on first start-up

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When I start the game and go t oserver browser, it shows as no servers are available. The problem is not the filter options - I am certain.

A fix is to press Play on main menu, once it finds servers i can press cancel and the servers will show up on the server browser. Or i can type "reconnect" in console or join via friend list.

For me it's not really a problem but for other people or new people, they won't be able to select a server but are forced to use play. This would also prevent them accessing server on arcade tab

(NS2 Stats) Average Tech Timings - Discuss

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In the spoiler below I have included a large table that shows average tech timings. Averages are a statistic that are sometimes as misleading as it is useful. This table will not tell you what the most common build order is. It does not tell you the frequency of the tech. It most certainly does not tell you the optimal tech path. It only tells you the average time something was completed. For the more technical oriented, the early and late timings are the first and third quartile timings. The data comes from NS2+. You may notice some odd things in the table. According to the data, prototype labs are built on average before the advanced armory is researched.I could speculate why this is but I do not want to. Despite the imperfection of this table, I decided this was interesting enough to share. Or maybe I am just bored and want to see how these forums respond to this data.

Discuss.
FJLL4Uq.png

A Wreck wrecked me and crashed my game multiple times.

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Here's my story:

I was playing Subnautica for around 8 hours. I was exploring near my base when, suddenly, a wreck appeared ten feet in front of my face. My FPS dropped to 10, and I thought to myself, "This wreck isn't working as intended".

CAMERA WORLD POS: -654.9, -107.8, -49.0
BUILD TIME: 1/25/2017
BUILT 30906 MINUTES AGO

I proceed to explore around and inside the wreck, finding barely any fragments and scannable objects. I came across a PDA, and when I clicked on it, i heard the epic music and got the data log. However, a PDA was still on the ground. Being semi-impulsive, I clicked on the second PDA, only to find that there was a third and fourth one underneath it. Warning lights were flashing from within the walls of my cranium, and I thought, "There's multiple objects of the same shape and in the same location on top of one another. That's why this wreck is lagging my 4-month old computer". (GeForce GTX 960, 16GB RAM, i7 4790 CPU @ 3.6GHz, etc.)

I found a floodlight within, and I proceeded to absolve it of its battery. As you've already guessed, this single floodlight contained multiple batteries. This bug is similar to the laser-cutter doors that are spawned on top of one another in other wrecks. They were most enjoyable to open...

While I was exploring in an around this wreck, my game stuttered, froze for 10 seconds, and crashed to my desktop. Even as I proceed to leave this wreck in my Seamoth, The game stutters and crashes.

I know about the fix that involves deleting folders and resetting the terrain and objects: I used it in my previous save file. However, using it replaced copies of objects on top of existing objects, thereby worsening the problem to a small degree. Also, players shouldn't be forced to delete game files: That's logically insane and risky.

To the Devs: Why are you spawning multiple objects on top of each other? Merely one of each object in each location will satisfy my hunger for exploration and accumulation. Objects within objects shouldn't exist, just as subatomic particles shouldn't intertwine within each other and cause explosions. ^_^

Thanks for making a beautiful and detailed game. I'm too excited for the Precursor stuff to be finalized, and for a way to save the Sunbeam. I haven't listened to their "trigger" message in order to place their existences in stasis and wait for you, the Devs, to give me a chance to save them. To be honest, the Sunbeam shouldn't be introduced before the precursor stuff is, but I don't really mind. Good luck, and keep it up! If you need a proofreader or AutoCAD specialist, let me know. I'd love to help. I have a portfolio and resume if you wanna get down to business, as Mulan did when she climbed that totem pole. =D

UPDATE: (-668.6, -128.7, 783.9) - This wreck also had four doors to open and four sealed doors to cut open. My FPS is around 20 here, and I'm constantly saving in order to avoid losing tons of progress. I haven't crashed yet, but this bug needs to be reported wherever it's happening. Lower-end PCs could crash more often at these locations.

(NS2 STATS) First hive choice preferences - Discuss

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I have posted these graphs before on the forums and on discord. Now I am posting it here for us to discuss. I am bored. Entertain me.

On the graphs, please note the scale of the Y axis.
j6HhqEY.png
guZyos4.png

Seriously, lets have a discussion.

Spider prawn update!!

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Watch the new SPIDER PRAWN IN ACTION created by the divelepers!!
image

Submersible colors and names - what do you like?

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Now on my fourth or fifth new game (man, I love Subnautica!) and doing some of the same things over again, I found myself wondering what other people do with their submersibles. I always go with just about the same color schemes and often names every time: most of my gear is colored in high-vis safety chartreuse so I can find it more easily; my Seamoth gets named "Tempest" (because originally I was going to call the Cyclops "Teapot" for a literary joke); my PRAWN is named "Leviathan" (after the so-bad-it's-good Peter Weller movie); and Cyclops usually gets called "Nautilus" for naval history's sake.

What habits do you usually keep to? (Or what were some of the more humorous/outlandish/creative things you've done to your submersibles?)

Inventory screen too close to face in VR?

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Hi, I am not sure if this is a bug but in VR, the inventory screen is so close to my face it is like reading an ipad with my eyes nearly glued to the screen. Because of this, the text is very blurry and unreadable.

Any way to make the inventory screen further away from my face? It really hurts my eyes. :/

Disable Story option

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First off, let me say that I do like having the story elements in the game. However, there's also times when I'd rather just ignore all of it.

Right now, only Creative mode offers this feature. I'd like to see it as perhaps a checkbox when starting a new Save File, so you could play a Freedom, Survival, or Hardcore game without...:

-The Aurora exploding (You can get the Seamoth and Prawn fragments in other wrecks, not sure about some of the Posters. You'd only be missing out on some aesthetic figurines AFAIK)
-The Sunbeam event chain
-The virus on you / fauna
-Being able to craft the rocket and 'end' the game

It'd still allow for:
-Picking up the lifepod signals
-Access to the precursor bases


Basically, the game would play like it did back when there was little story active in the game, but without the need to play on Creative Mode.


What are your thoughts?

Disappearing Waterproof Lockers

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Okay, so, I had made a Waterproof Locker for myself just to have some extra storage in case I needed it. I placed it inside my Lifepod and stored some copper, quartz, lead, magnesium and coral samples in it. I went out to look for more supplies for bleach and lube, and when I came back to retrieve some copper ore, I realized my Locker was completely gone! I looked outside and it didn't glitch out anywhere.

I lost some valuables (I'm new to playing the game so I really needed those extra supplies to make batteries and the like, so that stuff is valuable to me) in that Locker and I'm kinda scared to make a second one and store stuff in it. One thing that recently crossed my mind was that; am I supposed to put that Waterproof Locker INSIDE the Lifepod? Or are they supposed to be outside and in the water?

[Mod] New in-game posters

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There are posters for the Aurora and PRAWN suit but why no love for the mighty Cyclops and faithful Seamoth?@!@!1 :p

Since I can't add but only replace the existing posters, the kitty had to go. Also, since we have 2 posters of the prawn suit - deleting one frees up another slot. This way we have the 2 slots needed to add the seamoth and cyclops posters. This completes the set.


Lower res previews:

w3zkm5ca61es.jpg fbhv7hkntod5.jpg


There's also matching in-game icons:

dkfou6l7kwxe.jpg


In-game group shot:
u8fdc79kgfxh.jpg


About Using This Mod:
Subnautica is a Unity game which uses .assets files that contain the game's resources. Most of the modable goodies are in a file named resources.assets. You need a program such as DerPopo's Unity Assets Bundle Extractor (UABE) to modify assets in this file.

You can read more about UABE on github and the 7DaystoDie forum.

Users have the choice to use the UABE app and manually import the textures themselves or use the installer I provided to automate the process. The installer was created by UABE so that users do not have to download and install the UABE application. This makes distributing mods convenient and quick to install.

One Important Note:
As with modding in general, you will need to re-apply your mods whenever the game updates. This is fine if you play the default stable build which gets an update every month or so. However, for experimental users the game is updated multiple times daily which makes modding less practical. In this case it would be wise to use the automated method (like I do).

DOWNLOAD
Full install instructions provided in the readme file (make sure you read it).

Download HERE

Deploying and Storing the Portable Vehicle Bay (PVB)

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XB1S; To use the PVB , assign it to a slot and press RT.
To store or move it climb on and look at the deck and press RT

Game won't startup properly

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Whenever I start subnautica up it is opened in a tiny window with the option to either close or minimize the program before crashing

Log:
Initialize engine version: 5.4.4f1 (5a3967d8c55d)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce GTX 750 Ti (ID=0x1380)
Vendor: NVIDIA
VRAM: 2017 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.Analytics.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Poly2Tri.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Poly2Tri.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\iTween.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\iTween.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\LibNoise.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\LibNoise.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\LitJson.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\LitJson.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\LumenWorks.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\LumenWorks.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\protobuf-net.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\protobuf-net.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\ConsoleUtilsImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\ConsoleUtilsImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\HardwareVideoImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\HardwareVideoImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\StorageImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\StorageImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\TextSystemsImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\TextSystemsImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityPluginLogImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UnityPluginLogImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UsersImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\UsersImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\XboxOneCommonImport.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\XboxOneCommonImport.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Newtonsoft.Json.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain
- Completed reload, in 0.176 seconds
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed\System.dll (this message is harmless)
Shader 'Marmoset/Building/Self Illum Bumped Specular IBL': fallback shader 'Marmoset/Mobile/Self-Illumin/Bumped Specular IBL' not found
Initializing input.

Input initialized.

desktop: 1680x1050 59Hz; virtual: 3120x1050 at -1440,0
Initialized touch support.

UnloadTime: 2.450276 ms
FMOD Studio: Creating runtime system instance

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Loading game settings

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Steamworks: Initialised and ready for use.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Process name: Subnautica

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

changeset 43604, QualityLevel = 1

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

OK Running Win64

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Application version: 43604

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

SystemInfo:
deviceModel = HP Compaq dx2400 Microtower PC (Hewlett-Packard)
deviceName = USER1-PC
deviceType = Desktop
deviceUniqueIdentifier = 23cb783bb989c1711262154477da982f3f056c25
graphicsDeviceID = 4992
graphicsDeviceName = NVIDIA GeForce GTX 750 Ti
graphicsDeviceType = Direct3D11
graphicsDeviceVendor = NVIDIA
graphicsDeviceVendorID = 4318
graphicsDeviceVersion = Direct3D 11.0 [level 11.0]
graphicsMemorySize = 2017
graphicsShaderLevel = 50
npotSupport = Full
maxTextureSize = 16384
operatingSystem = Windows 10 (10.0.0) 64bit
processorCount = 4
processorFrequency = 2500
processorType = Intel(R) Xeon(R) CPU E5430 @ 2.66GHz
supportedRenderTargetCount = 8
supports3DTextures = True
supportsAccelerometer = False
supportsComputeShaders = True
supportsGyroscope = False
supportsImageEffects = True
supportsInstancing = True
supportsLocationService = False
supportsRawShadowDepthSampling = True
supportsRenderTextures = True
supportsRenderToCubemap = True
supportsShadows = True
supportsSparseTextures = True
supportsStencil = 1
supportsVibration = False
systemMemorySize = 8192


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Steamworks: Received stats and achievements from Steam

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Setting up 1 worker threads for Enlighten.
Thread -> id: 2094 -> priority: 1
FMOD Studio: Destroying runtime system instance

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

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