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ns2_origin

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- Remake of ns1_origin -

http://steamcommunity.com/sharedfiles/filedetails/?id=859097492

I put together some NS1->NS2 comparison shots for anyone interested or who never played the NS1 version
73A2089E61462D368F5E9A68F068161BD71282B2
9B9694575C251C32FF6CE3A211B09A500FA2B5AB
736BA34C9F0AB14E1C716FE58D4CC24F2CEC7117
C19A1321573CCA9E144A6588D28250526B6D2D89
1660A81A44079E8B8CD53F4A7E218116C65A981D
3219BAE64DF7284BA97771C875EAB9D17C1B4972
AE54E00186133BCB8F9BFB4858B68BC9ADB0FE84
429ADA66F924E3C224DD92407FDB7A4D05A52C0F
C3A17964977201F1F99CD241D484D0CD0BE5A789

I always wanted to make this remake. Even asked Cadaver for permission years ago.
The idea, layout, etc was growing in my head the last months and I finally started like two weeks ago.

I'm using a kinda veil-layout as blueprint, because obviously the NS1 version with all the vents between hive locations won't work.
I will add almost all vents tho, except the exit into marine start.
Edit: Changed to a kinda caged-layout to improve balance for aliens.

NS1-Overview:
n5IPtyh.jpg


Current Overview:
8A0FF747175827972465ADAE1085D04841691CC8

Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!

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Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:

Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]

1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

LHmLsSd.png

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)

3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

PJAwuF0.png

4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.

These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!

Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!


Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
  • Please make sure that your Windows is up to date.
  • Please make sure that your drivers are up to date.
  • Please make sure your PC meets the minimum system requirements.
  • Please close all other applications before starting the game.
  • Have you tried turning it off and on again? ;)

Corrupted Save Data

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My save data has been corrupted three times now. First time I was starting a new game anyways, so no huge loss when the game wigged out and my data was corruopted. But now, both my creative and survival data are gone. i had gotten a seaglide and gone to the island and back just so i could start building a base. But when i go to the main screen it doesnt register any data, just says new game. Im going to try it one more time, but please fix whatever the issue is. If my data gets corrupted again, im going to stop playing. there is no point in putting in the work, if its all just going to disapear.

Nintendo Switch?

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Could that be a future possibility? I know I would love this game as a handheld. What do the rest of y'all think.

Mobile vehicle bay does nothing

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When I went to release the mobile vehicle bay, it does nothing except float to the surface. I have no options for it except to pack it up. I have tried restarting the game and it still hasn't worked. Is there something I could do to fix this?

here are my ideas for biomes in expansion pack:

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1. arctic biome - here are the fauna i want for this biome: ice ray, ice urchin, ice puncher, icy peeper, frozen bladderfish, crabwhale, mesmer - here is the ONLY flora i want for this biome: ice shroom - here are the raw materials i want for this biome: ice sulfur, ice shroom spore, frozen diamond, ice, frozen nickel.

2. deep reef - there should be 7 parts of the deep reef - 1. coral fields - here are the fauna i want for the coral fields: shuttle bug, floater, rabbit ray, crabsquid, warper, ampeel, hoop fish - here are the flora i want for this part of the deep reef: creepvine, gel sack, ghost weed - here are the raw materials i want for deep reef coral fields: ruby, ghost weed seed, large nickel deposits, large titanium deposits, nickel ore, warper parts, quartz, uraninite crystal - 2. deep reef corridor - here are the fauna i want for this part of the deep reef: ghost leviathan, hoop fish - here are the flora i want for this part of the deep reef: anchor pod, gel sack, ghost weed - here is the coral i want for this part of the deep reef: brain coral - here are the raw materials i want for this part of the deep reef: ruby, gel sack spore, nickel ore, quartz - 3. floater canyon - here are the fauna i want for this part of the deep reef: giant floaters, shuttle bug, ghost leviathan, rabbit ray, spadefish, hoop fish, hoop fish shoals - here are the flora i want for this part of the deep reef: gel sack - here are the raw materials i want for this part of the deep reef: ruby, large nickel deposits, large titanium deposits, quartz - 4. floater forest - here are the fauna i want for this part of the deep reef: shuttle bug, cave crawler, rabbit ray, crabsquid, spadefish, ampeel, hoop fish - here are the flora i want for this part of the deep reef: gel sack - here are the raw materials i want for this part of the deep reef: ruby, large titanium deposits, large nickel deposits, nickel ore, quartz - 5. coral caves - here are the fauna i want for this part of the deep reef: rabbit ray - here are the flora i want for this part of the deep reef: deep shroom, gel sack, coral flower - here are the raw materials i want for this part of the deep reef: ruby, deep shroom spore, large nickel deposits, large urininite deposits, large titanium deposits, crystalline sulfur, nickel ore, quartz, urininite crystal - 6. coral mountains - here are the fauna i want for this part of the deep reef: shuttle bug, rabbit ray, spadefish, hoop fish, ampeel, mesmer - here are the raw materials i want for this part for this part of the deep reef: ruby, crystalline sulfur, large nickel deposits, large titanium deposits - last but not least part 7: the deep sparse reef corridor - here are the fauna i want for this last part of the deep reef: shuttle bug, rabbit ray, crabsquid, ampeel, hoop fish - here are the flora i want for this last part of the deep reef: acid mushroom, cave bush, rouge cradle, spotted dock leaf, table coral, veined nettle, violet beau - here are the coral i want for this last part of the deep reef: brain coral, and jordi's tung - here are the raw materials i want for this last part of the deep reef: ruby, crystalline sulfur, large nickel deposits, large titanium deposits, large quartz deposits.]




this is all i have for my ideas and suggestions for expansion pack. hope you like them!

Using the Mobile Vehicle Bay underwater

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While playing around in creative mode, I discovered that when the Mobile Vehicle Bay is deployed under a moonpool, the player can jump on top of it and use it as if it were on the surface.

Foundations and multipurpose rooms don't work since the bay will slide out from under those and float up, but the moonpool traps it and also provides access from above. The vehicle bay will be bouncing up and down a bit (which can make clicking the menu icons a bit annoying), but it does work.

Using this method, I was able to construct a Cyclops in the Cove Tree room of the Lost River.


I switched to freedom mode, and built a Seamoth. There was enough time to swim out while it was still being constructed and put a pressure compensator in before it was crushed. Then I did the same thing with the Cyclops (fun fact: you can board the Cyclops while it's still under construction and be standing right next to the module slots when it's done).


In terms of using this in a practical seabase, deploy the mobile vehicle bay before you start building the base and note the orientation. If you haven't noticed already, it always likes to face the same direction regardless of which way the player was facing when it was deployed. You can ascend faster than it (especially with a seaglide), so you should still be able to catch it and pick it up.

Then place a moonpool so that when the Mobile Vehicle Bay is deployed, it will be facing open water outside the base (otherwise things may get exciting when you build something). Make sure there is plenty of room if you plan on building a Cyclops, and that it's not over a bit pit or anything for the exosuit. Once the Moonpool is constructed, go ahead and deploy the bay (if you push it to the corner of the moonpool, you can still dock a sub in there as well). In my case, I was able to use the vehicle bay while standing on the edge of the moonpool without even having to jump in the water.

If you're below the crush depth of the desired vehicle, make sure to build the appropriate pressure compensator BEFORE building the vehicle. For the Cyclops, as long as you have the appropriate resources for the pressure compensator in your inventory, there should be enough time to run to the fabricator on the new Cyclops and make one and install it before it takes too much damage.

For safety/glitch prevention reasons, it might be a good idea to store the vehicle bay in a locker in the moonpool when not in use (so it doesn't glitch through the moonpool when loading a savegame or something).


If you build any seabases in a freedom/survival game that take advantage of this, I would love to see screenshots.

Extensive list of glitches, bugs and annoyances on 1.0

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I will try to keep it simple. Number 1 and 2 are highest priority fixes please. Number 11 and even more 32 could possibly help a lot with performance (limit how far bases are seen/calculated)

1. Texture Quality locked at "4" (highest), causing stutter and eventual break down of the engine with time on anything but ultimate PC-specs. (extra: no Texture Quality slider on options, you have to reduce manually every time you start on F3)

2. Falling through the ground, specially with the PRAWN. Multiple causes but the above can help compound to the problem (collision detection is known to fail on low FPS/stutter events). Include here multiple clip issues like getting stuck inside walls and such.

3. You cannot access the PRAWN upgrades nor storage while docked at the Moonpool

4. No hitbox on PRAWN (and Seamoth? don't remember) while docked at the Moonpool, so if you get too close/move over it, you fall

5. Creatures also clipping through terrain and often getting stuck under the floor (happens a lot with reaper leviathans), at which case they are often despawned.

6. Some visual elements like smoke and green/blue acid pools in the Lost River render in front of the Cyclops bridge overlay, totally hiding them.

7. Neptune Plataform requires "deep water" to be built ... except it is a barge, not a sub.

8. The whole energy transmission issue, where on load they can break chain.

9. Creatures (and cameras!) can move across the water/air shields on caves, meaning you can be hunted down by hostile creatures into it, or fly with cameras inside.

10. Creating more than one scanner room at a time can cause cameras to have the same number/name, complicating choosing which to control.

11. Base energy warning is shown no matter how far you are, meaning a random base that have the energy toggling on/off will keep displaying such message to you forever, causing delay on real time messages. Fix: do not show those messages unless you are close to base.

12. Single fishes enter and get stuck at bases (fix: do not allow them to swim too close to bases). Sometimes even aggressive creatures get inside.

13. School of fishes move inside bases (fix: do not spawn them close to bases)

14. Fishes inside Alien Containment sometimes will also clip out and swim inside your base

15. When you are grabbed by a reaper and thrown away, you can easily clip the ground/walls. It can also happen when you are pushed by Ghost leviathans.

16. Large bases (not even that large) get annoyingly slow to build with sometimes requiring up to 10 seconds of the game hanging when you add/remove a module (calculating integrity? seems too much for that)

17. Render distance could be increased on high-end PCs (currently you can tweak clipmaps-high.json to get some more)

18. We need an auto-save, even if the proposed "when entering/leaving a base or cyclops" because the crashes are causing people to loose hours of gameplay. (extra: improve saving algorithm, takes too long. 100mb savefile? Minecraft autosaves each 10 seconds and can have maps nearly 1Gb)

19. Last 2 achievements not working

20. Deconstructing a moonpool while you are standing on it (possible if you enter it while it is still not fully constructed) causes you to fall with normal gravity to your death

21. Rotating items (like the aurora model) advances to the next item on hotlist, making rotating such items a shore

22. Beacons on dry land have weird glitches, like eventually sliding under the ground

23. If you try to access a locker from a distance, sometimes the PDA won't display

24. If you build your base close to an area where Stalkers play with wreckage, with time there will be literally dozens of stalker tooth on the ocean floor lagging the game (My 28h game, I had to make 3 trips to clean up all the tooth and throw them in the trash)

25. Lifepod icon will stay stuck onscreen (won't move) if you load a save where you hid such icon in the PDA

26. Multiple reports of the giant Tree Cove Tree not showing (happened to me once, I was able to move thru where it should be with my Cyclops with no issues). Reloading fixed it.

27. Cyclops is not flooding

28. Vines clip through everything

29. Teleport/warp console commands don't work if you are inside a vehicle and often lead you to get stuck.

30. Sometimes the Sunbeam doesn't appear during the descent cutscene.

31. Posters put on a glass window cannot be removed, nor the window.

32. Bases are always visible/calculated no matter the distance. Other than a visual nuisance (you can see the lights across any distance), it bogs down FPS even when you are far. Same happens with the Cyclops and even sunk Cyclops.

33. Alien Containment hatches are counted towards your base integrity

DISCLAMER: The intention of this post is to help list most bugs in one thread, not to bash the developers. Post anything I missed and I will add to this main text (I can only edit for 24h, see the mirror below for further changes).

Mirror at reddit

# of deaths overlapping score

seamoth sink in sand

Understanding 4546- and Base Construction Aethstetic.

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So I've been rattling over ideas in my head for about a year now.... and i just feel the need to share them officially.

If any Dev wants to casually debunk anything it'd be greatly appreciated.

Also potential spoilers? I'm not sure what to classify as spoilers at this point....


4546- The Binary Planet?

Many folks have taken to calling the orbital body of 4546B the "Red moon." Honestly I thought that too, at first. The more and more I read about planets the more convinced I am that "Red moon" isn't really a moon... It's the secondary planet, 4546A. This would make 4546B half of what is called a Binary planet. Now, just like in terms of stars, a binary planet is two orbiting bodies, usually of near identical mass, that orbit one another in tandem as they traverse an orbit around a system star. in fact this binary orbit is crucial for maintaining the two planets own orbital range from the sun. If one planet were to be removed the other planets orbit would decay until it found a new alignment orbiting the system star(resulting in the boiling away of all atmosphere and water on 4546B) OR fling it off into space making it what is typically referred to as a "Rogue Planet" That is a planet that orbits no star and generally traverses the cosmos independantly. So yea.... I definitely think 4546- is a binary planet.

I'm just bothered by one problem... the rest of the skybox for 4546B doesn't rotate.... Meaning that further off "white moon" is in a constant geosynchronous orbit to 4546B as are it's stars. I know this could simply be a development limitation but that little(or maybe big depending on just how far away it is) moon drives me NUTS constantly being in the exact same location every night.



=======
Human uniformity in construction?

So according to all the stuff in game Torgal Corp is a Mongolian Empire company and Alterra is a Federation company... This makes sense with you finding Chinese potatoes in crop planters at the left behind island base and whatnot, yea? and how Sunbeam is a Federation aligned ship but looks very Alterra-ish.....

so my question, thought, whatever becomes..... These are two separated space empires. Why do they SHARE a common base-building aethstetic? I understand the game-development reasoning of "it's just cheaper to use these decayed alterra models." I TOTALLY get that. i just wonder why there wouldn't be design aesthetics to differentiate the two human empires from each other. I mean did the Degasi look like the Sunbeam? Degasi was a Mongolian ship by way of Torgal corp.... Not a Federation ship by way of Alterra. In this i'm actually both kind of GLAD and upset that we don't see remnants of the Degasi itself. Taking apart the Degasi means we'd never see the actual design differences between the Mongolian Empire and Federation Alterra(less resources used on an unusable ship design) but it also means that whatever they did craft using said pieces(like the Floating Island Bases) would also have Mongolian influences...

So I'm left having to wonder if the Fabricator, like the ones we make, would have industrial variants for large-scale building(like ships) and is just a uniform company unit from a company independent of both empires that sells fabricators to both empires.....

What vids are you bingeing out on?

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So many good TV drama series about these days. Just when I was sure everything was going down the gurgler, somehow the bar stays set pretty high in this area.

Of course, as a gamer, I'm a sucker for the epic action scifi & fantasy stuff (GOT, Vikings, Battlestar etc. ). And some eccentric stuff too (Carnivale, BBC's Utopia).
But I also like a lot of the good character-driven mainstream shows (Boardwalk Empire, The Wire, Mad Men, Masters of Sex)

Recently enjoyed a couple of seasons of Better Call Saul (the Breaking Bad spinoff) and I'm hanging for the third. Really great character development of this previously comic side-character. You can't help but feel for that putz.

Right now we've got the Handmaiden's Tale on free-to-air. Harrowing stuff, but I can't look away. It's like some kind of slow-motion gynaecological train wreck.

Also in here on TV is Ouro. Broadcast with zero promotion in wee hours, but it's turning out to be a little gem I reckon. It's set out of a modern day Brazilian frontier town. Morally ambiguous characters. Unpredictable but believable narratives.

Currently I'm waiting on appearance of a couple DVD sets. Can anyone recommend the sci-fi series The Expanse? I'm also thinking of chasing down a BBC series Gormenghast, based on that old gothic fantasy trilogy.

Cheers then

How Is everybody?

An updated cache clearing guide v3: fix crashes, lag, stuttering, and fix saves that don't update.

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I updated this guide, however, if you're looking for something from the old versions, they're in [ spoiler ] tags at the end of the post.

If you have any problems or need clarification, please reply here and I'll try to address the issue.

If you've got dirt in your base, you'll want to follow the second list right after this one.
  1. Close the game
  2. Navigate to your Subnautica folder. For most, that's C:\Program Files (x86)\Steam\steamapps\common\Subnautica
  3. Open SNAppData, then open SavedGames
  4. Find your slot00xx folder that has the saved game that needs fixing. (look at the screenshot.jpg in each one if you need help, that's the little thumbnail that shows when you go to load. Or sort by date if that helps).
  5. Delete both the CellsCache and CompiledOctreesCache folders - you can also delete the legacy batch-object*.txt files in the slot00xx folder, just be sure to only delete those, and not the main saved game files, which are listed below:

Make sure you do not delete the following four files sitting directly in the slot00xx folder:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

(If you have dirt in your base, read this section).
The terraformer method: (NOTE: As of 10/8/2017, the terraformer / item 514 still works, but with no persistence ie, it won't save changes made to your save file any more. You can use the terraformer to gain access to your base to deconstruct components and move them to where there is no terrain, however. Also note the terraformer won't have a proper icon any more (just a question mark) - still fully functional though)
  1. Clear all of the cache if you haven't already (see section above)
  2. Type
    item 514
    
    and press enter in the debug console
  3. Clear out the dirt. (left-click, or shift+right-click)
  4. (if you want to get rid of the terraformer) Make an empty locker, put the terraformer inside of it, and deconstruct the locker.
  5. Save

IGP's video is linked in the old v1 and v2 guides, I'll leave it here for reference, but keep in mind a lot of it (saving the batches your base is built in) is no longer necessary, and can be instead worked around with the terraformer, and even that's usually not necessary as base terraforming is no longer allowed.

https://www.youtube.com/watch?v=r97PcLuThHg

Some useful stuff:

* If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.
* Link to a tool to make this process a bit easier (currently the program still wants you to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

Interesting notes:

* you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

* Found this thread over on Steam, the very interesting part is the developer reply afterwards (by @LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

The old versions of this post are archived below:


v2:
I updated this guide, however, if you're looking for something from the old one, it's in [ spoiler ] tags at the end of the post.

If you have any problems or need clarification, please reply here and I'll try to address the issue.
If you've got dirt in your base, you want the second list right after this one.
  1. Navigate to your Subnautica folder. For most, that's C:\Program Files (x86)\Steam\steamapps\common\Subnautica
  2. Open SNAppData, then open SavedGames
  3. Find your slot00xx folder that has the saved game that needs fixing. (look at the screenshot.jpg in each one if you need help, that's the little thumbnail that shows when you go to load. Or sort by date if that helps).
  4. Make a new folder called temp-backup
  5. Move the CellsCache and CompiledOctreesCache folders to the temp-backup folder
  6. Load your saved game, and go check all of your bases for terrain popping in. If you see terrain, you can either spawn the terraformer (see the following section), and clear the terrain, or, open the F1 window and note down (Alt-tab and Notepad works well for this) the camera batch number that the terrain is located at. There's a video by IGP kind of describing this process below, just follow the part about copying down batch numbers.
  7. Save and exit the game.
  8. If you noted any batch numbers down two steps previously, go into the temp-backup\CompiledOctreesCache folder, find the files that match the batch numbers you noted down, and copy them back into the slot00xx\CompiledOctreesCache folder, overwriting the newer files now present there.

Make sure you do not delete the following four files sitting directly in the slot00xx folder:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

(If you have dirt in your base and you were linked to this thread, read this section).
The terraformer method: (still works as of 10/7/2017)
  1. Clear all of the cache (see section above)
  2. Do 'item 514' and press enter in the console (no quotes)
  3. Clear out the dirt.
  4. Put all of your stuff except the terraformer (including anything on your paperdoll UI person like rad suit, rebreather etc) in a locker
  5. Do 'clearinventory' and press enter in the console (do not enter the quotes)
  6. Put all your stuff (O2 tanks, rebreather / rad suit etc) back on
  7. Save
  8. Close game

IGP's video:

https://www.youtube.com/watch?v=r97PcLuThHg

Some useful stuff:

* If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.
* Link to a tool to make this process a bit easier (you still have to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

Interesting notes:

* you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

* Found this thread over on Steam, the very interesting part is the developer reply afterwards (by LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

The old version of this post is archived below:

v1:

Alright guys / gals, remember before, when we deleted our CellsCache and CompiledOctreesCache folders, we would afterwards have terrain in our base?

Here's how to avoid that, and also, apparently we should have also been deleting the batch-objects- txt files in the main slot00xx directory located (by default, anyways) in \Program Files (x86)\Steam\steamapps\common\Subnautica\SNAppData\SavedGames\

{{EDIT: some info on what those files do at the bottom}}

BUT, we should not delete the files in CellsCache, CompiledOctreesCache, and the main slot00xx directory that match where our base(s) are (and for large bases, sometimes that's 2 or more files, so be sure to check all around your base).

To do this, you're going to want to make note of which camera batch files you've got modified terrain on.
  • ///EDIT: Those having problems getting near their bases to get the batch numbers, please take note of the last part of this post for a workaround.

    EDIT2: If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.

    EDIT3: Added instructions at the end for it you don't want to check your base batches and/or get dirt in your base somehow (maybe the terrain was updated and now the new landscape intersects your base whereas it didn't before the last update).

This is usually just your base(s). Just open notepad, and with the Subnautica F1 window open, swim around, making a note of the camera batch numbers that your base(s) occupy.

Next, delete the numbered cache files in both the cache folders, as well as the numbered cache files in the main save folder, except for the cache files that contain modified terrain data. Make sure you do not delete the following four files:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

To make it easier, you can watch IGP walk you through this process below:

https://www.youtube.com/watch?v=r97PcLuThHg

*This helpful guide has been made possible by the kind support of IGP.*

If you can't get near your base(s), do this:

1) Back up your entire saved game folder.

2) Clear you cache (all of it).

3) Go to your base, note what batch(es) it / they are in.

4) Exit, copy the batches noted above from the back up to the new save.

5) Profit!

If you have dirt in your base somehow (didn't want to get base batches, or game was changed between updates), follow these instructions:

* Clear all of the cache
* Do 'item 514' and press enter in the console (no quotes)
* Clear out the dirt.
* Put all of your stuff except the terraformer (including anything on your paperdoll UI person like rad suit, rebreather etc) in a locker
* Do 'clearinventory' and press enter in the console (no quotes)
* Put all your stuff (O2 tanks, rebreather / rad suit etc) back on
* Save
* Close game
* Profit!

EDIT#?? Also please note that you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

EDIT#??? Thanks @Frustrated for helping with clearer phrasing.


EDIT#???+1 Link to a tool to make this process a bit easier (you still have to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

EDIT#???+][
Found this thread over on Steam, the very interesting part is the developer reply afterwards (by LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

Subnautica Stories: Time Capsule in the Grassy Plateau

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This paragraph was inspired by Stalker teeth issues? Well then..... (short story) by @Hipqo. Enjoy.
You're swimming through the Grassy Plateau, and notice a piece of metal sticking out of the ground. On closer inspection it appears you've found a time capsule left behind by another survivor from a different time. The capsule clicks open and inside you find a cracked PDA, two chunks of titanium, and a bloody survival knife. You put the titanium into your pack and download all the available data of the cracked PDA. On closer inspection it appears the blood on the knife is human. Opening up your PDA you proceed to read the data you downloaded off of the PDA in the time capsule.

SURVIVORS LOG [DATE UNAVAILABLE]
When it all started there were four of us and now I'm the only one left. Everything went downhill when Ryley got sick. Some fish covered in big glowing blisters bit him in the hand, whatever it had Ryley got it. We thought everything was fine. It was for a week after Ryley got bit. We didn't think much of it, just patched up the wound and went back to work on our habitat. We have everything we need. Fresh water comes from the shallows, the ocean is filled with food, and we had a habitat set up in a grassy plateau. We even had a scanner room. Ryley forgot to come back in one morning, he completely ignored his oxygen. When we woke up he was banging on the hatch trying to get in. When we revived him he went berserk, we had to hold him down. His face an hand were covered in cracks, he had a pustule growing above one of his eyes. He passed out after 10 minutes and we were able to run a scan on him. All the results showed is that there was SOMETHING wrong with him, not what. I was in the scanner hab when he woke back up, so I don't know what happened to Kaleb and Kyle who were both in the main habitat with Ryley. I was in the dive chamber when Ryley opened up the hatch and came at me with Kyle's survival knife. He stabbed me with it. I managed to swim to the observatory overlooking the habitat, Ryley drowned trying to force his way in. I'm bleeding a lot. I figured I might as well pack up what I have into a time capsule in the hopes whoever finds it has better luck than I did.
[LOG END]
[ACCESS OCR LOGS]
Main Habitat
dp7ooc255oc3.jpg
vh96ce775avn.jpg
rt4qfrwn2nkq.jpg
Scanner Hab
21jnnv3qoeuy.jpg
7nxlg60ldjbi.jpg
Observatory
dbqhzrzud68q.jpgrjgsl8z4fn2x.jpg


Game only runs in forced openGL

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Game refuses to start after windows updates/Video card updates/ect. I have done all troubleshooting things I can find. The game just doesn't run. I exceed the requirements as well.

Windows 7 64bit
FX8350
RX480 8gb
16gb DDR3
2TB of free space
Temps are fine

While it works okay with openGL, I get a feeling it would run better on directx 12.

Here is the log file :https://pastebin.com/ASyyH8U3

Here is the error file if you need it : https://pastebin.com/gmjnTFe4

Subnautica Xbox One Launch Plans - Subnautica

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imageSubnautica Xbox One Launch Plans - Subnautica

Today is the big day for Subnautica on Steam. After five years of development, Subnautica is ready for release on PC. But what about Xbox One? We still have more...

Read the full story here


Much better idea than last time, hopefully.

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Maybe the P.R.A.W.N should have things like a scanner, laser cutter and repair tool arms, and a quick switch upgrade, so you don't have to get out to equip different ones. Hope you like this. Boi

Playing Hardcore

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If there are no air warnings in hardcore how come the pda just said I had 30 seconds.

Reefback Repellent

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Sometimes people build their base in locations where Reefbacks seem to be around a lot. one of those people happens to be me. I find it annoying how close Reefbacks can get to my base so i was thinking what if there could be some type of device that repels reefbacks away. sort of like the creature decoy for example but instead it repels instead of attracting creatures and well.. it repels reefbacks.
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