Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all 42799 articles
Browse latest View live

The new concept creatures

$
0
0
So as some of you may know Alex Ries is now working on Subnautica and has done a bunch of concept art, and we’ve been fortunate enough to see some of it. So far we have a peeper like thingamadoodle, an arctic reefback, and a creature called a pinnicarid (whose name is surprisingly significant, I’ll discuss it later) and of course we know we’re getting the Glow Whale and possibly Rockpunchers. Now, I’m gonna analyze each creature in turn and make a few theories on what role they’ll play in the basically confirmed Artic Biome.


Firstly, we have the Peeper-like creature, who we know literally nothing about:rfu0ikyg9oud.jpeg Looking at this creature we can CLEARLY see it is a predator of some type. It’s smooth and streamlined, and doesn’t have much in the way of skin detail. Looking at it I’m estimating it’s about the size of a sandshark, or possibly a boneshark. I’m guessing it’ll be like a leopard seal and will prey on the penguin creatures, and of course, the player.
I’m not sure if it will be able to come onto land like leopard seals, as it doesn’t look very fit for walking. However, it’s pectoral fins are placed similarly to those of mudskippers, who can move on land with ease (I should know because I have one as a pet) so it may be able to crawl about on land and chase players across ice floes. In the water it’ll be fast, dangerous, and something you should definitely be worried about when going for a swim.

Speaking of ice floes, here’s the Arctic Reefback: zwz82m7wayl7.jpeg These guys aren’t totally new, but they’re still quite fascinating. The sail-like structure on their back is highly reminiscent of a by-the-wind sailor, so I’m guessing these reefbacks get around primarily by drifting. They look smaller, as well. Unless the space penguins we see on its back are actually huge, it’ll likely be smaller than normal reefbacks, unless the devs decide to make it bigger.

Finally, we have the Pinnicarid: ob06eij0q7v6.jpeg These guys are most interesting to me simply because of their name. Pinnicarid, when translated from Latin, means something along the lines of “Finned Shrimp” Now, what is so important about this name? Well, unless the devs just wanted to give the creature a scientific and rather obvious name, Pinnicarid is likely derived from Pinniped and Anomalocarid.

Pinnipeds are seals and their relatives, and they’re why I’m so interested in the Pinnicarid. If the pinni part of its name was indeed derived from pinnipeds, it means that Pinnicarids will probably spend a good deal of their time on land, possibly in groups. This theory is very far-fetched however, so don’t take it too seriously. It’s hard to tell what their temperament will be, but I’m betting they’ll be either neutral, or they are aggressive and pacified by feeding them fish, like stalkers.

Their tail is reminiscent of a thresher shark, so they may hunt in packs and use their tails to stun prey.
Oh, and they’ve got four possible color schemes, like Crimson Rays. I’m betting we’ll only see one in-game, and I’m hoping it’s color scheme C.


I almost certainly got something wrong, but who cares, making theories is fun. Feel free to discuss your own theories and opinions on these creatures, and I’ll update this thread whenever a new creature is teased. See you in the Arctic biome!

Interactive Subnautica Map - subnauticamap.io

$
0
0
Hey, we're two friends working on an interactive map for Subnautica at https://subnauticamap.io. We posted this on Reddit two weeks ago and the response and feedback has been great so far. I figured that I'd post about it here as well since I'm guessing that some of you would be interested to hear about it too.

We're actively working on adding new features based on your feedback, we're currently working on adding more layers to the map to display all the caves and islands. That has been a popular request by our users, and we hope to have it out within a week or two.

Please let us know what you think, we are always open to more feedback!

Sub Surface Seabases

$
0
0
I once had a Subnautica save where I built a seabase using platforms placed just above the waterline in the shallows biome. I noticed some quite interesting things with this design in my opinion are some really good advantages. This is the most reasonable way to build a habitat above sea level with having to build in the resource scarce mountain or floating island biomes. Second, when it comes to hull integrity since it is above 0 meters the habitat cannot flood in a hull breach but you might have a moonpool or two underwater that’s connected by a vertical connector but since the majority of the habitat is above sea level only part of it will flood which means less lithium expended to reenforce the walls to prevent flooding. I technically see this as some kind of oil platform in a way of it’s design and look. Finally just a word of caution, don’t build this in very deep water especially if you have a moonpool. Because P.R.A.W.N Suits don’t travel vertically as well so be sure to watch how long the length is from your moonpool to the seafloor. Leave a comment down below to tell me what you think!

Let us fix destroyed life-pods

$
0
0
We have the technology. We fix our own life pod. Let us fix the rest of them. It could be a small project to get them up and floating again, and then I could use the 9 of them floating across the map as a system of small storage and exploration stations across the map.

please explain the spectator slot system to me

$
0
0
so perhaps i'm a fool (likely) and perhaps i've already seen a thread or two complaining about this, but it seems this whole spectator slot system is fuuuuuuuarked

typical scenario:

1. join a 20 player server with 4 spec slots

2. 20 people playing, i go into spec

3. one player leaves, server now has 19/20 players, and 1/4 specs

4. try to f4 and join ready room, and told there is no room, meanwhile some guy is connecting. this happens 3-4 times in a row until finally somebody leaves and nobody instantly joins, then you have time to join ready room and then join a team

how exactly is this system mean to work? isn't the idea you spec, then you can join a team when there's a leaver? why should people who weren't speccing and might have only been queuing for a minute take greater priority?

Possible Aurora Expansion Ideas!

$
0
0
Have an idea? Post it in the comments!
Possible Expansion:
After repairing the drive core, a loud explosion is heard outside.

Going outside and around the side, you find a large hole in the side of the ship. A part of the wall has fallen off, making a ramp. Swimming up to the ramp and climbing into the ship, you notice it's a large cargo bay. Cargo is strewn across the room. A broken catwalk leads up to another level of the cargo bay. Going up, a lever can be found. This opens a door located near the middle of the room. Through there is three ways.

Going North-East leads to the Seamoth Bay A-2. Through the jammed door is the Seamoth Bay A-1 (The one normally found in the game).

Going forward down the hall leads to six rooms. The first one to the left is Emissary Jochi Khasar's room. PDAs can be found in all the rooms. At the end of the hall is the Lounge, where passengers would go to chill. The North-Eastern wall of the middle room has collapsed, leading to the Data Drive room. It's connected to the Drive Core room, closed of with a door that an be opened. The data drives can be repaired for some blueprints.

Going down the South-Western corridor leads to some labs and the hospital. Through one lab are some vents that lead to a cargo bay. The rest of the area is connected by vents that can be crawled through.
Image:
k204ghbuzvjx.jpg

All Enviroment Protection Suit

$
0
0
The AEP suit as it’s known as is the default clothing of the player character. In the early access trailer the player is seen climbing out of Lifepod 5 and takes his helmet off his suit. What confuses me is that the data bank entry says that it is also designed for use in space in the event of hull failure. Then why is the player wearing a dive mask when immersed in water when you first jump in with no give gear on? I wish UI icons for wearable gear would have a silhouette of a helmet similar to the radiation suit helmet since they are the same only difference is one is lead line. But why when the radiation suit helmet is equipped I still see the dive mask.

ns2_sample

$
0
0
tutorial/example map
QUOTE
Current compatible Spark engine build: Betabuild 208

Current map version: build188


The map can be used as an example for most things ingame currently. I will keep it up to date, for when more things need to be added with the introduction of new NS2 builds. Which will reflect in the filename.

The first release is ns2_sample-build158, the build number will be the same as the latest release of NS2 (that is if new things have to be added to the map)

I’ve put everything in layers so it is easier to load and easier to navigate. So if you want to check something out, but it isn’t visible. Make sure you have the layer set to visible.

For an up to date map content list have a look at ns2_sample on the Natural Selection 2 Mapping wiki

Release List
  • 2010, December 07 - ns2_sample-build158, MIRROR OBSOLETE!
  • 2010, December 21 - ns2_sample-build160, MIRROR OBSOLETE!
    • Added a death_trigger, fog_controls, egg_starts
    • Replaced the "Welcome to NS2 alpha" with the "Welcome to NS2 Beta" sign from ns2_tram
    • Rebuilt the overviews
    2010, December 23 - ns2_sample-build160_01, MIRROR OBSOLETE!
    • Added a fan with shadow-casting lights at the bottom of the "pit of doom" as Wheeee suggested when testing the map. It also has an ambient_sound, The same one as the one in the ventilation
    • Added the new overview.bat, which can be used for any map by dragging and dropping the level file onto the batchfile. You can thank fsfod for providing me with an example batchfile, I could modify to be used as a drag and drop overview batchfile.
    • Changed the cast shadows setting of the beams at the glass window to true, now the spotlight outside the map can cast shadows into the room of those beams.
    • Changed the commander alpha of the glass window at the central tech_point to 0, commanders could build on it.
    • Changed the volume of the ambient_sounds from 0.5 to 1.0, they were barely audible
    • Increased the range of the spot_light casting light into the central tech_point, the shadows are more visible now
    • Moved the ReadMe text file into the map folder and now using this format "[mapname] [version]-ReadMe.txt"
    • Removed the overview-ns2_sample-build160.bat
  • 2011, May 04 - ns2_sample-build176 OBSOLETE!
    • Added a CollisionGeometry at the center tech_point
    • Added an Airwaypoint and a Groundwaypoint in Marine Start to their respective groups/layers, they were not in a group/layer
    • Added more faces around the door, when open the doors were visible trough the walls
    • Added CollisionGeometry (one face) underneath each tech_point, apparently the commander was unable to place buildings on them when it is a hole into nothingness
    • Added the faces above the door and the faces in the "pit of doom" to CommanderInvisible group and layer
    • Added the ventilation faces to the commander invisible group and changed the ventilation props commander alpha to 0
    • Build version has been changed to match the latest NS2 build
    • Changed the Alien team_location to Alien only (it was set to neutral, not that it caused an issue)
    • Changed the ceiling texture angle of one of the vents from 90 to 0
    • Fixed a "leak" inside the vent near the fan on the inside corner of the ventilation shaft
    • Textured floors make sure you actually hear footsteps
  • 2011, November 24 - ns2_sample-build188
    • Removed a face at the door, which was basically a backface to the one faces inwards (visible from inside the map)
    • Added two faces at the door so the wall looks uninterrupted from the commander perspective
    • Recompiled the minimap, it was broken as of NS2 build 178. Apparently the minimap_extends needs to be a perfect square across the y-axis. Otherwise the object and location offset is wrong.
    • Removed both team_location (no longer needed)
    • Removed all egg_start (no longer needed)
    • Removed all player_start (no longer needed)
    • Left the airwaypoints, groundwaypoint and their respective layer and group. They are no longer needed though!
    • Added the pathing setting entity, used for pathing mesh generation. It can be found in the South Techpoint room
    • Removed two location entities and renamed all the others to not have the "alien" or "marine" name in them anymore
    • Moved the two resource nodes from the central tech_point into the west and east expansion rooms
    • Added a power_point in the former alien start room
    • Added atmospherics to the light_spot down in the ventilation shaft in the West Techpoint room
    • Added atmospherics to the light_spot in the vent
    • Added a new light_spot and light prop, with atmospherics in Center Techpoint room
    • Added two reverb entities to show how they are used in the West Techpoint room
    • Added textures to the ceilings and walls (northern part has a yellow theme, the southern part has a blue theme), also to set them apart from the OcclusionGeometry mesh (which will use gray wall textures)
    • Added the OcclusionGeomtry mesh
    • Changed the depth of the fan pit, so you can see the atmospherics at work

Bug ? Can't play as Marine when creating a server

Crashing launching or playing Subnautica? -- READ ME FIRST! --

$
0
0
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.

We have a comprehensive Troubleshooting Guide here:

iXSYPkA.jpg

http://steamcommunity.com/sharedfiles/filedetails/?id=448862051

Please follow the Entire Thing and if you're still having issues, please reffer to the 'Log files' section and send us your log files.

Thanks!

Vehicle Oxygen

$
0
0
This seems quite weird to me. Every time your Cyclops, P.R.A.W.N Suit, Seamoth what have you runs out of energy in it’s power cells the player instantly starts using their own on person oxygen supply to keep breathing instead of breathing the open air that would be still in the vehicle cabin even if the air scrubbers were offline there still would be enough air to last for like 1 minute in a Seamoth or probably like 15 in a Cyclops if there was already a fire happening. In real life submariners in WWII would wait in their subs in the event that the crippled sub sunk to the bottom of the seabed and await rescue but depending on the size of their submarines would give the appropriate amount of air for how long they would last. I hope the devs add this into the game as a mechanic of some sort to increase immersion. What are your thoughts comment below to tell me what you think!

[Display Crash]Display failed when pressing escape[Steam Beta Experimental, latest]

$
0
0
Latest Steam Beta Experimental as of 16/04/2018 19:30 UTC


I had just loaded the save, I was swimming around outside a scanner room in the water near the alien quarantine enforcement platform and I pressed escape. Then I was thrown to my desktop. The game is still running, if I load back the game window I can hear it, pressing space and Ctrl I can hear thecharacter swim up and down the water surface, and I can press escape and see the ingame cursor, but otherwise all I see is my desktop.


Here is the DxDiag output : https://pastebin.com/VYSY60DZ

Here is the Output_log file, please note that to fit within pastebin size limit I replaced all the "d3d11: attempt to lock null buffer" messages with "@" (except the first one) : https://pastebin.com/NThthX0Y


Thanks.

Saved Game Survival. mode having 1st start Issues

$
0
0
Start up my xbox launch Subnautica goto saved survival mode save and it starts to load everything freezes wave background animation stops load... stops flashing I hit xbox guide and highlight Subnautica and quit 2nd attept game starts save data loads game plays fine. xbox one X Insider build new 1805

Corrupted Save Data

$
0
0
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.

Selective destruction on vehicles

$
0
0
Selective destruction on vehicles would be an interesting gameplay thing (can't think of the correct word). When a creature that can actually do damage to the Seamoth and Prawn attacks, maybe make it so that it bites of or simply demolishes certain upgrades. That way you can lose your armor upgrade, or sonar when on a trip and have to construct a new one. Or lose (one of) the storage unit(s) with everything that's in it. Bummer! Naturally, losing the depht module when 900m down is panic city....

Batteries, Power Cells, and Cameras

$
0
0
Some things you build just automatically give you free things without first having to build those things, and it seems a bit exploitive.
1- Scanner Room Cameras: Scanner Room Cameras can be collected and the player can simply de-construct and re-construct the Scanner Room to get 2 more.
2 - Vehicles: Vehicles automatically come with Power Cells without Power Cells being in the recipe
3 - Tools: Some tools automatically come with batteries without batteries being in the recipe

I know it can be a bit of grinding, but it would be more realistic for Scanner Rooms to not be built with cameras, but instead, the player would need to build cameras for the player to use them (side note, it would be nice to be unable to de-construct the Scanner Room if there are cameras attached and upgrades in the upgrade console). Otherwise, the player could spend some time getting an infinite supply of cameras, and it would be pointless for the Scanner Room to even have the option to build a camera using the fabricator.

For tools and vehicles, power sources would have to be made, unless they are part of the recipe, so either:
A - have the recipes include the power source (i.e. Cyclops would also require 6 Power Cells to build). This could be simplified to say "Power Source" so that the player can choose to use 6 Power Cells or 6 Ion Power Cells for their Cyclops, or
B - have all tools and vehicles start out un-powered, and the player would need to add the power source to use them.

NS2_ATCS - Re-Remake (Advanced Tactical Combat Simulator, the de_dust equivalent of Tremulous)

$
0
0
Old discussion: http://forums.unknownworlds.com/discussion/143464/new-to-spark-editor-replicating-a-famous-map-from-tremulous-atcs
Old Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=810328380

New Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=818860706


Top: NS2's Editor with symmetrical sides duplicated
Bottom: ATCS (January 2006 for 1.1's standalone release) rendered on Tremulous 1.2 (GL 2Renderer + Sun/Shadow effects)
7mrdqfgxx94y.png

What it looks like if i combine the new and old recreations together:
unknown.png
Well, woodja look at dat beauty!
.eJwNwlEOgyAMANC7cAAqHYL1NgQJmikltMaPZXffXt7H3OM0q9lVu6wA2yGZx2ZFeaRabGWuZ0n9EJv5gqSa8n6VpgI4RUfog1soUPQvHwBnotlFCv8OCZcJ7vZu_DTbWzXfHwsQIv0.Wez1FNvs3uEkWhtP9EOL-LZb6EU


I've restarted the map creation progress due to serious issues with the editor which ended up causing a lot of bugs in the atcs map that i had worked up until then. This time i started developing from the center bunker instead of the main base so it will be a while until it becomes playable.

Thanks to Biege for his *hidden* youtube tutorials which i found randomly browsing the net - without them, i wouldn't have gotten this far..

Prawn now needs 20 fragments?

$
0
0
This has been popping up on some play throughs, but once i get my third prawn suit fragment, the PDA changes from saying i need 4 total to 20. Once i find the 4th this does not corrrect itself and says i need 16 more fragments to unlock the prawn. As far as I know there are not that many prawn suit fragments in the whole game. Theres 4-5 in the Aurora, and 3-4 a piece in a pair of other wrecks bringing that total to a max of 14. Then there is the odd prawn arm that is part of the core prawn suit in another wreck or two where you can find fragments of the arm attachments.

Any case, as far as i know, this glitch does not reverse itself after it happens, thus breaking the save and making the game virtually unbeatable as some materials required can only be obtained from the big mining rocks. Kyanite especially as far as i know there are maybe 5 pieces that you can grab by hand but 3 of those each have to be used for cyclops and prawn depth upgrades, meaning you would not have enough to make extra tablets to get into the main containment facility, or to make the second stage of the neptune rocket.


http://steamcommunity.com/sharedfiles/filedetails/?id=1280585010

Add 1-2 second cooldown on auto pick up of the weapon you just dropped

$
0
0
So that I stop picking up my empty rifle mid combat when trying to grab a shotgun.

NS2_Nexus Feedback Thread! (Formerly Nyx, Updated weekly!)

$
0
0
Welcome to the heart of darkness.

NzXmLOk.png

I'm making this thread for Malpractice and I to gauge response and interface with you guys how you feel about the map.

Nyx is a facility located deep in the heart of an alien jungle. It's humid, and hostile, and dark in the canopies of the surrounding foliage, an environment mirrored within the facility itself.

This is the workshop link.
Hex for server mods is 17B0E28C

I should warn you and any server that this is a work in progress, not a finished product. Performance and detail are all subject to change (for the better).

Screenies (all WIP)
OIVzoiD.jpg
dYV61HQ.jpg
nyueQAg.jpg
QKo2H2d.jpg
gimgcut.jpg
QURzqG8.jpg
e4yeoIb.jpg
NPQ4e6Q.jpg
qCM5KUP.jpg
mhuG1tI.jpg
uKfCDJk.jpg
Viewing all 42799 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>