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'BOREALIS RISING' - A Subnautica Story V2.0.

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Borealis Rising - A Subnautica Story, V2.0.
By: Bugzapper (Lee Perkins).

CHAPTER ONE

Unlike a certain Mr. Samuel L. Clemens, the reports of my death are entirely accurate.

Alexander Fergus Selkirk lived to the ripe old age of 115 years, and died three times in the process. We're not talking about any 'dying on the operating table'- type deaths, either. The first time, I blundered into the path of a hungry Stalker and paid the price for my singular lack of caution. All things considered, I got off extremely lightly. Having a working Valkyrie Field in the Lifepod gave me a second chance, and I dare say that I learned a valuable lesson from that experience.

Considering that this planet is essentially a heaving mass of aquatic life forms with a marked taste for human flesh, it would serve you well to keep your wits about you. If you've accessed my earlier log entries, you'll probably be aware of the most prevalent threats that planet 4546B (a.k.a 'Alpha Hydrae IV' or 'Manannán') has to offer. I have done my best to provide a broad assessment of each alien species encountered so far, including their general appearance, typical behaviour patterns and perceived threat levels. Please be advised that this information is by no means complete and highly subject to revision, since this planet has entered a state of accelerated evolution. It is entirely possible that new life forms are appearing even as this account is being written.

Yes, you did read that last sentence correctly.

My second death was a rather more unpleasant surprise. Approximately eight months after Aurora crashed on this planet, a Torgaljin Corporation commercial frigate arrived and commenced highly secretive operations near one of my undersea bases. Since I had already launched a deep-space distress beacon by that time and the frigate De Ruyter had made no obvious attempts to contact me, I became immediately suspicious of their intentions. A few days later, a Torgaljin security team entered my base and I was murdered by their leader, Invigilator Galen Tomar. After being restored to life by the Valkyrie Field, I commenced a retaliatory action that culminated in the destruction of De Ruyter and the loss of its crew. This particular outcome was not at all intentional, although the follow-up operation against Torgaljin Corp's base in the Lava Castle was entirely successful and no further human lives were lost during our assault on this facility.

As for what happened to the inhabitants of the Torgaljin base in the aftermath of that raid, I can only speculate how events might have unfolded. As the Lava Castle base has been effectively isolated for the past hundred and two years, I am understandably reluctant to carry out a detailed reconnaissance mission in order to ascertain whether anyone is still alive down there. Camera drones have been sent there on several occasions, although they were deliberately made to be unable to operate the base's airlock controls. My greatest concern is that Torgaljin personnel might capture a more sophisticated drone and begin reverse-engineering its more accessible components. Considering that I took particular care in completely shutting down Torgaljin's illegal operations on this planet, I had no intention of handing over what amounted to an instant technological advantage. They were slapped down hard, and I want those bastards to stay slapped down.
Permanently.


Per Team Skills

Time Capsule Message & Contents

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So what did you put in your time capsule befor escaping 4546B and completing the game? This is what I put inside:
qy2c8pvo2dfc.jpeg


Items:
-Ion Cube
-Ion Cube
-Cuddlefish Egg
-Nutrient Block
-Large Filtered Water
-Medkit

Text:
G’day mate!
Welcome to 4546B. I hope if you’re reading this that you aren’t stuck on this planet like me, but by the time you are reading this I have already escaped the planet. I have included a bunch of items that i think you might want, including a picture of my base. I just want to say that this planet can be very dangerous and scary, but you should never give up on your survival, no matter what the circumstances. So good luck and I wish you the best.
-SonicCornetto

Image: r67i9qxqjmtb.jpeg

Ideas For Subnautica Below Zero

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So what do you think should be in Below Zero?
I’m not really sure, because i’m really happy with what the the developers have come up with so far, but I am very curious to know if there will be a pet you can have and if there is, what is it? I was thinking about some sort of creature that can survive on land and underwater. I was thinking that you could tame it in the wild or just hatch it from an egg. It should also be able to help with certain things like scavenging for certain items and it should attack whatever attacks you, but it won’t atack what you hit, unless it’s a hostile creature.
So anyways, what ideas do you have for Below Zero?

The Meming Of Subnautica

Obraxis Wants your Base - Subnautica

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imageObraxis Wants your Base - Subnautica

Do you have a slick Subnautica base? Scott (Obraxis) is on the hunt for the slickest underwater abodes on Planet 4547B. Do you play @Subnautica on PC/Mac? Do you have...

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Unimplemented stuff now all going to be DLC?

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Transfuser/DNA = DLC

Arctic/lilypad islands/twisty bridges = DLC

pretty much all other cool unimplemented stuff that I've been dying to see since very early access = DLC

I kept hearing stuff would continue to be added "post release/post 1.0/whatever"... now basically the main game is being dropped like a hot potato and you're not going to add anything else to it? All the cool stuff that was supposed to be in the original is now all going to be paid DLC? That's disappointing.

Well, at least there's cuddlefish. I guess.

ns2_descent_goodvents

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Updated with new modid and stuff, now called ns2_descent_goodvents! Please update your workshop links!

Workshop link!

I've limited the scope of this mod from its previous iteration. The intent is simply to make the vents more fair as well as remove a couple minor gameplay greviances that players have had. It should make the map a little bit more fun for players (particularly marines).

The layout!
bBalyRK.jpg

Balance

* Removed Launch-Shipping vent
* Removed Monorail-Water vent
* Removed Shipping-Hydro vent on South side of room

* Added additional Shuttle Bay-Gravity vent
* Added Gravity-Shipping vent
* Added Water-Silo vent

* Fixed Hydro broken glass tube to prevent dumb shotgun marine hijinks
* Added pipe and cables to block LOS from northern Hydro vent entrance to
prevent Gorges from biling structures from an invincible spot (Thanks, Psyk!)
* Broke down catwalk in Shuttle-Grav hallway to increase marine speed to the top
* Increased size of Nebula sign in Receiving northward to better block LOS to Receiving-Hydro staircase
* Broke glass and opened door in desk/kiosk thing in Receiving to offer some additional way into/out of Shipping
* Broke glass on rounded corner of room East of Gravity to give LOS to vent for marines to kill escaping aliens
* Removed crates and a support beam to upper Shipping to make the area a bit better for combat
* Added additional crates to right conveyor in Shipping to help protect Gorges biling arcs from above
* Removed ability to stand on wall in Shipping-Hydro connector

Visual

* Added reflective glass reflections and geo to props that don't have it (big ones being room in between Observation-Drone and the tubes in Hydro)
* Fixed a number of areas with misaligned textures and holes (don't remember where, but all over the map)
* Removed a bunch of lights that were inside the walls
* Changed the signs in Plaza and other areas to have proper aspect ratios (the Descent Station signs should show a round planet now instead of an oval one)

Bind ability combinations to the ability keys

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This is essentially advanced weapon switch. At the moment switching abilities only changes the ability bound to LMB. Abilities bound to RMB or other other ability keys will always stay the same. I'm suggesting that switching should change the abilities bound to LMB, RMB and any other ability keys. Using this, abilities that are often used together could be grouped up. Which would mean that they player wouldn't need to switch as often.

Using the lerk as an example:

1
LMB: Bite
RMB: Spike

2
LMB: Umbra
RMB: Spore

@Tachi suggested that this could be configurable by the player to allow them to set up for specific situations. For example, alongside the two I've mentioned a player might also have custom combo bound to 3:

3
LMB: Bite
RMB: Spore

Very strange framerate bug when looking NNE from starting area.

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I first noticed FPS drops when running around my base. At first I thought it was the windows causing more stuff to render, but then noticed it happened even when staring at a blank wall. Eventually realised it was direction based.

lDcT6_pah_5-7GGqGuRv7WrpFyNF0_CpMWFnx76crr0.jpg?w=563&s=a13a0a01ef92fb6b8b1d077de0686b4e

The readings above were taken from inside the starting lifepod (-142, 5.8, -385.7). I also got the same readings standing on top of the pod, and in the sea directly below it. Facing any direction between NNW and ENE tanks my FPS. My base is a short distance west of the lifepod. I edged the screen along pixel by pixel from the west and then from the east. This indicated that the issue was caused by something exactly NNE.

I also discovered this behaviour only occurs within a certain area, a square bound by -320 to -509 north/south and -191 to -2 west/east. The moment I leave this square my fps shoots back up to normal. There is a hard boundary between normal and low fps. Deleting my entire cellscache folder returned my FPS to normal. This is at 1920x1080 on high presets. GTX1060 6GB, 6600K, SSD, all latest drivers.

Someone on reddit had the same issue and said they'd noticed their GPU load dropping when the FPS dropped. I tested and found the same, my GPU load dropping from 100% to around 30%.

Bit more detail on my reddit thread here: https://reddit.com/r/subnautica/comments/7t5b2f/massive_fps_drop_when_looking_in_certain/?st=jd4zxeu6&sh=88a2c0b7

Some keyboards still not working with Vive

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I'm using a Vive with no other controllers (I power down the Vive controllers after I start Subnautica from within SteamVR). When I try to launch, I am warned that I have no compatible controllers, even though I have a keyboard and a mouse. I launch anyway. I can see the ocean (beautiful!) and a menu with three entries.

Subnautica comes up fine (and the visuals are stunning) but I cannot get the mouse or keyboard to work at all. When I press F2, a page loads in my web browser rather than resetting viewpoint. I can get some buttons to highlight by moving my head, but at that point clicking the mouse button does nothing, nor do keys like Enter or Space. Right now, the game does not work at all.

Seems like some people are having huge success and can't understand what the problem is, while others can't get the keyboard/mouse to work at all.

Puzzling.



When I use a USB keyboard, I can play both in VR and in non-VR. When I use a Logitech wireless keyboard (my default), I cannot play at all. So, Subnautica ignores some keyboards that the OS can see correctly. No wonder everyone is confused about this.

Can anyone make a constructive suggestion other than "buy a game controller"? This was supposed to be fixed almost a year ago.

ns2_fusion

New chamber upgrade: Ghost

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Step 1: Remove Vampirism and move Focus from the Shade hive to the Crag hive.
Step 2: Introduce Ghost as a new Shade hive upgrade.

The ghost upgrade would allow the alien to pass through the players and structures of both teams. Ghost would make it easier to break into marine forts.

Ghost 1 - 50% slow down when passing through something
Ghost 2 - 25% slow down when passing through something
Ghost 3 - 0% slow down when passing through something

Will the game be updated before the DLC output?

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I thought I had read that the game would be updated before the DLC came out, with the update of the engine, improvements, fixes of bugs, etc. etc.

This is so? or are we not going to see an update until the DLC comes out? (The DLC was for 2019 no? sometime in 2019?)

Game has been “Saving game” for over 30 mins now

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As the title says , I’ve just done a fair bit on subnautica and went to save , it’s been saying saving game for over half hour , not really sure what to do , will it eventually save or am I gonna have to start from last save again ?

Jack's Septic Tank on Xbox one

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Is it possible to get the jack's septic tank one Xbox one

ns2_veil_cured

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An attempt to balance the different Alien Starts and reduce frustrating stalemates especially regarding System Waypointing.

publish_id = "575b854c"
https://steamcommunity.com/sharedfiles/filedetails/?id=1465615692

Changelog:
-Moved Pipeline and Neck closer to the center of the map
-Removed vent exit into pipe
-Added another big crate in Cargo near the res node
-Added half closed door in Sub Sector similar to the ones at the res node platform
-Added and moved crates in Overlook for better Gorge Tunnel spots and defense
-Added a vent from Overlook to System Waypointing
-Minor changes to System Waypointing geometry and more Terminals on upper level for cover
g8zmkj9xchr4.jpg
vk0uf050lqv6.jpg
8whregp2u18c.jpg
gd1gqlwws2t5.jpg

Adding custom sound to a map...

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Sorry this is probably "another" topic BUT


- I can't make an fsb file with the last version of FMOD
- I can't do anything with FMOD Designer (2016) aswell


I there a simple way to add a MP3 or a Wave in my map maybe that has been updated since then ?

I'm using the ambient_sound entity, is this correct ?

Do you have a tutorial somewwhere maybe ?



Last topic before releasing the map I guess... fed up with this...

ns2_hera2018

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Hi,

Following this topic, I honored my promise releasing an ns2_hera :)

https://forums.unknownworlds.com/discussion/140321/port-ns2-hera/p1



Here are the boring informations :

Creators :
ns_hera by...

ns2_hera for Diamondgammer server (+ NS1 mod) by Avoca & Rusty :

ns2_hera_2018 for NS2.0 by Xale (NS1Player)


Changelog

This changelog apply to Rusty's version released ~4 years ago

- April 2018 : Beginning of the project
- September 2018 : Beta Testing
- October 2018 : Released !

#### Changelog ####


ReadyRoom :


- Removed Diamonds
- Added some Ready_Room_Player
- added some lights
- added ambiance sounds

Entities :

- ns2_gamerules : Now in center of readyroom
- skybox : Now in center of readyroom
- path_meshing : Created in center of readyroom
- Added power_points for each room
- Added some Commander_camera

Light :

- Extra Light for some rooms especially Entrance & Reception


RT Change :

- Added a node in Maintenance Corridor
- Processing node is now downstairs
- Marine start RT replaced inside as in NS1.0 (NB : outside is blocked by a force field now sorry)
- Holoroom has 2 ress nodes (like original ns_hera) but one is not working and obstructed by a piece of metal. This is to help rookie understand this is an important place in the map, but I didn't want a double ress here (or I should have delete Cargo...).



Gameplay :



- removed some ladders and replaces by stairs or blocks. Everything has been tested so that the drifter could sort it out
- Added a corridor in processing otherwise Ventilation was a bit too isolated
- blocked Waste near entrance with crates (since they're is no weldable door marine would rush/APC this hive too fast from Marine Start)
- added an access on Ventilation-3C for the drifter to be able to go up/down
- Alpha some props so the commander has a cleaner view
- Removed the floor door in cargo and as Onos would get stucked and won't be able to go up

- Added armory for Marines at start because it's a hard map for marine I think.


Graphics :

- Entrance & Reception remade a bit (one of my favorite part of the map)
- Reworked Textures on Data Core Delta
- Added a planet prop in Holoroom
- Waterfall texture replaced with more realistic water texture
- Lots of little stuff......



Optimisation :

- Absolutely no "OcclusionGeometry" was in the map (Crappy FPS you guess...) so I added them. It's still far from perfect. But the map doesn't use much props so the framerate seems ok.
- Remove some point/lines, hope this will help too


Sounds :

- added some ambiant sound, always helps :)


Possible changes possible (depending on win/lose ratio) :


- Making Data Core Delta defaut hive for alien.
- Remove Cargo RT and put double RT in holo-room
- Remove crates in Marines start opening it to Cargo


Knowned problem :

- Still some pathing for Drifter/Mac


Screenshots :

hroxcir5qenv.jpg

m8xesx6668li.jpg

cgnd7puwzozt.jpg

jy0hth03391p.jpg




I won't improve this version so much since It has been original imported from NS1 trough Blender ( https://www.blender.org/ ). Technicaly, they are tons of duplicate line & point, and lots of points aren't even in the grid, making it very painfull to work on some areas.


I may plan doing a new ns_hera from schratch, or at least a descent Layout (I've drawn a new layout on small tile sheet). Oh by the wait if you know a way to contact Janos & Alibi who started to remade ns_hera (but abandonned) I'm interested.



I know the map isn't perfect, thus I spend a lot of time on it (200 hours I guess ...to be honest I tough I would give up !), but I hope you'll be happy to play a descent version of hera in NS2...!!


Don't hesitate to post constructive feedback here or on the steam workshop page (I don't use discord sorry).



WORKSHOP LINK :

https://steamcommunity.com/sharedfiles/filedetails/?id=1549261792

Subnautica Update 84 on Xbox One - Subnautica

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imageSubnautica Update 84 on Xbox One - Subnautica

Subnautica Update 84 is now available on Xbox One. Update 84 contains all the content of the Steam version – including rocket bug fixing. Check out the Update 84 blog...

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