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"Nos Manere" (we remain) - a Subnautica story

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We all have moments where we wish for something left behind. From something as important as a childhood friend in our old hometown to something as trivial as a wallet left behind on the counter. A month ago I wished for my hoverdriver's license when I was pulled over for speeding in a moment of bad judgement. Regret and loss go hand-in-hand with self-judgement - blame for not thinking ahead or choosing more wisely. Even, sometimes, when we couldn't possibly have known about the imminent need.

Predicting the future has always been a tricky business for us mere mortals. Even something as simple as discerning the weather a few days from now is uncertain enough. In the blink of an eye one's priorities may be drastically altered. Someone in perfect health may suddenly be in desperate need of medical supplies after a car wreck. A tent might be an amusing toy to a CEO one minute, then invaluable shelter the next when his private jet crash-lands.

So it is that once again I find myself awake late at night in my circular 'apartment' unable to find either the sleep that I need or the answers that I want. With sunlight long since gone my only illumination is from the faintly shining screen of my PDA. The only sound is the occasional bass moans of a Reefer, echoing throughout the metallic structure of my new home.

And on the opposite end of the habitat I wonder what Katy will be missing.

[Bug] Seamoth Upgrade Slots Disappeared! [latest Xbox build]

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Subnautica Version - latest Xbox build, could not find where it was located

Description - Shortly after saving with the seamoth docked in the moonpool, with several upgrades installed 2 storage and 1 peremiter defense and one armor upgrade installed
The game froze and crashed. (it seems to do that after i have been playing a while [hour or 2]. no biggie i just save more often)

When the game was reloaded after the crash the seamoth was still docked in the moonpool. but the upgrade slots on the side panel show empty and when you go up to it to place upgrades inside the inventory menu opens fine but the 4 slots on the right for the seamoth upgrades to be placed in are not present, and thus you cannot place upgrades in it now. the upgrades that were in it are gone. and the max depth is back to 200m

Reproduction steps - as of this moment i have not been able to reproduce the issue as i have not built a second seamoth yet. i have tried reloading the game several times. if it does not fix its self i will likely build a new seamoth but i have not come to that point yet.


- [Second Bug] - The Cyclops Crushed me while being built, it sort of slowly drifted over my head while being constructed then when finished being built it dropped on top of me. killing me instantly.

New Combat mod version 6

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I've been working on some changes to the Combat mod lately. It has been focusing on 3 main intertwined goals:
  • Faster Combat games so they don't need to go into overtime
  • Give Marines a reason to get out of their base
  • Improve upgrade viability to give players more choice

To accomplish these goals, I've changed the mod in these significant ways:
  • Marine base now spawns ARCs periodically that will move across the map towards the Alien hive. Once near, they will deploy and target the hive if it is sighted. They have roughly half the HP of normal ARCs and move at roughly half speed. When destroyed, they will provide a substantial amount of XP to the destroyer and a smaller amount of XP to aliens nearby. This should supply aliens with a much-needed early game XP boost and also give marines a reason to move out into the map.
  • XP requirements for each level have been reworked and it is mostly faster to gain extra levels. Bonus XP is awarded if you kill a player that is a higher level than you. Because of this the following upgrades now require an extra level: lerk, fade, onos, and exos.
  • Marine EMP ability has been replaced with an "Improved Resupply" tech. For 1 level, marines can now call in a medpack (or ammopack) early with the appropriate request key. When a pack is spawned, the resupply GUI icon will turn red, it will reset the resupply timer, and add +5 seconds. It cannot be used until the resupply timer is back on normal cooldown. Note that the medpacks and ammopacks called in this way will persist on the ground for 25 seconds.
  • Ink-taunt has been reworked to automatically trigger when spotted or scanned. Duration has also been shortened from 6.3 seconds down to 2.5 seconds. Ink will now destroy any nearby scans.

Note to server operators: If you wish to disable the ARC spawning behaviour, you can edit the Combat.json file and set ModARCSpawnEnabled to "false" to disable the entire feature.


Scanner room range?

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I know that the base range for the scanner room is 300 meters, but something has been on my mind for a while; is it 300 meters in diameter or radius? Planning of covering the map with scanner rooms.

Deutsche Übersetzung - Sammelthread

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Im Moment bin ich ja so ziemlich der einzige, der das Spiel übersetzt, was gerade bei Enzyklopädieeinträgen etwas langwierig ist.
Wäre schön, wenn sich noch andere beteiligen. Ich guck alle paar Tage mal rein, um nach neuen Einträgen Ausschau zu halten. Ich bin auch der amtierende Moderator für die Deutschsektion, ich sichte also auch alle Übersetzungen, bevor sie übernommen werden.

Game stuck on main menu?

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My games loading up the menu fine, allows me to press start before suddenly freezing on the menu screen and never loading the game, I’ve tried a hard reset, reinstalling twice and still no success. Was looking forward to playing this game but this is just ridiculous. Any one got a solution?

Couple of ideas for scanner rooms

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1. When you get into a scanner room and operate one of the cameras, the camera should default to the ones attached to the scanner room you are currently standing in at that time. As it is currently, If I click to control the camera in, for example, scanner room 5, it will try to connect to camera 1, which is attached to scanner room 1 over 1000m away. It's just silly. I then have to move scroll through all the available cameras until I get to the one attached to the room I'm currently standing in. With non descriptive labels such as 'Camera 1' this can be an absolute nightmare if you have several scanner rooms like I have.

2. Some type of central control for all scanner rooms. You could tell all your scanner rooms to all scan for the same thing, with just one click, instead of having to manually drive around to all individual scanner rooms and go inside and manually pick from the list. It would be a nice touch, if all the scanner room locations showed up on some kind of map, along with range rings, showing you immediately via visuals, how much of the map you have currently covered with scanner room range.

I think these two things would make scanner rooms immensely more useful and less tedious to use.

Cyclops docking bay (moon pool)


BZ - Character customization PLEASE?

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Yeah, look, I do know that it's time of tolerance and all that, but still... Why not to give us a variety? You see, I want to play a white male character because I AM a white male guy. I want to equate myself with a survivor, and I won't be able to do that with a black female hero, whose hands and voice (screams) I hear all the time while playing. This will just ruin all the atmosphere for me. In the first game it was not that bad cause hero was male at least. So really, there is nothing in terms of racism e.t.c. to give us an option to choose the gender and skin color when starting the new game.
LF for Below Zero ^^

Customizable empty module for the Seatruck

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The Seatruck feels like a bit of a downgrade from the Cyclops due to its lack of ability to be designed by the player (other than choosing the order of the modules).
It would be nice to include a module that is blank and allows the player to build in it. This would allow for things like plant pots, or a module that involves both a fabricator and some storage lockers, etc.

Additionally, it would be great to include an upgrade module that allows for upgrades to be installed for the Seatruck. Thereby it can have functionalities such as the Cyclops' sonar and shield generator.

Ideas for Below Zero

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Here are some ideas for Below Zero, I have had kicking around in my head, since I started playing Subnautica over 4000 hours ago. 1. Collectables: Make them scanable, this way, we can make them or not, in the quantities we need to decorate our bases. Items like, microscopes, analyzers, flasks, containers, model of Aurora, unique doll, nutrient bar, etc. Plus those decorative base pieces we see in the game, that don't function, but look awesome. 2. Put in some Cyclops Wrecks we can loot. Some of the Cyclops subs could have made it up here before being abandoned, a few being totally pimped out. We could find them, loot them for missing collectables and blueprints. 3. You could also do that for an alien sub/space ship or two. It would give us an idea what they used their moon pool for. Plus we could find and loot some cool alien tech from them.

Cannot find Alien Thermal Plant / Power genrator

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I need the Blue Tablet but I cannot find the Alien Thermal Plant for the life of me. However, I've found the primary containment facility in the lava zone.

My base is in the lost river very close to the alien facility in the lost river.
I have spent hours looking for it, anyone have clues on how to find it?

Congrats Unknown Worlds! Welcome to Xbox One!

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I was extra surprized and pleased to get Subnautica on my favorite console!

I am excited for you guys (and myself :smile:) to get Subnautica into this massive potential community of players, but also to a wonderful platform for this type of game! We arre often overloaded with war game titles and sports titles, getting this one is a huge win for Xbox One!

This build definitely leaves something to be desired for players of the PC version since it is months behind. However its logical to assume you are already hard at work to get those in as well as the myriad of tasks to optimize the engine. As a software developer, I understand where you must be at, and commend you on your efforts to bring us your imaginative creation!

One thing I must say is my biggest hope; that you actively engage us during your process and keep us regularly updated on progress. I recently went to a large gathering of friends for vacation and did a demo of the game for everyone. Very positive feedback and excitement with plans to follow through and check it out. I hope the games momentum ramps up and brings in revenue to fuel development of one of the best previews on xbox!

Hope to hear from you and others in the community on their thoughts about Subnautica on Xbox.

ns2_sol_four

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With the permission of @Mephilles I have used a large portion of his greybox for Sol and made a 4 TP map, based heavily on the sol layout.

This is a 4TP/10RT map with a pinwheel style layout with a two tiered center.

Minimap -
ns2_sol_four.jpg?width=678&height=678

This is an experiment more than anything else, I don't know if it will work or not, but its worth a shot.

Credit for 95% of this goes to Meph for making a fantastic greybox, if you've not tried it ns2_sol can be found here - https://forums.unknownworlds.com/discussion/154835/ns2-sol/p1

Subscribe here - https://steamcommunity.com/sharedfiles/filedetails/?id=1658111588

Mod id - 62D4C664
Level Name - ns2_sol_four

are xbox one console commands still useable

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I've played subnotica on the Xbox sense April of 2018 and I was able to do things such as use the debug menu and the coordinates but I can't use them any more. Are they still usable in game just under a different button combination, or have they been removed entirely?

Incorrect GPU utilization

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Hi Together,
I have a problem with the GPU load and can play the game only limited. In processes the game has a load of 100%, while in the resource monitor only a fraction is used.
I hope you can help me.
In the attached I made sceenshots of the task manager.
Have a nice day
lynx

Pause/Esc Menu Bug

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I've been having a problem since full release, and maybe a little bit before. When pressing the Escape button and going to the pause menu, the game immediately becomes unplayable. Clicking any button will not do anything and "Back to Game" won't return me to playing, forcing me to Alt+F4 and quit without saving, because that button is broken too. I've tried reinstalling the game and verifying the game's integrity, but to no avail. I've come to the forums because "Give Feedback" is also broken. I'm on the latest Subnautica release (non-experimental, build no. 59783), latest Steam Client update, and latest GeForce Experience version.

My computer specifications (if it helps, which it probably doesn't)...
CPU: Intel Core i7-6700HQ
GPU: NVIDIA GeForce GTX 1070
RAM: 12 GB
OS: Windows 10 Home

Thanks for taking the time to read this and helping me get back on my way off of this ocean planet!

Helicopter

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I know that many people wouldnt like this idea but i like it.
I think it would be great to have a small helicopter to fly beetween bases if they are over the water.
Would you like this in subnautica below zero.

Subnautica: Below Zero feedback

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Hi guys, I just played through Subnautica: Below Zero. I really enjoyed the first game, and played through nearly to the end, while building some bases and enjoying the atmosphere. I really think Subnautica: Below Zero has a better potential for excellent gameplay and story than Subnautica had, but would like to give some advice about the things that matter most to me in that regard, as well as some suggestions for less important but still great features. Spoilers, obviously.


First and foremost is the issue of pop-in. Texture pop-in is very noticeable, but worse than that is environment and creature pop-in. The most egregious examples are the Rock Breakers and the Glow Whales, where the rock breaker crabs will spawn in above the ground, floating slowly to the bottom in a very conspicuous way. Glow whales pop in in full pods, all swimming in the same direction, and it completely breaks immersion. Extending the pop-in cutoff, improving pop-in spawn behavior, and reducing visibility at long distances would help with the issue.

Second, the issue of clipping. Player clipping is limited to feet clipping below ground textures but creatures, especially leviathans, have had clipping issues for a long time. The Sea Emperor has a big problem with clipping through walls, and in addition his sharp turns look unnatural when he runs into a wall. I don't know how to fix the issue, but my dream would be for leviathans to interact with walls intelligently, for example the Sea Emperor, when it gets too close to a wall, could turn its body and grip the wall with its tentacles to turn and push off. This tech would likely require some hybrid animations, which I'm not sure are implemented yet and therefore would be a low priority.

Third, the narrative. The game comes off very strong at the beginning with a negative view of megacorps, but it's not couched in realism. Alterra's dominance in Subnautica was limited to small views of their galactic superiority, but in this game we get a close up look, and it doesn't show properly. The most striking example of this (to me) is the poster in the arctic base. It boils down to "we own everything you find, and technology is good, culture bad". It doesn't really relate to our current or historical experience of corporations, and I think it could be well altered to something like "Alterra needs results! Your pay is based on your findings. Remember that you're a researcher, not a tourist". This poster would make more sense to me, because it is closer to the gray area, and I could actually believe an imaginary megacorp believing it's a reasonable sign to post in their base. Adding some very positive examples from Alterra would be great as well. They're putting out propaganda for their many employees/indentured servants, so making some really good looking, emotionally affirming posters would be great, and would further drive dissonance between Alterra's image and Robin's distrust of it may drive the player to question if she and her sister are simply paranoid, and whether trusting the alien AI is truly a smart idea or one that could lead to a lot of danger for Robin and Sam. This kind of uncertainty really plays into the Subnautica feel from the first game, where you're always led to wonder whether it's smart to take your seamoth deeper into the grand reef or if you should stick to safer, well explored waters.


Less importantly than these three, I have a couple of suggestions. First, I'd love if weather were made up of dynamic weather systems. For example, if you could sit on top of an ice sheet and watch as a rain cloud rolls over the map from a distance. This would occlude some map features, and if the weather is sufficiently chaotic it could really give the map a larger, more intense look. This could also give the player a chance to see a blizzard coming, instead of getting no more than a few seconds' notice. I love the idea of dynamic weather, and think it could help with immersion.

In my original Subnautica playthrough, I completely ignored the option of building a second main base, and opted instead to build a tiny outpost with nothing but water and medkit production. The main reason for that was that I didn't want to have to move all of my many materials over from my main base, and so left them in the shallows. A cargo system would be very nice, made up of a cargo hold base module (a bunch of boxes with some robotic arms to carry them) and a cargo loading bay for the Cyclops. This would allow you to store a lot of materials easily, and easily cart them from one base to another if you want to. Possible extension could include cargo bots, which would carry materials but could be damaged by aggressive creatures. This would mark a beacon, which would lead you to the bot and its loot, but could lead you straight to a leviathan-class creature with the bot in its belly.

Above-ground bases need some love I think. I don't know if I just found the wrong place for it, but I wasn't able to place modules above-ground without placing a foundation, and the foundation was a good 5 feet above the surface. This clearly doesn't work well for base building, so I'd like it if the foundation could be placed underground. Bonus points if above-ground bases and sections of underwater bases that breach the surface get covered by snow during a blizzard.

Weapons and combat are in dire need of something, but I'm not sure exactly what. The technique of using the prawn suit to grapple and drill a leviathan class creature is so utterly absurd that it breaks me from the game completely. Essentially leviathans are placed as creatures whose only interaction with you is to eat you. The Stasis Rifle is an interesting concept, but doesn't feel right. If weapon effects were improved, and new weapons were added, then it could be nice to use the weapons to chase away enemies, up to leviathan class. In my mind, most weapons should be reserved for the Cyclops or PRAWN suit, since this would add to the claustrophobia of using that equipment. Bonus points for dynamic damage effects on creatures in the vein of Left 4 Dead 2.


Thanks for reading! Please let me know what kind of feedback you have on these points. Would you also like to see these things added to the game?

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...

Read the full story here

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