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NS2_derelict_fixed

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Improvements to performance and gameplay of Derelict - WIP

UPDATE: Picked up the map again for further gameplay improvements. 5th techpoint and many more changes!

http://steamcommunity.com/sharedfiles/filedetails/?id=1110492476
publish_id = "4230c53c"

Always felt it's a shame that this map is so underplayed.
Loki did a fantasic job with the visuals, the gameplay geometry for skulk movement and overall mood of the map.
But performance is terrible, the map is a bit too dark and some techpoint locations are just too open and lack more cover for aliens.
So I'm trying to fix things.

Changelog:
-Improved/Fixed Occlusion Geo (still messy in some places, but seems to be working)
-Added some rocks and more Occlusion Geo to Glass Hallway / Biome area to improve performance
-Removed many lights from the low light quality option
-Made the map slightly brighter, if you use low quality light option
-Removed "inefficent" props in the map (as in props, which weren't needed to maintain look and detail)
-Removed some lights and lot of tree and plant props at Turbine and Heat Transfer (and yet theses places are still lagging as hell, damn those plants)

-Added two more pillars and another Truck into Garage
-Added more sandrocks into Geothermal to cover the hive
-Added more of those tarp thingies in Western Entrance
-Covered one of the windows in Plaza with moss, added a 3rd row of pipes, and scaled up the crate in the middle of Plaza
to block view for better ambushing and to improve performance
-Modified pathing mesh, so you can cyst across the broken bridge in Plaza
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Still to do:
-Further improvements to performance and gameplay
-Fixing all those tiny cracks throughout the entire map


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.

Table coral samples disappear on load [live and exp] [Below zero]

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As title states, if you have table coral samples in your inv or lockers they disappear upon loading your save, this has been brought up few times for a few months now but looks like its been forgotten about so i thought id post a thread in hopes it gets looked at :)

Current Bug List for PS4 Console Release of Subnautica

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In an attempt to make an organized effort to help bring awareness of the ongoing or current bugs in the Playstation 4 release, I want to list the bugs that I have encountered in the game. So with that being said if you personally have experienced any bugs that I haven't listed then please feel free to add them. If you have information, clues, screenshots, or videos to share that may help the developers pin down, find the source of, or duplicate the problem, please share those as well.





Current PS4 Bug list (post 1.06 update)

1. Screenshots disappear when saving game.
Cant share anything. Makes bug reporting less useful. Cant use Picture Frame (nothing to put in it).
(Rumor is this will be fixed on next update)

2. Fabricator wont list HUD Thermometer even when Blueprint unlocked.
Item is listed in Blueprints but you cant create it. When swimming or building thermal power plants we have no way of knowing if we are even in hot water till you take damage, at which point it becomes very obvious.
(Rumor is this item was removed from the game, so it must be a ghost of a very useful item)

3. Aggressive fauna glitching into base and into alien containment, then going about a killing spree.
I have had this happen numerous times mostly with Biters. Only once I had a Sandshark in my base but he didn't make it into the alien containment before I discovered him.
(Seems to be an ongoing issue)

4. The Lifepod beacon icon floats onscreen when shut off in beacon manager after restart.
This happens every time game restarts. You have to turn beacon back on, then turn it back off every time you play.

5. Base and Lifepod can be seen across entire gaming area.
Seems like a waste of resources, the RAM should be focused on local video instead of rendering something you should not possibly even be able to see. Could be affecting framerate drops as the size of your base gets larger.

6. Schools of fish swim right through base.
(Seems to be an ongoing issue)

7. Door to Prawn room (Aurora) would not open from upper access.
Not sure if this was an intentional change or glitch because you can still access the Prawn room from a lower access point, but when i played the PC version this door worked when panel was repaired.

8. Bladderfish extinction.
This is NOT due to over use as a resource. Even if you immediately use salt and coral for water, and they are still abundant, they still vanish. As a result you cannot build Air Bladder.

9. Cuddlefish vanishes.
This usually happens within probably 30 to 40 mins. After being gone for a couple weeks (probably 2 to 3 days of game time). Reappears then vanishes again... This seems unavoidable on the PS 4.

10. Fauna suddenly for no reason bolt off like an arrow at unrealistic speeds. Non provoked.
I have seen this with Bonesharks, Jellyrays, Gasopods, Rabbitrays, and even a Reefback Leviathan. This seems to happen more and more as you progress in the game.






I am going to mention a couple things but not put them on the list because they are not bugs:

The PS4 Bug/Feedback window doesn't let you know when the text has reached its limit. Almost every time I have reported half of what I said was lost and cut off mid sentence. Its been very frustrating with no ability to save a screenshot to explain these bugs in detail when you are limited to 190 characters of text. This is not a sufficient amount of space when trying to convey the bug itself and the circumstances of how to recreate the details of the bug.

I would also like to add that it is also a frustration to know that with all the bugs that haven't been fixed we are still limited to one save slot in a survival game. This just seems unreasonable when days of progress can be ruined with one wrong save that makes a glitch or bug permanent. Nothing to fall back on.


Below Zero: Copper City?!

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I remember in the original game, you had to hunt for copper. Now I feel like I'm getting annoyed finding more and more chunks of it. The recipes for electronics haven't seemed to change much, yet there's just copper EVERYWHERE!

Maybe it's because I know more what to do now, but my initial feedback on the first ~2hrs of play is you've put WAY too many copper nodes in the surrounding starting area.

Is it survival when the protagonist does not want to be rescued?

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All snark aside, I'd like to just quickly say how excited I am to see this game actually getting developed. Regardless the direction the developers take with it, UW has enough good will from the first game to get me to play it.

That said, I have some initial impressions on the game in it's clearly very early state...many of which seem common on this board already, but wanted to add my voice so hopefully they get some attention.

First things first -- the early story has to be improved/eliminated. I'll admit upfront that I personally even don't like the design choice of giving the player a "voice" for dialog at all, as it forces me to accept her words as my own (if I'm to attempt immersion in this game, that is, but that's the whole reason I'm playing a survival game to begin with!). That said, I'm willing to yield to see if there's a greater plan at work here where it'll work out for the better.

Part of the sheer epicness that is the first game was that you weren't told how to think about your situation, but given the freedom to explore it yourself. Are you worried about your shipmates, or more concerned about your own survival? Are your nerves getting the better of you, or are you calmly working the problem? Are you more interested in studying the local fauna, or the apparently abandoned alien structures? Should I go visit my downed ship, or prepare myself more first? These are elements that each player can explore on their own in the first game, but in Below Zero you are forced to accept that you not only are OK with your situation, you are so excited to be exploring for aliens that you TURNED DOWN BEING RESCUED AFTER YOUR BASE WAS DESTROYED AND COLLEAGUE GONE MISSING. The game is literally telling me how I should feel about my situation, and what's worse, is that I'm apparently OK with it (I'm even OK with harboring an alien presence in my mind!?).

Which brings me to my next point: the story, as it is, completely ruins the narrative that you are struggling for your life on an alien world because you literally have someone watching over you who could, at any moment apparently, come rescue you. The only reason they don't is because I inexplicably want to remain in freezing water with no legitimate shelter (ie, food/bed/etc). This literally destroys the illusion that I am struggling for survival, and therefore completely crushes any feeling of pride for overcoming the environment. How excited can you be gather resources to build a base and thereby ensuring your survival when you literally did not have to so because 1) bases already exist for you to simply take over, and 2) you could simply ask your sister to send a ship to get you.

At a minimum the story must be altered to:
1. Provide a compelling reason why you cannot be rescued immediately.
2. Remove the feeling that you can just "call for help" if you ever really truly got stuck
3. Give you more freedom to explore the story under your own frame of mind, rather than being forced to listen to your character tell you how you feel
4. Give the player a more sense of urgency and really kick in our survival instincts.

I'd suggest taking the bigger, more difficult steps:
1. Either eliminate, or at least drastically reduce, dialog from the protagonist
2. Very early on cut the ability to communicate regularly to Alterra
3. Give me more reason to suspect something very bad has happened to Jefferies (beyond simply disappearing)...maybe found a recording of him in distress, or evidence of a struggle, or something!
4. Do not simply give me a lifepod/habitat tool/etc, but force me to figure out how to construct one (maybe I was only carrying my scanner when the base was destroyed, and I have to quickly find/scan enough scraps from the base in order to learn how to build a lifepod -- which still requires me to quickly find the materials before I freeze/starve/etc). Do not be afraid to assume the player knows how to play Subnautica, and should be expected to figure some basic task like this out right from the start.

TLDR: I want to feel like I'm surviving and allowed to have some pride in doing so!

Falling out of Cyclops

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This is going to be a bit lengthy because I'm going to have to give a bit of background. I'm doing "no cheats" play through on stable 55670(?), can never remember the number. I finally farmed enough material for bases in the Lost River and Ghost Tree areas. I was using the entrance near lifepod 2 through the blood kelp. Once I got down to 501 meters, my cyclops dutifully reminded me that I had not yet installed the necessary depth module to go deeper. So I backed up into a cavern, collected the materials from my lockers, and proceeded to fabricate the module. I began to notice that my cyclops was moving, kind of like the way lifepod 5 now moves with the waves, but didn't think anything of it until I found myself dropping to the bottom of the cavern, no longer safely aboard my cyclops. Cutting to the end, I fell out of the cyclops 3 times before I could get the module installed and the cyclops under way. I'm wondering what type of glitch/bug might cause this. If I were less health conscious and was not at full health when this occured, I would have died. It treated the drop as if I were falling off a mountain on dry land.

Teleporting into empty space/ocean and falling off the map when going through arches

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When going through an arch teleporter, randomly I will sometimes reach the other side and then immediately begin teleporting again but end up somewhere off the map and start falling off of it (it looks like just being surrounded by empty water but I can see my beacon waypoints gradually getting further and further away)

EDIT: Ok, now this isn't random anymore, it does it every time. I can't even progress because I can't warp back to the place where the Emperor is even though I've done it several times before. Every single time I try I just end up double warping and ending up doomed.

Is Omega Base No Longer in the Game?

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If you go to the coordinates for Omega Base on the Subnautica: Below Zero wiki, it isn't there. I also have looked high and low and still can't find it. Am I just stupid or is it legitimately not in the game? Perhaps a bug of some sort?

XXL Multipurpose room, Giant Aquarium and 45° corridor and construction

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I posted these in a general discussion post, then realized this is probably the better place.

Suggestion #1:
It would be great to see a very large Multipurpose Room (I call it an XXL Multipurpose Room as seen below), along with a Huge Aquarium. These would be stack-able just like the existing Multipurpose Room. The idea is pretty self explanatory and is pictured here:

bryqfzmraxon.png



Suggestion #2:
The ability to build at 45° angles off the multipurpose rooms (not just the current 90°) along with an added 45° corridor would be fantastic. Building at a 45° or diagonal would vastly increase the variety of building options, design elements and esthetics of ones undersea base. Angle construction would allow for a huge variety in large and small sea-base designs. Additionally, this diagonal construction would allow for one to build around and preserve Iconic and beautiful natural undersea fauna and terrain, and would be very alien-eco-friendly. See examples below:

br9esbv5oaie.png


What do you think, let me know below?
-MaxHess

Slight Rework of Robin Goodall's Sounds

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I'm a big fan of Subnautica, and along with the art, one of my favorite things in the design of the original game was the sounds that came with all of the creatures and the played character. With the development of the new Subnautica Below Zero expansion, I've noticed some features of Robin Goodall's sound effects that I find mildly concerning. The particular sounds I'm focusing on are those played when the player is damaged.

Ryley Robinson, in Subnautica, would consistently emit a slightly muffled grunt (I think of it more as the "oof" you hear when someone is punched in the gut). Robin Goodall, on the other hand, gives more of a scream that sounds relatively muffled and feels a bit incongruous with the sound I might expect from a character getting hurt. I feel like the muffling of the sound doesn't match up with the manner in which Ryley's "oofs" are in the base game, and the scream at each damage is a bit too much for the situation. I don't know how others feel about this, but I believe there may be merit in promoting some extra consistency in the sounds by having Robin "oof" in the same way Ryley does. I've found the constant panicked reaction at each instance of damage breaks some of the game experience and doesn't feel as realistic.

Below Zero Micro-Update Released - Subnautica

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imageBelow Zero Micro-Update Released - Subnautica

A small update has been released for Below Zero on the Steam, Epic, and Discord stores. This update is not a major feature release. It contains some bug fixes and...

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Subnautica: Below Zero Snowfox Update - Subnautica

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imageSubnautica: Below Zero Snowfox Update - Subnautica

Subnautica: Below Zero receives a second Early Access update. Check out the Snowfox Update Site to see all the sweet new features in action! Snowfox vehicle Chelicerate & Snow Stalker...

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Gobo Textures ( free to use )

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I've created a few generic gobo textures for everyone to use.
Various grating shadow effects, Fans, Stripes and Leaves.

What does this mean:
https://en.wikipedia.org/wiki/Gobo_(lighting)

Basicly you can make your shadow casting spotlights more interesting or set shadowcasting to false for performance gains.
Pros:
-Costs less performance
-Isn't affected by graphics option Shadows:off
-Doesn't fade out far away (unless you use insane shadow fade rates for your lights, which is bad for performance)
Cons:
-Static shadow, doesn't create player/structure shadows, doesn't work with rotating Fans
-Can bleed through walls onto geometry, which is usually in the shadow
-Atmospherics aren't effected by the Gobo texture, which means it doesn't look well with strong atmospherics ( @BeigeAlert would this be easy to change ? )

This can be useful, if you use soft, generic shadows casted by lights behind gratings, etc., which cover part of your room.
It saves performance, which can be used to set other spotlights to cast shadows, for overall more interesting lighting and shadows.

How to:
-Extract the materials/gobo_textures/ folder and files into ../natural selection 2/ns2/
-Make sure to include used gobo_textures in your mod.
-Click Gobo Texture in the attributes list of your light_spot and choose one of the provided gobo textures.
-Use an outer angle of 45-50 to use the whole gobo texture.
-Choose light position, max distance and intensity accordingly for desired effect (especially important to avoid bleeding through onto geometry, which shouldn't be hit by that light)

Just a little reminder, since there can be some trouble with proper folders and including the materials into your mapmod:
If you use launchpad to start your mapmod and editor, which you should do, you can put the gobo textures into source/materials/gobo_textures.
The editor treats the files like they were in your ns2 folder and they are properly included into your mod aswell then.
(If this doesn't work, put them into output/materials/gobo_textures)

Don't put your custom assests for your maps/mods into the ns2 folders, because then you run the risk of not noticing, when something is missing in your mod files due to the game using your stuff in /ns2/.. as backup.


Comparison:
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Example, light from lava below grating in Furnace in NS2_Origin (first picture with gobo_texture, 2nd one with more expensive shadow casting light)
2acnwa9ua4mi.jpg


Might make more in the future or improve the current ones :)

Edit: Added some more at my post below.

Is there an update in the make at all for this game?

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As the title says, especially the game saving could use some love imho.
I'm on Xbox One X btw.

Whole machine crashes within the first few minutes of starting ns2.

RuneStorm's Mapping Resources

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xjh8cr8ep2fq.png

I don't think I have to waste your time explaining what this is. I write shaders and make assets, here's a bunch of it.

If you have any questions or need help, feel free to message me on discord! My discord tag is RuneStorm#6948
More stuff will be added in replies to this topic, make sure to scroll down for additional stuff!
You can freely use these assets in any way you want, you may also modify them. You don't even have to credit me, it's nice if you do, but it's not required.


Got requests? Message me on discord. I'll gladly help out with any shader related black magic you might need!


z1p8aoa678cz.png

WastefulAmbitiousGoldfinch-size_restricted.gif

This surface_shader allows the use of flowmaps in NS2, useful for the organic/natural flow of rivers or other fluids, can be used in a lot of ways to create turbulence and movement without having to rely on simple panning textures.
The current version only supports a simple albedo but I plan on creating several version of this that support the full feature set, including water distortions.

Note: Please use the texture scale tool to scale the material up, ideally it should be as large as the entire surface so that the flowmap matches the entire surface, this makes editing much easier.

Installation instructions: Place the contents of flowmapper_v1.zip in your mods source folder (Open launchpad, select your mod and then click on source, place it there)

Parameter explanation

  • FlowmapNoise = "materials\RS\VFX\t_lowresnoise.dds" No need to change this as it is used for increasing the quality of the blend
  • SurfaceTexture = "materials\RS\VFX\t_surfacewater.dds" Change this to whatever texture you want distorted
  • FlowmapTexture = "materials\RS\VFX\t_flowmapexample.dds" This texture defines in what direction the SurfaceTexture should be pushed, if you don't know how to make one of these, google search for "Flowmap painter" you should find software that can assist you in the creation of flowmaps
  • FlowSpeed = .25 How fast the distortion moves, higher values = more speedy
  • SurfaceScale = .25 This value actually defines how large the visible texture itself is, since the flowmap needs to be scaled to match the total surface size this prevents any headaches with tiny or massively scaled textures


lfo9kcjnc99i.png

BoilingColdChick-size_restricted.gif

Let's be honest here, the default lava that NS2 ships with isn't that great, and since when is lava transparent? Artistic choice or not, it looks like radioactive orange juice.
I decided to write a new shader from scratch using the same textures that were used by the default lava.
This version is much more versatile and customizable while still being as lightweight as possible.

Installation instructions: Place the contents of properlava_v1.zip in your mods source folder (Open launchpad, select your mod and then click on source, place it there)

Parameter explanation

  • LavaTexture = "materials/effects/mesh_effects/waterfall_tile_01.dds" what texture the lava should use, try to keep this a greyscale
  • NoiseTexture = "materials/effects/mesh_effects/fire_tile_01.dds" the noise texture is used to blend between different lava textures to reduce visible tiling
  • SurfaceTint = [1,.1,0] a decimal RGB color that is used for tinting of the lava texture, if you want blue lava, just change it to [0,0,1] you get the idea
  • SurfaceTintDark = [.1,.1,0] the base color the lava should have, this prevents pure black spots from appearing
  • GlowIntensity = 4 pretty self explanatory, lower values mean less glow
  • ScrollSpeedMultiplier = .5 How quick the lava should move, higher values mean more pompeii
  • WaveIntensity = 0.05 This defines how much the surface should bob up and down, to disable the bobbing entirely set this to 0


Made with love
-RuneStorm

[Bug] Scanner Room Image shows through walls [Sub. Zero 13740]

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Playing Subnautica Below Zero, Early Access, 13740
Playing on PC, bought on Epic

I can see the active scanner room camera image from anywhere. I noticed this after first building a moonpool and then (not connected but in line with the pool) a scanner room. I saw a small round image on the moonpool wall. I also see it on room and corridor walls and it becomes oval if I view it from an oblique angle. And from outside, on the outside of the scanner room and through the moonpool.

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Below Zero on Xbox & PlayStation - When? - Subnautica

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imageBelow Zero on Xbox & PlayStation - When? - Subnautica

Subnautica Below Zero is going into Early Access on Mac & Windows PC. We want to bring Below Zero to Xbox One and PlayStation 4 as soon as possible. We...

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[Below Zero] Seatruck lights (auto-turnoff at docking)

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Basically what the title says. The seatruck lights are really bright and cause an awful glare on your base walls. I suggest that when you dock it in the moonpool, the lights shut down automatically (because I always forget to turn them off before the docking animation starts).

Only slightly related, I hope the animation on leaving the Seatruck isn't finished. The one in the moonpool looks all weird, and the one in water feels kind of clunky. Not smooth enough to make me feel OK with leaving it every few minutes to pick something up...

Also seatruck & moonpool related - when you enter your seatruck in the moonpool it's got water in it. (Maybe that's for the bugs forum, though...)
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