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What makes people change

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Everyone should know!
I found this interesting text by chance while looking for papers on interview techniques:
http://www.google.se/books?id=r_CuyHwdz7EC...mp;q&f=true
It explains an awful lot about why people don't/seem motivated, and how to effect a change in your own life and get it to stick.
It also reminds me of my brother who said that it isn't hard to get things done, just decide to do them - which seemed monumentally unhelpful at the time, because how do you get to the point where you decide to decide, so to speak.

A lot of it can be seen as "Well, that's just common sense", but as so often, having it written down makes it that much clearer to the mind. Clarity of expression is clarity of understanding, basically.

Interesting specific parts include going to three different treatment programs and telling the counselors that specific participants were likely to recover, and all of them doing so even though they were actually chosen at random.
"Accurate empathy" from the counselor was one of the most important factors in whether a patient improved, whereas confrontation would just make people resist more.

That last is one I particularly wanted to bring up, and much more relevant to us random people on the Internet than it might seem. Consider how people's attitudes are when discussing things with people they disagree with - often they're defensive and confrontational, like "maybe if you'd read my post more carefully" will just ensure hostilities continue without progress. So... yeah. If you wanna convince them, don't put their backs up.

I dunno, the text made it seem so clear...

Choosing Teams by Captains - As a game mode/mod?

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As @"It's Super Effective!"‌ explained here
http://forums.unknownworlds.com/discussion/comment/2200926/#Comment_2200926
having "Captains" who choose their teams player by player can be (potentially) a good way to balance teams and even refine the balance over several successive matches. I have seen this to work, but the setup time is sometimes VERY long (10min+) and at least 1 player requires explanation.

So the downsides include: people on a regular NS2 server might not be patient enough for the draw, disagree with the whole idea, miss that the captain called their name, screw up the draw by simply joining a team...

Would you think, a "Captains" game mode could be a solution?
Immediate benefits of the new idea:
  • People can see right in the server browser, that it's not a regular "ns2" server, but "ns2+captains". Therefore you know there will be fair games, but you can't freely join teams.
  • Selection of captains and teams can be supported by the mod itself (see below). This prevents players joining teams prematurely and messing up the process.

Possible downsides of the new idea:
  • Adds another layer of "bureaucracy" on top of the already existing effort to choose a commander. But it might still be faster than the "manual" captains idea
  • More complicated protocol to follow, people might get confused the first time. Again, more guidance than doing captains manually
  • I don't know if it would be feasible to implement the ideas, never looked into modding NS2
  • Players can't join their preferred race, but have to follow the captain (should not be a problem, actually. The same happens currently when forcing even teams)

How:
  • In the Ready Room are 2 "CAPTAIN" tokens. Whoever picks up one of those tokens, is a captain of team A or B. Or have a captain-door. Or type "captain" in chat. The first 2 players become captains.
  • Instead of "ReadyRoom, Marines, Aliens, Spectator", there are scoreboards "Unaligned, Team A, Team B, Spectator"
  • Captains now take turns pick their team (1-2-2-2- for example) by selecting them from the "Unaligned" scoreboard.
  • Since captains do not know every player, the picking process could be supported by displaying some skill-metric for each player. Ideas for metrics: Number of hours logged at ns2stats.com. When the new skill ranking system is functional, maybe use that.
  • Once the teams A and B are complete, the captains can join Aliens or Marines. Their whole team auto-joins immediately.
  • After the match has started, players can join/leave like in regular matches
  • After the match is finished, players remain in their teams A/B. Captains can choose to drop players from their team (this allows to trade players) and pick from the unaligned players improve balance.
  • Captains again join Aliens/Marines to start a new match, taking their teams with them. Since most of the teams remain the same, this can reduce delay between matches.

Hmmmm, this does have a miniature feel of being random.

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Hi.

Just thought I would post about how the map feels random to me even though it isn't, and it now has me questioning my sense of direction.

I don't know if anyone else gets the feeling like I do while playing this game but I get lost all the time which makes me think either A:) I must have been dropped as a kid, B:) I strained too hard while Potty Training, C:) I'm a dreamer, and marvel at what is around me instead of paying attention to detail, or D:) My brain is just a piece of old dried up back bacon that should have been tossed out with the bath water years ago.

All joking aside, this map even though a constant has that feel of randomness I don't think I have ever experienced before. Sure I play Military based simulators, and I have an eye for route, plans, and maps but this game has me wondering what the heck is going on.

Are you devs messing with me with each new update? :)

Subnautica islands

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So recently this showed up on the trello board

land_plant_middle_01_in_game.jpg

Its a tree which means we will almost defiantly get some small islands.

The islands will probably be the floating islands from the concept art
CoralReefZone7_Small-1024x576.jpg

I can only guess the islands will be for a seal-like animal and the birds.

So what does everybody think of islands?

NS2WC Reward (poster)

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Hi,

I am still missing my NS2 Poster from the NS2WC Reward. I have tried to contact you via email (rewards@ns2wc.com) but I never got any answer. Since I am living in Germany i thought it might take some time shipping the poster.

Did somebody else received the NS2 poster?

If you are an admin, please contact me, so I can provide more information and we hopefully find a solution.

Thanks

What is your "go to" server for NS2 goodness?

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First things first this isn't an advertisement to join specific servers no outside influences, no finger point and no "my server is better than yours" whatsoever.

Now thats out the way my favourite server must be IBIS gaming, even though I'm british I found this US server welcoming with a good mixture of newbies and veteran players, with the occasional steam workshop bug, performance, reliability, friendliness, jokes and teamwork on this server keeps me coming back over and over.

Player count of 24 is just right in my eyes, any more seems to reduce the experience for me personally!

Plus I love playing grenade launcher golf with lerks & fades regularly ;))

Subnautica creature chart

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Just found this and I think I found the giants Steve mentioned

Exploding fish

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The fish just gave its life to defend its nest by exploding in your face. Given the cost to the fish, and the fact there are only a few of the nests around, the player should pay much more dearly for this.

I'm thinking the explosion would destroy any tech/resources on the player and take most of their oxygen away -- giving them only 10-20 seconds to get to the surface. This would effectively be a death sentence as most of these are in caves far below the surface, unless the player can find a nearby natural underwater air supply.

If this is too extreme, then maybe create various levels of these fish. For example, a weak species (differentiated by color of their nest and body) would be found in the safe shallows, at depths of up to 15 meters. These would only do partial damage to the player. In other areas, and at greater depths, other species would have a much more dangerous explosion.

On a related note: Perhaps specific colors shown by many Subnautica species could follow this general design. Players could learn to differentiate between the danger of various species by looking at their colors. This actually reflects somewhat the way it works in the real world -- certain color combinations are known by animals and humans alike to be poisonous.

A Couple of Things I think Might be Cool to Have.

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Hi.

Here is the small list...

#1: Prometheus Laser Scan: No idea how extensive the cave system will be but it would be nice to release one at the mouth of a cave, and let it do it's thing then transmit the layout to a console back on your Cyclops (whatever we are allowed to build), and give several readouts on temperature, pressure, marginal info about wild life, and of course the layout of the cave with height, and width measurements, etc and will also save the scan to a database.

#2: Giving a name to a buoy/beacon before you release it (example: I just found the Blue Coral Reef, I would name the Beacon "Blue Coral Reef").
...... Also allow the player to access, and record data on movement of wildlife, temps, and etc.

Just two things, I am still playing the game while I post this.

SubNautica Lore and Fun Stories

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Lets start making some lore for Subnautica.
An official lore would be great down the line but some community material may help!
Journal logs? Exposition? Narration? Plot Structure? Share them!

I'm thinking... UWE makes minds explode by:
Imagine going out in your dive suit to explore a colony of marine animals, only to receive a warning message on your HUD indicating that your submarine is sustaining damage from the interior, from an unknown bio-signature. You return to the ship to find.... SKULKS. DUN DUN DUN. A mod coming to NS2 that will be released sometime during SubNautica's development date or release. It will be an NS2 map that takes place inside one of SubNautica's larger submarines. With some windows that can peer out and see a skybox setting of Subnautica with some of its feature-esque aliens, such as the ones shown in concept art.
And/or make an easteregg in SubNautica where skulks can be found roaming on land far away in packs, hunting down some other kind of alien animal.
Or add a journal log entry and personal email system into the game. Have one of the emails talk about a thing called the "bacterium" with unusual signs of intelligence in a news article. Something like that I guess.

TL:DR: Make an NS2 map set in the SubNautica universe by the time SubNautica is released. Share stories or make up stories that could potentially become apart of SubNautica's Lore. Who knows? Maybe it may influence or become a part of official lore if the dev team decides to take that route.

Subnautica Build 39 Released - Subnautica

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imageSubnautica Build 39 Released - Subnautica

Making games really is not that hard when compared to diving 128m down on a single breath. Since number 20, Subnautica builds have had names. This week’s build, 39, is called ‘Molchanov,’...

Read the full story here


weapons?

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Will there be a weapons in the game?

I think a knife would be cool, cause its very common i think. For example if divers get stuck.
And maybe it can be used to free a animal for example.
But i would love a harpoon with a slow reload.

I want to fight some mean big fish :)

Also if you cut a small fish, the blood could attract sharks.

Also a light that you can drop would be nice. Light attracts a lot of animals, and it would be cool to drop a light somewhere so the light is the center of attention instead of you. This could help to explore if there are dangerous fish around.

Request: Diving Compass?

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Hi.

I don't know if anyone else is having problems with getting a fixed location on a particular spot they would like to give directions too. For instance, I came across the Blue Coral Reef, and I have been there on a few occasions but it's always been by accident. I just can't seem to get a solid fix on it's location.

So here is my request...

Request: Would you folks be able to poop out a wrist compass, or maybe something along the lines of a small icon with compass headings maybe?

Cheers, and Great game!

German translation of NS2

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This is the comunity project to translate our favorite game into the german language!

This translation is intendet for the german speaking audience, who can't speak english.
(The ones, who are able to speak english will use the english version anyway, even in countries with german as official language ...)

The biggest problem with this translation is the tightrope walk between a good sounding translation and keeping the translation as close as possible to the english original.
(Verseuchung vs. Infestation for instance)

Please feel free to help with this, or just leave a comment, I will answer to every post.

You find the current version here: https://rapidshare.com/files/906008985/deDE...version_0.6.txt


How to make the translation work in game:
1. copy the file to the folder ...\SteamApps\Common\Natural Selection 2\ns2\gamestrings
2. delete the old deDE.txt file
3. rename the new file to deDE.txt
4. start the game and type "option locale deDE" (without the " of course) in the console
5. Exit the game and start again

The translation should work now!



History and changelog


Version 0.1 https://rapidshare.com/files/45856091/deDE_...version_0.1.txt

Translated terms:
* all tooltips
* MAC and ARC into MAK and ARK
* Marine building names: Kommandostation(CC), Extraktor (RT), Prototypenlabor (Proto lab), Waffenlabor, (Arms lab), Observatorium (obs), Roboterfabrik (robotics factory)
* Distress beacon = Notsignal
* Weapons of all kind: Schrotgewehr (SG) Flammenwerfer (flamer) Granatwerfer (GL), Beißen (bite), spucken (spit), Gallenbombe (bile bomb), Parasit, Stacheln (spikes) aufspießen (gore)
* Drifter flare = Leuchtfeuer

unstranslated terms:
*Marine building names: Armory (I just couldn't find a fitting name in german, but I think this is not necessary)
* a hive will be a hive, and a drifter will be a drifter
* Alien building names: Crag, Shift and Shade. but it sounds a little "denglisch" (german and english mixed together) to call 'em "Erwachsene Crag" and so on. ... come to think of it.. mybe "ausgewachsene Crag" is better.
* Alien lifeforms: gorge, lerk, fade, onos, skulk
* Commander is a commander commander, even if he enters the Kommandostation

Things unsure about:
* Phase gate. Should the name stay and if not, how soould we call it?
* fade: I couldn't find "blink"
* I changed the name of the Whip to Peitsche, but I am not sure if it is not better if the name stays "whip".. what do you think?
* Leap for skulk. I translated it to "Sprungangriff" but... hm.. sounds wrong.
* what is meand by "Sap" I didn't translate it because I just don't know what it is meand to be
________________________________________________________________________________

Version 0.2
https://rapidshare.com/files/1962607481/deD...version_0.2.txt

Changes:
+ Proofread the whole thing and erased flaws and slips
+ Translated Armory into "Waffenkammer (Armory)
+ Translated Power Node into "Power Knoten" (Maybe Powerknoten is better?)
+ Translated Whip into "Peitsche (Whip)
+ Translated swipe and stab into "Schneiden und Stechen"... blink stays untranslated
+ Marture alien structures is now translated to "Struktur heranwachsen lassen"
+ Harvester is translated to "Ernter (Harvester)" .. Maybe I should rename it into "Erntestruktur".. I don't know
+ Recall is now "Rücksturz"
+ Energize is now "Energie verleihen"
+ Frenzy is now "Kampfrausch (Frenzy)"
+ PIERCING = "Gehärtete Stacheln (Lerk)"
+ Renamed the term "buildings" to "Anlagen" for marines
+ Renamed the term "buildings" to "Strukturen" for Aliens
+ SWARM = "Schwarm (extra Schaden bei Angriffen in schneller Folge)"

And I translated two tooltips and want to know your opinion:
+ FRIENDLY_UNOCCUPIED_HIVE_TOOLTIP = "Drücke Benutzen um eins mit dem Hive zu werden (Commander)" ( English backtranslation: Press Use to become one with the Hive (commander) )
+ ENEMY_IP_TOOLTIP = "Dieses Infanterieportal spuckt feindliche Marines aus. Zerstöre es!" (English backtranslation: This Infantery Portal disgorges enemy Marines. Destroy it!"
___________________________________________________________________

Version 0.3
https://rapidshare.com/files/742125055/deDE...version_0.3.txt

Changelog:
- Fixed typos
- Renamed select from "Auswählen" to "Auswahl"
- Renamed ARC deploy and undeploy to "Kanone aufstellen" and "Kanone abbauen"
(thanks Wulf 21)

- Renamed recall to "Zusammenrufen"
- Renamed Leap to "Anspringen"
- Renamed Frenzy to "Blutrausch"
- Renamed swarm to "Schwarmangriff"
(thanks GohanZeta)

- Renamed lock door to "Tür verriegeln"
- Renamed jetpack fuel tech to "Jetpacktreibstoff verbessern"
- Renamed marine Research complete to "Forschung abgeschlossen"
- Renamed marine upgrade complete to "Verbesserung abgeschlossen"
(thanks basti1337)

- Renamed alien upgrade complete to "Verbesserung fertig entwickelt"
- Renamed alien research complete to "Forschung erfolgreich beendet"
- Renamed jetpack armor tech to "Jetpackrüstung verbessern"
(thanks Shilorius :-P )
___________________________________________________________________

Version 0.4 https://rapidshare.com/files/530899102/deDE...version_0.4.txt
# Renamed Powernode to Stromkasten
# Renamed Powerpack to Generator
# Renamed swipe to Hieb
# Renamed Phase Tech and Phase Gate to Phasentechnik and Phasentor
# Added in the Names of the Rifle, Pistol and Shotgun (P37, M39, Vortex) in the amory menue
# Renamed Peitsche back to Whip
# Renamed Waffenlager (Amory) to Armoy Waffenlager
# Renamed anspringen (leap) to Hechtsprung
# Renamed Ernter (Harvester) to Versorger
# Trying out ALIEN_ALERT_RESEARCH_COMPLETE = "erfolgreich beendet"
# Fixed a ton of typos and gramatical errors found by jeffco

Thanks to Basti, Wulf 21, Squart and jeffco for the efford!
___________________________________________________________________


Version 0.5 https://rapidshare.com/files/2729906037/deD...version_0.5.txt
~Added new lines for build [184]
~Renamed Munitionspack to Munitionspaket
~Renamed Waffenlager back to amory .. but keeping "erweitertes WaffenlageR" in.. let's see how that turns out
~Changed the Shade tooltip to "Die Sinne feindliche Spieler und Commander werden in Reichweite vernebelt (Passiv)"
~Renamed Sprengradius to Detonationsradius
~Renamed ARK "Kanone aufstellen" and "Kanone einklappen" to "ARK stationieren" and "ARK mobilisieren"
~Renamed Commander HUD message "Sentry wenig Munition" to "Sentry fast leergeschossen"
~Renamed Commander HUD message "Sentry keine Munition mehr" to "Sentry muss nachgeladen werden"

Thanks to Basti and Cron
___________________________________________________________________

*** UPDATE** ***UPDATE *** ***UPDATE***
Version 0.6 https://rapidshare.com/files/906008985/deDE...version_0.6.txt (CURRENT VERSION)

> Renamed Konstruieren to Aufbauen
> Renamed Sentry Geschütz to Sentry Geschützturm
> Renamed Ressourcendüse to Ressourcenstutzen
> Renamed erweitertes Waffenlager back to Verbesserte Armory
> Renamed Generator back to Powerpack
> Changed the MAC-tooltip
> Changed the swarm-tooltip
> fixed some typos.
Thanks to basti and Floodinator

Aliens eating Sushi...

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Recently, I've invited some friends I met through NS2 for a real-life "gather"/meet, and since everyone was fond of it (or curious to try), my girlfriend and me made Sushi. Being a rather talented artist herself, she did some place cards (?) for the table, of various alien lifeforms eating sushi! We scanned the cards (copics on paper) before our visitors took them home, so... if you'd like to see some cute aliens eating sushi, here is the original submission of her on Tumblr!

Lerk:
Spoiler:
tumblr_ne295b66hw1rg0ttgo3_500.jpg

Skulk:
Spoiler:
tumblr_ne295b66hw1rg0ttgo5_500.jpg

Fade:
Spoiler:
tumblr_ne295b66hw1rg0ttgo1_500.jpg

Onos:
Spoiler:
tumblr_ne295b66hw1rg0ttgo4_500.jpg

Gorge:
Spoiler:
tumblr_ne295b66hw1rg0ttgo2_500.jpg


~Luchs

[LINUX] [BUILD 270] Game crashes after loading screen

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Hello,
I am trying to run NS2 build 270 on linux (64bit).
Unfortunately the game crashes as soon as it's finished loading a map, i.e. at the transition from the loading screen to ingame.
I have verified the integrity of my game files, and deleted everything before reinstalling the game.

The terminal output is:
Installing breakpad exception handler for appid(ns2_linux32)/version(1.0)
pid 17095 != 17045, skipping destruction (fork without exec?)
pid 17082 != 17045, skipping destruction (fork without exec?)
warning: The VAD has been replaced by a hack pending a complete rewrite
Game update: AppID 4920 "Natural Selection 2", ProcID 17025, IP ::7:42
warning: The VAD has been replaced by a hack pending a complete rewrite
warning: The VAD has been replaced by a hack pending a complete rewrite
mmap() failed: Cannot allocate memory
Game removed: AppID 4920 "Natural Selection 2", ProcID 17025 

Other posts indicated that it might be a problem with the texture size (due to "mmap() failed: Cannot allocate memory"). I already set all to the bare minimum, so there is nothing I could improve. I do also have 16GB RAM, so that should not be a problem.
Could this error maybe indicate insufficient amounts of memory on the GPU?

I don't really know how to provide you with any more information, so please tell me what you need (I found "techsupport.pdb" in the NS2 folder, might that be helpful?).

Thanks for any help,
kpj

Ecology of Minefish

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Greeting everyone, first post and… well just started on Subnautica so naturally very excited – please forgive me if in the next few weeks I’ll be flooding the board with questions, ideas, and suggestions.
I have to say I am operating under the assumption Subnautica is intended to be “hardish” science fiction (sci-fi settings, plausible ecological systems, plausible crafting). If I am wrong in this assumption I apologize and please ignore, otherwise…

***

I don’t like Minefish. I just can’t imagine evolutionary chain that would produce a fish which explodes as the method of hunting (or even when threatened), it’s just not a good survival strategy. ;)
I was trying to rationalize minefish as protector variant of some hive species which sacrifices itself in the explosion to protect the hive, but even that is very very unlikely. Simply put it’s hard to come up with environmental conditions which would make this a valid and efficient evolutionary path.

So may I offer an alternative? Don’t think much changes will be required visually just an entry in player "research notes/subnautica-pedia".

Let’s say the “rocky nest” of the minefish is the actual creature, possibly a plant but more likely an animal somewhat similar to Earth anemones. Basically predatory but stationary. When the creature senses (heat, shift in water currents, tendrils) a passing prey it releases a gas filled pod (note the pod itself isn’t a fish nor is it in any sense a living creature) which explodes wounding or killing the prey. The rocky outer surface of the creature protects it from its own explosive pod. After the explosion the creature is able to absorb nutrients from the water, if lucky – the whole decomposing body of the prey, more likely the blood and chunks of flesh from the wounded one. Nutrients could be absorbed with the help of nearly invisible tendrils/tentacles or more likely the creature would have ability to suck in the water filtering and absorbing food (a muscular tube in the body that acts like a pump)

Mouse randomly stops working in menus.

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My mouse cursor just disappears and stops working in game. Sometimes this happens when i start ns2, other times when i leave a match. Multiple restarts fix it sometimes, but recently i just cant get it to stop happening. Really freaking annoying and i cant play the game because of it. Does anyone have any useful ideas that might fix my prob?

Greenies stack ?

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Hi,

Greenies have a new habbit. They stack together on the same team. It's no surprise where the game will go. I never seen it before but it happens.

Is it possible to add a rule that makes greenies distributed on both team evenly ?

It would make games more even than what it is today.

skill based game joining procedure to insure balanced teams

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When you are in ready room you cant join team which has more players than the other team.
This guarantees that player counts in teams will not differ by more than one.

What do you think about this alternative (optional) join procedure:

Total skill count is kept for each team. When a player joins a team his skill number is added
to total team skill count. Player can join only a team which currently has the smallest team
skill count.

#############################################################
For example:

Player with skill 2000 joins marines.
Then next player with skill 500 joins aliens.
Next player (1000) has to join aliens as well.
Next player (600) also goes to aliens.
Now we have 2000 total skill on marine team and 2100 for alien team.
So next player (2000) will go to marines.
After that players (500, 500, 500) go to alien team.
So at this point we have the following teams :

marines : 2000 2000 (total skill 4000)
aliens: 500 1000 600 500 500 500 (total skill 3600)

etc.
##############################################################

Don't know if this will work well. But it will allow for example for smaller higher
skilled teams to play against larger teams consisting of low skilled players.
And it shouldn't allow unbalanced teams.



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