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ns2_caged

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INTRODUCTION
Hai folks, I am Flaterectomy, and this is a remake of the classic NS1 level Caged made by Nelson "manah" Ferryman. While most parts of the map are still under construction, the map is currently playable and released on the Steam Workshop.

Download map: http://steamcommunity.com/sharedfiles/file...s/?id=104617372
Steam id: 63c559c

Click on the subscribe button, then start up NS2 and click on mods in the menu. There, toggle 'no'; to 'yes' in the active column, and you should be downloading the map and can now play it. If you wish to get to the files, it will be saved to a horribly named folder starting with m63c559c_ in %AppData%\Natural Selection 2\Workshop\ (on Windows 7, at least).

- My Twitter feed: https://twitter.com/flaterectomy
- My Twitch channel: http://www.twitch.tv/flaterectomy
- My YouTube channel: http://www.youtube.com/user/flaterectomy
- My Caged playlist on YouTube containing progress videos, competitive PCWs, NS2HD ModSpot videos, and NSL casts by RedDog: http://www.youtube.com/playlist?list=PLW5TkpQg0JuB6IQs1K4rPY2SPj5LDuOvD

CHANGELOG [28th of september 2013]
o New work-in-progress ready room
o Fixed a location entity height issue in Auxiliary Generator
o Slight balance tweaks to Lower Sewer

CHANGELOG [23rd of september 2013]
o Fixed the missing clog_test prop issue that broke consistency checking
o Very minor CommanderInvisible fix in Satan's Butthole

CHANGELOG [15th of september 2013]
o Made Central Processing a single res node location
o Detailed the Upper Sewer-side exit of Satan's Butthole
o Re-greyboxed and then re-textured Upper Sewer
o Added some more cover throughout the entire map

MEDIA
Most recent progress video [19 Aug 2013]
http://www.youtube.com/watch?v=gASgje9yMGg

NS2HD #557 ModSpot episode featuring ns2_caged 1/2, with interview [15 Dec 2012]
http://www.youtube.com/watch?v=pkVxU25jz6w

NS2HD #558 ModSpot episode featuring ns2_caged 2/2 [15 Dec 2012]
http://www.youtube.com/watch?v=JxfZl96zo3Q


Kid mode - Free play mode for young kids

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I'd like to see a free play mode that even 2 year old kids could play. No oxygen limits, enough tech to have fun, monsters that are "annoying" at worst (no death). Still, there needs to be interaction with the world, allowing limited experimentation. Also, it would be nice if the game could somehow limit use of the game menu and other "adult" stuff while in this mode.

For bonus points, maybe even add a few mini-games. For example, the outlines of 4 fish would show up at the top of the screen and the player would have to go around and collect each of those species fish. Once that happens, the game would play happy music and maybe show fireworks or something.

This could really open up the game to a new market, without much extra effort.

Some small(ish) tweaks that I think would really help immersion

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You guys may already be planning all this, or chosen not to do it, but this game has potential to be insanely immersive and I want to help in any way possible to achieve that. These are a few things I've been brainstorming:


- When fish (or school of fish) and the player get close to sand, a dust cloud (size and severity based on size and speed of the impacting creature) would show. Temporary sand displacement (even if faked by just spawning lumps) would be even neater for large creatures (and for player 'dusting' of an area). The cloud would stick around for awhile, and be quite difficult to see through if large/severe enough... similar to Lerk gas in (early) NS2.

- When larger fish or the player goes through applicable vegetation (grasses, bushes, etc), it would move. Plenty of games have done this, where the grass/etc. kind of pushes out of the way slightly. A recent Early Access game called Hardland does this in spades, to great effect. The current effect on the purple mushrooms is amazing and a fantastic step in the right direction, but grasses could really use some nudgeability.

- When jumping into the water, a huge bubble cloud would show around the player (and in their face). This would be an actual bubble cloud entity, that the player could quickly swim out of and see when they turn around. An ascending bubble cloud from each breath would be a very nice touch as well.

- A chance for a fish to get 'scared' and move off to another area quickly (though not terribly far unless being chased) when any other creature (even if the same species) is nearby would add for a nice variety in how they interact with one another. In that same vein, a random chance to imply aggression of some sort by chasing another creature could lead to some interesting chain effects... especially if how long something will be chased, direction to flee (and when to change direction), etc. is also randomly decided. Of course, tiny fish charging and scaring a much larger one would have to be disabled for logic's sake.

- Fish moving vertically a bit more often. They tend to stay at the same depth currently, but moving up or down more often would give some variety.

- Fish moving to close-but-different areas every now and then. Most of their current patterns keep them floating around the same area, which is fine. But an eventual 'move 40-50 meters away before continuing to wander around the same area' addition to the pattern would keep the area changing while still allowing for more intentional biome-specific locations. A kind of "graze in the general area, then move to a different patch, then repeat" pattern, I suppose. Every now and then a fish deciding to just go someplace completely different would be nice too (so a temporary usage of the ray's more adventurous AI).

- Removal of the reticule, and object selection becoming UI-less. A hand reaching out, the object reacting in some way, etc. would be more than enough to inform the player the object is able to be used/picked up. The text showing right in the middle of the screen obscures your ability to actually look at stuff up close, making some of those awesome creatures and plants impossible to properly inspect. Quite frankly, I'd prefer to see no UI whatsoever. Everything could be moved to be displayed on game items rather than floating in the player's face.

- Removal of the mask would be delayed a bit, and never be taken off while the player body is in the water (unless manual removal ends up being a feature). This would prevent the constant on/off when bobbing on the surface.

- A player shadow. Right now it doesn't feel like the player is very physical. Since the body can be seen and the fish all give a shadow, one for the player would give a lot of impact to the sense of being part of the world.

- As mentioned elsewhere, harder and darker shadows for environments... also darkening the mask and player body. Day/night cycle, etc... this has already been addressed, I'm just listing it here to keep it all together.

- The light distortion from the waves would show on the tops of fish and the player body, with darker undersides. This is mostly applicable to the larger and/or flatter creatures.

west-indian-manatee-photo-02620-777959.jpg


Now, the biggest change (which isn't a small tweak... not that the others were either :P) to really enhance the feel of the fish is their turn pathing and animations. Right now, they turn very game-like, instead of more gradually ("jetpack-in-zero-gravity-like") and with proper bends in their physical structures. This is particularly noticeable with the larger fish, as well as the schools of smaller ones, but pretty much all of them have the same issues to one degree or another.

They do that weird 'statue spinning in place' thing that so many games out there have. Their turns should be matching their body movements almost exactly, with just a bit of floaty feeling unless they're making a hard & fast turn. Fish have amazing control underwater, after all, but their body has to match what they're doing since they're essentially flying without gravity. Animation being off from the movement unfortunately kills the immersion in a split second.

The smaller and faster should feel like a swarm of sparrows or humming birds. The larger and slower like big, laborious zeppelins turning in the sky. Those in between should be like varying degrees of lazily gliding birds until stimuli (or default behavior) has them dart in a different direction. Dart, glide, dart, glide.

The schools of smaller fish have an additional, unique issue in that they don't turn as a group very logically. If a change in direction occurred, there would be new 'leaders' of the swarm, they wouldn't slow down to wait for the previous 'leaders' to come back around. All the fish individually turn on a dime, constantly changing who is in 'front' or 'back'. The exception to this would be when stimuli causes the form of the swarm to sort of turn inside-out (leading to more of a doughnut shape initially, then forming back into a typical swarm).

image

Unrelated note: that vid's mix of shark + dolphin + penguin attacks were awesome. If you guys end up adding arctic areas, seeing divebombing penguin-like creatures and those kind of bubble trails would be insaaaane!

Anyways, just a few thoughts. Sorry for babbling your ear off.

Big Letters

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for god sake get rid of them.
People that have sigs with BIG and COLOURFUL text is very annoying, can we put a limit to size and colour please?

I just had an epiphany....Faultline NS2 - Combat...hear my idea out. UWE you too.

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This can be a great thing. A blessing in disguise. If for some reason the population becomes a problem for NS2-Combat make it just like TF2 (Team Fortress 2) That is Free to Play with a store. You must have a store already set and placed so people can purchase things like Hats/Icons/Skins/Guns(Not guns that do more dmg but guns that look different with the same ability)/Flags(Like the flags in WoW where you own someone and place a flag in its corpse.

If this is done correctly it can bring lots of cash and everyone wins game is free and those who wishes to modify there marines or aliens can do so by extra purchases.

You must follow the same path like TF2.

Before you knock TF2 keep in mind in 2011 Hats alone they made $50 million dollars..that does not include the gun purchases.

My next big question is is Faultline allowed to even do this? Would UWE block this move? Is this just wishful thinking?

By making NS2 Combat like TF2 with the store purchases for extras toys and free to play it will bring everyone. But, you must keep the hats/skins/guns/models always coming in..that what makes TF2 so valuable they have so many different hats etc it is endless of choices.

Crosshair resolution etc

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I want to question: what the purpose of 64x64px limitation? And why FT and GL have the same slot in crosshairs.dds?
I don't ask to crash current system that will broke all crosshair mods in workshop. But can the CDT implement aditional .dds for "modders", e.g. crosshairs-lmg.dds, crosshair-gl.dds etc and remove the 64x64 limit?
It is possible that I want to play with smth like this with GL:
Spoiler:
grenadelaunchers.png
or smth like this with SG:
Spoiler:
Alpha%20Protocol%20Moscow%20Sis%20Shotgun--article_image.jpg

Why UWE had limited it?

Drifter goes where the stuff go.

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Hi,

If you teleport a harvester to another location but it was still under construction (the drifter).
1 the harvester get teleported to the new location.
2 the drifter goes there as soon as the harvester is fully teleported.
You can loose drifters over this.

Would be nice to add this on Trello. For me it's more a bug than a feature.

Cute Gorge DLC

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Please make this a reality @rantology‌ !

This doesn't cut it, but shows it'll be popular.

Attached is the NS1 cute gorge.zip.
Spoiler:
wbuEW94.jpg

Subnautica Performance and Framerates - Subnautica

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imageSubnautica Performance and Framerates - Subnautica

Moviemakers go on and on about how hard their jobs are, don’t they? Call me insane, but I figure that if your entertainment media can be re-shot over and over...

Read the full story here


Update 270 & LR mod

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Hi,
I m trying to get my mod (Last Resistance) playble on ns2 v270 but having probs with the "teamswitch when killed"- feature.
In the past I handled it via the player_server.lua:
local function UpdateChangeToSpectator(self)

    if not self:GetIsAlive() and not self:isa("Spectator") then
    
        local time = Shared.GetTime()
        if self.timeOfDeath ~= nil and (time - self.timeOfDeath > kFadeToBlackTime) then
        
            // Destroy the existing player and create a spectator in their place (but only if it has an owner, ie not a body left behind by Phantom use)
            local owner = Server.GetOwner(self)
            if owner then
            
                // Queue up the spectator for respawn.
                local spectator = self:Replace(AlienSpectator.kMapName, kAlienTeamType)
           //     spectator:GetTeam():PutPlayerInRespawnQueue(spectator)
                spectator:GetTeam():ReplaceRespawnPlayer(spectator)   
                TechUnlocker()
            end
            
        end
        
    end
    
end

...but when killed it switches me to alien but I cant respawn... I'm stuck in the respawnqueue or something...apparently the "spectator:GetTeam():ReplaceRespawnPlayer(spectator) " line isnt working... am I right?

Can anyone help me out here plz?

Gif your hull plate! (simple forum game)

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So, since most of you have a hull plate by now, there's a little game I want to play with you.

It's very simple:
1. Go to google image search, and google your number with a hashtag (Mine is #427)
2. In Search Tools, select type, and click Animated.
3. Choose the best gif in one of the first three rows.
4. Share the gif in this thread!

I'll just start off with my lovely #427.

tumblr_inline_nb1kyuSzhw1rydvz9.gif

Subnautica creature chart

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

ns2_forge

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ns2_forge is a new map. The map comprises of 50% uwe assets and 50% original assets. The map uses rooms from old tram, old docking and various ready rooms combined with all new areas. The maps layout is completely new and does not use any existing map layout. The map is a large map with 4 tech points and a tram system running through it. the map itself is roughly 70% complete as of this post. The map also has large height differences which will be a challenge for me to get the commander view running perfectly.


4vhbpf.jpg

C3D1927EF78709E55AA931B6A0ED8DBA48697ACA

as you can see the grey box areas are whats left to do the rest is detailed and close to finished.


Sky View
Spoiler:
AD3E0FD3F918E3E8E312CF41C7B1A384750F5BFA
409C72E830E95A0872004784CB06E139295D15D2

Waste Disposal
Spoiler:
C3D1927EF78709E55AA931B6A0ED8DBA48697ACA
C8A9131BFF2C1683545394DCC9081C9DF9FEE259

Repair
Spoiler:
163FF244F1805EB8B90078ECE2A653A853C58720

Forge
Spoiler:
B0459DB30F5D8D3B288CDC8E9EDD447F664AA0F6


Cargo
Spoiler:
E1B724DF5B9752A340D0DB69DBBE21A7A087D0D4

Radimax
Spoiler:
C540C787D5646204F05985FCDCBD48F3C8BDFF7A

Transit
Spoiler:
AA9FA24977C2F4B779BC882BBF1A26F585034766

AI
Spoiler:
F4FB3007CAD284C4CB9BB70616A868AA06C1DEE7

Elevator
Spoiler:
DDE8A99534C6BC571CE24D2EE47918C9A80BBB52

Operations
Spoiler:
54D75ECCB947D9F84775FBA508E593A7FA55ABD1



Bullets floating in field of view

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When I fire my pistol on the map ns2_caged then the bullets of the pistol are floating around in my fov for 1-2 seconds. I have no idea if this is a game, client or map problem but since it's only happening on ns2_caged for me @Flaterectomy‌ should know about this aswell.

It looks like this btw
Spoiler:
3cc47f6e14.jpg

Can't see hull plate

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So i just redeemed my hull plate and.....Its not where to be found.

There is not even a subnautica inventory slot in my steam inventory.

eggs/pets

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There will be eggs in the game from what i saw on the trello board. if you had a aquarium and a incubator if needed. could your possibility be able to care/tame what ever hatches?
creatures_eggs_in_game.jpg
Ex. Stalker~ they like shiny things and from this (creature behaviors) suggest that stalker will pile shiny things. they could scavenge for you since your their "mom". But since it unknown how long the young stay with their mothers/fathers they could one day just leave from basic hard wired instincts. (or they could not since on earth most of the time the mom or father has to chase them off then they leave)

but it could be that you have to tame slowly through generations like wolves over time became dogs.

since there is not much else listed on the document i don't know what else could help the player atm.

TAW starts testing custom maps

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Yes you read correctly, TAW will playtest custom maps now in a 6v6 environment

When? We want to start at Thursday which is the 2nd October, at 20:00 CEST

Anyway we won't do it on a weekly schedule but we aim of doing it once every 2 weeks.
The mappers are invited to that aswell, since we want to give them feedback directly

Why we do this?
1.) more maps = more fun
2.) what @MauvaisVitrier‌ tried to start again was a wonderful idea but I had the feeling this project is dead already (correct me if I'm wrong)

We will start where MV stopped, which are the maps ns2_mineral and ns2_docking2 (this is a coincidence, I swear :D)

For all other mappers out there who want to have their maps tested contact me (on this thread preferably). We don't want to test maps that are not developed anymore.

P.S. I will be sad if @Loki‌ does not want to have derelict tested because I want to test that map (that also implies that we have no problems with testing greybox maps)

Next Maptest:
ns2_nothing on 13th November

Oxygen mechanics

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Something in another thread prompted me to think about current oxygen mechanics. And I should say right away I don’t really have a problem with it, there is a lot going for the current system:
1. It limits the length of the dive
2. It forces time management elements
3. It encourages player to expand O2 reserves (craft tanks)
4. It poses strategic choices – one more tank or extra space

However what it does not do at least for me personally is give appreciation of oxygen. It’s just too easily available. It limits the dive yes, but at no point I am thinking “If I don’t head back now I will die”

So I’d like to suggest an alternative (without any real expectation any part of it will be adopted into the game, just airing some ideas with people who seems to have similar interests)

1. Keep the natural dive short, lung capacity allowing for say between 30 and 60 seconds (humans can easily be trained for more, but not when they are active – swimming, mining, lifting, etc)
2. Make O2 tank hold considerable amount of oxygen – say 10 minutes worth
3. Make refilling tank a challenging process

a. Player will have to build and deploy oxygen extractor (extractor will come with compression unit to liquefy the oxygen, filtration system and tank outlet, etc)
b. To work oxygen will need power… say from a solar or tidal generator you have built separately
c. Extracting and compressing O2 takes time, in fact just a bit longer than to spend it (I.e. to compress enough oxygen for 1 minute dive you need 1 minute and 10 seconds)

What I hope such system will achieve is:
  • Encourage player to try to be efficient and not waste oxygen doing noting or wondering without a plan (unless of course wondering blindly AKA exploration IS the plan ;) )
  • Encourage surface travel while at the same time pose tactical decision - why waste oxygen when you can take a wave-runner or keep submersible on the surface? Oh yeah cause of predatory birds, severe weather, choppy sea and more! Basically do I want to be safe under water or do I want save resources on the surface?
  • Add gameplay elements such as malfunctioning or ruptured tanks. You could do this now of course, but ruptured tank when you are 30 seconds from the surface is one thing, raptured tank when you are in the cave 4 minutes away from the breathable air is another.
  • Introduce elements of power management and base planning. You generator can provide power to only so many system and building more generators is neither easy task nor is it without drawback. So you have to choose what to build and what to power up at any given moment.
  • Force decisions during the dive? Do I stay another 30 seconds to collect these sapphires? But that would be cutting it pretty close on the oxygen. On the other hand if I turn back now that’s a whole new long dive to get the gems, between getting to the surface, refilling the tank and getting back – 10 minutes or more.
  • Introduce the concepts of supplies and expedition/dive planning. Don’t just go off half- cocked. Fill several tanks, load them on your submersible, plan the dives, consider the dive timetable, etc.

Of course eventually player will have a base with enough power and enough oxygen machines and big enough submersibles to store all the tanks you want… but until then player will have to really think about oxygen if her/his plans for the day include breathing. ;)

Subnautica logo

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This is more of a request, but would it be possible to get some high definition pictures of the Subnautica logo, both with and without a background, like the photo i attached?
I'm making a few Subnautica videos, and it would be great to get the logo in there, in proper quality, to go along with a 1080p video.


Thanks :)

Fatal Error: Log File Included (Experimental Build 9382)

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Hi.

No idea where to send this so best to place it here instead of ignoring it.

I was playing Left 4 Dead 2, exited out of the game, and decided to have a look see what was new with the latest Subnautica experimental build ( 9382) released not too long ago. I started the game, Main menu came up fine, I went through the game type, and etc, and as the game started to load it gave me a fatal error.

I then started the game again, and I was able to play it. Not sure what happened but I thought it best to pass it along anyway.

Hope this helps...

See Attached File Below.
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