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Beacon improvement

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Beacons are really important in Subnautica, if you are going to find back your base, your subs or pretty much anything.
Now we can add a name to a beacon, so that's already a massive improvement.

Here is what I'd like to see for beacons in future updates:
  • A distance counter. Beacon shows the name and under in small font there is a number like (180m) etc.
  • PDA selection of beacon to remotely deactivate or reactivate, so we don't need to see all beacons at once
  • PDA selection of one target beacon we want to travel to specifically. For this beacon we can hear the sonar sound beeping regularly. The closer we are, the less interval between the beeps.
  • Bases should have their own beacon shape and be automatically linked to your energy generator
  • Some basic shapes (like a mushroom, a kelp vine, etc) could be associated to any beacon using the PDA. That beacon now displays as that shape.

Any other ideas, people? What do you think?

| Experimental | Is it me or does the Cyclops drain energy like it has a leak?

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Even when it is sitting there doing nothing and I go out in the moth to gather things for a few minutes and come back I've lost 3% for it doing nothing. I think the idle power consumption is a bit too high, if I'm not researching fragments,charging the moth, or moving around I don't see why it needs to drain as fast as it does, it seems like I'm spending all my time making power cells.

Also I timed it out, 1% is burned every 6 or so seconds when moving, that's kind of crazy with how time consuming making power cells is.

Cyclops Open Sea Docking Platform

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Cyclops Open Sea Docking Platform Concept and Mock Up...

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Please tell me there won't be 'Base ONLY' buildable interactables

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While I like the base stuff I really was more thrilled about the cyclops both before it was released and after, for those that don't WANT to build a base for whatever reason will we be able to do the same things with just the cyclops?

What happened to all the modders?

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I've been reading over a lot of older post and there used to be a very strong modding community making some pretty awesome content. Lately it seems like the modding scene as dried up quite a bit. While there are still some mappers creating some pretty cool looking maps, most of the modders (especially the asset modders - skins/new weapon models) have vanished into thin air. Just searching for "new weapons" brings up a huge amount of ideas and half done models. I'm just wondering if there is much of a modding community left. I'd also love to know if any of the weapon models were finished. I've gone over workshop a dozen times looking for some sweet new weapons (or at least new weapon models). Found a few cool ones (one is in combat). Sadly most of the posts talking about new weapon models no longer have any of their pics :/

What phase of the game is most important to you

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Of course every part of any game is important to us all, but I'd like to get an idea of which parts of the game people prefer the most. This can include enjoyment, competitiveness, ambiance, fairness, balance and anything else.

For example: My favorite part of any game is mid-game because I find the fight over a 2nd hive to be thrilling since it's often happening around fade timings and the marines getting to a point where they need to use their chose tech to transition from resource protection to resource pressure. There's plenty more I love about mid-game, but I just want to convey what I'm trying to pose in the poll.

This doesn't mean I don't like Early-Game or Late-Game, just that Mid-Game is most important to my overall NS2 experience in general

Gorge Plushie Pre-Orders now on sale!

Sounds

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Is there a place to find/listen to the ambiance and creature sound effects? I have never played the game (for two reasons: money and my computer is crappy) but I have watched youtubers encounter things in it and the sounds are plain AWESOME.
Thanks~

Right to use "UWE" vidéo content

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Hi,

Is it allowed to use some UWE vidéos content for vidéos concerning a mod in NS2 ? I am thinking about adding the one in attachment at the beginning of a teaser for the Faded mod.

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Thanks,

Suggestions

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I was wondering if you guys had thought about doing something else with the sky. To make it feel more alien It almost feels like you could be on the earth. It would be cool to see a gas giant in the sky or a few moons some nebula or something to just make you really feel like your on another planet. Without diving down and seeing the life under the water. Let me say, the first time I played I was kinda scared to jump in the water. Didn't know what was down there. As it probably would be if you crashed on an alien ocean planet.

I was wondering if you guys are planning on putting other weather effects in the game?

How do you use a controller?!

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it says in alternate controls that i can use a joystick but i can only get the A and B buttons to work on my xbox controller please help

Things that NEED to be fixed. Rant incoming.

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1. Spawning:
I fixed the ship, got in my cyclops, went to a place with some crates, grabbed the loot, got back in my seamoth to head to the cyclops, and a Reaper grabs my seamoth and destroys it and eats me. Where do I spawn? Not in my cyclops, not in my lifepod, but in the ENGINE ROOM. WITH THREE REAPERS INBETWEEN ME AND MY CYCLOPS. THREE. WHAT THE HECK AM I SUPPOSED TO DO THERE!?
2. Reapers:
They go underground ALL THE TIME. They're scary as heck in the water. But when they can burrow in and out of the ground?? NO. Just NO. That makes them practically gods. Because they can literally come out of nowhere. Also, they can apparently sense me in the cyclops because they are ramming my cyclops into the ground and ship, throwing it in the air, etc. It's impossible to move.
3. Resources:
Things like salt, limestone chunks, and quartz should respawn because of natural occurrences. Also food fish should respawn as well.
4. Power consumption:
I know there is the power upgrade module. It's all handy dandy. But the cyclops still chews up power way too fast.

NS2+ (The mod previously known as Custom HUD)

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Mod ID: 812f004 - Workshop link

People have asked for a donation link, if you really REALLY want to send money my way to show appreciation for my work, here's the link. Please note that I'm going to keep working on the mod regardless of donations or not.

This mod (previously known as Custom HUD, or CHUD) aims to improve, fix and expand NS2 in order to bring players a better experience. It contains extra customization options and quality of life improvements. This mod needs to be installed on the server.

You can check current and future progress through the NS2+ Trello or the NS2+ GitHub page.

Main Menu Mods:
- The server browser will highlight other servers running this mod. If the server requires a map change because of any mod update, the player count will show up in red. If the server has disabled settings that conflict with your own the "ns2+" text will show up red. This can't be seen with the vanilla server browser.
- You can check and change the NS2+ Options menu before joining a server.

Features:
- You can customize your HUD and visuals with a new menu entry with tons of options such as multiple alien visions, hitsounds, etc.
- Weapon autopickup option for empty weapon slots.
- Personal stats when you die and at the end of the round. You can check your last life stats by pressing the voiceover menu button (X by default).
- You can see parasited marines through parasited buildings.
- Commanders can disable click selecting for marine units (so marines don't get selected when medspamming).
- You can customize the size of the killfeed text/icons and the color of the border highlight to your liking.
- Players can make the ragdolls dissolve instantly.
- You can hide the viewmodels per-team if the server allows it.
- Modified vanilla scoreboard to make it usable at low resolutions. It will automatically scroll to your position if you are in RR or in a team. You can use the mousewheel, home/end/pgup/pgdn or click and drag to scroll.
- Scoreboard shows the Commander background in yellow instead of the name, so you can identify rookie players that are commanding.
- Commanders can always see if a Marine has a welder equipped.
- You can click on the scoreboard to check a player's Steam/NS2 profile.
- Scoreboard displays if someone is your steam friend.
- You can now mute voice/text independently and it's persistent across map changes up to 6 hours.
- The scoreboard now truncates player names if they overlap with the rest of the elements.

Server specific features:
- The mod will check for updates for all server mods every 15 minutes and will notify the players if there's been updates. If the server is empty it will cycle the map.
- Ability to disable certain client NS2+ features.
- Display average team skill on the scoreboard.
- Display player skill on the scoreboard pre-game (useful for captain games).
- Server operators can check and configure features by typing "sv_plus" in console or editing NS2PlusServerConfig.json.

Private training improvements (included in vanilla NS2 since build 267):
- Respawn cheat commands always spawn the player with their previous equipment and upgrades in first person view. It's also no longer needed to type "switch" to go between teams, you can type "skulk" as a marine and it will switch you automatically.
- New cheat command "respawn" that spawns you as your last class, with your last equipment, at your last position before you died. Use "respawn_clear" to clear all the remembered settings.
- New cheat command "jetpack" that makes you respawn as a jetpack marine.

Past NS2+ features now included in vanilla NS2:
- [270] Scoreboard displays the number of connecting players.
- [270] In the voice request menu you can now select items by moving the mouse past them (similar to NS1).
- [270] Building range circles now use decals instead of models.
- [270] Added an option in the sound tab to continue recording after the microphone button has been released for a fraction of a second to help ensure your last word isn't cut off (defaults to 150ms).
- [268] Marine weapons now reload automatically upon firing the last bullet.
- [268] Commanders can marquee select enemy units when there's no friendly units in the marquee.
- [268] Grenade collision radius is more representative of the visual model (proximity detonation radius is unchanged).
- [268] You can click on the player frames on the sides to autofollow a player. Click again to stop following.
- [268] Shotgun lights in the model reflect ammo count.
- [268] Weapon displays flash red when low on ammo.
- [268] Added unsocketed and blueprint states for Power Nodes in the minimap. You can now see all Power Node states.
- [268] Alien Commanders can see the energy for their teammates.
- [268] High contrast colors for health/armor in Insight spectator.
- [267] Marine players and the Marine Commander can see the time until the weapon disappears when it's been dropped.
- [267] Make the outline color yellow for parasited players and purple when they have received a catpack in overhead.
- [267] Added bonewall icon to map.
- [267] Items that disappear after some time on the ground now display an expiration bar for all Marine players (including the Marine Commander).
- [267] Server-confirmed hitsounds.
- [267] The armory and infantry portal arms don’t block bullets anymore.
- [267] Lerks can see damage numbers for the poison bite's damage over time.
- [267] When a structure bleeds out the killfeed will show the killer as whoever hit it last.
- [267] You can see the class of your evolving teammates.
- [267] The kill feed highlights your player kills. Icons in the killfeed are properly scaled too.
- [267] Dropped weapons outlines are color coded for improved readability.
- [267] Infantry Portals will show the name and progress of the player that is about to spawn.
- [267] Evolving alien players will show their evolution progress for their teammates.
- [267] Scoreboard keeps the time of the previous round until the next one starts.
- [267] Dropped marine weapons are outlined for the marine commander and spectators.
- [267] Spectators can see deployed mines highlighted with a blue outline, and the outline will turn yellow if the mine has been parasited.
- [267] Added slight impulse to dropped weapons.
- [267] Enabled weapon specific ammo models for dropped weapons.
- [266] Marine commanders can see the marine ammo bar with the color that's used in the overview spectator mode to easily identify the weapon the marine is carrying.
- [266] Commanders can see building ranges before dropping them.
- [266] Adds player upgrades to the Insight player frames.
- [266] Adds Lerk deaths to Insight alerts.
- [266] Alltalk displays the correct team color/background for voice chat.
- [266] Mods list is sorted automatically as Active > Subscribed > Alphabetically. You can also sort by column.
- [266] Connections between Phase Gates or Gorge Tunnels are now colored depending on the team. If there’s more than 2 PGs it will switch to lines with animated arrows.
- [265] Parasited players display their name yellow for teammates and spectators.

Past NS2+ fixes now included in vanilla NS2:
- [270] Fixed players having voice communication cut off while entering or exiting commander mode.
- [270] Fixed occasional error when attempting to enter the Mods menu.
- [268] Fixed bug that made trigger volumes bigger than their representation in the editor. This affected some map locations (power node issues).
- [268] Fixed bug where the Commander would log out attacking.
- [267] Made location text for marines left aligned so long location names can fit in the UI
- [267] Fixed Bonewall not having pre-drop range.
- [267] Fixed bug where Shotguns and Exo Minigun didn't shoot through soft targets.
- [267] Fixed drifters trying to build structures they can't and fake-building them forever.
- [266] Fixed sentries not being able to be dropped until the first sentry battery is finished.
- [266] Fixed scoreboard not showing Spectators to players on teams.
- [266] Fixed commander selection bug that made buildings selected with hotgroups not respond properly sometimes.
- [266] Fixed lights staying red if the power node was under attack (infestation).
- [266] Fixed bug where damage numbers wouldn't show the damage done in the killing blow.
- [265] Fixed skulk jump sound loudness (50% reduced).
- [265] Fixed skulk growl sound when walking.
- [265] Fixed inactive/unbuilt structures not blinking red when under attack.
- [265] Fixed alien structures not blinking red when uncysted.

NS2 failed to allocate BYTES and will now terminate

New base sketches

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hope you like these babies :p ... devs if u want to use (or small parts of them) them feel free to do so...

I just wanted to have some fun imagining what kind if base extension you are going to add later
Spoiler:
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fixed the image embeds and spoilered them -Kouji San

Customizable character

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unless they plan on making him have a definite name, we should have a customizable player model. Just something i now thought of

Subnautica Concept Art: Cave Thing - Subnautica

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imageSubnautica Concept Art: Cave Thing - Subnautica

Subnautica will take you to diverse environments: From lava, to ice, to coral, and more. In these environments, you will encounter all sorts of creatures, big and small. The above image is Cave Thing, and is a piece of Subnautica concept art that tries to give form to several gameplay ideas. Cave Thing is painted with a diver’s mask at the edges, hinting at Subnautica’s first person nature. On right right, a small vehicle of some kind if shining lights on to the evidently bemused creature. Small vehicles will be pilotable (or this one an un-manned drone, supporting the swimming player?), deploying from ‘mothership’ style larger vessels (See Exterior Sketch for more about this!). Most importantly, this little encounter is …

Read the full story here


Thinking on the endgame

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First off, yes this game is still quite in the early development phases (even if the goal is a 2015 release). However I keep feeling that to give feedback I need to have some idea as to what the eventual end goal is. Will it be to assemble an escape craft to try to head back to Earth? To neutralize whatever caused the Aurora to crash for the actual colonization ship to be safe? To know what the hopeful 'win' condition, if any, would really help me come up with ideas as for what suggestions for the game to make.

For instance if the end goal were to be eventual escape of the planet, then I would suggest making the locations of components to be researched/salvaged be randomized in biomes and location. If it were to be the neutralization of whatever caused the initial crash, then having an idea of what caused the crash might lead to better feedback as to what we would want to see (please not a giant underwater space cannon).

Submit Your Creature Ideas!

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Hey peeps; let's give the devs some fan submitted materials for creature concepts!

Here's one!

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(Giant Sea Scorpion/Eurypterid)

Multiplayer? Yay or Nay?

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