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My ideas for future Subnautica updates (Extremely Long!)

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Hello readers, today i make this post to suggest some of my ideas for future Subnautica updates, as it says in the title. If any of these ideas have already been posted/suggested then i apologize, though i am new to the site so forgive me for that. Anyway, onto the ideas.

#1: Weather/Natural Events
I'm pretty sure this must have been suggested at one point or another but i digress. The game needs a weather system for a multitude of reasons such as immersion and gameplay. Please note that no more than one of these weather conditions can happen at the same time. For example:

(1) Raining | When it is raining underwater becomes darker than it has before, not to mention that the closer you get to the surface the louder the pounding sound of rain becomes. The sky turns grey and very small waves form, though only for immersion. Benefit wise, your thirst goes down 20% slower regardless if your on the surface or not. Raining has a 1-in-4 chance of happening each day.

(2) Storm | When a storm begins, it starts off somewhat slow. Shortly beforehand (around 2-4 minutes before) your computer-friend(?) will say ''Incoming storm approaching, recommend that you find a secure location''. When the storm does hit the sky goes a dark grey, rain pounds down louder than a normal rainstorm and the occasional lightning bolt will strike/echo in the sky. Waves form and can push your escape pod around and even move it from its starting position. The Cyclops can be moved a bit but not by a lot, the seamoth on the other-hand can be pushed around quite a bit - meaning it becomes a wise idea to store it inside the Cyclops. Storm has a 1-in-7 chance of happening each day.

(3) Heatwave | The heatwave can only occur during daytime and will vanish at night-time. It starts around noon and while has immersion it is mainly a gameplay-related event. Less than a minute before it starts your computer friend says ''Incoming heatwave, dehydration and wildlife reduction is likely''. When the Heatwave happens your Thirst goes down 20-40% quicker, oxygen degrades 10-20% quicker and most creatures goes further down into the ocean to take shelter from the burning heat. This can be used to your advantage to some extent as ferocious creatures such as the Reaper Leviathan will attempt to go deeper and gives you a guaranteed chance to get into the Aurora without fearing for your life. Heatwaves have a 1-in-8 chance to happen each day.

(4) Tsunami/Tidal wave | This event in particular has a much bigger meaning than just a natural event, if you want to find you more go to the 'Game-Changing events' part later down the post. 12 Hours before the Tidal Wave happens your Computer friend will say ''Large volume of water incoming, possible tsunami'. After you panic about and the 12 hours pass a medium sized wave appears on the other side of the aurora(the side you don't see when you spawn) and makes its way towards your escape pod. Once it hits your pod will be moved a few meters, your Cyclops will be moved slightly and your seamoth will be moved a few meters (10-20 if its on the surface). This will happen on your 7th day in the world, after it happens your AI comrade will say ''Vital signs stabilized, The Aurora shows signs of capsizing... will continue to monitor''. The next wave happens on the 16th day and your comrade will say the same message as before, the wave this time is around 2-4 meters taller but still has the same effect, your friend will say ''Aurora shows more evident signs of capsizing, hull is weakening near the port(left) side. Will continue to monitor''. The next one will appear on the 30th day and once it does an event know as 'Capsized' will occur, see further down the post for details.

(5) Sea Tornado | The Sea Tornado(for those who don't know) is a tornado on water. When it happens a tall tornado will surf the sea and if you get caught in it your are whirled around before either dying randomly or are thrown back down like a skipping stone and killed from the fall damage. If you are in a seamoth your are just a replica of a skipping stone and are thrown back at the water and bounce for 50 odd meters. You cannot be picked up if you are in the Cyclops, because that's just a bit too much. For game balancing reasons and spawn issues, the tornado does not have its own AI but rather has several set paths it can take - it randomly picks one and goes on that path until it reaches the end where it dissipates. If you are near the surface of the water but still underwater you can sometimes be picked up - the safe distance where you are guaranteed to not get picked up is anywhere from 15-25 meters. Less than 3 minutes before it spawns your AI companion says ''Incoming Sea Tornado, advance with caution''. The Sea Tornado will never collide with the Aurora, Escape pod, vehicle depot or cyclops. Sea Tornadoes have a 1-in-12 change to occur every day.

(6) Whirlpool | The same case as the Sea Tornado but doesn't move and instead of launching/killing you it just throws you about 50-odd-meters in a random direction(except up or down). Whirlpools are small and can occur anywhere in the map, they have a 1-in-3 chance to occur per day.

(7) Meteor Shower | The name says it all. This can only occur at night-time (for immersion purposes) and you can look up to see a beautiful show. Yellow-ish lights fly across the sky and anywhere from 4-to-10 meteorites will fall into the ocean. It should be noted that these cannot land within 70 meters of your base and cannot land on the aurora and with good reason. When they crash a small 20 meters area around them is contaminated with radiation. This radiation does not spread but will stay there until the meteorite is dealt with. You can use a tool(?) to break and pickup the meteorite shards(See item section of post for more details) and also the meteorite core, which is a light-lime-green ball with a smooth look and surface and gives off a faint glow. The shards are red/black and glow a faint orange (this is also the same with the meteor). Meteor showers have a 1-in-15 chance per day and you are given NO warning by your AI friend until it happens ''Sudden foreign objects have entered the atmosphere, eyes to the sky''.


#2 Creatures:

(1) SaberFin | We all want to see a Megalodon, don't we? Don't deny it. The SaberFin is a replica of the great shark, while the developers could give it a Subnautica dress-up i would like it to be easily identifiable to all players. It will spawn from the place known as the Giant's Lair 2(see biome section for more details). Once you get within distance of the Giants Liar 2 (when you could see a large creature emerge from it quite clearly) the SaberFin will spawn and immediately try to kill you, it can destroy your seamoth and kill you in one fell swoop but will just intentionally ram your cyclops. It will pursue you for 3 minutes before it loses interest, if you die it will lose interest. It will stay within close proximity of the Giants Lair 2 much like how the Reaper Leviathan stays close to the Aurora. You can use the stasis rifle to stun it for a few seconds but not for long. The size of the SaberFin is about the same length of the Reaper but is more chunky like a Great White Shark.

(2) Whipster | The Whipster is a tentacle that is attached to the ground and will slowly sway back and forth with the current but when you get close it can extend and hit you for 10% health, it can be killed to get food and hits you every 3 seconds. It dies in 4 hits from a knife. It can be found in the Kelp Forest, Mushroom Forest, Koosh Zone, Grand Reef and Jelly Shroom Caves. It makes a whipping sound when it attacks, its colour changes depending on biome. It is a common-uncommon enemy.

(3) The Kraken | Name says it all. In the Giants Lair 3(see biome section) it will spawn and stay close to that biome. It is has a large head and many tentacles with a fanged mouth among the mass of tentacles. It will spread the tentacles and eat you in one go, if you are in your seamoth it will do a similar animation to the Reaper, taking two hits to kill your seamoth unlike the SaberFin which only takes one. Although unlike the Reaper and SaberFin The Kraken can actually damage you Cyclops, it will wrap its tentacles around the Cyclops and take off 20% health each time it attacks. It is more passive-aggressive and wont hunt you down relentlessly like the SaberFin but will try to make you leave the area around the Giants Lair 3(Area is like 150-200 meters). In terms of size imagine the Reaper curled into a ball and adds long tentacles. (Sorry for bad descriptions).

(4) Flying Fish | A variation of the peeper but skips across the surface of the water and can be captured and eaten. It is passive and is moderately fast and fills 20% Hunger.


#3 Biomes:

(1) Giants Lair #1 | The Giants Lair #1 is right beside the Aurora, on the left side where the small underwater hole in the ship is. Is it a long line that expands a small portion of the ships length but goes down to around 500 meters. If you fit the Cyclops in a straight line so the front of the cyclops is facing the direction of the front of the Aurora you can descend while taking little damage. Once you reach down to 800 meters you will get into a open-ish cave that has no available light, meaning that either your cyclops or flashlight must be used. At the bottom of the cave are broken egg shells which have a similar colour pallet to the Reapers and belong to the Reapers. The closer you get to it the more the Reapers will try to kill you, they have a chance to even come down the hole and attack you while your in their cave. This is a part of the event 'Capsized'.

(2) Giants Lair #2 | The Giants Lair #2 is in the bottom-right of the world. It is a large cylinder hole that goes straight down and ends in a larges sphere area at the depth of 600 meters. At the bottom is nothing except for 3 parts for the SFG. When you re-emerge from it you will hear a growl(?) and your companion will say ''Incoming life form, caution advised!''. Once that happens a SaberFin will swim from outside the map and attack you and stay within 125 meters of The Giants Lair #2.

(3) Giants Lair #3 | A large hole much like Lair #2 and at the bottom lies the Kraken along with 5-10 Bleeders than are relentlessly aggressive. Once you get close to the cave The Kraken emerges and attacks, after you flee or die it guards near the entrance forever. Inside the cave you will have to deal with Bleeders but there are Modules: Stasis Cannon Module, illumination module, Overdrive Module (See items section for more details).


#4 Items:

(1) Bio-signature Detector | Made from x2 Meteorite Shards and x1 Meteorite Core | It will start beeping when a hostile enemy is within 100 meters, it is a circle object with a white background and glass covering. It has 8 sides like pizza slices and will glow red in the direction of the enemy.

(2) High Value Threat Detector | Made from x1 Bio-Signature Detector and x1 Meteorite Core | Identical to Bio-signature Detector but only alerts you when threats that can damage you badly such as Reapers.

(3) SFG (Sea Flare Gun) | Made from x3 SFG parts, x2 Copper Ore, x1 Titanium | Much like the stasis rifle but doesn't require to charge up and fires a bright red flare that is incredibly bright, the brightest light source in the game. The flare slowly floats down to the sea bed and lasts 5 minutes.

(4) Stasis Cannon Module | Used on the seamoth to add a stasis cannon that works like the stasis rifle but lasts for 2-5 seconds longer, but to balance it to make it fair it consumes 20% energy on use.

(5) illumination Module | Used on the seamoth and cyclops. When out into the module slot it will give you incredible advanced headlights that allow you to see much further despite the weather or depth.

(6) Overdrive Module | Used on the seamoth and cyclops, increases the speed on the seamoth by 50% and the speed on the cyclops by 25%.


#5 Events:

(1) Capsizing | Upon the third tidal wave hitting the Aurora, the massive ship begins to fall to the left and will fall on top of The Giants Lair #1 and block it off. There will be a pathway through the ship and allow you to enter the lair without the Reaper coming down to you. But at the same time more of the ship will fill up with water and several lockers of loot will fall into the Lair for you to collect. After this has happened a magma vent is exposed (the ship sat on top of it) and will allow you to explore that. Inside the lockers that fall into the Giants Lair #1 will be an item called the 'Universal encyclopedia'. Once the ship has capsized the Reapers will become more aggressive towards you and will be faster than before (since their nest is blocked).

(2) Eagle Down | On the 22nd day in the world your companion will tell you that something is falling from the atmosphere. During some days after that another ship will fall from the sky and land near the edge of the map. It will float on the surface for 8 hours and then for the next 4 hours will slowly float to the seabed, it will then stay on the edge of the map for 5 days before then falling down the gorge that is outside the map and will explode, losing all the items inside. Inside the small transport ship are a multitude of items that will just help you along instead of giving you one-off items that are unique to the ship. The reason behind this is because if the player cannot get to the ship in time then they aren't missing out on something super-mega important. However there is a unique item but is only for lore. This could tell you about how they were shot down and what was happening during the crash. This can either be an audio log or a message log, it is up to the developers.

Thank you for reading and i hope you like the ideas. Hope reading this much didn't hurt your eyes.

Alterra Science Update Released! - Subnautica

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imageAlterra Science Update Released! - Subnautica

Crashed on an alien world? Surrounded by ocean predators and hostile environments? Fear not, brave traveller: For you now have new means of crafting at your disposal. The Workbench and...

Read the full story here


Ingame speech & radio

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Wire the mic input to an ingame sound source attached to the players head. Have it filtered for aliens, and when calling radio. Have a unique, fun ingame immersion with extra strategic aspects, moves and comedy.

Edit: People can still assign a button to use radio just like now, but it will be heard ingame by the players around, including the enemy. A neat feature would be voice activation. I'd like to hear em curse ^^

issues with running game...

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When I run the game it works perfectly fine except the GPU isnt Checkmarked everything else is so Im not sure my specs are: i5-4590 CPU @ 3.30GHz 3.30GHz RAM:8.00 GB im using 64 bit the GPU is: GeForce GT 635 If anyone has a solution please reply below thanks. 

Subnautica OSX Test Version Available - Subnautica

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imageSubnautica OSX Test Version Available - Subnautica

Until now, Subnautica has only run on Microsoft Windows. It is not a trivial exercise to make a game run on multiple operating systems, but we would like as many...

Read the full story here


A few more ideas

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Hello again everyone, got some newer ideas that i just thought might be interesting, again as always i hope enjoy the ideas/can use it as a building block for other ideas.
(In the event that i reference something from my other post, here is a link: http://forums.unknownworlds.com/discussion/137730/my-ideas-for-future-subnautica-updates-extremely-long?new=1 )
( * = added in after i originally posted this)

Events:

(1) De-flotation | This event involves the island with the giant floaters underneath, you can approach the island from underneath and if you wield the heated knife and attack the floaters. The second you hit the floater it will take off 10% of the weapons durability, hit it 4 more times to take a total of 50% damage to your knife but in return the floater will begin to deflate, it stays under the island but it is far smaller. Once you do this to all of the floaters under the island the sea itself will begin to shake considerably as your computer friend will warn to leave the area immediately, once you are a safe distance away the island will begin to sink into the sea and making white foam spur around the islands rim as it descends into the depths. Under the island will be the sort of 'edge of the map' terrain that is so famous (essentially just very deep). For balancing issues, the island will not begin to sink until you are at the safe distance. more-so you can change in the options menu if you wish to toggle the insane shaking off - since that might get annoying.
While it is descending it will scrape against the side of a sort of rough-rocky mountain, the island will then descend deeper before finally stopping at the seabed. The place where the island scraped will open a small tunnel that is only accessible by seamoth and player, you go forward for a few meters before going straight down for around 75m then going downward diagonal for another 50m before ending in a large circular cave will creep-vines hanging at the top of the ceiling but travel horizontally along the ceiling. On them will be different colors of fruit in the shape of large pears, the colour of them will depend on the effect, they're called 'Couleur Fruta' (Couleur = Color in french / Fruta = Fruit in Spanish) (i called them that because the french are known experts with food and the Spanish are good with fruit). The listing of the colors are in the items section, the fruit can be picked by just approaching it and it will prompt you to pick it, they take up 1 inventory slot. Another thing is there will always be a minimum of 40 fruit and a maximum of 100, the colors are randomized. One more important thing to note is this event is player-triggered and cannot happen naturally, since a few people were not so keen on set-date events. All fruit glow faintly, others glow brighter if stated. Once the fruit is removed you can destroy and pick up the Nutrition Vines and can be placed on a ceiling, though the fruit will only grow on if it is night-time, below depth 60m and is in water. It grows faster if in the creep-vine caves.


Locations:

(1) Engine room | The engine room is located near the rear of the Aurora and has a fair amount of fire in it, however you can find a module inside one of the computers nearby. I wont describe the engine room very much because i am far from an architect and think the Subnautica team would do far better at thinking up a design plan. (listed in the items section).

(2) Weapons Bay | This is near the middle of the ship and holds various futuristic weapons and ammo for them, on a nearby computer you can find the depth charge schematic. Again, i leave the design to the devs.

Items:

(1) Red Couleur-Fruta | When eaten raw it will restore 50 food, but drain 10 water. When cooked it will restore 100 food, but drain 25 water.

(2) Yellow Couleur-Fruta | When eaten raw it will restore 30 food and 30 water but lose 15 oxygen. When cooked it will restore 50 food and 50 water but lose 25 oxygen.

(3) Green Couleur-Fruta | When eaten raw it will restore 20 water and 50% of your max oxygen but lose 10 food. When cooked it will restore 60 water and 100% of your max oxygen but lose 25 food.

(4) Blue Couleur-Fruta | When eaten raw it will restore 50 water, but drain 10 food. When cooked it will restore 100 water, but drain 25 food.

(5) Pink Couleur-Fruta | When eaten raw it will restore 15 food and 40 health but lose 10 oxygen. When cooked it will restore 35 food and 80 health but you will lose 20 oxygen.

(6) White Couleur-Fruta | When eaten raw it will restore 80 oxygen and apply the 'Respiration' buff for 2.5 minutes. When cooked it will restore 150 oxygen and apply the 'Respiration' buff for 6 minutes. This fruit glows slightly brighter and is slightly rarer.

(7) Golden Couleur-Fruta | When eaten raw it will restore 50 food, 50 water, 30 health, 40 oxygen and applies the 'Respiration' buff for 2 minutes. When cooked it will restore 100 food, 100 water, 75 health, 100 oxygen and applies the 'Respiration' buff for 5 minutes. This fruit glows brighter and is much rarer to spawn on the vines.

(8) Nutrition Vines | Couleur-Fruta grows on these, and can only be placed on ceiling, under the depth of 60m and is in water. Normally 1 fruit will grow every 15 real-life time but if in the creep-vine caves it will every 10-12 minutes.

(9) Preservation Mini-bag | A simple but worth-while item, it consumes 2 slots (left-and-right) and will preserve ALL food in your inventory so it wont spoil/rot. It is made from 2 Silicon, 1 titanium, 1 disinfected water. This item never runs out.

*(10) Supernova Engines Module | This module can be found in the Engine Room of the Aurora and is a module for your Cyclops, once activated it will increase your speed and maneuverability by 20-40% at no additional power costs.

*(11) Sulphur | Sulphur is a rare find in all rock piles (i think that's what their called, you know the place where you get copper and stuff), it is used in depth charges. It is pale yellow in color.

*(12) Depth Charge | This thing i am not too sure about since it is a little useless but at the same time a little OP. What it does is you hold it in your hand, activate it by press a button on your keyboard and a tab will come up, you choose the time before detonation, the blast radius and if it can destroy things other than creatures, then you will throw it wherever your aiming, after the detonation time is reached it will blow up and kill anything in the blast, note that you can be killed by this item as well if you are too close. You find the schematic in the weapons bay in the Aurora, it is crafted from 1 titanium, 2 sulphur, 1 copper. (Since it takes 2 sulphur and sulphur is somewhat rare it means you cant spam these) (And yes, it could kill the Reaper but how about it just makes another one spawn? Makes it slightly fair since it gives you a temporary time where you can breath without worrying about the Reaper)


Effects:

(1) Respiration | This buff means that your oxygen will not be effected by depth and your overall oxygen decreases 25% slower.


Changes:

(1) Feeding time | You can kill Reefbacks, but to add as a drawback if you do (for some reason) decide to kill the creature it will fall to the seabed very slowly and majestically, it will also draw the attention of the Reaper and cause it to go to the location of where the Reefback died and stay in that area for a solid 5 minutes, regardless if you spawn there (that's punishment for killing the thing).

(2) Sentient Being | All passive fish will always spawn 50% more often in an area of 75m around the reefback and will stay close to it at all times, even swimming with the beast. This is a way to add some functionality to Reefbacks since you can visit them every so often and get easy food.



That's all for now, i might update this later to correct any errors or add a few more ideas but I'm but of time, don't forget to comment!

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.

Give Early Access Feedback to the Dev Team


Cyclops Dismounting Teleportation Bug

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I think that the next bug that should be addressed is where the Cyclops likes to throw the player out in a seemingly random location far away. This can be particularly annoying as having to swim back to your Cyclops or nearest base takes time without a Seaglide and can be dangerous depending on where you have been placed, meaning that if you are killed, you lose some loot which sucks. I understand that bugs can take a while to squash, especially random ones such as this so I understand if this is a difficult request :)

The biggest victory egg.

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Check this whopper out!

Took 30 whole minutes for poor mr. onos' butthole to squeeze out, and by far dwarfed it's closest competitor! :D

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p.s. what the hell even controls the size of victory eggs?
Spoiler:
p.p.s. "Hey guys, have you ever realised the delux female marine has nipple ventilation holes?"
OMGOMGOMG I WANNA SEE
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[Suggestion] Liquid Air Upgrade for Rebreather

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The technical term for liquid air is perfluorocarbon (PFC). PFC is a synthetic liquid fluorinated hydrocarbon. Basically, it’s a liquid that can hold three times the oxygen and four times the carbon dioxide as human blood. Also, it does wonders for cooling/heating. 

Essentially the stuff is **** amazing, especially when it comes to diving. 

Humans can actually breathe PFC like it's air - a no brainer then that 200 years in the future PFC would be the standard for deep sea exploration. Imagine breathing in a watery substance, only to have the sensation of fresh air filling your lungs. The reason a liquid solution is superior to a pure gas is not only that the liquid has a greater oxygen capacity, but that the liquid prevents your lungs from imploding under extreme pressure (also you don’t have to **** around with the nitrogen-oxygen mix crap that deep sea divers use). 

Another cool thing is that the liquid ventilation (LV) can regulate body temperature. The depths are a cold and unforgiving place. It’s nice not to freeze to death. In experiments, mice could be conditioned to breathe an oxygenated saline solution, and then survive under the pressure of 160 atmospheres… that’s one mile below the surface! With a LV you could easily dive to 1600 meters. Also, there is no need for slow decompression (if such realism is implemented). With PFC in the lungs there is less worry about drastic decompression given that a person's lungs have a lower change in volume while ascending.

LV technology is realistic and based in fact. The Exosuit might very well enable great dives, but it would be nice to be able to freely swim around. LV would undoubtedly use PFC tanks and would have greater efficiency at depth. Perhaps there could be a fragment that you obtain with the aid of the Exosuit - this would enable free dives. 

Anyways, feel free to give your two cents. :)

ns2_jurassic

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Hi Everybody!

I had a need to create another semi outdoors map and here we are:

It's not the Steamworkshop yet, so you will have to extract the level from the zip file attached to this message, into your ns2\maps folder.

I tried to make the map a bit different to the usual maps by:
-Having some semi overlapping levels
-putting all of the action into one central-ish area. (it's fairly small map).
-there are only 4 powernodes, all outside of the rooms they control
-easier to control resource towers for both teams to speed up the gameplay a little and focus on tactics instead of strategy
-creating areas specifically so that each alien or type of marine excels into that situation, and these are:
--seige vs bile bomb room
--outside gauntlet for skulks vs bunkered marines
--onos vs exo area
--jetpack vs fades area
--gorge friendly areas
--skulk ambush areas
--big lerk areas


Looking forward to your feedback - feel free to hit me up on Steam as I would love to have a game of it too :)
http://steamcommunity.com/id/tomlobster


PS. This is a beta for the game play concept so it's quite a blocky looking map for now.


Thanks for turning my phobia in a fun terrifying nostalgia !

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Realy, this game is evrything I could asked for. 

Subnautica brings my worst nightmares to surface (or depths), make me face them in a different but curious enviroment wich helps cope a bit with the all too realistic sense of loneliness and danger at evry angle in the ocean.

I can't say for sure if I do have a phobia but I for one don't belive I would manage to keep it together in the open sea, on my own specialy, to a bigger degree even staying alone in a big swimmingpool is unconfotable and frightful and prolonged periods in it makes me bring images of sharks in the water.

But  Subnautica (as many others proboly do) helps me go trough this fear and it feels its actualy doing some good ! 

With that said I'm thankfull for Unknown Worlds bringing this unique expirience to us and hopefully it will be met with great success once its finnished ! (more then it already has that is).

PS: Please fix the Cyclops helm bug asap, being teleported to a unknown area of the map with miles away from my base is...well you know...

Suggestions:

-Cyclops power recharge solar panels or heat cacthers upgrade (for the volcanic fissures and lava area.

-Thermal generators for heat based bateries or powercells.

-Seamoth customization painting (proboly on the works but leaving as a support for it)

-Alien sharks make good soup too ! (allow haversting stalkers for meat, skin and bone for suit upgrades (armor)

-Algae Farms for a more self sustained eviroment (not as effective as eating actual food) so you dont ravage the whole ecosystem in just one hour.


How is NS2 faring ??

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I'm currently going through the process of building a new computer, and had in mind to make it a beast so I could play NS2, which is pretty graphics-intensive.

When I looked at the NS2 website though, it showed "30 people online" and "383 people playing".

Is that the actual stats for the game?

It sounds darn awful. I was a huge NS player back in Half-Life days, and it breaks my heart to hear that the game, despite its great MetaScore and awesome graphics and great-looking gameplay, seems to hardly be making a breakthrough in the gaming community.

So much work went into it, too.

Anyhow, I'd love for someone to tell me exactly what's going on with NS2 these days, how the community and the competitive scene are and all. I'm really interested in coming to the game, even if there's not 25,000 players, and if I do I'll also be getting the Shadow Reinforced pack to support the developpment of the game. However, I'm still not exactly sure because the game looks kind of deadish. D:.....

(P.S. I also looked up NS2Stats.com. While it doesn't look like the game is doing quite horribly, in my heart it should get a lot more recognition - being to me the most awesome game as well as the closest to a perfect game I've played.)


Well, cheers, dudes.

The planet doesn't even have a name yet! Suggestions, please!

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My suggestion: 'Manannán', so named after the Gaelic sea deity, Manannán mac Lir. 

Other suggestions:

Okeanos: Ancient Greek mythology.  The divine male personification of the sea.  Also the name of a single river that encircled the world.

Calypso:  Ancient Greek mythology.   The sea-nymph who held Odysseus captive on the island of Ogygia.  Daughter of the Titan, Atlas.

Hydros: One of the primordial gods of Greek antiquity. Child of Chaos.


Et cetera, et cetera.


Incidentally, the first person to suggest 'Waterworld' gets a free prize... The Official Subnautica Whoopee Cushion!

Actually, it's not as cool as it sounds. 



It involves being seized by an angry mob, then having a 'cocked and locked' Crash jammed into your Jockey Shorts. 







issues with game..(I can still play)

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When i play Subnautica and log in all my items are checkmarked but the GPU so im wondering how to fix that or if i cant and i have a ad GPU my GPU is GeForce GT 635 if you find a solution please post thanks.

Ecosystem simulation

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With all this discussion of ecosystem issues, the question comes of how to handle the ecosystem on a large scale. One problem is that currently, only a small area around the player-visible world is ever in memory and being "run" at any given time. This is likely no more than a few hundred meters around the player, and possibly much less. Whenever a player leaves an area, it is effectively "pausing" that area, making the lifeforms in that world no longer move or interact at all.

With current CPUs/memory, it would be impossible load the entire world (even in the unrendered background) using the full game engine. So, the question is, how do you make an ecosystem work if only part of it is available at a time? The options I can think of are:
1. Limit to doing stuff only within the loaded world (currently how it works)
2. Provide a macro-simulation of the whole world, with much more limited interactions, that syncs with the player-visible world as needed (this would require a relatively low CPU/Memory overhead, so it would have minimal impact on player game performance)

One simple implementation of #2 would be to store details of the quantity (and other attributes) for each type of species in all areas, but only display some of them in the player-visible world (for performance reasons). When an event occurs (such as a fish dying), the game could check the details to determine if another can replace it (out of player view). The simulation would also periodically calculate if each lifeform are born, move, die, etc. in a very generic way, based on needs (e.g. presence of prey species, etc).

Rookie Friendly servers

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What's the point of them if every match involves vets stacking on one side?

It's not fun and looks like a great way to make noobs never play again.

Scientific research overhaul proposal

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==== Research in Subnautica: a complete overhaul proposal ====


NOTE - this is going to be long and detailed. Bored? Go read the TL;DR at the end.



Research levels
==========

Each item in Subnautica (including each creature, each flora, and each component or fragment) would have 4 different research levels.
  • Level 0 - Cursory Observation: automatically added to your PDA when you discover an item
  • Level 1 - Basic Research: using or interacting with the item to discover its basic properties
  • Level 2A - Advanced Research:  Advanced knowledge acquired using specialized equipment in a lab, observe life forms in their original habitat, develop new blueprints
  • Level 2B - DNA research (when applicable): Transferable genetic properties, high technical upgrades
  • Level 3 - Special hints and large-scale understanding (for special puzzles and story completion only, requires the combination of all research for several items)


Research mechanics by item type
=====================

1) Fragments
------------

Fragments are pieces of technological item either recovered from the Aurora's debris, or (in late game) from the ruins of an anciant civilization. Fragments would look different (both on seafloor and in inventory) depending on the type of fragment, but would always show "unknown fragment" until a type has been researched.
Fragment's research levels:

  • Level 0 - Grabbing a new fragment will add the fragment entry to your PDA. It will show with its current graphic but with the mention "unknown fragment". The text will offer a short visual description of the fragment.
  • Level 1 - First time a new fragment is scanned in a fragment analyzer.  The item is identified and the tooltip will now show for each fragment of the same kind. The text describes the blueprint we think we might develop with it.
  • Level 2 - The second time a fragment is scanned in the analyzer it takes a lot more time as it now has to attempt to reverse engineer it to recover the blueprint. Each fragment will yeld 10% to 20% of a blueprint. Once the analyzer has reached that percentage, no more data can be extracted from it. The player will have to pick more of the same fragment for further analysis.  Text indicates the percentage of completion:
  • Level 3 - Once the blueprint has been found, new upgrades can be developed by finding more fragments.

EXAMPLE FOR THE STASIS RIFLE FRAGMENT
  • Level 0 - "The fragment seems to be made of a piece of two short white tubes, and some sort of trigger mechanism. Further research is required."
  • Level 1 - (after first time scan) "This is a fragment from a stasis rifle.  Analyzing it will enable the recovery of a portion of the original blueprint.  I  may have to find additional fragments to recover the fully usable blueprint"
  • Level 2 - (after detailed analysis of fragment) "This is a fragment from a stasis rifle.  47% of the blueprint has been recovered. I must find more fragments to complete the blueprint!". When you reach 100% a new PDA entry is created for the Statis Rifle Blueprint and the item unlocks on the fabricator.
  • Level 3 - (after you have reach 100%) "This is a fragment from a stasis rifle. I might be able to upgrade the stasis rifle design with this."



2) Flora
-------

Subnautica flora is unique and beautiful, sometime deadly.  One of the greatest drive for exploration would be to collect and unlock all the research for all the flora.  Some research will unlock crafting or may unlock different subquest in the story.

  • Level 0 - Cursory observation.  Added into the PDA when you encounter a lifeform for the first time. To add the level 0 research to your PDA all you need to do is to touch something (hand icon over it), take it in inventory, be attacked by it, etc. Any kind of interaction (other than just swiming around it) will add it to your PDA and show a basic description based on cursory observation.  
  • Level 1 - Basic research. This level is acquired in your PDA when you have either taken a sample of flora (using the knife) or the flora item itself in inventory for the first time.  It would add additional details about a plant potential uses, more detailed observation, nutritional value (if applicable) and raise questions about it's future use, concerns or potential. Thus research level is cumulative and requires level 0 first.  It can trigger when you have been harmed, when you have eaten something, when you have observed some specific behavior, etc.
  • Level 2A - Advanced research. This level is acquired in your PDA when you have specifically engaged in scientific research on the lifeform using some advanced scientific equipment (such as a specimen analyzer in a lab).  Some specimen must be ALIVE in inventory before it can be researched. This research will add information about the creature's natural habitat, reproduction habits, place in the food chain, etc. Level 0 and 1 are automatically replaced by this level of knowledge on a specific item when reached. Living flora must be taken in inventory using the propulsion cannon. (For instance you need to bring a whole cluster of mushrooms). More dangerous spiecies like spikey plants must be put in stasis first, or they will damage the user while they are in invetory until the player is dead or the creature is released. The inventory item would then say "Spikey plant in stasis". Some fauna could be so big it requires a lot of space in inventory to grab (using the prop canon) and may require aquariums or vat tanks or other sort of science storage in a lab to be collected without turning to rot.
  • Level 2B - DNA research.  A sample has been taken in inventory using your knife (or any other mean to get a sample of it - for instance harder fauna may require a diamond knife or a heat knife. Level 1 research will let you know what's needed to take a sample). Sample has been brought to your in-base lab and analyzed using a DNA sequencer.  It doesn't need to be alive. Altnativelty, DNA can be  extracted from more dangerous fauna using the stasis rifle and/or the DNA transfuser item. Data is automatically downloaded in your auto-lab once you reach a base equiped with a lab. The result gives some indication of what property could be inflused with the DNA infuser.

EXAMPLE FOR ACID MUSHROOMS:

  • Level 0 - "Purple murshroom. These strange but colorful mushroom seem to grow in large cluster on some sort of spongy orange rock."
  • Level 1 -  (after you slash a acid mushroom and get 2% damage. (Or you eat one and get 10% damage). The players goes "Ouch! This burns!!" and the PDA is updated)  "Acid mushroom: these colorful mushroom are sacks of pure acid. They seem to grow in large cluster on some sort of spongy orange rock. I might be able to the acid to make batteries." Reaching this level then unlocks crafting batteries with these mushrooms.
  • Level 2A - "Acid mushrooms naturally grow in acidic areas.  Breaking the fragile mushroom sack releases the acid in the ocean, acidifying the area and enabling reproduction. I can probably use this to favor the growth of more mushroom clusters. I will need a way to measure water acidity." Unlocks the acidity meter.
  • Level 2B - Acid mushroom may lead to DNA modification for acid resistance.

3) Fauna

Not only are fishes beauiful, but knowing what to eat and when is required for survival, and that means learning more about the creatures in Subnautica. Thankfully, you are a scientist! Some very large creatures might pause a challenge for study, but who doesn't want a challenge?

  • Level 0 is acquired when you catch a fish, when you touch a harmless fish (like one of those giant rays in the mushroom biome), or when you collect something that was part of a fish (like a shark tooth). It offers a basic visual description and provides with the name and the picture.
  • Level 1 is acquired when you eat the fish (raw, or cooked, or cured). You need to eat each variation once to learn the nutritional value or damage. It can also unlock when you are attacked by a creature or when you observe a specific behavior for a creature around you.  Description is updated. Some fish do not have a level 1 science because they won't attack you further and may not display any specific behavior.
  • Level 2A - Advanced research is acquired using a live fish caught and then released in your lab's vat tank for continuous observation by your automated laboratory. It will provide you with additional data on a life form's natural habitat, reproduction, food chain, and place in the ecology. Dangerous lifeform must be caught in inventory after they have been sedated using the stasis rifle.  Very large dangerous lifeform cannot be caught in inventory. For these, the player must build a moon pool in the laboratory and bait the creature (either with food or by being the bait!) back to a base created near its natural habitat.
  • Level 2B - DNA is acquired by using the DNA sequencer on live fish, on by placing a dead fish inside the specimen analyzer.The result gives some indication of what property could be infused with the DNA infuser.

EXAMPLE WITH THE PEEPER FISH

  • Level 0 - "Peeper". "This nible fish seem to have a strange eye on its body. It runs very fast."
  • Level 1 - "Peeper will restore 35 food and 5 water when cooked. A delicious morcel!"
  • Level 2A - "The peeper seems to like crystal clear water, and seems to only reproduce in acidified water."
  • Level 2B - Peeper allows the development of faster swiming through DNA infusion.

Research equipment
=============


  • Your stomach: the #1 science tool since immemorial time. May be up for unplesant surprises, but it's always there.
  • Knife.  Best for bringing samples back for DNA studies.
  • Diamond Knife.  Some structures are too strong to take a sample with a regular knife. Use the diamond knife to detach a sample for our studies.
  • Propulsion Cannon.  Perfect to bring back live lifeformes. Also allows ripping the roots of a plant in order to grab it all and plant it back in the lab's vat tanks.
  • DNA sampler.  Sends a dart to penetrate large creatures and get a sample DNA. The dart with the stored DNA must be recovered manually on the seabed and sent to the lab for study.
  • Portable scanner. May be used directly in the water to scan lifeforms for level 0 and level 1 information.
  • Engineering laboratory.  A large technical room only available in bases. Allows for fragment analysis, blueprint development and upgrade development.  The workbench can only be placed here.

BIO LAB
=====



Bio Laboratory.  A special large room only available in bases. Allows for level 2 science research, depending on equipment present:
  • Specimen analyzer / DNA extracter - given a sample of dead tissues, it can extract the DNA and analyze it.  Further creatures of the same type can then be found and their DNA can be extracted and moved to yourself or other creatures using the DNA infuser, but the DNA must be researched first.
  • VAT Tank / fishbowl.  Large glass strycture that can receive one live large fish, or one large plant, or several small, and keep it alive for observation.
  • Auto-lab - computerized automated laboratory that will observe a living creature inside an adjascent tank to extract information about it's reproduction and life cycle
  • Moon pool - large bottom opening with repulsors specially made to contain and study large creatures like the repear, if you can bait one to it.



SUMMARY
=======

TL;DR:  each creature has 4 level of research. Observation, basic research, advanced research and DNA.  Advanced research requires a lab inside a base and the propulsion cannon to grab live creature and put them in large vat tank / aquarium in your base. DNA research requires samples and DNA infusers.  Live creatures can be caught for live studies; large creature must be baited to your base's moon pool in order to research them. Fragments starts as "unknown" and then only unlock a % of blueprint and must be collected to reach 100%. Additional fragments unlocks item upgrades. PDA collects all information. Each science discovery may unlock certain crafting and certain story-based options.



new forum version without BB code is horrible

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I'd like to take 2 minutes for a major complaint here: it seems the forums were changed a few days ago, and the new version SUCKS.
It no longer has BB code.
Instead it uses some sort of web based edit box.
For people like me who write detailed, comprehensive posts, this is a major step BACKWARD.

Issues:

  • Switching to the code rather than the WYSIWYG interface displays a wall of code with no indentation and no format. It's raw HTML, without access to the list of CSS class, basically making this feature both useless and offensive. 
  • Any formatting now HAS to be done using the formatting bar at the top of the box.  As soon as you write more than one screen, you are have to do an acrobatic dance to move up and down.  Select text at your cursor, way down the page. Then scroll up, loosing sight of selected text. Select option in formatting bar, not seeing the result since it's out of bound.  Then scroll back down to see the result. Rince and repeat, at nauseum.
  • Impossible to leave a bullet list by simply adding spaces or clicking outside the list when editing in WYSIWIG mode
  • Quoting someone else is a pain now, as you need to "find" the spot where to put your cursor in order to be "inside" the area for you but outside the area that is quoted
  • Multi-quoting someone becomes almost impossible, unless you start playing in the ugly html code (see above)

In terms of usability it's one of the worst user interface I have ever seen.
Can we have our BB forums back?

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