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unfindable cave entrance?

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I'm playing the experimental version. I noticed there were a lot more signals this time around so I derped around mapping them.

I'm down to the last one and its this blasted cave entrance. I've tried coming at it from every angle I can think of. The closest I got was inside jellyshroom cave near the abandoned seabase. I was still about 950m from the entrance.

Has anyone found this and if so how in the name of satan's sweaty ballsack did you?

For this screenshot the front of the aurora is directly behind me, just after a small drop in terrain. This is the edge (beginning) of the mushroom forest.

4RvNRUc.jpg

Lifepod floating off to the middle of nowhere - Build 21960

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I noticed earlier in my game that my lifepod had moved several feet away from where it started. I had a room build underneath it which is how I could tell. I didn't think much of it, left for a while (to the kelp forest) and when I came back, my lifepod had drifted miles and miles off into no-man's land. If I'm reading this right, my current location while standing on top of the lifepod is Camera world Pos.: -1822.8, 5.8, 35.2. I'm not sure where that is, but it is close enough that I can hear the Reaper Leviathan.

jol0S1O.jpg

Here you can see the Aurora barely rendered in the upper left corner

cPrLARM.jpg

Problem regarding fragments

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So I started a new game after the release of the farming update. My first goal was to get the workbench so I can have the upgraded fins for faster swimming. (Easier to handle than battery depending vehicles)
The problem I have now is, that I found only two fragments for the workbench blueprint in the grassy plateaus biome but not one more since then. I found about 20 bio reactor and seamoth fragments though. So I figure that we need some balancing on how many fragments lie around in the early accessible biomes.

Advanced Fabricator

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I've had this idea floating around in my head for a while now. I would like to see a new type of fabricator that is capable of creating multiple items, either at once or via a queue system. This is meant for much later in the game when people are less concerned with survival and more concerned with base building.

I would structure it as its own room (Workshop), similar to the Moonpool. Inside this room, you would be able to create an Advanced Fabricator in the same fashion as the Seamoth Upgrade Fabricator, where it can only be built inside the Workshop. The Workshop would be a non-starting blueprint that players would have to find in some later biomes (it would be perfect for the new abandoned sea bases). That blueprint would allow you to make the Workshop Room module as well as a snapping workbench (this would be the same as the existing work bench but not free-floating) and storage containers the size of Lockers but with customizable signs.

The Advanced Fabricator would be a separate blueprint, possibly in a difference abandoned base or outside near the one with the Workshop, which would allow you to build it inside the workshop. This would allow you to queue up multiples of a resource, IE glass.

It would also be nice if it had two attached storage spaces that were connected to the fabricator, so that you could load one with a bunch of quartz, queue it all to be turned into glass, and store the glass into the other space as it was made.

I absolutely love this game and everything the devs at Unknown Worlds is doing, but making 50 pieces of glass in order to make some beautiful sea bases can be tedious. This would help alleviate some of that, give us more things to explore and find, and add a new element to Sea Bases.

I would add pictures, but I'm not at artist.

Bugs in farming update

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First bug, can`t put a hatch on large aquarium, I`ve tried everything.
Second bug, when completely harvesting a plant which destroyed it. I opening the pot menu after. PDA says nothing is blank and can`t close it either.
Third bug, certain plants that I know are harvestable are not like the tentacle plant in the blood kelp.
Forth is not a bug but real annoying why trying to find the sea crown plant , events I did find it but according to wiki their only two, Wtf is with that.
Fifth, can`t find eggs , I'm not kidding his nearly possible to find any eggs
That all the bugs I know of, at the moment. Please tell me what bugs you have experience, thank you.

'AURORA FALLS' - A Subnautica story.

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If anyone is interested, I'm working on a (hopefully) fairly substantial 'fan-fic' story titled 'Aurora Falls'.

There's just one tiny favour I'd like to ask...

Please, please don't quote huge slabs of the story's text when you're commenting on the story as it evolves. I realize there's no actual malicious intent behind this, but it does seriously disrupt the flow of the narrative. Please keep your comments brief, and your use of quotes down to a relevant sentence or two. This small courtesy would be greatly appreciated.



AURORA FALLS - A Subnautica Story.

Chapter One

"Call me Al."

My full name is Alexander Fergus Selkirk. Alterra employee number, 105/8874.
Mission Time: Day 267, 2171 C.E

Given my current situation, my parents must have had a fine sense of irony. If not, at least some significant measure of prescience. I'm currently stranded on an alien world, approximately 175 light years from Terra. So, not exactly within range of human assistance. Worked that one out fairly early in the piece. I've more or less resigned myself to the fact that IF help is on the way, it will be at least six months or more down the track. However, that depressing fact is the very least of my concerns at the moment.

I'm guessing that you have already found the PDA logs. If you haven't, I'd suggest digging below the Aurora's memorial plaque and opening the Lifepod that I buried there. You can't miss the Aurora monument. It's that hundred-metre nanocrete obelisk, one klick dead south of the ship. Not too shabby, eh?

It's amazing what one can achieve with a Terraformer and a metric butt-tonne of spare time.

Spare time was hard to come by in the first couple of weeks after the crash.
Survival was the name of the game, and this planet did everything it possibly could to be rid of me. It's a damned deceptive place, I'll tell you that for free. Looks like a tropical paradise at first glance, but it seems as though the entire planet (That's '4546B' to you, 'Manannán' to me.) is in a constant state of high alert against intruders. It's weird. There are creatures down here that earnestly want to make you dead.
I kid you not.

First of all, I'd best tell you of what actually happened to the Aurora... Well, at least as much as I was able to fathom, at any rate.
Aurora had been in orbit around the planet for about three days. Standard approach pattern, hailing calls on all known EM frequencies, dropped landing beacons in the proposed area of operations, yada-yada, et cetera, et cetera. All strictly by the book, precisely as Alterra wrote it. Heard nary a peep from anything planet-side, so the Captain decided to bring Aurora down to five klicks for a couple of slow atmospheric orbits prior to touchdown. Again, just to make absolutely certain that no-one of the indigenous persuasion had any valid objections to our noble enterprise.

After all, nobody wanted a repeat performance of the Kharaa Incident. Nasty business.

I was halfway through my shift when Aurora commenced her descent. The Dark Matter drive was well and truly offline, having completed its power-down sequence during first watch, earlier that day. The sound of an operating DM drive is a subtle thing; it's supposed to be sub-audible even under full power, but there's always this thrummmmm that hovers on the very edge of one's consciousness, seeping into your bones like a warming shot of good whisky. Damn. That's something else I miss about Terra. I've managed to cobble together some basic hydrocarbons using the Fabricator, benzene mostly, but nothing that would match a 12-year old Laphroaig single malt. Nothing that would come close to a decent paint-thinner, actually.

Sound is an engineer's primary diagnostic tool. Never met a techie worth their salt who ever ignored even the faintest odd noise, and probably never will. It's usually the very first sign that something has started to come adrift, and it's a sign you'd do well to investigate further. Torsten Mikkelsen of Red Watch mentioned hearing something strange in one of the Lifepods, but couldn't pin down the source. Poor sod. He must be losing his touch. Either that, or he simply couldn't be arsed spending more time on it. Pure coincidence that he button-holed me outside the Borealis Lounge, and Blue Watch had just started. What the hell. Reckon he owes me a solid for this one.

Pod Five was my destination. Starboard bow, forward evacuation array. Took a Slider down Broadway, then hopped off at the Rec Plaza. Got my first decent look at the new planet. Even though I barely broke my stride in catching a glimpse of it, that view counted as today's completely unexpected bonus. Folks back on Terra like to think of their world as a perfect blue marble, hanging in space like a lonely Christmas tree ornament. This one was nothing but water, as far as I could see. Man! There's something primal that stirs deep inside whenever a body sees that much water. I was born and raised in the Arcadia Planitia region back on Mars, and 'dry' was never a word my fellow Marvins used lightly. After all, terraforming can only achieve so much on Mars. Truth be known, it's simply too small and cold to retain any decent imitation of a normal Terran atmosphere.

Have to stay on the bounce, gorram it. Aircon's on the fritz in Officer Country, and I've got at least six other awkward little jobs waiting in the stack. It's good to be busy again. I can't complain though; spent most of the outbound trip in Frozen Watch as a tech-sicle, and didn't get thawed until Aurora entered this system.
You may not dream in Cryo, but you still get paid.

As I made my way over to the starboard Lifepod deck, I bumped into Kaori. She was also in a fair kind of hurry, but we somehow managed to nail down a time for dinner together. Granted, our date was a fortnight hence, but I could live with that. Something nice to look forward to. Kaori worked in Life Sciences division, and I figured she and her crew were all a-hustle because of our imminent landing. There's only so much you can learn from orbital scans, so it was only natural that Life Sciences would be the first team to leave the ship. Some members of the crew regarded LS as a bunch of puffed-up glory hounds, given their 'first and foremost' status on these missions, but I knew differently. It takes some serious stones To Boldly Go, particularly when you've got no clear picture of what's waiting outside that airlock. Experience has confirmed this fact time and time again... It's definitely not unicorns, fluffy bunnies and pixies. You can take that to the bank.

That was the very last time I saw Kaori alive.

There have been quite a few times when I've seriously considered stripping butt-naked, then heading out with just a mask, Powerglide and a single tank. Find myself a nice deep canyon, and simply let nitrogen narcosis take care of the final details. Curiously, as bad as the situation got, I never truly reached that sticking-point. Got to admit, I've found my head wandering in some dark and nasty places at times, but always managed to drag myself back to functioning like a regular human being again. Guess it's just the Engineer gene, automatically asserting itself after running into another emotional brick wall. I suppose it helps to deal with adversity or depression as just another technical problem; something that needs to be fixed, scrapped or jury-rigged as the situation demands. Might not be a pretty fix according to the tastes of some folks, but it always seemed to work well enough for me.

Pod Five responded normally to the standard diagnostic program. Life support, power management, descent systems, survival supply inventory, Fabricator, beacon transmitter, tachyon burst transceiver... All were operating within nominal tolerances, according to the readout on my PDA. That might have been enough to satisfy anyone else's curiosity, but I figured it was time to take a long, hard look under the hood. I palmed the Pod's access slap-pad and spoke the command phrase 'Maintenance Access. Selkirk, A. Ident: 105/8874.' The Pod door slid open briskly, and I climbed inside. The main display's tell-tale lights were all showing green save one, essentially confirming that the Pod was indeed ready to go. The single red light signified that a safety interlock was engaged, and that the Pod could not be launched accidentally during a maintenance session. This seemed like a bit of a contradiction in terms, since it usually requires an accident to launch a Lifepod in the first place.

I finally tracked down the source of Mikkelsen's premature grey hairs, but not before pulling out, inspecting and refitting almost every damned MemPak, servo, telemetry node and fluid link in the Pod. The job had taken nearly ten minutes thus far, and I was starting to get moderately concerned that any further delays would eat into the time allotted to complete this shift's target workload. Oh well, at least it wasn't anything major. Turned out that a small LS coolant pump had worn through one of its vibration mounts, and was rubbing bare metal as it cycled through its scheduled self-test routines. Out you come, you little rascal. Reckon I'll make a nice shiny wooden plaque to mount this doohickey on, and hang it in Red Watch's mess-hall for all to ...

I won't bore you with my particular insights into the sequence of events that followed.

In the space between two heartbeats, Something killed Aurora and everyone aboard her. Two thousand, five hundred souls. All gone.

I survived. Not entirely certain I should have.


TO BE CONTINUED? - You decide! :smiley:

Dead marines asking for medpacks (voice over)

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Could the marine voice over be muted if they die while using it ?
It's always been a slight hit to the immersion hearing marines ask for medpacks after their ragdoll flies into the air. :D

Request - Always face forward when exiting the Seamoth

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I'm not sure if anyone else has the same issues, but when I'm trolling along in my little mini-sub and something catches my attention, I want to hop out and see what it is. Often times, when I disembark from the Seamoth, I'm facing just about any direction except the one where the blueprint/resource/oddly-shaped tree formation. I would like to request that when we exit the seamoth, we are facing forward (the same direction we were facing in the Seamoth).

On a related note, I would also like to remember what I was holding when I got in the Seamoth. If I'm hunting blueprint fragments, it would be nice not to have to re-equip my scanner every time I find one.

Trypophobia

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I KNOW it's an underwater game, but as I watch JackSepticEye playing it and having fun with it, I keep feeling sick at the sight of the corals. I'm so sorry, I know I should've known that they're going to show up in a game like this, but it looks SO AWESOME, and I really want to play it myself, and these corals are the only things still keeping me away.
I'm probably asking for much, I don't know how much work would that take (and gods know you guys are doing an amazing job with this game already), but can we get, like, a trypophobia button in the options? That would just cover the corals, make them just grey or something?
For people without this phobia it wouldn't make much difference, but for people like me the change would be colossal.

New Biome: Grand Rapids

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I thought of this over the weekend. What if there was a cool grand canyon like biome with a large current through it like an underwater rapid? Ocean currents are a real thing. I was thinking 200m-600m. The rapids would have nooks where you could park your seamoth without it moving, but other wise if anything (cyclops, seamoth, you) sit in the open of it the current moves the object down stream. There could be chunks of rock suspended by floaters also going down stream making it semi hazardous. The rapids could terminate at a delta region where life flourishes.

SeaBase Showcase

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A thread to show off your bases.
Maybe this one will be stickied because the title rhymes!

Working on a comfy little island base on the Floater Island.
vo6bmv.jpg

kbaet4.jpg

Gonna be part of a larger "Settlement" once I can amass far more titanium.

[BUG] Can't build any power source on my seabase [29160-Feb-2016]

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I just built a new base and wanted to install solar panels. When i opened the menu of the habitat builder, I saw the Index tab "power" but when I clicked on it, it didn't show me anything. No Solar panels, nothing.

Anything else with the habitat builder is fine though. Does anybody else have this problem?

Would be great if this could get fixed soon :)
Thank you for your time.

Farming Update Released! - Subnautica

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imageFarming Update Released! - Subnautica

A brand new Subnautica update is available on Steam! This is the Farming Update, and it allows you to build underwater farms. To see what’s inside, check out the Farming...

Read the full story here


What is your main Operating System that you want to run Subnautica on?

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Partially because I'm curious, but also because it may help inform development processes in the future.

Thanks for participating!

ns2_dark (wip)

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a new map im working on, the map is set in a natural cave system that has been discovered by the nsf. Whilst exploring its caves they accidentally disturbed a khaara hive.


E9A411988176B149B70CAD2F10EDE4AC9CDC39E0
AB58FB5FE47F58A64504A4A339312A17443D2862
1EB135129902912656C4E8C83396FAB8B4D5A751
7E659C4395041B2887E3B833FFC78BC08179E670
E2A6138F6E3638034DD91DB72087B5E45DD0249D

Daedalus Crosshairs Pack

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Hello there !

I made yet another crosshairs replacement, available on the workshop.
Called Daedalus Crosshairs Pack !

took me some time but was worthwile, since my accuracy now has doubled ;)

Here is a quick sample of what it looks like:
Spoiler:
nerdfyapxsjq.png
6cjludr8ajq6.png


Please, let me know what you like or your criticism,
I know many people swear by the classic + cross but I like circles ;)

The Death Of Combat

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Today is a sad day. It is the day the official final nail was put into NS2: Combat. It definitely didn't come as a surprise, in fact quite the opposite. It was a surprise that development lasted this long. But that doesn't make it any less sad. What's also sad is that the announcement past with very few people even noticing. Combat was a great game, just a victim of circumstances. But whats the saddest part is, we will never get to see all the neat stuff that the combat devs had planned. Rest in peace my friend. :'( :'( :'(
Spoiler:
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PtpmJ2F.jpg?1
sfJ461A.jpg?1
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opBYgsd.jpg?1
1NPbWfm.jpg?1
daeNS18.jpg?1
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taSpYiD.jpg?1

*EDIT*
Spoiler:
Teaser vid off combat's facebook page:

image

This would have been sooooo AWESOME. *goes and cries self to sleep*

PETITION FOR NS2 OSX PORT

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Alright Mac gamers, it's taken long enough! post 'AYE' on this thread if you wish NS2 to be ported for your MAC!!!
AYE!!

[Experimental Build] Stillsuit PDA-Talking is WAY too long.

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I swap suits a lot. Sometimes I change back and forth between stillsuit and Reinforced Dive Suit based on where I'm going.

I will admit, the 'chemical taste neutralization' joke was funny... the first five times I heard it. Now it's just gross. She talks for a good 15-20 seconds every time I put on the suit, to the point where it gets on my nerves when I load my file and start the game with it on. Can we ah... maybe have an option to have her just say "Stillsuit equipped, and capturing bodily moisture."?

Subnautica on Linux (via Wine)

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Hello, since I'm not seeing much in the form of Linux discussion I'll start a thread here in an effort to aid others that would like to play this game on a non-Windows or -mac operating system.

I figured that if Stranded Deep worked 100% that Subnautica should as well. At least that assumption was made since Stranded uses Unity 4 (with a move to 5 in progress) that getting it to work wouldn't require any additional work. Well, I was kind of wrong. I'll document my progress in trying to find a working Wine configuration that will allow us non-traditional gamers play this awesome game. Keep in mind I've tried this with both the stable channel and the beta with identical results. If a working configuration is found I'll replace the body of this post with the instructions or point to the thread of somebody who does.
Current Workarounds
Some users show success in running Subnautica with running the program from the command line with the -force-opengl and -force-d3d9 flags:
wine Subnautica.exe -force-d3d9 -force-opengl
This works around wine's (currently) incomplete DirectX 10 implementation


Trial 1
Spoiler:
Present state of my wine install is as follows:
  • Wine was compiled from the git repo and has a version string of "wine-1.7.34-110-gfd925d0"
  • Wine was compiled in the shared "WoW64" method as described at wiki.winehq.org/Wine64
  • Steam and friends are installed into a 32-bit prefix (I've got a 64-bit prefix as well) with the DirectX libraries installed via wientricks
And then the fun of starting the game after downloading:
  • Staring via steam results in nothing happening
  • Staring via terminal has mixed results:
    Spoiler:
    baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$ env WINEPREFIX="/home/baorr/.wine32" wine Subnautica32.exe 
    preloader: Warning: failed to reserve range 00010000-00110000
    baorr@Monolith:/opt/SteamGam
    


    Trial 1
    Present state of my wine install is as follows:
    • Wine was compiled from the git repo and has a version string of "wine-1.7.34-110-gfd925d0"
    • Wine was compiled in the shared "WoW64" method as described at wiki.winehq.org/Wine64
    • Steam and friends are installed into a 32-bit prefix (I've got a 64-bit prefix as well) with the DirectX libraries installed via wientricks
    And then the fun of starting the game after downloading:
    • Staring via steam results in nothing happening
    • Staring via terminal has mixed results:
      Spoiler:
      baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$ env WINEPREFIX="/home/baorr/.wine32" wine Subnautica32.exe 
      preloader: Warning: failed to reserve range 00010000-00110000
      baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$ env WINEPREFIX="/home/baorr/.wine32" wine32 Subnautica32.exe 
      Starting wine in 32-bit mode...
      preloader: Warning: failed to reserve range 00010000-00110000
      baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$  wine32 Subnautica32.exe 
      Starting wine in 32-bit mode...
      preloader: Warning: failed to reserve range 00010000-00110000
      preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
      
    • 32-bit executable is no go, trying 64-bit:
      Spoiler:
      baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$ wine Subnautica.exe 
      preloader: Warning: failed to reserve range 00010000-00110000
      preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
      fixme:heap:RtlSetHeapInformation 0x450000 0 0x33fce0 4 stub
      fixme:system:SetProcessDPIAware stub!
      fixme:heap:RtlSetHeapInformation 0x14f0000 0 0x33f160 4 stub
      Mono path[0] = 'Z:/opt/SteamGames/steamapps/common/Subnautica/Subnautica_Data/Managed'
      Mono path[1] = 'Z:/opt/SteamGames/steamapps/common/Subnautica/Subnautica_Data/Mono'
      Mono config path = 'Z:/opt/SteamGames/steamapps/common/Subnautica/Subnautica_Data/Mono/etc'
      fixme:win:EnumDisplayDevicesW ((null),0,0x33f220,0x00000000), stub!
      fixme:win:EnumDisplayDevicesW (L"\\\\.\\DISPLAY1",0,0x33f220,0x00000000), stub!
      fixme:win:EnumDisplayDevicesW ((null),1,0x33f220,0x00000000), stub!
      fixme:imm:ImmReleaseContext (0x20040, 0x140ba0): stub
      fixme:win:EnumDisplayDevicesW ((null),0,0x33f220,0x00000000), stub!
      fixme:d3d11:D3D11CreateDevice stub: adapter 0x143d50, driver_type D3D_DRIVER_TYPE_UNKNOWN, swrast (nil), flags 0x1, feature_levels 0x673990, levels 0x3, sdk_version 7, device 0x1410ad050, feature_level 0x33f930, context 0x1410acfe0
      fixme:win:EnumDisplayDevicesW ((null),0,0x33f2f0,0x00000000), stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8X8_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8A8_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8X8_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B10G10R10A2_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G6R5_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5A1_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5X1_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8A8_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8X8_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B10G10R10A2_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G6R5_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5A1_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
      fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5X1_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
      fixme:win:EnumDisplayDevicesW ((null),0,0x33eb70,0x00000000), stub!
      fixme:dxgi:dxgi_output_GetDesc iface 0x149010, desc 0x33f1b0 stub!
      fixme:wbemprox:client_security_SetBlanket 0x7f586d52a7a0, 0x148ea0, 10, 0, (null), 3, 3, (nil), 0x00000000
      fixme:wbemprox:client_security_Release 0x7f586d52a7a0
      fixme:win:EnumDisplayDevicesW ((null),0,0x33e980,0x00000000), stub!
      fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
      fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
      fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
      fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
      fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
      fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
      fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
      fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
      fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
      fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
      fixme:d3d:debug_d3dformat Unrecognized 0x36314644 (as fourcc: DF16) WINED3DFORMAT!
      fixme:d3d:wined3d_get_format Can't find format unrecognized (0x36314644) in the format lookup table
      fixme:heap:RtlSetHeapInformation 0x46a0000 0 0x33da90 4 stub
      fixme:win:RegisterRawInputDevices Unhandled flags 0x100 for device 0.
      
    Huzzah!

    This gets me to the pre-start configuration dialog. I notice a few Direct3d implementation quirks with regards to the graphics format in the terminal. Continuing on I see the title menu with pre-rendered movie running fluidly in the background. Button presses are snappy and all of the functions work. Sound is fluid and unbroken as well.

    After the loading screen and the introduction we find ourselves in the escape pod:
    4tuv0iiifwn5.jpeg
    This is the point when things look ugly. Mind you the HUD and sound appear to be working normally. Here is another screenshot once you leave the confines of the pod:
    64282elapihr.jpeg

    So, to do for the next attempt for me is:
    • git pull the latest version of wine and compile
    • Create a completely vanilla install of steam (Thankfully I've had steam install the game to another "drive" so I won't need to download the 1.9Gb again!)
    • Install just the core amount of libraries to start the game.
    • Try disabling wine's GLSL implementation (Can't remember the page, but I believe it was in response to Natural Selection running via Wine)

    After doing the 'git pull' for wine I do see 2690 line changes for 'dlls/wined3d/glsl_shader.c' and other such graphic related files. So I'm hopeful. es/steamapps/common/Subnautica$ env WINEPREFIX="/home/baorr/.wine32" wine32 Subnautica32.exe
    Starting wine in 32-bit mode...
    preloader: Warning: failed to reserve range 00010000-00110000
    baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$ wine32 Subnautica32.exe
    Starting wine in 32-bit mode...
    preloader: Warning: failed to reserve range 00010000-00110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    [/code]
  • 32-bit executable is no go, trying 64-bit:
    Spoiler:
    baorr@Monolith:/opt/SteamGames/steamapps/common/Subnautica$ wine Subnautica.exe 
    preloader: Warning: failed to reserve range 00010000-00110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    preloader: Warning: failed to reserve range 0000000000010000-0000000000110000
    fixme:heap:RtlSetHeapInformation 0x450000 0 0x33fce0 4 stub
    fixme:system:SetProcessDPIAware stub!
    fixme:heap:RtlSetHeapInformation 0x14f0000 0 0x33f160 4 stub
    Mono path[0] = 'Z:/opt/SteamGames/steamapps/common/Subnautica/Subnautica_Data/Managed'
    Mono path[1] = 'Z:/opt/SteamGames/steamapps/common/Subnautica/Subnautica_Data/Mono'
    Mono config path = 'Z:/opt/SteamGames/steamapps/common/Subnautica/Subnautica_Data/Mono/etc'
    fixme:win:EnumDisplayDevicesW ((null),0,0x33f220,0x00000000), stub!
    fixme:win:EnumDisplayDevicesW (L"\\\\.\\DISPLAY1",0,0x33f220,0x00000000), stub!
    fixme:win:EnumDisplayDevicesW ((null),1,0x33f220,0x00000000), stub!
    fixme:imm:ImmReleaseContext (0x20040, 0x140ba0): stub
    fixme:win:EnumDisplayDevicesW ((null),0,0x33f220,0x00000000), stub!
    fixme:d3d11:D3D11CreateDevice stub: adapter 0x143d50, driver_type D3D_DRIVER_TYPE_UNKNOWN, swrast (nil), flags 0x1, feature_levels 0x673990, levels 0x3, sdk_version 7, device 0x1410ad050, feature_level 0x33f930, context 0x1410acfe0
    fixme:win:EnumDisplayDevicesW ((null),0,0x33f2f0,0x00000000), stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8X8_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8A8_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8X8_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B10G10R10A2_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G6R5_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5A1_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5X1_UNORM, dst_format WINED3DFMT_B8G8R8X8_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8A8_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B8G8R8X8_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B10G10R10A2_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G6R5_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5A1_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
    fixme:d3d:wined3d_check_device_format_conversion wined3d 0x1525f0, adapter_idx 0, device_type WINED3D_DEVICE_TYPE_HAL, src_format WINED3DFMT_B5G5R5X1_UNORM, dst_format WINED3DFMT_B5G6R5_UNORM stub!
    fixme:win:EnumDisplayDevicesW ((null),0,0x33eb70,0x00000000), stub!
    fixme:dxgi:dxgi_output_GetDesc iface 0x149010, desc 0x33f1b0 stub!
    fixme:wbemprox:client_security_SetBlanket 0x7f586d52a7a0, 0x148ea0, 10, 0, (null), 3, 3, (nil), 0x00000000
    fixme:wbemprox:client_security_Release 0x7f586d52a7a0
    fixme:win:EnumDisplayDevicesW ((null),0,0x33e980,0x00000000), stub!
    fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
    fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
    fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
    fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
    fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
    fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
    fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
    fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
    fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
    fixme:d3d:wined3d_get_format Can't find format unrecognized (0xffffffff) in the format lookup table
    fixme:d3d:debug_d3dformat Unrecognized 0x36314644 (as fourcc: DF16) WINED3DFORMAT!
    fixme:d3d:wined3d_get_format Can't find format unrecognized (0x36314644) in the format lookup table
    fixme:heap:RtlSetHeapInformation 0x46a0000 0 0x33da90 4 stub
    fixme:win:RegisterRawInputDevices Unhandled flags 0x100 for device 0.
    
Huzzah!

This gets me to the pre-start configuration dialog. I notice a few Direct3d implementation quirks with regards to the graphics format in the terminal. Continuing on I see the title menu with pre-rendered movie running fluidly in the background. Button presses are snappy and all of the functions work. Sound is fluid and unbroken as well.

After the loading screen and the introduction we find ourselves in the escape pod:
4tuv0iiifwn5.jpeg
This is the point when things look ugly. Mind you the HUD and sound appear to be working normally. Here is another screenshot once you leave the confines of the pod:
64282elapihr.jpeg

So, to do for the next attempt for me is:
  • git pull the latest version of wine and compile
  • Create a completely vanilla install of steam (Thankfully I've had steam install the game to another "drive" so I won't need to download the 1.9Gb again!)
  • Install just the core amount of libraries to start the game.
  • Try disabling wine's GLSL implementation (Can't remember the page, but I believe it was in response to Natural Selection running via Wine)

After doing the 'git pull' for wine I do see 2690 line changes for 'dlls/wined3d/glsl_shader.c' and other such graphic related files. So I'm hopeful.
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