Latest Developer Posts
Max Technical Director, Unknown Worlds Entertainment
Brute wrote: » Regarding 132: Tian Long Ba Bu (天龙八部) is a game listed in the Games Supported by GeForce Experience list. So their detection algorithm just gets it wrong. 135. Bug:: Automators are broken. start editor start game (F5) stop game (shift+F5) change size of floor entity -> no effect Edit: fixed by yesterday's update This was actually still broken (the problem was intermittent), but we just released another update which does indeed fix it.
Davycannonhound wrote: » I recently made a discussion of wildlife players would like to see in the game. I think it's appropriate to make one for tools and vehicles to aid the player. So, here are my ideas: An underwater mech suit. The player does not have many offensive option and will need something to properly defend against things like bone sharks (besides the stasis rifle). The suit could be used to more safely collect materials as well. There could even be two versions of the suit like there are of the submersible, the bigger able to defend against the leviathan. A harpoon gun. This one is obvious. No need to explain why. Maybe with different versions. Also, the maximum depth of the cyclops needs to increase. A sub that size I expect to go much deeper than 100 meters. Frankly i would expect it to go deeper than the seamoth. But there could be somd science I'm not understanding there. That's really all I have, can't wait to hear what y'all have to say commenters! We have an underwater mech planned. You can see the model here https://skfb.ly/CS7U We don't want to add a harpoon gun, but we will be adding other more high tech tools that can be used as weapons, along the lines of the Stasis Rifle. The Cyclops will eventually be able to have it's max depth upgraded through hull reinforcement upgrades.
En9a9e wrote: » Perhaps something similar to this... http://steamcommunity.com/sharedfiles/filedetails/?id=400338604 ? Very rough draft model I made there for representation, don't judge too harshly :P ...and the walls on the domes I purposefully made high to account for fabricators, lockers and other things that need them. Nice job with that mockup, that is actually very much along the lines of what we were thinking. En9a9e wrote: » I am a big fan of the art style and the look and feel you guys have with the Cyclops, the base pieces, and everything in general and I understand the need for a system that maintains a certain level of realism, uniformity, and connectivity (I actually like that aspect of it), but I do not like those foundation pieces. :( Perhaps they will grow on me, but they seem so restrictive in terms of our ability to make more interesting layouts. For instance, if I want to build my base inside a cave system or a series of tunnels I created, instead of just having nice smaller corridors to work with, every corridor has a wide foundation piece that I have to dig out more sand for or have to hope it will fit in the narrower cave passages. I can still see the foundation pieces working on a tiered base that runs down a cliff face, but in imagining that, it also seems like a lot of extra work and pain to try with those types of foundations in the way. I'll reserve further judgment until playing with it more, but those are the initial impressions. Yes, we've been discussing removing the platforms and would like to do some prototypes of that, once we have this first pass on the bases implemented. Something along the lines of this quick paintover I made a few days ago https://www.dropbox.com/s/4klnz8v9jik9wmj/NoPlatformsLongerLegs.jpg?dl=0
Hi all I'm one of the animators working on Subnautica, but I also help run the internal Playtesting team. Our aim is to try and find as many bugs as possible with Subnautica, pass them to the relevant programmer get them fixed. :) We normally run 2 internal playtest sessions a week, but this week we have decided to do something a little different... As you're aware, we LOVE to be open and public with pretty much as much of our development process as possible, so you guys can see and get involved in the development process for Subnautica. This time, we're wanting to go one step further and invite anyone who wants to join us in our Playtest Session for tomorrow, Tuesday 03/03/15! Things you will need to take part: To be available at this time - 12:00 PM PST(West Coast USA) / 3 PM EST (East Coast USA) / 8 PM GMT(UK) / 9 PM CET(Europe) 2-3 hours of free time (subject to change) A Windows PC A Microphone and good spoken English Subnautica in your Steam Library Teamspeak 3 software (download here - http://www.teamspeak.com/?page=downloads Teamspeak Server info: medpack.org:9980 password: subt3st ScreenShot and Movie recording Software (we recommend https://getsharex.com/ and http://www.fraps.com/) A UnknownWorlds Forum Account (for posting your bugs and info!) Lots of patience A good attitude and can play well with others :) Please note, the password above won't work until the allotted time. Thanks everyone for being so vocal and supportive of Subnautica! We really do appreciate all the tweets, posts and videos made of our game. You guys are helping us make Subnautica better. We can't wait to see you! :) -Obraxis Subnautica Animator
Thanks for the crash logs. Unfortunately they are fairly unspecific. One is an out-of-memory crash after playing for about an hour and the other one I can't really tell but it's likely related to an out-of-memory situation after playing for over an hour too. We are in the middle of improving our monitoring facilities to get behind these issues. In the mean time all I can suggest for now is to save, restart, and continue the game every hour. Sorry for the inconvenience.
Hey guys, I actually opened up our critical bug tracker Trello this past Friday for viewing by the public. These are bugs found and reported by our internal playtest team and others found from across the web, our forums, twitch and youtube videos we find and confirm. You'll notice it isn't a massive database, this is so it's manageable by our small human internal playtest team, and we're not perfect. Some things will slip by, others will take time to address. But please be aware we are all working very hard to make an awesome game and over time, as bug-free as possible. You can view our internal bug tracker trello here: https://trello.com/b/eLEWpq3P/subnautica-playtesting This is separate from the 'feedback' that is left using the F8 menu, but many of the bugs originate from that data. It should be noted, that only members of UnknownWorlds & our playtest team can submit & comment on cards. Cheers guys!
It's unlikely we will create a DirectX12 patch for NS2. The CDT simply does not have the time or people to take on such an endeavor. We have our hands full working on DX9 and OpenGL for Linux. Now, if we were to get a couple of specialist Renderer engineers then it might be possible, but their use could be better put to increasing renderer and shader performance within the current render paths we already have, would it not? DirectX12 is not a silver bullet to performance in NS2.