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Re: [bug] (MAJOR) Base no oxygen and moon pool broken [46135 - now]
As a temporary workaround, each time you enter your base, you can use the cheat code:
Oxygen
(You may need to press F3 and then make sure 'Disable Console' isn't checked.)
This cheat will keep your oxygen from going down. It's not really ideal because it will be too easy to forget to turn it off when you leave your base. But, hopefully, it is at least a temporary workaround so you can keep playing the game until it is fixed.
Oxygen
(You may need to press F3 and then make sure 'Disable Console' isn't checked.)
This cheat will keep your oxygen from going down. It's not really ideal because it will be too easy to forget to turn it off when you leave your base. But, hopefully, it is at least a temporary workaround so you can keep playing the game until it is fixed.
Re: ns2_eclipse_redux
I guess it isn't possible to just select a section of the map and scale it to 120%? Or select a rooms ceiling and move it up and then reconnect the walls back to it?
So that you'd just extend the existing hallways to make them more room-like?
Unfortunately not, you have to do it all manually... there is a scale tool, but altering large sections is just plain bad and causes more issues than it solves. the scale you're talking about, it would probably be easier to go in and alter each bit manually over time... but its a LOT of work.
Re: PS4
We would like to bring it to PS4 (no promises) but we want to make sure the XboxOne version is in a better state before we put any real resources into looking into PS4.
Re: ns2_eclipse_redux
Such is the woes of NS1 map remakes. UWE went for a 1:1 approach for the most part and as such the map is filled condensed hallways rather than large open rooms like NS2.
I will see what I can do about certain areas of the map but straight up redesigning a majority of the rooms is beyond the scope for what I intended with this balance project.
I will see what I can do about certain areas of the map but straight up redesigning a majority of the rooms is beyond the scope for what I intended with this balance project.
Re: Development Updates
Personally, I don't want it too easy to find the resources for the more complicated/elaborate items, as the main premise of the game is Survival and one shouldn't really be able to create a computer chip or wiring kit at the drop of a hat.
Agreed. The devs need to find that balance of not allowing everything to be found within 10 minutes of starting the game, but at the same time they need to be able to ensure that people do not become too frustrated that they stop playing. Not an easy thing to do.
I agree completely.
This. The problem with silver being so rare at the moment is that it involves a lot of going into areas where, especially early on, it's tough to survive, (because super high stalker density). To be fair it's as bad or worse getting your first seed pods for a knife and then your first vine for flippers.
The game has this issue where right out the pod your faced with an outright difficulty cliff of EVE Online proportions. Then once you get the basic seabase, personal gear, and seaglide out the way the game becomes, i don't want to say easy, but your not fighting desperately just to get by, then later on as you run out the wrecks you once again slam into a massive difficulty cliff as you have to enter reaper infested areas to progress, and then shortly after that you should at normal progression get the cyclops, which (by all accounts), suddenly turns the rest of the game into a trivial experiance. The curve need those extreme peaks taking out IMO.
Re: So I am assuming the Ghost Leviathan will be added?
Darwin-Evolution wrote: »The sounds are out!
Omg, that is freaky!
Well, Sy1K1 has done the impossible.
He made the Phantom Leviathan scarier than in already is.
Re: ns2_eclipse_redux
My biggest gripe with Eclipse is that it has too many narrow hallways. The map consists of like 75% hallway, which is too much choke. It is (too) good for the aliens early game, because you're constantly in bite range as a skulk, but (too) bad in mid to late game because you're constantly in shotgun range.
As a lerk you need to be able to spike shotgun marines and as a fade you need to be able to maneuver around the shotguns meatshot range. Currently this is only really possible in Triad, the tech point rooms and maybe Keyhole (ceiling could be higher).
There needs to be fighting room for big engagements all around the the map.
Generator Monitors is way too clustered. You should remove the walls to the east and west of the RT and increase the room height. Maybe use pillars.
The Conduit part below Alpha Access should also be enlarged to the north and south and have its height increased.
I don't really know what to do about the whole south loop area. I think you need to merge some of the rooms or make a bigger south loop.
Computer Core hive is not defendable against arcs from Core Access at all. It's huge choke point without a away around for the life forms. You either need to move the techpoint back to the south and remove that siege spot or drastically enlarge Core Access.
I've marked the parts with blue squares where I think that enlargement needs to happen.
As a lerk you need to be able to spike shotgun marines and as a fade you need to be able to maneuver around the shotguns meatshot range. Currently this is only really possible in Triad, the tech point rooms and maybe Keyhole (ceiling could be higher).
There needs to be fighting room for big engagements all around the the map.
Generator Monitors is way too clustered. You should remove the walls to the east and west of the RT and increase the room height. Maybe use pillars.
The Conduit part below Alpha Access should also be enlarged to the north and south and have its height increased.
I don't really know what to do about the whole south loop area. I think you need to merge some of the rooms or make a bigger south loop.
Computer Core hive is not defendable against arcs from Core Access at all. It's huge choke point without a away around for the life forms. You either need to move the techpoint back to the south and remove that siege spot or drastically enlarge Core Access.
I've marked the parts with blue squares where I think that enlargement needs to happen.

Re: What the heck is "run_smoke_test"?
phantomfinch wrote: »I remember this was asked a while ago but it was never answered. @0x6A7232, did you get anywhere with this? Your the hackerman in the fourms
I poke around things sort of like Han Solo: if it won't work, hit it harder, if not, pass me the hydrospanner duct tape. See: me noticing the cache clearing ting and milking that for all the temporary performance gain it's worth. Cases like this one are are handled much better by someone who really knows what they're into, like @pie1055 or @ant_fio (I do plan to get into programming eventually, but probably not for another year or so, the most I've done so far is some batch file tinkering, and nothing too heavy duty at that).
Fun fact: I did try to learn C++ once. Borland Turbo C++... 4.5? I was on Windows '98, or possibly Win '95, considering I think this occurred more towards mid 90s than late 90s. I installed the program, went to do I think the second lesson (or was it the first). Couldn't get it to compile. Tried multiple times, tweaking the code a bit... nada. Finally, in exasperation, I pulled out the answer manual, and put in everything exactly as the answer key had it. And, no compile. So I gave up. If I'd had access to the Internet more than ~once a month back then, I might have figured it out, but, I didn't.
Re: Announcing the Third Race to Natural Selection 2!
BeigeAlert wrote: »We forgot to mention, you have to buy each unit with real money, no more pres.
Awesome. Does this mean UWE can hire more developers? Maybe even a dedicated graphics engineer to add vulkan support? Maybe an entire developer dedicated to rewriting large swaths of code to increase performance 9999%? Can you fund all our hopes and dreams?