Natural Selection 2: Forsaken

lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
edited February 2013 in Modding
<div class="IPBDescription">Fifty shades of dark</div><div align='center'><img src="http://tof.canardpc.com/view/af24f593-b842-49ce-9147-7e7de06d5a90.jpg" border="0" class="linked-image" /></div>


Version: <b>Alpha 5</b>
Warning: All features are not implemented (multiple missions, random environments...)

Mod ID: <b>685c843</b>
Workshop: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=109430851" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=109430851</a>
Steam group: <a href="http://steamcommunity.com/groups/NS2Forsaken" target="_blank">http://steamcommunity.com/groups/NS2Forsaken</a>

<b>Servers:</b>
To find a server with this mod, you must use the GAME FILTER with the value: "forsaken"
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Jbg52lria4w"></param><embed src="http://www.youtube.com/v/Jbg52lria4w" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/2V4ooQhmXec"></param><embed src="http://www.youtube.com/v/2V4ooQhmXec" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Hello everyone ! :)
In this topic, I will talk about my baby: Forsaken.
But before, I warn you that I'm French. My English is not very good... Sorry for that :s.
--------------------

Forsaken is a new gameplay for Natural Selection 2.

In this game, Marines must achieve missions in an abandoned and dark space station, against the dominant Kharaas.
Marines don't have a commander, nor the possibility of respawn. They must survive and play together, in order to achieve their missions in an hostile environment.

My references: Aliens (or the AvP game... the first :) ) and Space Hulk.


The first versions are alpha. I set up the basic gameplay in these versions.
However, I intend to add some features in future versions, like more missions (survival, covering the ARC...), generation of a different environment/atmosphere (Someone wants dead Marines on the floor ?), etc...


<b>Features summary:</b>
- Marines can't respawn, and both team lose their commander role.
- Dark atmosphere, no HUD for marines, no information about attacks or deaths, flashlight is no more permanent... Marines are alone.
- Marines have a motion tracker.
- Kharaas are weaker. However they have early access to some upgrades and skills, and they can see marines on their map.
- Infestation is randomly generated, and aliens structures and packs are dropped randomly on the map
- Friendlyfire! (for marines only)
- New tools (Flares...) and some cool effects :D

<img src="http://tof.canardpc.com/preview2/508b17f1-0434-4060-8447-472226ae81f2.jpg" border="0" class="linked-image" /> <img src="http://tof.canardpc.com/preview2/4314a8f5-2d29-477a-893b-2a38269eea5f.jpg" border="0" class="linked-image" />

I hope you will enjoy this game :).
See you later and have fun!
«134

Comments

  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Jbg52lria4w"></param><embed src="http://www.youtube.com/v/Jbg52lria4w" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/2V4ooQhmXec"></param><embed src="http://www.youtube.com/v/2V4ooQhmXec" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>


    Got some videos :p.

    I'm working on the next version of this mod.
    For this second alpha version, I'll work on the aliens gameplay. To simplify, aliens will lose their commander, and they will have access to improvements over time. And yeah, more bites.

    In addition to that, I'll change some gameplay elements of the mod (for more Space-Hulk style). More melee combat for the aliens, less dispenser for marines :).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    One thing is for sure, you have the creepy/scary feeling down perfectly in those dark areas with the motion ping telling you "something" is near :D

    Add to this just having one life, I like where this is going!
  • PandaPandaInnitPandaPandaInnit Join Date: 2012-12-05 Member: 174264Members
    I had a couple of idea's more fun/intense haha.

    I was wondering if the marines should have regenerating health but when the marines are buffed as it is. (maybe regenerating health if it was even match 4V4 for e.g). But what I was thinking was, if they have welders instead (by default). So they can weld each other up but any health lost will be gone. (also deciding if its a good time to weld up, makes even more for that tenseness :p ).

    I've not had much experience with the mod, but I feel 5v3 would work nicely (in my mind) haha. Giving the marines options from the beginning if to split up and find the Hive quicker or go as a solid team.
    Then I think marines should have one mine each other a turret (I know you mentions something about the ARC's). So they could hunker-down if they found the base (till reinforcements arrived). But that also sounds OP so I was thinking that you would have to buy the turret/mine upgrade for exchange for the welder. So only a marine with a welder could build them. But you could only buy one so choosing when to use it would be decisive moment of the game.
    Having mines/turrets would make Leap less OP because the aliens need to cover the ground quicker. (plus having Leap from the beginning, but I'm sure that would be intended anyway).

    I think that's all I had on that tonight but I my do some more contemplating on this :).

    Panda!
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Would be cool for a seige type hold as well where the marines got to get to a point and hold for a set time to then escort the arcs to the seige point.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    <!--quoteo(post=2040625:date=Dec 6 2012, 11:10 AM:name=PandaPandaInnit)--><div class='quotetop'>QUOTE (PandaPandaInnit @ Dec 6 2012, 11:10 AM) <a href="index.php?act=findpost&pid=2040625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had a couple of idea's more fun/intense haha.

    I was wondering if the marines should have regenerating health but when the marines are buffed as it is. (maybe regenerating health if it was even match 4V4 for e.g). But what I was thinking was, if they have welders instead (by default). So they can weld each other up but any health lost will be gone. (also deciding if its a good time to weld up, makes even more for that tenseness :p ).

    I've not had much experience with the mod, but I feel 5v3 would work nicely (in my mind) haha. Giving the marines options from the beginning if to split up and find the Hive quicker or go as a solid team.
    Then I think marines should have one mine each other a turret (I know you mentions something about the ARC's). So they could hunker-down if they found the base (till reinforcements arrived). But that also sounds OP so I was thinking that you would have to buy the turret/mine upgrade for exchange for the welder. So only a marine with a welder could build them. But you could only buy one so choosing when to use it would be decisive moment of the game.
    Having mines/turrets would make Leap less OP because the aliens need to cover the ground quicker. (plus having Leap from the beginning, but I'm sure that would be intended anyway).

    I think that's all I had on that tonight but I my do some more contemplating on this :).

    Panda!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Great ideas. Beat me to them! :P

    I think a low damage mine with a larger trigger radius (like <a href="http://tribes.wikia.com/wiki/Motion_Sensor" target="_blank">motion sensors</a> in Tribes:Ascend) would work well for locating sneaky aliens.

    Aliens could gain Personal Resources quickly (eg 6 res per minute), so they can evolve to higher lifeforms if Marines decide to turtle. Killing Marines could reward significant P.Res, so aliens won't all Lerk/Fade/Onos at the same time. Gorge and Hydras will probably need balance tweaking (disable healing on structures?), as they can halt marine progress rather easily.

    With only an armory at their spawn, it may be difficult for Marines to push out. Perhaps some rooms should have limited "supply packs", that restore both health and ammo.

    Marines may have trouble killing the Hive, with the default game values. Hive health may need to be reduced significantly, or the Axe could deal large amounts of damage to the Hive, so Marines can end the game quickly if they wipe out all aliens.

    Good luck with the mod!
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    Great ideas over here :). Thank you guys.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I've not had much experience with the mod, but I feel 5v3 would work nicely (in my mind) haha. Giving the marines options from the beginning if to split up and find the Hive quicker or go as a solid team.
    Then I think marines should have one mine each other a turret (I know you mentions something about the ARC's). So they could hunker-down if they found the base (till reinforcements arrived). But that also sounds OP so I was thinking that you would have to buy the turret/mine upgrade for exchange for the welder. So only a marine with a welder could build them. But you could only buy one so choosing when to use it would be decisive moment of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's an idea. But it doesn't fit with the game.

    To put it simply, marines must work as a team. If a Marine wants to venture alone into the station, I didn't give him 1 minute to live in my mod.
    Every marine must be important, they must have a personnality. Losing a marine who is responsible to illuminate rooms or treat colleagues must be a penalty for the team.
    If marines could use all the tools, they will lose in importance, and there will be much less teamworks (but more crazy kamikases).
    Thus, a marine must carry one weapon. Nothing more. Later, the Marines will a specific weapon and an accessory (welder, medpack...).


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I was wondering if the marines should have regenerating health but when the marines are buffed as it is. (maybe regenerating health if it was even match 4V4 for e.g). But what I was thinking was, if they have welders instead (by default). So they can weld each other up but any health lost will be gone. (also deciding if its a good time to weld up, makes even more for that tenseness :p ).<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->With only an armory at their spawn, it may be difficult for Marines to push out. Perhaps some rooms should have limited "supply packs", that restore both health and ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Some people have asked me to implement more armory on the game.
    About ammos: For the moment, skulks drops ammo pack when killed. Later, marines must search for them. Packs will be scattered randomly on the map (under marine corpses ;) ).
    About medpacks: Self-regeneration is a bad idea. However, I can create a new tool: a medpack with limited uses. The carrier can't heal himself with it.

    More teamwork, more fun in the dark :p.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->(plus having Leap from the beginning, but I'm sure that would be intended anyway).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, Leap is a bit powerfull for this mod. I'm working on it :).


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think a low damage mine with a larger trigger radius (like motion sensors in Tribes:Ascend) would work well for locating sneaky aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This idea is not a bad idea! I'll write a note on my notebook :).


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Aliens could gain Personal Resources quickly (eg 6 res per minute), so they can evolve to higher lifeforms if Marines decide to turtle. Killing Marines could reward significant P.Res, so aliens won't all Lerk/Fade/Onos at the same time. Gorge and Hydras will probably need balance tweaking (disable healing on structures?), as they can halt marine progress rather easily.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This one too !
    But yes, I will calibrate the gain of Pres for aliens, in order to have a Lerk/Fade/Onos earlier.
    Gaining more resources for those who have managed to chew a marine, I like that :p.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marines may have trouble killing the Hive, with the default game values. Hive health may need to be reduced significantly, or the Axe could deal large amounts of damage to the Hive, so Marines can end the game quickly if they wipe out all aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've already nerf the Hive, reducing its life by two ;).
    But the Axe idea is not bad.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Would be cool for a seige type hold as well where the marines got to get to a point and hold for a set time to then escort the arcs to the seige point.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It is a mission that I was planning to do.

    Nevertheless, I will mainly work on the atmosphere of the game, random environment, and the gameplay marines and aliens, before making missions.


    Sorry for my english. And thank you for feedbacks :).
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Well, this sounds and looks really cool!

    I would love if the game would be really hard.

    So

    - No Armory at the start
    - You find a damaged one spawned random on the map, but have to power on the room
    - You find weapons, ammo, upgrades and the like around the map
    - You can weld (soon) doors and vents shut and reach safepoints to stack up (like l4d?)

    Looking forward to more updates! :)
  • PandaPandaInnitPandaPandaInnit Join Date: 2012-12-05 Member: 174264Members
    I do like these idea. :)

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Aliens could gain Personal Resources quickly (eg 6 res per minute), so they can evolve to higher lifeforms if Marines decide to turtle. Killing Marines could reward significant P.Res, so aliens won't all Lerk/Fade/Onos at the same time. Gorge and Hydras will probably need balance tweaking (disable healing on structures?), as they can halt marine progress rather easily.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This one too !
    But yes, I will calibrate the gain of Pres for aliens, in order to have a Lerk/Fade/Onos earlier.
    Gaining more resources for those who have managed to chew a marine, I like that :p.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I liked having the aliens stalking you, knowing an attack is imminent...but when? Or being a alien waiting to time your attack for the right moment.
    For aliens atm the best bet for a win is to kamikaze the marines till you've whittled them down.
    So if you we're to stalk them (within the sonar radius), being just in range of the sonar you would gain 1P-res every 2 seconds for e.g but if you we're to get even closer you would get 1 P-res every second (without getting seen :P ). To give the aliens more diversity in play style.
    Or in stead of personal resources, having shared res. So at a 100 res the aliens would unlock Leap or Carapace then 200 res unlock something else, or maybe the team could save it up so one member could use it to evolve into Lerk/Gorge. (but someone spent the res on evolving into a Gorge an by doing so it spent all the team res. Then the upgrades that was unlock are lost like Leap an Carapace and all that until the team gain the res back to unlock them again).
    Or using the team res to buff the Hive instead of them.
    Just an other idea on the stalking thing. Say only bite generated personal resources but if you died you lost your personal resources. So maybe going for a 'Hit&Run' style. (Just an loose idea).

    Like I said, the aliens could do with more diversity than just kamikaze.

    Just some idea's I wanted to throw at you :p.

    Panda!
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I would love if the game would be really hard.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Me too :p.
    But the game should not be too difficult for marines. This is a PvP gameplay, where two teams compete to win. A minimum balance between this two teams is required (or there is no fun for a team).

    Marines have a tough job to do. But it should not be impossible ;).


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->For aliens atm the best bet for a win is to kamikaze the marines till you've whittled them down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    At the moment, aliens are too resistant, and a bit OP. I'm working on their gameplay in order to get more tactical movements from them (and teamworks), than suicide bombers skulks :).
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    I played a few 2v2 games today, they felt quite fun and suspenseful initially.

    Marines feel heavily disadvantaged in small games (too little health). I imagine this game should be played in small skirmishes of no larger than 6v6 on most current maps.

    The alien commander role feels rather unnecessary, because there isn't much to do, and the games are usually short. All aliens are aware of the locations of the marines without any help from the commander anyway (which feels too powerful). You can either give more purpose to the commander role, or scrap it entirely.

    Possible Idea: Instead of aliens having knowledge of marines' locations all the time, make Gorges cost little res, and allow Gorges to build very weak Hydras as sentries.

    Hydras and Whips should be detected by the marine beeper as well.

    Looking forward to your next version!
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    After some "studies", I will rework all the gameplay of my mod. Essentially the aliens gameplay (no commander, less resistent, but more dangerous ;)).
    But yes, you have good ideas :).


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marines feel heavily disadvantaged in small games (too little health).<!--QuoteEnd--></div><!--QuoteEEnd-->
    At the moment, marines got 200HP and 60 armor. This is not "too little" :p. In fact, this is too much (and with the medpack, they will become invincible :p).
    Marines are disadvantages for other reasons. Since this is a different gameplay (compared to the original game), beginners are very unorganized and they die very quickly.

    I knew Marines who managed to reach the Hive without difficulty, in few games. But only when they played together ;).


    The second version will be different from the first version. But the essential elements of the mod will always be there :).
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Here is a public steam group, in order to play together on this mod (or for playtests ;)):
    <a href="http://steamcommunity.com/groups/NS2Forsaken" target="_blank">http://steamcommunity.com/groups/NS2Forsaken</a>

    I'm planning the new version (alpha 2) in 2 weeks. I need times, in order to rework and test the gameplay.
    All I can say, the game will become harder for both team. Especially for players who want to play alone ;).
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Alpha 2 changelog:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Marines can see (again) his buddies on the map.
    - Marines walk faster (but its speed is still lower than the average).
    - Marines have better armor, but lose theirs HP (200HP/60AP => 100HP/100AP).

    - Aliens can no longer have a commander.
    - Alien units/structures are much less endurant (Example: skulks have 35HP instead of 75HP).
    - Aliens respawn faster
    - Aliens earn more Pres per second
    - Improvements and capacities are already available for aliens, early:
    * Celerity, Adrenaline, Shell, Regeneration (No camo, nor silence)
    * Bile Bomb, Spore, Umbra, and Vortex (No Leap and co)

    - All non-melee alien attacks are nerfed (about damages)
    - Some "movements capacities" cost more adrenaline: the Lerk's "Flap" (or flight), the Fade's shadow movement, and the Onos charge.<!--QuoteEnd--></div><!--QuoteEEnd-->


    For more explanation on this changelog: On this mod, Aliens will become a new kind of "creep". They will be very weak, but they respawn quickly and they have to play like a team, together, in order to attack the Marines by surprise, in all directions, or in a corner. They keep the (great) advantage in melee fighting.
    In addition, aliens gain more Pres /s, in order to evolve quickly: Starting with 20 Pres, a alien may evolve into a Lerk after 2 minutes, or a Fade after 5 minutes (a turn lasts about 5 minutes).

    However, this is not the final changelog. I will test all these changes in a playtest (this weekend) with few players.
    But in the end, the new version will come out the next week ;).
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    One suggestion: decide on what you want your map file name standards to be. IE: ns2_co_... or co_... for the combat maps. Just as a visual identifier for map makers etc. to keep in mind should they wish to build a map for this gameplay.
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    I'm not planning to make a typical map for this mod, or to add some obligations and rules for making a map for this mod.

    What I want is that my mod is independent of the map. I want it to be possible to play my mod with any type of map.
    Maybe later, I will make a Space Hulk map for fun, for my mod :).


    Nevertheless, in the next version I will implements a sort of "Environment Generator": It will randomize the environment of the map, adding events and elements on the map... Infestation, bone walls (forcing marines to take an another path), corpses, aliens structures, etc etc... and few surprises for marines who likes to explore ;).
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    just played a few rounds in a playtest, definitely awesome. I think it's still going on, so join up folks!
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    I'm doing a playtest for the alpha 2, at the moment.
    Join the group for more information, or join directly the server:

    <b>connect 82.176.249.247:27015</b>


    Note: You can find the server by filtering the game on "Forsaken"


    Have fun :).
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    The playtest is finish. Thank you to those who helped me to test this new version.
    I must tweak 2 things before I publish this baby ;).

    As I said earlier, I will implement a sort of "Environment Generator" on my mod, which will generate infestations, structures, and stuffs on the map, randomly.

    I will implement this feature for the next alpha.
    Marines will encounter Whisps, Crags, Bone walls, and more on their path...
    Or... by exploring the station, they can found ammo packs or special equipments that can help them on their task. For example, marines can find an arms lab, which can provide upgrades when it's built ;).
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    lucskywalker:

    Is this supposed to be loadable by Server Admins at the moment?

    Why are there multiple Steam Workshop items?

    <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=109430851&searchtext=" target="_blank">http://steamcommunity.com/sharedfiles/file...amp;searchtext=</a>
    <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=113337987&searchtext=" target="_blank">http://steamcommunity.com/sharedfiles/file...amp;searchtext=</a>
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Is this supposed to be loadable by Server Admins at the moment?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Surely, I think. How can we check that ?
    The ID of this mod is <b>685c843</b>.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Why are there multiple Steam Workshop items?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The first workshop is the real and stable version of the mod.

    The second is a test version, in order to test an instable but new version on a server with others players, without modify the stable version.
    Players can download the mod when connecting to the server. But for this, I need to publish my version to the public (no private).

    I inform players of the test version in the description of the workshop :).
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Alpha 2 is out!

    The changelog doesn't change:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Marines can see (again) his buddies on the map.
    - Marines walk faster (but its speed is still lower than the average).
    - Marines have better armor, but lose theirs HP (200HP/60AP => 100HP/100AP).

    - Aliens can no longer have a commander.
    - Alien units/structures are much less endurant (Example: skulks have 35HP instead of 75HP).
    - Aliens respawn faster
    - Aliens earn more Pres per second
    - Improvements and capacities are already available for aliens, early:
    * Celerity, Adrenaline, Shell, Regeneration (No camo, nor silence)
    * Bile Bomb, Spore, Umbra, and Vortex (No Leap and co)

    - All non-melee alien attacks are nerfed (about damages)
    - Some "movements capacities" cost more adrenaline: the Lerk's "Flap" (or flight), the Fade's shadow movement, and the Onos charge.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And some fix ;).


    I have already planned features for the next alpha. But with holidays, I will need more time.

    Have fun :).
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Little update with screens, tonight :). I worked a lot on the infestation.

    <a href="http://tof.canardpc.com/view/3c02b419-6c69-4604-9e1f-297dafde2323.jpg" target="_blank"><img src="http://tof.canardpc.com/preview2/3c02b419-6c69-4604-9e1f-297dafde2323.jpg" border="0" class="linked-image" /></a>
    <a href="http://tof.canardpc.com/view/cc961211-ee6b-4526-b160-41e0d187f03b.jpg" target="_blank"><img src="http://tof.canardpc.com/preview2/cc961211-ee6b-4526-b160-41e0d187f03b.jpg" border="0" class="linked-image" /></a><a href="http://tof.canardpc.com/view/5be2f94a-7c8f-4cc4-97fe-d2f8395974ab.jpg" target="_blank"><img src="http://tof.canardpc.com/preview2/5be2f94a-7c8f-4cc4-97fe-d2f8395974ab.jpg" border="0" class="linked-image" /></a>

    This is the first approach of this system :)
    Infestation and alien structures are created at the beginning of each round, and randomly.

    There is plenty of work to do for this new version. With holidays, I can't plan this new version for the next week :/.
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Anyone know how to reduce the brightness of a texture in the code? (without editing the file in question)

    The problem when I edit the texture to reduce its brightness is that It's not a small file, and I don't want players to download "large" files for this mod :/.


    It would really help me if someone has a solution :).

    (I think about shaders, but I don't know how it works :s).
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2049799:date=Dec 23 2012, 12:35 AM:name=lucskywalker)--><div class='quotetop'>QUOTE (lucskywalker @ Dec 23 2012, 12:35 AM) <a href="index.php?act=findpost&pid=2049799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone know how to reduce the brightness of a texture in the code? (without editing the file in question)

    The problem when I edit the texture to reduce its brightness is that It's not a small file, and I don't want players to download "large" files for this mod :/.


    It would really help me if someone has a solution :).

    (I think about shaders, but I don't know how it works :s).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Which texture do you have in mind? I would have a look.
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    I want to change the brightness of this texture:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->materials\infestation\infestation.dds<!--QuoteEnd--></div><!--QuoteEEnd-->

    If I'm not wrong, this shader use the texture:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->materials\infestation\Infestation.surface_shader<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't want to edit and upload the texture file (which is big). I'm looking for a trick with shaders (or something else) :).


    EDIT: Is there a documentation about shaders on NS2?
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2050022:date=Dec 23 2012, 12:12 PM:name=lucskywalker)--><div class='quotetop'>QUOTE (lucskywalker @ Dec 23 2012, 12:12 PM) <a href="index.php?act=findpost&pid=2050022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want to change the brightness of this texture:


    If I'm not wrong, this shader use the texture:


    I don't want to edit and upload the texture file (which is big). I'm looking for a trick with shaders (or something else) :).


    EDIT: Is there a documentation about shaders on NS2?<!--QuoteEnd--></div><!--QuoteEEnd-->

    As the first step, you'd want to edit this line in <materials\infestation\Infestation.surface_shader>:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            material.albedo      = tex2D(albedo, input.texCoord).rgb;<!--c2--></div><!--ec2-->

    change it to something like

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            material.albedo      = tex2D(albedo, input.texCoord).rgb * 0.5; //half the brightness<!--c2--></div><!--ec2-->

    But, that only changes the inner layer of the 3D infestation (You might not even notice the effect after you have change it, as there is also an outer layers which almost covers it!)

    I don't know how to mod the outer infestation skin right now, unfortunately.

    Hope that helps with your modding!
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Thank you :).

    I tried this change and it's minor ... but it's close to what I want.
    So, I looked back into the NS2 files, for the good shader.

    And I found:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->core\renderer\Infestation.fx<!--QuoteEnd--></div><!--QuoteEEnd-->

    After changing the code in question (line 272), I managed to get what I want. Perfectly :).


    EDIT:
    I copied this file in the "renderer" repertory of my project, in order to apply this change for my mod only :).
    Thank you again !
  • lucskywalkerlucskywalker Join Date: 2012-11-19 Member: 172397Members
    edited December 2012
    Changelog for Alpha 3:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Infestation and alien structures (Crag, Shift, Whip and BoneWall) are randomly generated on the map, each round.
    - The environment and the infestation are darker.
    - Some alien structures are more tough: BoneWalls, Clogs and eggs.
    - Eggs are invisible.

    - Marines start with more ammunition.
    - Aliens don't drop anymore ammopacks when they are killed.
    - Few ammopacks and medpacks are scattered all over the map, randomly.
    - Marines move more slowly (again).<!--QuoteEnd--></div><!--QuoteEEnd-->
    ... and some (very) minor corrections :).


    I also planned to generate few marines structures, that Marines could find and build to gain a small bonus (armslab with upgrades, radar with scan...). However, the size of official maps are too small, which makes this kind of bonus available too soon.


    There are still a few bugs to correct, a few glasses of champagne to drink, and the new version is out :).

    I will organize a playtest with the steam group, soon.
  • Brocksamson31Brocksamson31 Join Date: 2012-12-30 Member: 176800Members
    I just played this mode for 30 min 1v1 with this other guy. This has some serious potential. I think if you implemented the changes you said in the post above mine it will be a very successful mod.
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