Sanity - A Horror Conversion Mod

SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
edited November 2012 in NS2 General Discussion
<!--quoteo(post=0:date=:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus)</div><div class='quotemain'><!--quotec--><center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/9zLpIJgdcvU"></param><embed src="http://www.youtube.com/v/9zLpIJgdcvU" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><!--QuoteEnd--></div><!--QuoteEEnd-->

I normally make all my posts for Sanity on the Creation->Modding board, but there have been a lot of people trying to connect during playtests and getting the Client-Server-Differ error, so I just wanted to clear things up for those people, and also tell you a little about Sanity if you haven't heard of it. As always, we're constantly evolving, ultimately we want to have a mod that all of the community has had a hand in shaping.

Sanity is focused on creating a horror experience in a multiplayer game, quite daunting, I know. It revolves around The Darkness, and Humanity, both manipulate light and dark to combat each other, as well as attacking one another head on. We're currently in the Alpha stage, one more life form, and several more weapons to implement, as well as several other features including: removing power nodes in place of a deployable generator system for dynamic lighting, creating a scavenging system for an escape-to-win scenario, a gameplay mode for less than 5 players, and several other features/mechanics.

We already have a number of unique things like flashbangs, laser trips, buff-creating 'creep' we call Desecration that auto spreads in the dark and dies in the light, a cyst teleporting ability, an ability that renders you invuln to conventional weaponry, upgrades for kills that are lost on death, Dmg over time attacks, and a separate resource system called Sanity that when to low, can cause hallucinations like randomly spawning enemy images.

We've got a lot of work to be done still, like I said, we are still in what we consider our Alpha state. One of the largest things to come is conversion, wherein becoming 'insane' allows you to be team switched. Please be aware that this game is quite different then NS2 so there is a bit of a learning curve, some of it is helped by the 'How To' section you can access in the main menu.

Now for anyone who has experienced client-server-differ, I want to explain what is required to play Sanity, it's fairly easy.

First, you need to subscribe to Sanity on the NS2 steam workshop.
Second, make sure that the mod is set to Active inside the mod menu in NS2.

These steps are not always necessary, the Brits at Twisted Faith host our mod on a semi-regular basis, and joining their server may not require these steps.

As we get closer to Beta and Final the frequencies of our playtests should increase. Anyone who is interested in hosting our mod be aware that some maps are simply too bright because of non-powered sources like skyboxes in particular, feel free to contact me with any questions at RSomnambulist on Steam.


<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=99838801&searchtext=" target="_blank">Workshop</a>
<a href="http://steamcommunity.com/groups/SanityMod" target="_blank">Steam Group</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118486&st=0#entry1953557" target="_blank">Main Forum Page</a>

We're always looking for more help. Please friend me on Steam if you're reliable, and talented in the following field:

Mapping: We desperately need mappers who are interested, even just to edit NS2 maps to our standards while we build our own. If you're eager and talented we have one map being built and several more on the drawing board. Our maps are designed to be large, claustrophobic, and comprised of more divergent paths that do not link(less circular).

Programming: LUA expertise preferred.

Props/Textures: We need lots of textures, and a handful of props/weapons. Textures will mainly be for earth maps.

Sound FX/Audio: Need to be able to use FMOD. Looking for biological FX, and lots of human FX like screaming, mumbling, and other horrific noises. Also looking for scary ambient/combat music.

Thanks to Peregrinus for making our Alpha Trailer.

Here is just a taste of the modeling work being done by Celcio for the primary unit, the Void:

<img src="http://i1263.photobucket.com/albums/ii627/birdsilla/void_paint2.png" border="0" class="linked-image" />
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Comments

  • Bloodshot12Bloodshot12 Join Date: 2012-05-25 Member: 152578Members
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I can do ambient music.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I really recommend this mod!

    At this alpha stage it might look similar to NS2 but the gameplay is very different.

    Subscribe in the steam workshop and join the steam group. When there's a playtest you'll get a notification.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    Looks awesome! Can't wait to get my hands on it! :D
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Loved the trailer. :D
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    Added an image of our Void model, thanks again for reading.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I really like the idea of a horror mod, as I think NS2 with its dynamic lighting can do it justice. Subscribed!
  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    I wish I new jack about making video games or I'd help for sure. Too bad I don't...

    Good luck anyways. Will definitely play if finished.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited November 2012
    Reminds me a little of Hidden, the source mod. I like it. Don't really have time to invest in this now but I'll keep an eye on how this mod progresses :)
  • Wonderboy2402Wonderboy2402 Join Date: 2011-08-28 Member: 118911Members
    This mod sounds really cool. I really can't contribute to the fields listed, but I just wanted to voice my enthusiasm for what you are making.

    The light hurting the creatures reminds me of the flying creatures from pitchblack, that would burn in direct light. I hope you decide to include flares!
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    I may be getting a boom mic soon and I find myself rather adept at voice acting, or if you wanted to fund me the retail price for one, that would work as well.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=2019133:date=Nov 11 2012, 03:53 AM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Nov 11 2012, 03:53 AM) <a href="index.php?act=findpost&pid=2019133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Reminds me a little of Hidden, the source mod. I like it. Don't really have time to invest in this now but I'll keep an eye on how this mod progresses :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    It is a bit like that; the humans have to work together, and the enemy is deadly and can be hard to see.

    In Sanity however the enemy is only hidden in their own territory, not in bright areas. So there's more teamwork required to control areas. In dark areas they get a speed boost, high hp regen, and it's very hard to see them. There's more than one class for the inhuman side to play too so it doesn't get repetitive. The different class can work together to set up ambushes, and because The Darkness can have a max of 3 players (I think), good teamwork is easy to develop. There are set ratios of human to Darkness so no side can become OP.

    The human side have a special kind of resource - their sanity. It goes up when they restore power to areas, and down in less happy circumstances. They can use the purge ability to turn their sanity against The Darkness (that's what the bright explosions are in the trailer).

    So it has more elements than The Hidden overall.

    <!--quoteo(post=2019208:date=Nov 11 2012, 05:22 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Nov 11 2012, 05:22 AM) <a href="index.php?act=findpost&pid=2019208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I may be getting a boom mic soon and I find myself rather adept at voice acting, or if you wanted to fund me the retail price for one, that would work as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Send a message to Somnambulist with a link to your voice acting samples. Are you good at screaming? :D
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Just have to say that trailer is brilliant. Very effective use of the Prometheus soundtrack.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>Somnambulist:</b></u>

    Any plans to put Sanity on ModDB?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Almost 100 members in the Steam Group
    <a href="http://steamcommunity.com/groups/SanityMod" target="_blank">http://steamcommunity.com/groups/SanityMod</a>

    Join it to leave feedback, and get notifications of playtests.

    And most of all....subscribe to the mod here <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=99838801" target="_blank">http://steamcommunity.com/sharedfiles/file...ls/?id=99838801</a>

    <!--quoteo(post=2019474:date=Nov 11 2012, 12:42 PM:name=Neoken)--><div class='quotetop'>QUOTE (Neoken @ Nov 11 2012, 12:42 PM) <a href="index.php?act=findpost&pid=2019474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just have to say that trailer is brilliant. Very effective use of the Prometheus soundtrack.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks. Prometheus is a beautiful film and the trailer was perfection.

    There's raw gameplay footage in the Sanity thread <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118486&view=findpost&p=2019558" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=2019558</a>
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    Playtest at 12pm EST this Tuesday located at 'Sanity Playtest.' Come see what we've changed, new win scenario for darkness should be in, tweaked new buy menu for humans, possibly the final lifeform, the Antiquus.
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    So while it may seem like we've been asleep, our programmer and mapper have been working quite hard, and we wanted to show off some of that work in a new video, to let people know what's coming. Big game changing features in the upcoming release, we'll be playtesting these and probably the map you see in the video; Coeus.

    One of the big changes, the upgrades for kills system (lost on death) are difficult to really show off in the video, but a lot of work went into them and they provide interesting upgrades to Darkness units and further highlight the importance of working as a team, and the value of ambushing the Humans.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Lzji33yP6BE"></param><embed src="http://www.youtube.com/v/Lzji33yP6BE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    I apologize for the length, there was a lot to show, and a lot of upcoming features to talk about.
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    We'll be running a PT Saturday, dec 1st at 3pm ET so 8pm GMT. Lots of stuff to test here, deployable generators, dynamic spawn system, new map, in the field purchasing, dynamic lighting, and Darkness upgrades. Come check us out.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    This looks great! I'd be surprised if it's the sort of thing you'd be after, but this is some of my music (the band is currently inactive, but it gives you an idea of the sort of thing I produce):

    <a href="http://www.emusic.com/listen/#/album/13gauge/fatally-punched-in-the-face/12598959/" target="_blank">http://www.emusic.com/listen/#/album/13gau...-face/12598959/</a>

    (you can sample the tracks there - I'd recommend 'insomnia' or 'the worm unwinds' for the vibe I'm thinking of)

    No worries if it's not the sort of thing you're after, just wanted to pop by and say this looks very interesting as a mod, and I really, REALLY like the look of it!!

    Roo
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    So excited about this mod. Looking great guys!

    --Cory
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    I can't see anything it's so dark. @_@ Good work I guess?? (P.S. I can't see anything.)
  • ChalarieChalarie Join Date: 2012-05-03 Member: 151459Members
    This mod has such unbelievable potential. I have been helping playtest this mod for a little while and I am so excited to see where it is headed. There is still a lot of work to be done, but it is already a great experience to play. I encourage ALL of you to help out with the playtests. Even if you have absolutely no modding experience whatsoever (read: Me) playtesting is an incredibly important rule. Plus, it's pretty damn fun. Look for the steam group on the workshop page, there is a chat and notifications for the beginnings of playtests.

    Keep up the great work guys!
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    Mestaritonttu, the lighting is getting retweaked, it looks fairly good on ns2 maps but our maps a bit dark, it's getting fixed though. Thanks!
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Posting a log of the session I got 2-3 fps after joining a team and could not reconnect to server without restarting NS2, as requested.

    <a href="http://pastebin.com/ksqM96Ku" target="_blank">http://pastebin.com/ksqM96Ku</a>
  • DoublehexDoublehex Join Date: 2012-06-23 Member: 153607Members
    Thanks Techercizer!

    The problem that I see is our incompatibility with other mods. Not sure what mods you have installed but it looks like one of them was causing problems when checking for consistency on our server. I am not certain if that is what caused you to be disconnected like. I will have to look at it more when I have time. Thank you for the log, I will keep a copy of it saved for when I come back to it.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    <!--quoteo(post=2038583:date=Dec 1 2012, 06:57 PM:name=Doublehex)--><div class='quotetop'>QUOTE (Doublehex @ Dec 1 2012, 06:57 PM) <a href="index.php?act=findpost&pid=2038583"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks Techercizer!

    The problem that I see is our incompatibility with other mods. Not sure what mods you have installed but it looks like one of them was causing problems when checking for consistency on our server. I am not certain if that is what caused you to be disconnected like. I will have to look at it more when I have time. Thank you for the log, I will keep a copy of it saved for when I come back to it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    My mods that were active include crosshair, Observatory Scan circle, and Sanity mods. All of which I was trying out for the first time.

    Additionally, my first attempt at playing resulted in a freeze of my entire computer; I had to hard shutdown and reset. Never had NS2 do that before. It hasn't happened since, though.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    Looks really cool, nice job mate, keep it up and I look forward to giving it a shot.
  • SaniKSaniK Join Date: 2012-11-04 Member: 166850Members
    How about Cysts that create darkness or being on creep drains flash light?
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    We'll be taking a break for a bit during finals week and the holidays, we're working on some big things including a new win scenario for the Humans (scavenge parts for a vehicle to win via escape), new abilities, possibly the final life form, tweaks/balancing, and more. Thanks for your interest, and keep watch for more updates.
  • slimebuckslimebuck Join Date: 2012-11-30 Member: 173748Members
    edited December 2012
    I am on board for this project. So far I am making a hospital map, and am around 1/4 done. This map will be a 3 or 4 story building that has a parkade at the bottom, a lobby area with emergency entrance area, elevator shafts and stairwells, patient bedding floor, xray laboratory and operation floor, and a morgue.

    To break up straight architecture I will be making some floors collapsed, making you have to go through and around rooms / find a vent or some other way than just in a straight line down a hallway. Some rooms will have holes in the walls connecting them, some rooms will have ways down and up floor, like holes, or vents.

    Lighting and texturing is not complete and most textures are just place holders for now. Also there only light props atm, no other props will be added until grid work is complete

    <img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hospitalalpha1_zps5a302b06.png" border="0" class="linked-image" />
    <img src="http://i211.photobucket.com/albums/bb123/slimebuckette/hosp2f_zps46c51667.png" border="0" class="linked-image" />


    On some other news, I am converting a WHOLE bunch of doom3 textures to NS2. The reason I choose doom 3 is because I just recently modded my doom 3 using updated shaders, textures, parallax effects, lighting, color grading, and other dx10 and 11 techs, and I have around 8 gigs of super high res re made doom 3 textures that all have normal maps, and spectral maps that I feel would FIT right in with the look and feel of NS2. At first the packs I make will be available only to Sanity Mod map makers, but after a bit I will make the available to all.

    These re made doom 3 textures I got are great because they are all in the right format, 8 bit, tga's with all the bump and spec maps, and most come in multiple colours.
    I have already got many working and I could easily get all of them working.

    I just have to make .material files for every texture, so I will be downloading a mass text file creation program and do that soon

    After I am done with the doom 3 textures I will be looking for other textures, like textures made for source to add into the texture pack. My goal is to make a super pack of hundreds of textures.

    If anyone wants to help let me know
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