Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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Mine iga | TOP-CLAN.ru | 4G only | 1731565296 | [TOP] #15-1 RUSH v.327. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | [TOP] #15-1 RUSH v.327. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | No | 22.986 MiB | May 4, 2019 | 09-07-2019 20:57:46 | ||
Schrödinger's Katz | 816372055 | Mods Map Prefix | Mods Map Prefix\n\n\nAdd a prefix to maps in order to load custom mod Includes mvm, defense and faded prefixes.\n\n\nex: def_summit or faded_summit\n\n\npublish_id = "30a8d957"\n\n\n | Must be run on Server | No | 2.038 KiB | Dec 11, 2016 | 09-07-2019 08:36:25 | |
Mine iga | TOP-CLAN.ru | 4G only | 1770790356 | [TOP] #23 AvA Any many. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | [TOP] #23 AvA Any many. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | No | 3.314 MiB | Jun 15, 2019 | 07-07-2019 07:49:03 | ||
Soul Rider | 1792130144 | 80% Skulk - Modders ToolKit | 80% Skulk is an example mod to show how to use the model scale mixin on a player model. Model, hitbox, collision, crouching and player viewheight are all scaled in this code. I have not made any changes to jump height or player speed etc. This requires the Model Scale Mixin mod to work. The idea of the Modders Toolkit series is to assist modders with new tools and provide encouragement to experiment with creating new types of mods for NS2. | Must be run on Server, Gameplay Tweak | No | 5.477 KiB | Jul 4, 2019 | 04-07-2019 23:31:19 | |
Soul Rider | 1792117867 | Model Scale Mixin - Modders Toolkit | Model Scale Mixin is a modding tool which provides the ability to scale the model of any entity in the game which uses Client Model Mixin. This includes every script actor entity in the game. Using this on a player requires a little more work than using on a non player model like the command station. See the mod "80% Skulk" for an implementation of this mod on a player model in game. The idea of the Modders Toolkit series is to assist modders with new tools and provide encouragement to experiment with creating new types of mods for NS2. | Must be run on Server, Tool | No | 1.151 KiB | Jul 4, 2019 | 04-07-2019 23:15:06 | |
Schrödinger's Katz | 453756688 | The Faded 0.24 Rebirth | Mod id : "1b0bc710" Incompatible with: Shine (frozen build 313 breaks the chatbox) Incompatible with: NS2+ The Faded is a new gameplay modification for Natural Selection 2 based on The Hidden: Source. This mod is still in development and not finished yet, there might be no servers and there might be bugs or changes to the gameplay, so be aware of that when you play it. If you found a bug or have a suggestion, please leave a comment below. I would really appreciate that. In The Faded you have the Marine team and the Fade. The Fade escaped the research facility of TSA where they made experiments with it. Unfortunately those experiments gave the Fade permanent upgrades which make him the perfect killer: fast (Celerity), stronger (Carapace and Adrenalin), silent, invisible (Cloak) and enhanced abilities. The Fade needs to kill the Marines within a given time, otherwise he loses. The Fade will be chosen randomly among all players, that's why you are only allowed to join the Marines team. ---------------------- This mod is the most up to date version of the Faded and will be updated frequently. It will be used for new features testing and end developpement balancing. The old mod (here) is no longer maintained : http://steamcommunity.com/sharedfiles/filedetails/?id=156700641 Tutorial is available at: http://steamcommunity.com/sharedfiles/filedetails/?id=444859807 Old version changelog: http://ns2-fr.com/faded.txt Forum thread: http://forums.unknownworlds.com/discussion/126496/hidden-mod Changelog: Change log 0.24 Hidden * Fixes - Fixed babblers having the skulk byte sound - Fixed babblers not being displayed on the minimap - Fixed fake marine having the name "Kill me I am a spy" above him - Fixed concede not working - Fixed FPS issues * Balance: - Decrease anti-camp severity (triggered after 60s (instead of 45s)) - Increased babbler players damages from 3 -> 4 - Reduced babbler players respawn time by 20% - Babbler players now are taking damages from flashlights (and they smoke like they are burning) - Decreased babbler players mouvement speed, but increased it if under a flashlight (don't look at them effect) * Mod changes: - Marines, when killed, stay dead (they won't be a babbler automatically) - The faded is now randomly choosen among all the players of team 2, the others are babblers. - Objective mod has been disable - Removed babbler ammo drop - Babbler XP disable (too broken) - No more timer Change log 0.23 Rebirth Faded is back online ! * Fixes - Fixed faded dropping two ragdolls of himself - Fixed medic not being displayed as dead once dead on the scoreboard - Build 295-302 compatibility * Others - Turned objective mod off by default (can be turned on again in the server faded .json)\n\n\nChange log 0.22.11 Afterlife experiences * Features - The blink is now a lot smoother and easier to use * Balance - Reduce blink HP cost from 6hp/s to 4hp/s - Reduce babbler players ammo drop chances on death (from 10% to 8%) - Reduce marines max HP by 20hp after each faded swipe (prevent medic spam) - The faded can't open/close classic entities buttons, unless he is disguised. * Others - Update the hints list - Removing the clog tentacles * Fixes - Build 286-295 compatibility - Fixed a race condition allowing the Faded to eat/pick ragdolls infinitly - Fixed compatibility with "classic entities" --> Faded can now be played on all the ns2_dmd_* maps (tested with:) * "1D36AE79": "ns2_dmd_veil" * "20FE55AD": "ns2_dmd_biodome" * "27a47de1": "ns2_dmd_tram" * "25AC952F": "ns2_dmd_origin" * "1FEFE233": "ns2_dmd_docking" * "20D757F2": "ns2_dmd_refinery"\n\n\nNote: Corpses can't be attached to moveable map objects at the moment Change log 0.22.10 Afterlife experiences * Features - Add a small XP system to the babblers. For each level: --> +1 new little babbler that follows you --> +1 damage --> +1 HP --> Xenocide is unlock after 3 bites - Add the marine buy menu as a babbler player - Fake marines can now hear marines voice communications * Balance - Reduce babbler players damages (4 -> 3) * Fixes - Build 285 compatibility | Custom Game Mode | No | 16.168 MiB | Jun 2, 2015 | 23-06-2019 08:43:40 | |
Wooza's Modding Crew | 1777980361 | dummy | dummy | No | 1 B | Jun 22, 2019 | 22-06-2019 19:05:59 | ||
Wooza's Modding Crew | 892006216 | NS2 Optimizations - Beta | Please do not use. | Must be run on Server | No | 38.352 KiB | Mar 26, 2017 | 22-06-2019 19:04:43 | |
Wooza's Modding Crew | 879531374 | NS2 Optimizations | Mod ID: 346C956E website current git commit: c463e6ff1e02eeaa1131c983ac51e4386343f7cf\n\n\n AboutThis mod just improves performance in NS2 (a game). NB: The mod has been pretty much merged into vanilla, and as such there is no reason to use this anymore. LicenseThis project (NS2 Optimizations) in its entirety is licensed under the MIT license, of which a copy is included below: Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ConfigurationBoth the client and the server will have a file called either NS2OptiServer.json or NS2OptiClient.json in the NS2 configuration directory. It has various self-explanatory options, which you might want to tinker with. OptimizationsClosure optimizations Lots of code that allocated closures now use a table trick. Very compatible with other mods. Fast mixin This makes mixin initialisation a lot faster, though it depends on the fact, that most code only does static initialisation of mixins, i.e. the mixins initialised does not change from entity to entity of the same class. Violating this inside either OnCreate or OnInitialized will have fatal effects. Outside of these two methods, you have free reign, but it will have a performance impact. Obviously this will have problems with some mods. GUI rework This is a complete rewrite of the GUIManager class and eventually also of the entire minimap system. However, the minimap system has not been worked on in some time due to my laziness. The GUIManager code is completely active though. The GUIManager part is purely a client-side optimisation. This can have problems with some mods due to some assumptions it makes about GUI code, so be aware of misfunctioning code. If you are aware of any such mod, please do contact me, so that I may add an exception for this particular mod. Smart relevancy NS2's netcode is obviously not very good (it's rather awful), and events such as beacons will cause lag, due to many entities becoming relevant to many clients all at once. What this optimisation does, is to smooth the transition, thus making the same number of entities relevant over a large amount of time. Additionally, a special configuration key is available, which makes all player entities relevant to all clients all the time. This does not seem like a good idea, but often you may find NS2 counter-intuitive. This is quite compatible with other mods, just like the closure optimisations, so you should have few worries. Tech This change just optimises tech data look-ups. A tech data look-up could e.g. be checking the health of a particular technology, such as a hive. It could be the amount of armor, whether it needs infestation, or if it needs to be attached to something to properly function. The way these are implemented in vanilla is not optimal. This seeks to fix that. Although this change may seem rather fundamental, it is still very compatible with other mods. | Must be run on Server | No | 38.348 KiB | Mar 8, 2017 | 21-06-2019 10:29:27 | |
Nin | 1389611508 | ns2_veilveil | This is the best map of all time | Must be run on Server, Map | No | 28.283 MiB | May 19, 2018 | 21-06-2019 03:52:09 | |
DeadWind | 1776168435 | New Mod | New Mod | No | 133 B | Jun 20, 2019 | 20-06-2019 23:37:38 | ||
Schrödinger's Katz | 1250182935 | Debug Exposed | Debug Exposed This mod is an extension of the debugspeed command designed to help alien players to refine mouvements. It is showing the relative move speed (m/s) as seen by the closest enemy in range, and how much part of the body is exposed (the lowest the better). How to use: * type the `debugexposed 0.5` command in console publish_id = "4a844717" | Must be run on Server | No | 5.413 KiB | Dec 30, 2017 | 18-06-2019 08:07:42 | |
Mine iga | TOP-CLAN.ru | 4G only | 1759171354 | [TOP] #22 MvM Any many. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | [TOP] #22 MvM Any many. Visit to site: FUNC.CLAN.su, BULL.CLAN.suUsed Nin's MOD | No | 8.782 MiB | Jun 2, 2019 | 15-06-2019 13:56:29 | ||
Steelcap | 1662850289 | AnimTag | AnimTagAdjustment | Must be run on Server, Tool | No | 39.234 KiB | Feb 22, 2019 | 15-06-2019 03:07:57 | |
McGlaspie | 1769356525 | ShaderCycler | ShaderCycler | Must be run on Server, Tool | No | 1.87 KiB | Jun 14, 2019 | 14-06-2019 02:50:02 | |
Ghoul | 267934945 | Ghoul's Dev Mod | Ghoul's Dev Mod | Must be run on Server, Tool | No | 504.655 KiB | Jun 6, 2014 | 13-06-2019 18:46:24 | |
MagaZIN | 1765225162 | MyBadges | MyBadges | No | 2.148 KiB | Jun 9, 2019 | 09-06-2019 11:53:23 | ||
CЯaZyCAT | 1764486210 | Cats Menu Background | Adds a nice cat pictures to a background of the game's main menu. You can choose the picture you like in the Options (Menu Background item). Currently added: Grumpy Maru Skiftcha Longcat | Look and Feel | No | 2.641 MiB | Jun 8, 2019 | 08-06-2019 22:50:27 | |
Mine iga | TOP-CLAN.ru | 4G only | 1764444656 | [TOP] #22-1 ARC MvM Any many. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | [TOP] #22-1 ARC MvM Any many. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | No | 9.096 KiB | Jun 8, 2019 | 08-06-2019 17:36:20 | ||
m.field | 1763224209 | Sewerage | Sewerage | No | 134 B | Jun 7, 2019 | 07-06-2019 14:17:09 | ||
turtsmcgurts | 1139720161 | Captain Mod | renamed from NRP Captains. work in progress, don't use. 43eebfe1 | No | 7.522 KiB | Sep 21, 2017 | 07-06-2019 03:48:48 | ||
turtsmcgurts | 1760551145 | CompMod aaaaaaa | temporary thing until things happen | Must be run on Server | No | 229.989 KiB | Jun 4, 2019 | 07-06-2019 01:08:35 | |
Mine iga | TOP-CLAN.ru | 4G only | 1736321209 | [TOP] #18-3 QUAKE v.327. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | [TOP] #18-3 QUAKE v.327. Visit to site: FUNC.CLAN.su, BULL.CLAN.su | No | 143.765 KiB | May 9, 2019 | 03-06-2019 22:21:32 | ||
Las | 1757195524 | Single Pellet Shotgun | Mod ID: 68BCAD04 This just makes the shotgun have a single somewhat large pellet, though damage is no longer uniform depending on where the pellet hits. It's a bit like what's seen in this image: [img]https://cdn.discordapp.com/attachments/569284030013505537/584175971414966273/unknown.png[/img] Basically, you do more damage if your bullets path intersects the center of the target. The farther you are away, the more you are punished by inaccuracy. Because of this, it is technically possible to do meat-shots from any distance, although it becomes exponentially harder with distance. The exact math for the damage from a starting point P0 to a hit point P1 is the following: inaccuracy = |(P1 - P0) × (engagement_point - P0)| / (|P1 - P0| * radius) damage = max_damage * e^(|P1 - P0| * inaccuracy * modifier) max_damage is just the max damage possible, and is 190 (vanilla is 170 for 100% accuracy). engagement_point is a point in the entity which is typically in the center. radius is the radius of the imaginary sphere surrounding the target. modifier is another constant which controls how much inaccuracy affects damage. | Must be run on Server, Gameplay modification, Awesome | No | 2.148 KiB | May 31, 2019 | 02-06-2019 20:48:55 | |
Meteru | 1752004581 | Autoexec | Allows to define a set of console commands to be run on start of each map. Default is to set "fps on". Can be configure by editing %AppData%\Natural Selection 2\Autoexec.json. | Must be run on Server, Tool | No | 974 B | May 26, 2019 | 30-05-2019 11:56:31 |