Showing 801-825 of 2,767 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Mine iga | TOP-CLAN.ru | 4G only1731565296[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.suNo22.986 MiBMay 4, 201909-07-2019 20:57:46
Avatar Schrödinger's Katz816372055Mods Map PrefixMods 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 ServerNo2.038 KiBDec 11, 201609-07-2019 08:36:25
Avatar Mine iga | TOP-CLAN.ru | 4G only1770790356[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.suNo3.314 MiBJun 15, 201907-07-2019 07:49:03
Avatar Soul Rider179213014480% Skulk - Modders ToolKit80% 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 TweakNo5.477 KiBJul 4, 201904-07-2019 23:31:19
Avatar Soul Rider1792117867Model Scale Mixin - Modders ToolkitModel 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, ToolNo1.151 KiBJul 4, 201904-07-2019 23:15:06
Avatar Schrödinger's Katz453756688The Faded 0.24 RebirthMod 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 ModeNo16.168 MiBJun 2, 201523-06-2019 08:43:40
Avatar Wooza's Modding Crew1777980361dummydummyNo1 BJun 22, 201922-06-2019 19:05:59
Avatar Wooza's Modding Crew892006216NS2 Optimizations - BetaPlease do not use.
Must be run on ServerNo38.352 KiBMar 26, 201722-06-2019 19:04:43
Avatar Wooza's Modding Crew879531374NS2 OptimizationsMod ID: 346C956E
website
current git commit: c463e6ff1e02eeaa1131c983ac51e4386343f7cf\n\n\n

About


This 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.

License



This 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.


Configuration


Both 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.

Optimizations



Closure 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 ServerNo38.348 KiBMar 8, 201721-06-2019 10:29:27
Avatar Nin1389611508ns2_veilveilThis is the best map of all timeMust be run on Server, MapNo28.283 MiBMay 19, 201821-06-2019 03:52:09
Avatar DeadWind1776168435New ModNew ModNo133 BJun 20, 201920-06-2019 23:37:38
Avatar Schrödinger's Katz1250182935Debug ExposedDebug 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 ServerNo5.413 KiBDec 30, 201718-06-2019 08:07:42
Avatar Mine iga | TOP-CLAN.ru | 4G only1759171354[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 MODNo8.782 MiBJun 2, 201915-06-2019 13:56:29
Avatar Steelcap1662850289AnimTagAnimTagAdjustmentMust be run on Server, ToolNo39.234 KiBFeb 22, 201915-06-2019 03:07:57
Avatar McGlaspie1769356525ShaderCyclerShaderCyclerMust be run on Server, ToolNo1.87 KiBJun 14, 201914-06-2019 02:50:02
Avatar Ghoul267934945Ghoul's Dev ModGhoul's Dev ModMust be run on Server, ToolNo504.655 KiBJun 6, 201413-06-2019 18:46:24
Avatar MagaZIN1765225162MyBadgesMyBadgesNo2.148 KiBJun 9, 201909-06-2019 11:53:23
Avatar CЯaZyCAT1764486210Cats Menu BackgroundAdds 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 FeelNo2.641 MiBJun 8, 201908-06-2019 22:50:27
Avatar Mine iga | TOP-CLAN.ru | 4G only1764444656[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.suNo9.096 KiBJun 8, 201908-06-2019 17:36:20
Avatar m.field1763224209SewerageSewerageNo134 BJun 7, 201907-06-2019 14:17:09
Avatar turtsmcgurts1139720161Captain Modrenamed from NRP Captains. work in progress, don't use. 43eebfe1No7.522 KiBSep 21, 201707-06-2019 03:48:48
Avatar turtsmcgurts1760551145CompMod aaaaaaatemporary thing until things happenMust be run on ServerNo229.989 KiBJun 4, 201907-06-2019 01:08:35
Avatar Mine iga | TOP-CLAN.ru | 4G only1736321209[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.suNo143.765 KiBMay 9, 201903-06-2019 22:21:32
Avatar Las1757195524Single Pellet ShotgunMod 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, AwesomeNo2.148 KiBMay 31, 201902-06-2019 20:48:55
Avatar Meteru1752004581AutoexecAllows 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, ToolNo974 BMay 26, 201930-05-2019 11:56:31