Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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Nin | 850206801 | Prowler | THIS MUST BE RUN ON THE SERVER\n\n\n(currently in alpha)\n\n\nThe Prowler is a new alien class that replaces most of the drifter abilities.\n\n\nIt currently uses the drifter model as a placeholder. It is larger and faster than a skulk and has slightly more health. It cannot climb walls. It loses parasite and xenocide, but gains Howl: Right click to use all available drifter abilities, depending on what hives have been researched. It's attack is a cone of acid.\n\n\nModID: 32ad2051 | Must be run on Server, Gameplay Tweak | No | 242.929 KiB | Jan 25, 2017 | 03-08-2018 02:13:59 | |
Samoose | 400124439 | NS2 Eon Remake | A remake of ns_eon from NS1. Map Name: "ns2_eon" MODID: 17D96A17 | Must be run on Server, Map | No | 20.16 MiB | Feb 28, 2015 | 29-07-2018 20:56:08 | |
Avoca | 765154862 | ns1_oh_no_more_sieges_2016 | Variations of adjustments inside one mod. | Must be run on Server, Custom Game Mode | No | 339.238 KiB | Sep 17, 2016 | 27-07-2018 02:42:21 | |
pSyk | 958278875 | ns2_eclipse_five | ns2_eclipse_five - WIP publish_id = "391e2cdb" 5 Techpoint version of ns2_eclipse Marines start in Cafeteria or Elevator Access. No close spawns! | Passes Default Consistency, Map | No | 19.392 MiB | Jun 28, 2017 | 23-07-2018 05:07:49 | |
Ghoul | 1446731901 | HideSkillTiers | For those who don't want to see the skill tier icons at all. How to use it: 1. Subscribe to this mod 2. Enable it in the mod menu by clicking once at the HideSkillTiers mod entry 3. Click at restart in the mod menu and afterwards the skill tier icon in the main menu should be gone. Version for servers can be found at https://steamcommunity.com/sharedfiles/filedetails/?id=1874893095 | Passes Default Consistency, Look and Feel | No | 423 B | Jul 21, 2018 | 21-07-2018 11:26:30 | |
Las | 1306795374 | Lua Configuration | Mod ID: 4DE41D6E git repository current git commit: f9b2ed5d24fc1744c70983956fa78bb49f1af25a AboutJSON? Yuck. No comments, overly verbose, hard to read and modify, what's there to like about it? It's an abomination created from another abomination JS. What's it for? Is it designed to be human-readable? Machine-readable? Unreadable? What's even more amazing, though, is that someone though that JSON was a good fit for configuration files in NS2. But no longer will we suffer! No longer will we write poorly formatted and inflexible configuration files!; We have Lua. LuaLua, which is used in NS2 for everything other than the engine itself, actually originated as a configuration tool. So I thought »Why doesn't NS2 just use Lua for configuration«, and so I made this mod. How to useIt's quite simple, really. You, as a server operator, install the mod onto your server. Then you find the configuration file you want to convert, make a file with the same file stem (i.e. the full file name without the dot and the extension), but suffix it with .lua. Then you fill it with functionally equivalent Lua code and voilà! When NS2 attempts to load the configuration file the next time, it will load the code inside the Lua file. What if I fuck up?If your Lua file is somehow erroneous, then the corresponding JSON file will be loaded in stead. LimitationsClient-side Client-side configuration files will not be able to use Lua, since LuaJIT is inherently unsafe, unless sandboxed properly. I will add in the ability to use it client-side too some time in the future, but it will be very limited. Writing to the configuration files from NS2 Whenever a configuration file is written to, the original Lua configuration file will not be updated. Instead the JSON file is corrected. Updating the Lua file is simply not possible without extreme levels of complexity (and even then it would probably still not be good enough). You must manually update the Lua configuration file so that it is equivalent to the JSON file, but I would personally recommend you to not use Lua configuration for anything that has to be written to by NS2 itself. E.g. if you have a wrongly configured DiscordBridge.lua, Shine will attempt to update it and fix it. Since the Lua file can't be updated, the JSON file will be updated. Examplesetfenv(1, {}) maps = {"ns2_bandaidmap"} time = 30 mode = "order" mods = { "334982D2", "104BA26D", "706D242", "34E28E40", } return _G OR (they are equivalent) return { maps = {"ns2_bandaidmap"}, time = 30, mode = "order", mods = { "334982D2", "104BA26D", "706D242", "34E28E40", }, } But I don't know LuaHere you go Some things from here also work! | Must be run on Server, Tool | No | 1.37 KiB | Feb 19, 2018 | 18-07-2018 19:33:42 | |
Keats & Yeats | 1089075400 | NSL Team Badges | Display your NSL team's badge on the scoreboard. Its mod ID is 40E9F8C8. UsagePut it on your server, along with Shine Administration, [Shine] Epsilon, and Badges+. Enable the Shine plugin "epsilonbadges", then go to EpsilonBadges.json and set "ENSLTeams" to "true". Adding a badgeContact the NSL admins with a link to your NSL team webpage and your desired badge image. Badges are 32-by-32px DDS images. Transparency is supported. Included badgesBadges are listed by NSL team ID. 478, 840, 843, 860, 906, 948, 964, 967, 971, 981, 982, 985, 987, 995, 997, 1000, 1001, 1006, 1019, 1020, 1024, 1026, 1029, 1030, 1034, 1036, 1037, 1057, 1062 | Look and Feel, Must be run on Server | No | 20.814 KiB | Jul 25, 2017 | 17-07-2018 02:44:05 | |
Home | 1423438620 | ns2_tombb | WORK IN PROGRESS\n\n\nRenewed version of ns2_tunnels. | Map | No | 95.892 MiB | Jun 26, 2018 | 15-07-2018 17:46:51 | |
Las | 1441829546 | Lua Configuration - Beta | Don't use | Must be run on Server, Tool | No | 1.38 KiB | Jul 15, 2018 | 15-07-2018 15:17:55 | |
I'm Tiny Rick! | 1278666632 | sg_fort_siege | sg_fort_siege | No | 3.921 MiB | Jan 23, 2018 | 14-07-2018 23:41:42 | ||
Las | 1427246909 | Mod Panels++ - beta | This is a beta version of Mod Panels++ | Must be run on Server, Tool | No | 3.412 KiB | Jun 30, 2018 | 13-07-2018 14:13:37 | |
Kyleufree | 1430856586 | sg_isolation | Made by Kyleufree. Map for Natural Selection 2 Seige. | Map | No | 2.616 MiB | Jul 4, 2018 | 11-07-2018 04:47:08 | |
Steelcap | 1412420433 | Frozen Build 322 | For continuing the NSL season | Must be run on Server, Custom Game Mode | No | 2.005 MiB | Jun 15, 2018 | 08-07-2018 17:40:52 | |
>|KoR|<Frisqy.ViruS (ZdrytchX) | 1378410338 | co_atcs (Re-converted ns2 version) | Re-conversion of the updated and bug fixed edition of the vanilla version: https://steamcommunity.com/sharedfiles/filedetails/?id=818860706 Siege++ Edition: https://steamcommunity.com/sharedfiles/filedetails/?id=1214454333 For the Ns2: Combat edition for the standalone combat game, see the their own workshop. Note that the invisible floor in the screenshots is just a layer assignment thing in the editor, the map works fine in-game. Also there is an easter egg. This map is also suitable for any vanilla-ish servers using my kill for resource mod: https://steamcommunity.com/sharedfiles/filedetails/?id=907589217 | Must be run on Server, Map | No | 2.902 MiB | May 5, 2018 | 07-07-2018 08:50:51 | |
>|KoR|<Frisqy.ViruS (ZdrytchX) | 818860706 | ns2_atcs (Complete, 99% replica) | After a rather long hiatatus and getting biege to find what the cause of the rather silly error I decided to use the working co_atcs version and commented out the code, and reworked no the bunker area. Rather than having a pitfall in which you would get stuck when you spawn, the entire half of the bunker is a pitfall itself with stairs (that you have to jump up). ATCS remake from Tremulous, made from scratch. Planned so far to be a 100% replica, and when the mapping and texturing is done, the map will be properly scaled to size (since the editor works in inches for some silly reason despite the engine using metric system) Current devations from the original in the map: Front building area as seen in middle and the side skirts of the building decoration (can't be bothered fixing for now), missing lights in the 'donut' rooms, and a few textures are misaligned with some purposely that way for the better look. Lighting is very different because the spark engin is VERY limited in what it can do with lighting. Size equivalence after unit conversion when map is complete: 148m long x 70m wide x 33m high An adaption for NS2 Combat has been completed, see https://steamcommunity.com/id/ZdrytchX/myworkshopfiles/?appid=0&sort=score&browsefilter=myfiles&view=imagewall for more mod specific versions of this map | Must be run on Server, Map | No | 3.13 MiB | Dec 15, 2016 | 07-07-2018 07:59:10 | |
Las | 1433603986 | Unbalance - No PRes Tweak | Mod ID: 55730F92PurposeThe purpose of this mod is to break stalemates late in the game. RequirementsMod Panels++ is an optional requirement for the mod panel. Changes (relative to build 323)- biomass per hive: 4 -> ∞ | Must be run on Server, Gameplay Tweak | No | 37.251 KiB | Jul 6, 2018 | 06-07-2018 21:47:33 | |
Snow | 1433245594 | Snow's Dot Crosshair | MOD ID: 556D979A Simple white dot with a black shadow for ranged weapons and a white cross with a black shadow for melee. | Passes Default Consistency, Crosshairs | No | 7.102 KiB | Jul 6, 2018 | 06-07-2018 17:03:11 | |
Las | 1427628770 | Unbalance | Mod ID: 5517E2E2PurposeThe purpose of this mod is to break stalemates late in the game. RequirementsMod Panels++ is an optional requirement for the mod panel. Changes (relative to build 323)- pres income: 1.25/minute -> 1/minute - biomass per hive: 4 -> ∞ | Must be run on Server, Gameplay Tweak | No | 44.084 KiB | Jun 30, 2018 | 01-07-2018 23:00:14 | |
Las | 1422310279 | Better skill badges | Mod ID: 54C6BB87 Ever wished the new skill tier badges weren't so horribly uninformative? Thankfully you can now use this mod! Either a server can enable the mod for all clients, or a client can enable the mod locally for itself, through the mods menu in the main menu. The badges themselves have been designed by Nin, so all credit goes to him! All I did was publish the mod on here. | Passes Default Consistency, Look and Feel | No | 12.12 KiB | Jun 25, 2018 | 30-06-2018 16:45:32 | |
BeigeAlert | 1425664826 | Bot Manager Debug | Modifies bots/Bot.lua to provide more verbose logging when adding bots. Trying to track down a nasty bug. :( | No | 2.287 KiB | Jun 28, 2018 | 28-06-2018 23:36:13 | ||
Avoca | 363434618 | ns1_biosiege_2017 | ready 2019 | Must be run on Server, Map | No | 39.63 MiB | Dec 27, 2014 | 26-06-2018 21:41:42 | |
twiliteblue | 940481707 | Fade Balance | Changed Fade energy model: *Fade now regenerates 20 energy per second (from 10). *Blink starting cost increased to 20 energy (from 14), upkeep cost increased to 40 per second (from 32). *Swipe cost increased to 16 energy (from 7). --Blink Changes-- *Blink speed gain over time increased from 1 per second to 4 (max speed reduced from 25 to 22). *Ground movement and fall landing are now silent during Blink, to encourage stealthy long Blinks. --Stab Changes-- *Stab also unlocks Void Blast. *Void Blast deals 20 Heavy damage in a 2.5 radius surround the Fade upon exiting Blink ethereal mode. *Stab animation speed increased by 50% (length reduced from 1.3 to 0.867 second). *Stab now deals 135 Heavy damage. --Metabolize Changes-- *Metabolize cooldown increased to 5 seconds. *Metabolize energy cost reduced from 25 to 10. *Metabolize net gain 30 energy. *Advanced Metabolize health gain increased to 40. *Metabolize can now be used continuously by holding special movement key. --Bug fixes-- *Fixed Vampirism not healing from Stab. *Fixed Focus not working on Stab sometimes. | Must be run on Server, Gameplay Tweak | No | 79.409 KiB | Jun 5, 2017 | 26-06-2018 05:49:42 | |
Avoca | 379320290 | ns2_domesiege2-6-5_2015 | with permission from brian | No | 7.607 MiB | Jan 22, 2015 | 26-06-2018 04:33:26 | ||
_A_x_a_m_d_y_ | 1187040921 | Moem.cc - NS2Rebirth - Backend | Experimenting...it may destory your computer if you run it without the corresponding key. | Must be run on Server | No | 15.38 MiB | Oct 31, 2017 | 24-06-2018 20:21:45 | |
Avoca | 1418522993 | ns2_domesiege2_2017(1) | ns2_domesiege2_1-18_2017 | No | 6.573 MiB | Jun 22, 2018 | 24-06-2018 19:57:51 |