Showing 1,326-1,350 of 2,778 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar _A_x_a_m_d_y_606274958Hua Ji Loading SpinnerAnticking the whole big world.No13.472 KiBJan 22, 201629-05-2017 20:33:49
Avatar Chapa805697002Next BotNextBot breaks after update 315 due to bad mod architecture (stupid file replacement).
Project restarted with "patch" architecture for best compatibility with other mods (bots?) and next game updates.
SORRY!
Must be run on ServerNo375 BNov 25, 201629-05-2017 09:19:05
Avatar StampVoet753245706CatChatCatChat: A local chat mod for playing the Cat ParadeNo9.751 KiBAug 27, 201627-05-2017 14:44:24
Avatar Avoca926757262ns2_515_siege2 hrs 12 mins from scratch to thisMust be run on Server, MapNo597.937 KiBMay 16, 201722-05-2017 17:43:42
Avatar Siege Developer916841590Hivesiege6+Map ID: "35c397df"Must be run on Server, MapNo2.567 MiBMay 1, 201720-05-2017 07:48:29
Avatar twiliteblue861436985Flame Thrower 2.0modID 33587C39

-Flamethrower no longer penetrates targets, and instead explodes in a small area around the primary target, damaging those at its front and at the sides.

-The primary target hit by Flamethrower creates a "flaming ground" below the impact point.

Increased FT direct damage from 8 to 10 (60 DPS).

-Increased burn damage from 2 to 10 damage per second, but reduced burn duration to 3 seconds.

-Increased flaming ground damage from 13 to 20 per second. Tick delay between Flame hits reduced from 0.6 to 0.5 second. Reduced flaming ground effect duration from 4.6 to 2.1 second.

-Increased Flamethrower structural damage modifier from 112.5% to 200%.

-Increased Flamethrower attack width from 0.17 to 0.3.

-Increased Flamethrower cost from 12 to 15.

-It now takes 3 hits from a FT to destroy a Bombard projectile, to give Bombard a chance to survive Flamethrower.

-FT now only hits one Umbra/Spores/Bile per attack (6 attacks per second), and those in a 1.6 unit radius around the first one destroyed.

-Healing Spray can no longer put out fire.

-Flamethrower no longer removes Enzyme buff from aliens.

-Fixed bug where flamethrower bonus structural damage delay was ignored.

-Removed FT direct damage ramp up against structures.
Must be run on Server, Gameplay TweakNo158.75 KiBFeb 11, 201719-05-2017 14:00:39
Avatar Frozenclaw925157591VeilSiegeThis is a section of Ns2_Veil I made into a siege map.\n\n\nMap ID: "36ee0585"Must be run on Server, MapNo13.189 MiBMay 13, 201716-05-2017 03:27:09
Avatar Avoca915991223ns2_429_siegejust something I drew within 30 mins to test for auto comm. No balance in mind just wanna get the scaling right. Check the ceilings they dont even support jps or fades or lerks and no vents etc lol. Just getting a practice for the layout as well to test with director.Must be run on Server, MapNo1.942 MiBApr 30, 201714-05-2017 15:28:09
Avatar Steelcap923368401Vortex PortalVortex PortalMust be run on Server, Gameplay TweakNo3.002 KiBMay 11, 201712-05-2017 03:18:33
Avatar >|KoR|<Frisqy.ViruS (ZdrytchX)899400036BunnyHop Air Physics - NS1 (Half Life) EditionBunnyhop Half Life edition // modid: 359BC164

This mod is more or less supposed to feel like NS1's physics.

I've also created this calculator if you want to calculate theoretical maximum speeds and accelerations at angle of acceleration values (bunnyhop related physics generally make use of 85+ degrees due to how much faster your running speed is to your air speed limit) https://www.dropbox.com/s/34qsdm2fkb8p71d/Strafe%20Jumping%20Maths.xlsx

https://github.com/ZdrytchX/bhop_hl

Differences with the Bhop mod:

1. The bhop originally (if it has changed since you read this) had an acceleraton value of 2x70x acceleration. This is technically wrong since Quake 1 originally just had 70, but that was a compensation for NS2's horrendously slow movement. (Half life uses 10)

2. The 30 ups speed limit was fixed for a playerclass which runs at 5 m/s (before was 10% of maxsoeed). All other classes speed limits are scaled respectively.

3. By no way does this perfectly emulate half life physics as the ground friction of the spark engine is fked up as-is, i can't be bothered fixing it. For now the ground friction is identical to the bhop mod (which has wrong physics anyway too, it should have the same friction physics as TremNS2 currently has)
If you want me to change the ground friction to different values, post a comment below. You still can circle jump to some extend and the stop-movement time is similar

4. Exosuit "friction bug" was re-added. Currently the exosuit also uses half life style air physics

5. Overall of the changes of 1. and 2. mean that you can turn a tad faster than the bhop modm but you also accelerate less. Unless you have a strafe bot: https://www.youtube.com/watch?v=5jBe2mp-y5M
Must be run on Server, Gameplay TweakNo12.465 KiBApr 6, 201711-05-2017 12:50:01
Avatar Steelcap870793064NS2 Tavern Brawl - Tiny OnosNS2 - Tavern Brawl

This week's Brawl -

Tiny Tiny Onos!
We've reduced the cost, size, and Hp/armor of the Onos to 1/3rd the usual values. Fear the tiny terror of the khaara.

ID: 33e73f68
Must be run on Server, Custom Game ModeNo89.768 KiBFeb 24, 201709-05-2017 12:41:56
Avatar Schrödinger's Katz744621834ns2_kf_farmNew and updated version of ns2_kf_farm (don't use the other one)\n\n\npublish_id = "2c62070a"MapNo2.398 MiBAug 15, 201608-05-2017 14:25:21
Avatar Steelcap910959378Hive Based Team Res (Alien Energy)Hive Based Team Res attempts to address the irritating "dead games" caused by early marine aggression succeeding in killing off early alien RTs before they have any economy going. By divorcing tRes from rt count any game state is potentially recoverable.\n\n\nEach Hive contributes 24 team res per minute and total team res is capped at 65 per hive.\n\n\n-Please note, lifeform costs and Personal Resources are entirely unaffected. Harvesters still provide personal res but not team res.\n\n\n364C2312Must be run on Server, Gameplay TweakNo90.882 KiBApr 22, 201707-05-2017 16:49:24
Avatar >|KoR|<Frisqy.ViruS (ZdrytchX)858827330ServerPing in Numeric Form + HiveskillShows Server Ping in Numeric Form + Reserved Slots + Hiveskill Special Colours. The avatar image is wrong, i know. The others above should be okay

Mod ID: 3330AA42

-hiveskill (inaccurate on most servers unfortunately since the variable is no longer used from at least build 313)
-server ping in numerical form (instead of bars)
-colour scale for server ping
-player count includes reserve slot information (used/totalavail+reserves)
-predefined colours for:
--Empty - White
--Seedme (<30% filled) - Apple Green
--Moderately full, enough players for a game (30-80%) - Yellow
--Nearly Full (>80%) - Orange
--VIP Access / reserve slots remain only - Purple
--Full (Red)
Look and FeelNo5.61 KiBFeb 7, 201707-05-2017 13:37:02
Avatar Siege Developer920726617007+Map ID: "35cd52c8"Must be run on Server, MapNo20.569 MiBMay 7, 201707-05-2017 03:41:16
Avatar Avoca917566803ns2_51_siegejust another quickly drawn map to test with myself and auto comm director botsMust be run on Server, MapNo569.85 KiBMay 2, 201702-05-2017 02:45:14
Avatar Avoca916611207ns2_430_siegesame thing as yesterday 4_29_siege a quickly drawn map to play with myself and the auto comm director. The bots and I are gonna have a picnic with some fine wine but all i want is the breadMust be run on Server, MapNo4.007 MiBApr 30, 201701-05-2017 02:10:33
Avatar Brute898502581[Shine] Discord BridgeAllows linking between NS2 Game Chat and Discord
See https://github.com/eBrute/ns2-discord-bridge

modid: 358e0fb5
Must be run on Server, ToolNo3.008 KiBApr 4, 201730-04-2017 14:38:29
Avatar Avoca323980632ns_spydersiege231231No10.866 MiBOct 8, 201429-04-2017 02:05:11
Avatar Siege Developer902010847Hivesiege6+Map ID: "35c397df"Must be run on Server, MapNo2.566 MiBApr 9, 201726-04-2017 01:42:51
Avatar mortmann913348220Mortmanns 1-Typ Crosshair (NEW COLOR FOR MELEE)Just a Crosshair.
With diffrent Colors for
White: Melee
Pink: Pistol/Spike/Para
Green: Other
Passes Default Consistency, CrosshairsNo14.743 KiBApr 26, 201726-04-2017 01:33:49
Avatar .arkadij=9999=911298488тестNo133 BApr 23, 201723-04-2017 00:37:58
Avatar rurallmonkeys911018652New ModNew ModMapNo193.388 KiBApr 22, 201722-04-2017 18:17:01
Avatar >|KoR|<Frisqy.ViruS (ZdrytchX)830797565debugspeed UpgradeMod ID: 3184f6fd
This mod changes the debugspeed interface a bit. It includes reference bars and the bar width isn't scaled per-class so its width shows true speed. The actual units for the numbers are included.

There's an included meters to quake units convertor, which may help those who i dunno, want to replicate instagib or ns1 or something...

Hammer unit (GoldSRC) is pretty similar to quake units in equivalent size (32 units = 1 meter). Map defaults are something like 1 texture pixel = 0.5 units which is 1/64th of a meter.

Hammer unit (Source) is however quite different where 1 unit = 1 inches. The Spark engine map editor works with this scale by default, and textures are applied by 1 pixel = 0.5 inch or something.
Must be run on Server, ToolNo254.454 KiBDec 31, 201618-04-2017 17:11:58
Avatar Avoca894959848pl_badwater_siegepl_badwater_siege\n\n\nready! requires siege,\n\n\n has payload like tf2 and displays and all that technical stuff..\n\n\n5 days of every othor hour mapping with lots of lua and mapp and video and just shutup and play yoMust be run on Server, MapNo11.027 MiBMar 31, 201717-04-2017 01:52:24