Natural Selection 2

Natural Selection 2

NS1 Knife
63 Yorum
Handschuh 2 Tem 2018 @ 0:46 
Does the Mod still work?
Ray2000 11 Ara 2017 @ 4:40 
killing aliens with a knife? Not a clever idea
Archie 28 Eki 2014 @ 7:16 
would love for these to be updated ;(
saemgol 27 May 2014 @ 6:26 
왜 하필 ns1이지...ㅠㅠ
remi.D 9 Nis 2014 @ 15:03 
and new files need to be added for the new marine viewmodel arms
remi.D 9 Nis 2014 @ 14:49 
game_setup.xml needs to be deleted from this mod
Ender 23 Ara 2013 @ 18:03 
dosent work anymore :(
Crazyspartan 12 Ara 2013 @ 20:29 
This mod does not work anymore =/
Dracses 29 Kas 2013 @ 21:24 
@NλZΩ I am, tested it with the mod turned on and the maps wouldnt load, but with it off it works fine.
Nazo 10 Kas 2013 @ 17:08 
So just one more thing from me trying to get this to work, the console always gives me these errors after (attempting) to load a map

File not found: lua/ModClient.lua

File not found: lua/ModPredict.lua

File not found: lua/ModLoading.lua

(Is there anyway to fix this? I realy have no idea if anyone else is having this issue)
Dabnabbit  [yaratıcı] 9 Kas 2013 @ 6:59 
The models aren't even loaded by the game until you are IN a map, so the problem you are experiencing has nothing to do with the mods. Maybe UWE messed up something else with the entire modding system though, it wouldn't be the first time.
Nazo 8 Kas 2013 @ 21:04 
I hate to be "that guy" but after the updates to the NS1 Fade/Knife

NS2 still "Freezes" to a black screen (not really/fully frozen though because you can see the orange mouse pointer/move it around, but theres no menu buttons)

I deleted/re-downloaded my workshop folder (dident fix the problem) guess next desperation step would be to re-install NS2
Dabnabbit  [yaratıcı] 8 Kas 2013 @ 9:32 
Updated with world model moved to a separate mod to help alleviate some consistency-check related issues. Please download the world model mod linked in the description for third-person knives instead of axes, but be aware that standard consistency checking will not allow them on most servers.
Dabnabbit  [yaratıcı] 7 Kas 2013 @ 9:39 
I may have to make the world model into a separate mode so that consistency doesn't disable the entire thing, or cause issues, due to having both a view and world model included... in the meantime, be sure to check out the NS2 birthday surprise! http://forums.unknownworlds.com/discussion/132972/my-natural-selection-birthday-present-in-case-you-missed-it/p2
Dabnabbit  [yaratıcı] 5 Kas 2013 @ 13:43 
It is updated to work with new builds, however, UWE may have changed consistency systems since this was originally made, making all clientside model replacements not work...
Nazo 4 Kas 2013 @ 18:14 
This says updated Oct 29, but is it supposed to work with the new build?

My game freezes to a black screen when I try to use this
X41823T 7 Eyl 2013 @ 19:41 
Meat grinder mike needs his favorite slashing tool! :tsfmarine:
remi.D 21 May 2013 @ 8:15 
This is beautiful. Need to make the obituary icon (the kill icon) show a knife instead of an axe though.
| Sirius | 21 Nis 2013 @ 16:32 
hey how do you change knifes i am stuck whith one knife
Flexo 19 Nis 2013 @ 3:42 
best mod! only need the hear "i feel good.... tininini" when i kill an alien with the knife
76561197963400580 19 Oca 2013 @ 2:29 
wicked! now i need the lmg/pistol. How can i donate to you?
TchernoBob 18 Oca 2013 @ 23:20 
Pretty awesome! Are you planning on doing the NS1 rifle as well?
Dabnabbit  [yaratıcı] 18 Oca 2013 @ 1:12 
I actually DID make some idle animations, but the game doesn't utilize any "fidget" style idle animations yet unfortunately! The only idle animation that is played ingame at this time is the one that is used for moving around, so unless you wanna see the same animation played on loop it isn't possible YET. Just give it some time and I'm sure UWE will implement these fidget animations again, as they had so many in NS1, it's just a matter of time.
Archie 17 Oca 2013 @ 21:57 
Hey Ice, did you add any idle animations like NS1? such as the knife on the tip of the finger balancing act?
Dabnabbit  [yaratıcı] 17 Oca 2013 @ 7:10 
Step 1 of face-sploding master plan:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=120855757
Enjoy the epic age old struggle of NS1 Knife VS NS1 FADE!!!
Dabnabbit  [yaratıcı] 16 Oca 2013 @ 4:22 
Innnnnteresting.... that is odd, not just the glitch, but the fact that the made the HP representation of the structures depend on clientside attack speed! VERRRY interesting...
Gimcrack 16 Oca 2013 @ 3:50 
Yeah, the knife seems to show damage-per-hit, which is fast. Of course, you aren't actually doing damage faster, so alien structures will will be at 0% and still technically be alive until you give it a couple more swipes.
Dabnabbit  [yaratıcı] 16 Oca 2013 @ 3:30 
That's up to the NS2C mod authors really, I had previously announced that I would allow any mods to utilize it that want to, pending proper credit of course! Same goes for pretty much all of the client-side art assets I publish, it's already public domain by the time it ends up here anyway!
Brainfood 15 Oca 2013 @ 9:43 
would be great if this could be a part of the NS2C mod
Dabnabbit  [yaratıcı] 15 Oca 2013 @ 2:19 
Mega: That is strange, I wish I could get a video recording of what exactly it's doing, it sounds like UWE has done some really funny damage code or given the client control over what health value are being displayed, which isn't an issue I can necessarily fix without simply trying to match the exact attack speeds as the default axe. This shouldn't be a problem normally, but I still haven't seen the issue happening myself, so I can't say or sure what is causing it.
RedberryKitsune 14 Oca 2013 @ 21:19 
This is great, only problem is that when I use the knife it does damage too quickly. I get structures to 0 hp and I'm still slashing at them (I'm guessing building damage is server side).
Doc 14 Oca 2013 @ 11:00 
Really cool!! Hated the hatchet...
Other thoughts: we want machete!! Oh, and maybe you could modify the hatchet icon for a knife one.
Will be stayin' tuned
GreenOne 14 Oca 2013 @ 1:50 
Surprise me with a Machete! =D
Just kidding, anyway, excited about the surprise =)

And again, I think you could split this mod in two, each having different texture, so we can subscribe to both and just set as active the one we want to use(via NS2 Mod menu), so no need that renaming magic.

Staying tuned =)
Dabnabbit  [yaratıcı] 13 Oca 2013 @ 12:52 
Haha, well I Khrull and PRIEST, I might have a surprise or two in store... I won't go so far as to make any promises about doing a bunch of things, but I have a few things in mind that will explode minds and rend jaws from faces.

Rend.

From.

Faces.
RoFL priest ibis.a 13 Oca 2013 @ 7:28 
o.O beautiful!!

Any plans to remodel the pistol? that's really the only gun i can't stand the default model of, even though i do have a bitching red retex of it.
Dabnabbit  [yaratıcı] 13 Oca 2013 @ 1:34 
Thanks for all the positive comments and replies! Just having people enjoy this is what makes it all worth it.

GreenFlame: Now that the base animations are done it shouldn't be too difficult to hack a machete in place of the knife, the knife was simply chosen out of nostalgia for the original Natural Selection mod.

Razgriz2099: Interesting fun fact, this knife IS based on a real knife called the Colt Pathfinder Tactical Knife, so you COULD own one, just not in Natural Selection green unfortunately!

Mai Waifu: Thanks! I'm already working on a few other projects for new models and animations, so stay tuned!
server 12 Oca 2013 @ 21:23 
I really love the animations... I just can't stop switching weapons. There needs to be more models and animations for weapons!
Kalost 12 Oca 2013 @ 14:44 
cool look
Archie 12 Oca 2013 @ 9:53 
added to favourites, so far my favourite mod!

Also are you planning to make the third person view of this? so i can see others holding the knife? that'd be cool. The axe is fucking ugly.

Also i wish they would give the axe some range, so annoying have to actually touch someones model 1:1 to do damage.
sewlek 12 Oca 2013 @ 4:11 
nice work!
GreenOne 12 Oca 2013 @ 3:09 
And a Machete would be nice ;)
Thanks for the awesome work! =D
GreenOne 12 Oca 2013 @ 3:09 
I also thought you could make 2 separate mods for each texture, I think we can enable/disable the mods in Mods menu in the Game, so we can have but and just enable the version we want to use atm.
GreenOne 12 Oca 2013 @ 3:08 
Looks nice, I really wanted a machete instead the axe, because it fits both melee and Kharaa growth cutting better, but a knive is fine too, and the model looks great!
Razgriz2099 11 Oca 2013 @ 13:44 
I'm liking the knife so far, kinda makes me wish I could buy the actual thing In real life. Something to note however, I didn't have knife_view.material in my folder or the knife_view__alt.material instead they had axe not knife but I renamed them anyways and it's working. Also I do not appear to be having any sync issues. Just thought I would share my experience with the mod so far, I hope it helps. I favorited it and gave it +1.
Archie 10 Oca 2013 @ 19:20 
subscribed :)
SwitNiceNiceNiceNice 10 Oca 2013 @ 13:12 
well for damage the 2nd swip is a bit fast but if you do any other attack without the knife on what you are attacking you can see the full health so if you want you can make the swipe speed normal or make it feel like knives are faster but less damage
kespec 10 Oca 2013 @ 13:07 
ty ice your efforts make ns2 a better place, waiting for more remodeling like compact lmg. actually we should force uwe to use your models.

i was asking who the fuck uses an assault rifle in close quarter combat against highly mobile targets, it seems all that technological advancement has dulled the human brain to come up with a more suitable combat doctrine against kharaa threat.

but compact lmg design(apart from the funny ironsights) fits soo good, you did good son, real good maybe even the best.
Rumpel 10 Oca 2013 @ 12:34 
Great mod!
THE BIBLE IS TRUE! 9 Oca 2013 @ 6:30 
cool ill try it out, good work!
Jamin  [yaratıcı] 9 Oca 2013 @ 2:16 
Well, I've yet to join a server that has forced the default axe on me.