Natural Selection 2

Natural Selection 2

The Faded 0.24 Rebirth
39 Comments
Karasu_Tengu 31 Jan, 2018 @ 9:45pm 
Tnx. That was awesome mod! I hove in future more players come to ns2 and want to play this mod. Thank you, Katzenfleisch!
Schrödinger's Katz  [author] 31 Jan, 2018 @ 10:42am 
Unfortunatly there are not enough people playing mods at the moment for me to invest time into fixing this mod for it to be compatible with the current build, and maintaining the server running it. Don't get me wrong I would like it to be running again but I have tried a few time already in the past and it almost always end up in an empty server.
Karasu_Tengu 31 Jan, 2018 @ 2:15am 
Will be updated for 320 build??? I'm tried to run this mod, but i have to many errors in my log.
Jamb0t 9 Mar, 2017 @ 3:09pm 
Sweet thanks have a group that want to play it this weekend.
Schrödinger's Katz  [author] 9 Mar, 2017 @ 2:35pm 
Yes, got time tomorrow for that. It will be like before (players only join marines, fade selected randomly with greater chances if they killed a fade during the round)
Jamb0t 9 Mar, 2017 @ 2:15pm 
Any chance you can revert the selection chance by this weekend?
Schrödinger's Katz  [author] 6 Mar, 2017 @ 10:31am 
Yes, the mod got updated for the tournament for teams not to be mixed during the round (marines going alien and being fade, or babbler when killed). Only got the time to enable back objectives and the timer. I will revert the selection as before during the week as I need to do some cleanup and bug fixing on it too.
Jamb0t 5 Mar, 2017 @ 6:42pm 
The selection chance does not seem to be working nor marine or fade gets changed when round ends.
Kchorniy 10 Jul, 2016 @ 3:56am 
any servers/player peak times?
I Dunno? 28 Jun, 2016 @ 8:10am 
This seems like an amazin mod :P
Schrödinger's Katz  [author] 22 Jun, 2016 @ 3:59pm 
Thanks for the report. I fixed a few things
- Faded team was sometime missing a fade
- A marine body disappearing for no reason after a kill
- Fixed the faded HP/AP scaling sometime cutting down the HP of the faded

About the babbler there is already a close spawn implemented (you spawn at the closest RT far away from at least 20 meters. But what I can do is to increase the move speed like in defense if you are too far too.
Schrödinger's Katz  [author] 22 Jun, 2016 @ 3:59pm 
The camo is handle using different variable:
- Speed: The faster you are the more skin clear "holes" are visible on you. It start's at almost max speed without leap.
- Marine proximity (but rendered client side): The closer you are to a marine, the easier it is for him to see you since your camo is decreasing (in short you can see it like moving from the veil upgrade lvl 3 to veil lvl 1). The sound trigger is there for the ambiance first and to give marines a false feeling of security as staying off guard will result in death anyway. Note also that the faded blink (when he goes into the ether) does not trigger the sound NOR the proximity beeper. So nothing can prevent him from "poping" just where you expect him the less :). That's the point of this weapon.
Schrödinger's Katz  [author] 22 Jun, 2016 @ 3:59pm 
First time I hear about the swipe. Were you sure you were not hitting a fake marine ?

Do not worry about the mod compatibility, it has survive a few years and code has been moving toward something that is really less likely to break or really quick to fix (update 303 goes without damages).

About the mines I will check it (actually fixing the faded stuck on the RT from time to time).

Anyway, tactics (from clippable grenades and traps) are open there and I hope it will be enough to spend some good time here.
Tex 22 Jun, 2016 @ 2:42pm 
2016 06 22 - My 2 cents

IMO:
-Good for the amrine to have missions
-Good When marine have all tech they see the faded on the map
-It's really difficult to see the faded. if the visual stays the same we need the warning sound to play before the usual delay. Many times i got killed and the warning sound played after death

Should:
-As babbler being able to jump fast as long as you are far away from any marine. Sometimes you just run all other the map and get welded in the end.
-Maybe the babbler should not be biting the marine but blind them instead. The same thing the Khammander have.
-Also if many babblers team up they should be able to kill a PG. A xeno bile bomb of some kind would do.

Bug
-when a marine died with a mine pack in hands. The pack was like a pick up item but was actually a mine. The marine model was frozen in the air.
-Sometime the swipe doesn't hit even if you have enough adrenaline. You're like... starring at the marine...

Hope to see UWE not breaking the mod.
Schrödinger's Katz  [author] 10 Jun, 2016 @ 4:07pm 
Faded is back online for the build 302. Fixed a few more stuff from the previous version.
Schrödinger's Katz  [author] 24 Jan, 2016 @ 9:34am 
Update 0.22.9 is up with a "medic" layout
Schrödinger's Katz  [author] 16 Jan, 2016 @ 7:05pm 
Update 0.22.8 is up with healing grenades and the good old blink, enjoy.
Schrödinger's Katz  [author] 20 Dec, 2015 @ 7:37am 
Update 0.22.6 is up with a rework of the light system and the napalm grenade.
Schrödinger's Katz  [author] 17 Oct, 2015 @ 5:00am 
Edit: I am working on a new upgrade for the grenades (C4 like). It will allow a marine to place a grenade on a surface and explode it remotely (all of them with the right click). It will give interest again in napalm and gaz grenade to make trap.
Schrödinger's Katz  [author] 17 Oct, 2015 @ 3:35am 
Hi,
Thanks for the bug report, I published a fix for this so we are now okay with the build 276.
DCDarkling 16 Oct, 2015 @ 1:58pm 
Client side on latest NS2 version spams some errors. Server side is fine:
https://gist.github.com/anonymous/5fc2886796511b984224
Dr. Tran 6 Oct, 2015 @ 5:17am 
That's perfect! Now new players have an idea of what the mod is :) Thanks!
Schrödinger's Katz  [author] 5 Oct, 2015 @ 11:03am 
Hi,
Did you mean a short abstract or a guide with the instructions ? For the abstract it's a good idea, the description is now updated with one. If you were looking for instructions then I wrote a complete guide here http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=444859807 . You can look into that for details. If it's something else leave me an other comment.
Dr. Tran 4 Oct, 2015 @ 6:20pm 
Hey mod developer, a little description of the mod wouldn't hurt with some instructions and the like. Takes 20 minutes for a decent write up and would help entice new players and assist players to learn ;)
Mr.Dbaggy 3 Oct, 2015 @ 3:05am 
Cant find any servers
twiliteblue 1 Sep, 2015 @ 6:49pm 
Great work! I quite enjoyed playing this mod last night.

I think some of the tooltips for marine buy menu could be formatted for better clarity. The game can be quite fast in the first minute, and I was killed while still trying to figure out my shopping options! :P

Is there any incentive for Marine who turned Babbler to attack his former teammates? It feels a little odd to suddenly change your allegiance.
DCDarkling 31 Jul, 2015 @ 12:05pm 
Ill see when I got time, what it all does.
Schrödinger's Katz  [author] 31 Jul, 2015 @ 11:10am 
According the feedback I got on wooza shine is working fine, but there are still some issues with ns2+. If you have more non compatible mods you can mp me or add here, I will update the guide with this list.
DCDarkling 31 Jul, 2015 @ 7:27am 
So it be done.
Is current faded compatible with shine? I havent mixed them yet as faded seemed roughly abandoned.
TAW| tudy 31 Jul, 2015 @ 12:38am 
Thanks, I'll relay it to our Server Admin :)
Schrödinger's Katz  [author] 29 Jul, 2015 @ 3:34pm 
This has already been fixed, I saw you tonight (the locked server) and you were using the legacy Faded mod (http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=156700641) .

It gets updated less frequently since I do not have direct access on it.

The push for the build 275 still includes minor gameplay issue (bile bomb velocity to change, fix minimap icon for babbler, scoreboard to unhide with the right values), but otherwise it's fully working :)

Check the mod id. Change it with the new id (1b0c710) and it should work like a charm. As always if you have any suggestion or features/improvement feel free.
TAW| tudy 29 Jul, 2015 @ 3:10pm 
We love your mod, but it needs an update to the current build. Atm Faded can not use Bilebomb :/
Flonker 10 Jul, 2015 @ 5:08am 
617!?!?!?!
M.I.A.Psycho 9 Jul, 2015 @ 10:51am 
love that source mod...so i hope guys you make it worthy successor
Schrödinger's Katz  [author] 6 Jul, 2015 @ 11:00am 
I have heard that too. I was thinking about changing the babbler stuff a bit:
Now:
* The player controls a single, wallwalking babbler with 4dmg/hit (1hp/ap against armor)

After:
* Idea: The player still controls a single babbler, but
* * --> He spawn with a 3 or 4 babblers AI squad (same stat as him) that follow him and behave like a regular babbler following a babbler ball
* * --> babblers are less powerfull (1dmg/hit)
* * --> babblers have less hp (10hp -> 5hp, something like)
* * --> Longer respawn wave
* * --> Increase a bit ammo drop chance on kill
* * --> if the players got killed, he immediatly take the control of an other babbler of his squad. Once they are all dead he will have to wait the next respawn round.

Of course, if a AI babbler kill a marine, the kill goes to the babbler player.

The goal of this is to give a feeling of 'swarm', allow the babbler player to play more in the heat of a combat while balancing this feature marine side.
Laa's Rain 6 Jul, 2015 @ 6:41am 
Babblers OP ;)
kesuga7 5 Jul, 2015 @ 12:55pm 
is cool
Vermin³ ᘛ⁐̤ᕐᐷ 3 Jul, 2015 @ 2:27am 
looks cool
Vladsss 2 Jul, 2015 @ 4:29am 
Cool Mod MAN THANKS A LOT