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Tremulous-alike Gameplay Balance for Natural Selection 2. Scaling for accuracy in physics are 1 meter = 32 units. Friction is not accurate due to limitations of the game engine but I will try again later to fix it. Skulks use CPM physics (q3 combined with q1 and unreal tournement air control). Balance has been modified.

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ZdrytchX/TremNS2

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 __________   _______      _________     ___        ___
|___    ___| |   __   \   |      ___|  /     \    /     \
    |  |     |  |   \  |  |    /      |   |\  \  /  /|   |
    |  |     |  |___/ /   |   |_____  |   | \  \/  / |   |
    |  |     |   _   (    |    _____| |   |  | '' |  |   |
    |  |     |  |  \  \   |   |_____  |   |  |    |  |   |
    |  |     |  |   \  \  |         | |   |   |  |   |   |
    |__|     |__|    \__\ |_________| |___|    \/    |___|
 _____    __            __________             _________
|      \ |  |          /   _______\          /  _____   \
|   |\  \|  |          \   \____             \_/     /  /
|   | \     |           \_____   \                 /  /
|   |  \    |          ______/    \           ___/  /____
|___|   \___|          \__________/          |___________|
Hex ID: 302b10bf
http://steamcommunity.com/sharedfiles/filedetails/?id=808128703

Natural Selection 2 Gameplay Modification with Quake 3 physics, Tremulous alike
balancing, and various improvement to the stock NS2 gameplay mechanics.

Feel free to contribute to this project by creating issues, making pull requests
for bug fixes and the alike. Just note that I do plan on keeping this as close
as possible to Tremulous gameplay. I don't have any plans to make this a true
successor to the Tremulous game due to UWE licensing selfishness (take a look
at what happened to NS2: Combat) but if I do end up going far enough to consider
the mod a standalone. I will likely choose one that will make this a free open
sourced shooter. I'll need Timbo's permission if I want to go any further than
that.

Github:               https://github.com/ZdrytchX/TremNS2
Google Sites:         https://sites.google.com/site/zdrytchx/home/ns2-motd
Grangerhub Forums:    http://forum.grangerhub.com/t/tremns2-natural-selection-2-gameplay-mod/3144

Actual Tremulous:     https://sites.google.com/site/zdrytchx/how-to/tremulous-install-for-newbies

Contact:
  IRC:                  ZdrytchX;       #grangerhub @ irc.freenode.org
  Slack (GrangerHub):   ZdrytchX;       https://grangerhub.slack.com/
  Discord (GrangerHub): ViruS;          https://discord.gg/0nIuMmPMRjvmV7Qb
  Discord (NS2):        Frisqy.ViruS;   https://discord.gg/rCe9DZw
  Forum (GrangerHub):   ViruS;          http://forum.grangerhub.com/

Developers:
  ZdrytchX:             One Man Team? *Shrugs*

Contributors and Helpers (in order of Helpfulness):
  Las
  Brute
  Wooza (Server Configuration)

Other:
  Nin (Fixed Timestep Movement mod)
  twliteblue (Proof of Concept sticky Wallwalk, not actually implemented due to
              it not performing well with stock NS2's wallwalk code)
  Darklegion Developement (Original Tremulous game)

___________________________________________________________________________
     __         ________        ____         ______
   /    \      |__    __|     /   __)      /  _____\
  /  /\  \        |  |       |  /          \___    \
 /  /==\  \   _   |  |  _    |  \___   _    ____\   \  _
/__/    \__\ |_|  |__| |_|    \_____) |_|   \_______/ |_|
Hex ID:30CED2A2 (Map Incomplete)
http://steamcommunity.com/sharedfiles/filedetails/?id=818860706

Advanced Tactical Combat Simulator (A.T.C.S./atcs) Recreation is a project of
some sort to recreate A.T.C.S. from Tremulous into NS2 and TremNS2 and in the
future, NS2: Combat.

Original Map:
  Nicolas "jex" Jansens

Texture licenses CC-BY-NC-ND:
  Yves "evil lair" Allaire
  Simon "sock" O'calleghan
  Nicolas "jex" Jansens

Project Mappers:
  ZdrytchX

Helpers/Tutours:
  BeigeAlert (Hidden Youtube Videos & Spark Creator Collective help)
  Samoose

About

Tremulous-alike Gameplay Balance for Natural Selection 2. Scaling for accuracy in physics are 1 meter = 32 units. Friction is not accurate due to limitations of the game engine but I will try again later to fix it. Skulks use CPM physics (q3 combined with q1 and unreal tournement air control). Balance has been modified.

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