Not a comparison, or a they stole it thread but questions.

NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
<div class="IPBDescription">Shadowgrounds Survivor</div>A few things, they have a pritty sweet looking volumetric flame thrower.

<a href="http://storefront.steampowered.com/v/gfx/apps/11200/0000002888.800x600.jpg" target="_blank">http://storefront.steampowered.com/v/gfx/a...888.800x600.jpg</a>

Devs hows the Ns 2 flame thrower going, will it Top this flame thrower?

Also some of the thrid person angles, They are exstreamly com like, do you guys think the com will have movement quite as free flowing as this apears to be. will tops of door's be a issue and or so on.?

Just wanted to know peoples thoughts on this unantisipated game, I mean is that even the source engine?

And if it is source, they have done exstreamly well with the out side lvl's, is it time to re evaluate out side terrain as a texture pack for ns2, even if its only to feature the one off coridor that net works through caves or a multen cavern? to get to another part of the installation.

I think they captured the old arcadey gib fest. I hope UNW is aiming for and can pull off.

Obiously alot of these subjects have already been brought up and touched base on but was just woundering if any of this informations has been reconsitered and just to touch base on were its all at.

Obiously I dont keep up with this frozen byte company, but to to pull a game out of no were that features a few key points ns 2 will have is a little scary.

Come on guys do what you need to do to get NS 2 going. I am sure there are people willing to help. has the original team or contracted team been recontacted, are they available to reassist with Ns2.

I dont know perhaps I am starting to join the weres my ns 2 game crowde, obiously I know its not like poof theres a game made out of no were, I guess I am just a little antzy. Its not even ns 2 work, but I see a flame throw and burning aliens and then I feel the sudden eruge to go play some more NS 1 classic and or hound the forums to whip at the coder monkeys to work work work.

Keep it up UWE your doing great. even though I want it to be done faster and even greater.
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Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2007
    That flamethrower looks mediocre to me. The burning floor and stuff is pretty nice though
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    Volumetric flamethrower for you in source, needs tweaking though as it looks like it has to much pressure to move things with the fuelstream and also bounces of surfaces/npc's to drasticly IMHO.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/z-0mDy-YTgE"></param><embed src="http://www.youtube.com/v/z-0mDy-YTgE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    yah, um, the SG flame thrower is anything BUT volumetric <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    it is a standard "Olo flames pass through anything that isn't part of the level".

    The burning ground is actually toasted baddies.

    If you wana know what it is like just go download the SG demo.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1660570:date=Nov 15 2007, 06:25 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Nov 15 2007, 06:25 AM) <a href="index.php?act=findpost&pid=1660570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Volumetric flamethrower for you in source, needs tweaking though as it looks like it has to much pressure to move things with the fuelstream and also bounces of surfaces/npc's to drasticly IMHO.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow Kouji! thats probably the bets flamethrower i've seen in a game (the shadow grounds one is too cartoon like).
    As long as they can tweak it to be less sporadic and more menacing than its a winner. (it looks way too overpowered in that video, but looks fun <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> )
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1660590:date=Nov 14 2007, 11:21 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Nov 14 2007, 11:21 PM) <a href="index.php?act=findpost&pid=1660590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow Kouji! thats probably the bets flamethrower i've seen in a game<!--QuoteEnd--></div><!--QuoteEEnd-->

    personally i think the flamethrower from eternal silence was the most fun to play with. the actual flame itself looked pretty average (it was ok from first person view, but looked terrible when you saw other people using it), but i loved how you could spew out fuel on the ground, and see vapours rising from the puddle. after about 10-20secs the puddle would evaporate, but if you shot it with the primary fire you could ignite the puddle.. it was awesome to use for blocking off corridors, or setting traps, damn it was good fun.

    personally i'd rather the NS2 flamethrower have an awesome gameplay feature like that, and interact with the environment and players better, as opposed to it looking pretty when you squirt flames.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1660593:date=Nov 14 2007, 04:21 PM:name=Buzzou)--><div class='quotetop'>QUOTE(Buzzou @ Nov 14 2007, 04:21 PM) <a href="index.php?act=findpost&pid=1660593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->personally i think the flamethrower from eternal silence was the most fun to play with. the actual flame itself looked pretty average (it was ok from first person view, but looked terrible when you saw other people using it), but i loved how you could spew out fuel on the ground, and see vapours rising from the puddle. after about 10-20secs the puddle would evaporate, but if you shot it with the primary fire you could ignite the puddle.. it was awesome to use for blocking off corridors, or setting traps, damn it was good fun.

    personally i'd rather the NS2 flamethrower have an awesome gameplay feature like that, and interact with the environment and players better, as opposed to it looking pretty when you squirt flames.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That exact functionality is something we brainstormed for the NS2 flamethrower before we saw it in Eternal Silence. Personally I'm tempted to strike it from the drawing board since they already did it, but at the same time it seems silly to omit something for that reason.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1660595:date=Nov 15 2007, 12:43 AM:name=Max)--><div class='quotetop'>QUOTE(Max @ Nov 15 2007, 12:43 AM) <a href="index.php?act=findpost&pid=1660595"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That exact functionality is something we brainstormed for the NS2 flamethrower before we saw it in Eternal Silence. Personally I'm tempted to strike it from the drawing board since they already did it, but at the same time it seems silly to omit something for that reason.<!--QuoteEnd--></div><!--QuoteEEnd-->

    keep it in! keep it in!

    dont get rid of it just because they rushed it out first, thats just silly. i'm sure if anyone brainstormed ideas for an alt-fire for a flamethrower, this idea would always be one of the first anyone thinks of, even if they've never seen it before. besides, the initial idea may be the same, but the two outcomes will be totally different (the NS2 flamer will rock heaps more!)

    keep up the good work, you da man!
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Hmm... Want an idea that is similar but different?

    Consider this, fires are one of the most dangerous things in space stations or any low to zero gravity enviroment, depending on what combustibles the enviroment has, especially the air a human breaths.

    Considering that, similar to not wanting projectiles or energy weapons to punch through the hull's envelope and experience explosive decompression, what would a flame thrower weapon have that would prevent an uncontrolable fire?

    I propose, rather than use a liquid that is turning into the gas form, use a solid state combustible: The result, a quickly burning (thus really hot too) gel. Gel could be dispersed already a flame, or applied to surfaces, or even "balled" up to throw a fire ball.

    There's my idea, hope it helps. Thoughts?
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    edited November 2007
    or make the gel slow burning like napalm.... mmmm napalm

    that way you can still block off corridors... but if it ignites as soon as it comes out you couldnt lay traps, which is something that NS2 needs i reckon.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    i believe in one of the dystopia play tests they had a flamethrower and the ability to pour fuel on the ground and light it. it didn't make it through because it didn't really fit the theme and was slightly overpowered - the puddles didn't evaporate iirc.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i always liked the idea of having primary fire = long thin flame, and 2ndary = short but wide flame (and a cool (hot? lol) transition effect when you change between the fire modes)

    you use one for offense and the other kind of for defense - the flame would have a slight push effect so that skulks can't just jump through it and bite you.
    also that way it doesnt even really need to be volumetric
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    edited November 2007
    Omfg kujo that is insane, omg that would be the ultimate weapon so much of that screams over powered and whacky. Looked fun tho for short time then it would get realy boring fast. It needs a skill cerve and I think both idea's even alt fire lay fuel traps or alt fire diff spread sound good.

    Hum this is a twisted game, postal, well postal 2 and its Xp on the unreal 2 engine, had jery can fuel much like this pure a puddle it evaporates, but I also like the goo or gel idea's of naplam just rolling down walls and burning.

    Thanks thansal I wasnt sure if it was volumetric or not, it looked like it was effecting the terrain or pushing nastys around.

    There is always the possablity of doing a yippee ky ay mother ######er, rip the flame tank out lob it and have it use that entire tank of ammo up the size and volume of the exsplosion is based on fuel left in the canister. Not a puddle trap fer say but could prolly be over used.

    Flame throw team walks into hive drops their fuel cans stands back pistals them instant gibed hive.

    Keep up the good work Max and UWE, I hope we can see a NS2 flame thrower snipt soon, perhaps you can burn a gorge with it or at least a chamber and some DI.
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited November 2007
    Is there an actual purpose to having a flamethrower in NS2? It took four years of extensive playtesting to bring NS1 to a semi-polished state. I just don't see how Max/Flayra are going to accomplish the same in a reasonable period of time with all these new additions. NS1 was released on an aging engine and it looks like NS2 will be too. I honestly think a direct port to source would be a success if it was made more intuitive and bug free.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1660595:date=Nov 14 2007, 07:43 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Nov 14 2007, 07:43 PM) <a href="index.php?act=findpost&pid=1660595"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That exact functionality is something we brainstormed for the NS2 flamethrower before we saw it in Eternal Silence. Personally I'm tempted to strike it from the drawing board since they already did it, but at the same time it seems silly to omit something for that reason.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well you'll still be able to put check in the win column for volumetric.
    <!--quoteo(post=1660631:date=Nov 15 2007, 02:05 AM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Nov 15 2007, 02:05 AM) <a href="index.php?act=findpost&pid=1660631"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there an actual purpose to having a flamethrower in NS2? It took four years of extensive playtesting to bring NS1 to a semi-polished state. I just don't see how Max/Flayra are going to accomplish the same in a reasonable period of time with all these new additions. NS1 was released on an aging engine and it looks like NS2 will be too. I honestly think a direct port to source would be a success if it was made more intuitive and bug free.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The flame thrower is supposed to be the marines' active response to dynamic infestation. That's the role it's supposed to play AFAIK.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    Random note on secondary fire.

    The secondary fire for the flamethrower in SGrounds (the original one) is the same idea of fuel traps.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    edited November 2007
    Perhaps TSA have developed a CRAZY flammable liquid nitrogen. In turn the secondary fire can Freeze stuff. Suddenly a skulk jumps into a wall of nitrogen its doesnt keep flying through on fire with a chance to keep biteing, no it becomes a statue that can be blown into a million peice with a kick or a few pistal rounds.

    *No avoiding the swear filter, you have been warned --Comprox*
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1660666:date=Nov 15 2007, 04:58 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Nov 15 2007, 04:58 PM) <a href="index.php?act=findpost&pid=1660666"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The secondary fire for the flamethrower in SGrounds (the original one) is the same idea of fuel traps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    cool, if more than one game have alraedy done this, i cant see why there would be any real problems for adding it in NS2, just tweak it a bit to suit the NS gameplay.

    as for the liquid nitrogen suggestion, i'd prefer it if my flamethrower only burned things, more flames = more fun. if they want to bring out a freeze gun then sure, go for it. just keep the 2 seperate.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    I guess you could also always freeze a puddle on the ground then set it alight. also multiple people freezeing something big would slow it a bit and obiously wouldnt be a instant freeze.

    onos iceical, looks its eyes are still moveing behind the frozen sunglasses.

    Worst comes to worse, back to the gel idea, it could bundle up gel and shoot out a super bouncy ball of fire. but that seams a bit unreal tornament for the NS unverse.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I would think you'd spray the fuel all over a room and then light the whole thing at once to hinder the spread of dynamic infestation. I think the fuel should be inert until it is lit. Setting a trap that would stun AND kill a player with one weapon seems like a bad idea.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Seems like the bacteriomass would digest or at least transport away the fuel before you could ignite it if you let it lie more than a split second.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    thats why the ice idea sort of works it would build up on the surface not fall through grates or be obsorbed by bacterium. tho fuel would most likely hurt or kill bacterium.

    hum and sorry for avoiding the cuss filter guys ill put in three *** next time, so people know its a small word and not some giant swear word
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1661290:date=Nov 20 2007, 04:17 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Nov 20 2007, 04:17 AM) <a href="index.php?act=findpost&pid=1661290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems like the bacteriomass would digest or at least transport away the fuel before you could ignite it if you let it lie more than a split second.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That would be true if we were using boring old normal person fuel. This is <i>nanofueld</i> we're talking about. Nanotechnology specificially engineered to ignite, burn, and resiste bacteria!

    tldr version: NANITES
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Oh right. Silly me.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    Unreal II also had a flamethrower with a secondary fire that could lay down fuel, that said i think it is a poor secondary choice. In every game it has ever been in it has felt like more of a gimmick than anything else.

    If there is a secondary fire I would support the short wide burst and the long thin burst idea.

    I would not suport the flamethrower having any push, skulks can run through a hail of gunfire, gas from a thrower has even less mass, and less velocity. Admitidly going through the flame is just as likely to kill them as the hail of gunfire before they get there.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    edited November 2007
    eeeeg, double post
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    another question - would flamethrower + spores or umbra = kaboom?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1662289:date=Nov 29 2007, 03:55 PM:name=Frosty)--><div class='quotetop'>QUOTE(Frosty @ Nov 29 2007, 03:55 PM) <a href="index.php?act=findpost&pid=1662289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unreal II also had a flamethrower with a secondary fire that could lay down fuel, that said i think it is a poor secondary choice. In every game it has ever been in it has felt like more of a gimmick than anything else.

    If there is a secondary fire I would support the short wide burst and the long thin burst idea.

    I would not support the flamethrower having any push, skulks can run through a hail of gunfire, gas from a thrower has even less mass, and less velocity. Admittedly going through the flame is just as likely to kill them as the hail of gunfire before they get there.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I remember that flamethrower being rather boring in general. I forget if it was weak or if it ran out of ammo too quickly. Also how many chances in a single player game would you get to use that feature. You'd basically have to script in trap sequences designed specifically for it. I think it would be more useful in a multiplayer game.
    <offtopic>The only notable part of UT2 was the spidergun anyway.</offtopic>
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    edited November 2007
    <!--quoteo(post=1662290:date=Nov 29 2007, 08:57 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Nov 29 2007, 08:57 PM) <a href="index.php?act=findpost&pid=1662290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->another question - would flamethrower + spores or umbra = kaboom?<!--QuoteEnd--></div><!--QuoteEEnd-->

    hopefully... i remember mentioning something like that in a thread aaaages ago, the reponse was mixed. the suggestion was sorta like this:

    Spores: flammable - ignites when in contact with a flamethrower. if you see a squad with a flame thrower, use spores to light 'em all up - but it can also hurt your team mates. it would burn up quickly, hurting people in the area. the advantage to marines would be if a lerk spams gas down a corridor, send the flamer in first to clear the way without getting anyone else gassed.

    Umbra:non flammable, works like a fire extenguisher. the flames effect is decreased significantly, like the way it effects bullets at the moment. that way if your team rushes the marines and they have a flamer, you use umbra to protect them from the bullets/flames.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    ahhh thats awesome buzzou

    spores are flammable and umbra is an extinguisher, so many uses for that you know!
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    yeah i dont quite reember the thread but that seams to stick buzzou, spore offencive umbra defensive.

    will flame thrower wearers get a different suit or will they be just as hurt but fire as other units. if they dont get quite as hurt by fire as other units perhaps kharaa will get a unit a little mroe retardant to fire, possably the lerk.
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