Natural Selection 2 News Update - Spark SDK (Build 133) Released

124

Comments

  • whocareswcwhocareswc Join Date: 2007-07-31 Member: 61735Members
    i think the guns should point and act and be exactly the same as counterstrike....

    in fact lets call this NS:CS actually lets call it CS:NS or maybe lets just go play counterstrike ! YAY COUNTERSTIKE! and i mean 1.6 cos counterstike source was not counterstike and i only like counterstrike cos YAY counterstrike..







    counterstrike!


    yay
  • whocareswcwhocareswc Join Date: 2007-07-31 Member: 61735Members
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    I'm not really fond of the design of the new lmg. Its kinda chunky and boxy.

    Still i'm sure it will grow on me in time but I cant help but miss the old Sterling style lmg.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited January 2010
    lol mine Spark Editor says Build 134. :)

    Bugs:

    - While extruding 32 segment circles some of faces of cyclinder are being not builded.

    - Also I m really hard to find center of the circle while drawing another circle to the center of that circle. Grid properties of circle must be same with wall to make easy. So I can easily snap to the same center point etc.

    - At the bottom, on and off filter buttons again have similar gray colors.

    Can we have walking camera/man eye including collision detections to walk in our maps?


    Good Work, Good Job !
  • mattoXmattoX Join Date: 2007-08-01 Member: 61739Members
    Awsome nonetheless...

    I am one to wait on the game untill it is nicely polished rather then playing something half done, so i can wait ;-)
    And without a doubt i know you guys are fairly perfectionate so i cant wait for the final product! (no im not a hypocrit when i say this ;P)

    This game and Black Mesa Source are on my to play list for awhile actually. And i think its more or less because of the quality in production, the games quality and the gamestyle, keep it up guys your doing great!

    Matt. ;-)
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    <!--quoteo(post=1748980:date=Jan 24 2010, 08:02 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 24 2010, 08:02 PM) <a href="index.php?act=findpost&pid=1748980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rammaj, Natural Selection was around before Interstellar Marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I know, what I ment was the things where shown off in the video came from this other game in order to test the physics.
    and it was answeared by max couple of posts back.
  • centaur2048centaur2048 Join Date: 2009-03-24 Member: 66886Members
    Not sure if this is because it's not final tech/is tech built specifically for this demo/whatever, but:

    The sprite you're using for the muzzle flash isn't having its position updated after being spawned or something similar. It should probably be attached to a muzzle joint and get positional updates from said joint. You probably already have this done, just not for this demo.

    Love it otherwise; but, as a gameplay engineer doing animation tech and weapons tech for a shooter, it was the first thing I noticed :)
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1749082:date=Jan 25 2010, 03:56 PM:name=centaur2048)--><div class='quotetop'>QUOTE (centaur2048 @ Jan 25 2010, 03:56 PM) <a href="index.php?act=findpost&pid=1749082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Love it otherwise; but, as a gameplay engineer doing animation tech and weapons tech for a shooter, it was the first thing I noticed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Did you notice animation blending between idle/shooting states? :p

    Also, that muzzle-flash is a placeholder. I believe a developer said this outright a few pages back.
  • centaur2048centaur2048 Join Date: 2009-03-24 Member: 66886Members
    <!--quoteo(post=1749083:date=Jan 25 2010, 09:00 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Jan 25 2010, 09:00 AM) <a href="index.php?act=findpost&pid=1749083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, that muzzle-flash is a placeholder. I believe a developer said this outright a few pages back.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Must've missed that :) Thanks! I figured as much. Tons of faith in the NS2 crew.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    In game Rifle footage! SQUEEEEE!!!!!
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    I have been waiting SINCe NS1 came out on Holloween. It had HUGE lag issues the first night YET i continued to play my favorite map NS_BAST!!!! That night changed my life. I was a fan for life and when i heard ns2 was coming out on the source mod i was simply Catatonic. Then i heard it had its own custom engine. I Flipped and sent the link to every single gamer friend i know. This game will change the face of gaming and i hope the tools and engine are used in every game and mods pop up and you guys all become rich. Then one day maybe i can work for you.

    NOW. I will say i have waited SO LONg and i really would like to get into this beta. I pre-ordered it the first day it was buy able hoping I could play it soon. That was a few months ago. whats going on :( . I am getting sadder by the day. Fix this please. I am foaming at the mouth. ALSO is there any way we could get the sales you guys have pulled off? I would like to know what the starting community will be like. AND will you be on shelves? or just digital.

    !!!!!!!overview

    -Accurate Release date
    -Actual Sales of game-Both actual and projected(community size)
    -Beta release date(close to or actual)

    -!!!!!!!!!!Game ideas

    -Wall mounted turrets
    -Upgrade packs to customize equipment more indepth.
    -------ie. No game is the same. Sort of lvling tech tree. If you have played Borderlands you know what im saying. Not game breaking but still gives the player more immersing and custom experience.
    -Welder?
    -Ranks that stay with you forever.
    -------ie. Like Modern warfare(nothing unlock-able but recognition.)
    -Achievements?(i say jump on the band wagon its a cool little thing to add)
    -More destructible enviro. First game had almost nothing you could break. Teaser vid for ns2 had a door explode. Is that something that could actually happen. Could we dispel some myths here?
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Why are the wireframe models for the light entities so "high poly" ???

    I'm pretty sure it is related to my low system specs and I'm aware that I can hide the lights with layers, but still, when the light entities are visible (unlit mode) it feels like I've added too many props (laggy, low fps).

    Can there something be done for low-end machines?
    I'm pretty sure, everyone would appreciate a speed increase related to such a simple issue.
  • WarLoverWarLover Join Date: 2009-11-05 Member: 69276Members
    <!--quoteo(post=1749236:date=Jan 26 2010, 07:57 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jan 26 2010, 07:57 AM) <a href="index.php?act=findpost&pid=1749236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why are the wireframe models for the light entities so "high poly" ???

    I'm pretty sure it is related to my low system specs and I'm aware that I can hide the lights with layers, but still, when the light entities are visible (unlit mode) it feels like I've added too many props (laggy, low fps).

    Can there something be done for low-end machines?
    I'm pretty sure, everyone would appreciate a speed increase related to such a simple issue.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I read somewhere that turning off self shadowing should help with the lag generated by lights.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited January 2010
    *sigh* Thanks for trying to help, but please read more carefully :)

    I wrote "unlit mode" and I'm not referring to the lighting performance, but to the amount of polygons.
    Especially the point-light model, which doesn't need any rotation, could be replaced by a sprite, which would already save polygons.

    As I said, I'm pretty sure the high-end users don't care much for this, but I already notice fps-lag, after adding like 10 light-point entities ( > UNLIT MODE < )!
  • WarLoverWarLover Join Date: 2009-11-05 Member: 69276Members
    What do you mean by your computer being "low-end"? Is it below the requirements?
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Well, I wouldn't have preordered, if I were below them, but I'm scratching the line, I can tell you that :D

    I don't know what's there to discuss to be honest.
    It is a simple and imho valid suggestion, because it's a simple addition with a rather huge effect once you have complete maps with lot of point-lights.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1749227:date=Jan 26 2010, 12:01 PM:name=jstoia)--><div class='quotetop'>QUOTE (jstoia @ Jan 26 2010, 12:01 PM) <a href="index.php?act=findpost&pid=1749227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Actual Sales of game-Both actual and projected(community size)<!--QuoteEnd--></div><!--QuoteEEnd-->

    A few month ago sales were approaching the 6000 mark [based on an <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25036" target="_blank">interview</a>].
    The OG/NS2 promotion week generated 1685 additional sales and 1100 free NS2 keys for people who had already preordered Overgrowth.
    One has to keep in mind though that people who received a free key might have already bought NS2 or might not be interested in playing it.

    So I'd estimate the total number of relevant sales to lie somewhere between 8000 and 9000.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    The guns rate of fire seems a bit to ###### SLOOOOWWW!!!!

    Time fer some hard criticism.

    When he fires in full auto you can actually read the numbers as it shoots! 99... 98... 97...

    Sure hope this gun is the ns2 equivalent to a elephant gun (less p90, more m14 + bigger bullets / sniper cannon!!!) because that slow rate of fire + giant shells ejecting sort of indicates that each bullet would be 99% lethal against everything living (they are explosive right??). The ability to just tap the trigger for single shots also indicates this is a sniper rifle of some sort... like someone took a m14 and gave it a shorter barrel and wrapped it in a lunch box.. we got a scope right?

    Btw... not to be to picky but their's no way their can be 99 bullets in that gun, of that size... i'd estimate around 15, if your lucky. Should of made the gun caseless to make it more believable. Btw... muzzle flashes of that size indicate your bullets have way to much powder!!... suggest you cut back and use a shorter case because it's like your intentionally overloading the bullets just to make a LOUDER BANG + BIGGER FLASH + HARDER RECOIL ... for no good reason cause it won't make the gun any more powerful. Lol it's like the lmg of NS1... nothing but a noise maker for attracting a fade...

    And lastly... can you cut out the crazy gun sway animation... its gonna make people sea sick. It's the future and that gun is made of plastic... weighs 1 pound... shouldn't be like the marine can barely hold it.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1749278:date=Jan 26 2010, 05:12 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 26 2010, 05:12 PM) <a href="index.php?act=findpost&pid=1749278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Time fer some hard criticism.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nah dude, they said this gun isn't even in NS2. It's just a demo they did of the modding capabilities of Spark. Why they bother with stuff like that when all we want to see is some update on the actual game they are selling, I have no idea.
  • BigTextBigText Join Date: 2007-12-21 Member: 63231Members
    edited January 2010
    <!--quoteo(post=1749278:date=Jan 27 2010, 02:12 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 27 2010, 02:12 AM) <a href="index.php?act=findpost&pid=1749278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Time fer some hard criticism.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You seem to have put a lot of effort in this post, which is sad, considering it's worthless if you had actually read what they said about the video.

    <!--quoteo(post=1749284:date=Jan 27 2010, 02:44 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 27 2010, 02:44 AM) <a href="index.php?act=findpost&pid=1749284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nah dude, they said this gun isn't even in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's not what they said.

    <!--quoteo(post=1749284:date=Jan 27 2010, 02:44 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 27 2010, 02:44 AM) <a href="index.php?act=findpost&pid=1749284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's just a demo they did of the modding capabilities of Spark.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This. They stated that the gun behaves differently than it will in NS2, since it's just a simple mod. The ammo amount is pretty much guaranteed to change, and rate of fire, spread, and everything is subject to change. Especially the animation, since people like me keep ###### about it.

    <!--quoteo(post=1749284:date=Jan 27 2010, 02:44 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 27 2010, 02:44 AM) <a href="index.php?act=findpost&pid=1749284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why they bother with stuff like that when all we want to see is some update on the actual game they are selling, I have no idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because demonstrating the versatility of the code/engine will help them sell it better. Also, this took minimal time/effort anyway.
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    <!--quoteo(post=1749284:date=Jan 26 2010, 10:44 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 26 2010, 10:44 AM) <a href="index.php?act=findpost&pid=1749284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why they bother with stuff like that when all we want to see is some update on the actual game they are selling, I have no idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Half of their product is the tools. Since they came up with the success of half-life modding, I think they're particularly attuned to how a mod community can affect the lifetime of a game.
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    These days Mod communities are dyin down. With games increasingly become Console based. I am excited for the complition of Spark. They migh be onto something huge with the ease of this editor.Many people will buy the game just to play and test What they create.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1749311:date=Jan 26 2010, 07:35 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Jan 26 2010, 07:35 PM) <a href="index.php?act=findpost&pid=1749311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Half of their product is the tools. Since they came up with the success of half-life modding, I think they're particularly attuned to how a mod community can affect the lifetime of a game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this post, first one in a while which makes sense and you're halfway there. The tools are an entirely seperate product to the game.

    If you've created another engine similar to those real-time engines such as leadwerks, cry etc. you will want it to be marketable in order to fund further development. Every one who is complaining 10-20% of a coders time spent on creating the building blocks for a game, the engine, the tool set need to get a grip and realise it's a must do process for continuation of the game and the company as a whole.

    As a specific moan at people who really just come on here to whine about the video "OMG 99 Bullets! SWAY!" I really do think you guys need to pipe down a bit. Not every thing you will see in videos will be final, you are not linked by psychic connection and you are not in charge of developing the game. Just look by and say "Cool, nice bit of progress there!" and wait for the game.

    @jstoia

    I don't feel the modification community is dying at all. If anything it is constantly growing with a lot of new technologies out there. The difference now compared to 10 years ago is the highest quality of people have made the stepping stone in to the industry and there is a new wave of people trying to fill the gap of such advancement in technology. A lot of people are trying to run before they can walk, planning their own teams and studios etc. These fail and in turn you get less mods and games from the modification community. Then following this because such quality is lacking in places a lot of people are giving the better mods out there some stick for not looking professional. It's a circle that will come full again within the next 5 years or so before recycling all over again.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1749560:date=Jan 28 2010, 02:30 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 28 2010, 02:30 PM) <a href="index.php?act=findpost&pid=1749560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The tools are an entirely seperate product to the game.
    Every one who is complaining 10-20% of a coders time spent on creating the building blocks for a game, the engine, the tool set need to get a grip and realise it's a must do process for continuation of the game and the company as a whole.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's hard to imagine how they had a 2009 release date when they are still developing the tools, i.e. the building blocks for the game, into 2010. But what do I know about game development.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Zex you're extremely ignorant.

    The current Spark tools are new and were introduced roughly around May/June 2009, there were of course original tools no longer being used. Any member of the development team can confirm this to you.
  • SecuritySecurity Join Date: 2005-01-07 Member: 33133Members, Constellation, Squad Five Blue
    edited January 2010
    I don't know if anyone mentioned it yet as I didn't read all six pages, but the <b>ammo ejection</b> of that rifle is on the <b>wrong side</b>.

    If it ejected to the left like that, the marine shooting would get his face burned with red-hot shells flying at him.

    Right now, thats a left handed rifle. Fix please. <img src="http://naturalselection.de/images/smilies/ednk/icon_rolleyes.gif" border="0" class="linked-image" />
  • QuasimetastabilQuasimetastabil Join Date: 2007-02-20 Member: 60031Members
    <!--quoteo(post=1748768:date=Jan 23 2010, 05:59 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 23 2010, 05:59 PM) <a href="index.php?act=findpost&pid=1748768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe the marine picked up a left handed machine gun, by mistake? :P

    But, yes, we thought about this, back when designing the gun itself, and figuring out which side to put the ejection port. We made the creative decision that the more interesting visual aspect of being able to see the shells ejecting trumped the realism. And we aren't the only game to make the same decision, many guns in Counterstrike, Crysis, and plenty of others, eject the brasses to the left side.


    We actually have sounds for everything shown in the video (except for the dummies being destroyed, since they aren't in the actual game), they just haven't been hooked up to the mod yet. We also have draw, reload, and other animations not shown. The draw animation along with the sound effects for it are particularly cool looking.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
  • SecuritySecurity Join Date: 2005-01-07 Member: 33133Members, Constellation, Squad Five Blue
    Ah, yes. In the case of Counter-Strike it was just the lazyness of the developers to redesign the previously left handed models, for right handed use.
    They just mirrored them - thus, the ammo ejection on right handed models beeing on the wrong side. Not an intended, active decision.

    In the case of crysis it was probably the lack of weapon knowledge and/or care.

    Other developers doing it wrong should be NO excuse to do so yourself. It's sad enough that they did. ;)

    You should seriously consider to fix this. It looks more unprofessional and unlogical rather than creative, to people with basic weapon knowledge.

    I'm confident that you could come up with a creative and good looking mechanism to eject shells to the right side too.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1749613:date=Jan 29 2010, 08:47 AM:name=Security)--><div class='quotetop'>QUOTE (Security @ Jan 29 2010, 08:47 AM) <a href="index.php?act=findpost&pid=1749613"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->unlogical<!--QuoteEnd--></div><!--QuoteEEnd-->

    bahahah.

    Also - it makes firing the gun more interesting to watch.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1749563:date=Jan 28 2010, 02:39 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 28 2010, 02:39 PM) <a href="index.php?act=findpost&pid=1749563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Zex you're extremely ignorant.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If by ignorant, you mean ignorant that anyone's said UWE is developing 2 sets of tools, one to make the game, and then another completely different set to give to the community while they simultaneously make the game, then you're right. I am ignorant of that. I've never heard it.

    Also, firing shells out of the left side of the gun is silly. The cool factor is still there if its ejecting brass to the right, because not only does it not distract your field of view with flying shells, you still see the cartriges ricocheting off walls, etc, and you see other characters who are not ejecting shells into their own face. I'm not a gun nerd or anything, but I can still see the logic in doing it the correct way.
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