Natural Selection 2 News Update - Friday Update - Level Processing

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
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  • palliepallie Join Date: 2009-10-12 Member: 69028Members
    Technical mumbo jumbo to me but it looks nice :D
  • M00_cowM00_cow Join Date: 2007-03-02 Member: 60180Members, Constellation
    That level looks sooooooo sweet. Man I want to play this game...
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    Thanks for the update, I guess it means: Trolls incoming !!! for most of the people, because they don't get what's it about, I don't get it either, but I'm with those guys who try not to troll :P

    Thanks for the update and good night 2:24 am here :)
  • eye_em_kewleye_em_kewl Join Date: 2007-12-12 Member: 63149Members
    i think that the camera hieght of the player is too high, and it looks like it is floating around, also how come it didnt have a gun model in that video?


    j/k :) very impressive tech, and very nice map!

    its always nice to see NS2 in motion
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Looks so good in HD. Interesting to know the engine has been designed to be quite flexible, good thinking 99
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Plenty of tongue-twisters in there. I guess this one is aimed at more of a technical audience.

    --Scythe--
  • Denton22Denton22 Join Date: 2010-03-08 Member: 70878Members
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    Cool vid. Am I the only one that understands what he is talking about? :P
    Its great they are going to use a method that can work just as well with outdoor environments so that down the line outdoor maps will run smoothly.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    edited March 2010
    <!--quoteo(post=1759290:date=Mar 13 2010, 08:41 PM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Mar 13 2010, 08:41 PM) <a href="index.php?act=findpost&pid=1759290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plenty of tongue-twisters in there.<!--QuoteEnd--></div><!--QuoteEEnd-->
    She sells coherent hierarchical culling algorithms by the sea shore.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    Very interesting video! Thanks! I can't wait to play ns2.
  • DeeDee Canada Join Date: 2002-12-15 Member: 10836Members, Constellation, Reinforced - Shadow
    You teasy teasers you! Excellent video, thanks for the update.

    I'm looking forward to a post about what you guys were up to at the GDC. I'm sure I'm not the only one who's curious, and it would fit in nicely with showcasing how an independant game company is trying to get their game out there.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Troll inc.

    It is always nice to see something about NS2 but what I was more interested how does these new and old technologies work with low-end computers for example is it as demanding as NS1 or more like CS 1.6 (maybe lower)?

    Map raised a lot of questions I cant wait to get alpha, I love to see more of skulk and marine movement and how it fits into that map and the others.
  • ItalianmagicItalianmagic Join Date: 2008-12-13 Member: 65755Members
    edited March 2010
    very interesting! kinda got nostalgic seeing how the previous posts are coming together!

    Found out something funny though... YouTube's Caption Service makes this technical speech become even more jumbled!

    here's a portion of it

    (0:19) the first step is partitioning the large mass screening enter into smaller parts
    (0:22) but we'll try and those are divided up among retain their minds of space for sixteen years to you
    (0:27) the smaller the issues that really is a comet pieces when renting was going through
    (0:31) the love of country is color coded to show the different factions
    (0:35) once the partitioning is completed the smaller issues the lights and the props place in a
    (0:40) little are answered in true Texas a line down about street
    (0:44) in Texas a line of an industrious her the way of organizing the screen
    (0:47) as related to the SPD buy you may have heard from other regions
    (0:51) we use in Texas alone down industry visit the destruction quickly insufficient for handling dynamic objects


    <!--quoteo(post=1759293:date=Mar 13 2010, 08:48 PM:name=JazzX)--><div class='quotetop'>QUOTE (JazzX @ Mar 13 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1759293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->She sells coherent hierarchical culling algorithms by the sea shore.<!--QuoteEnd--></div><!--QuoteEEnd-->

    apparently in Texas.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Very cool. I can totally see skulks climbing on those walls.
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    "coherent hierarchical culling algorithm"
    So the Acronym would be "CHiCA", right? Nice :D

    "Hey Bob, what have you been doing all weekend?" - "Oh just playing around with Chica" - "Playing with Chica???" - "Yeah, trying some new tools n stuff..." - "....eeewwww?! O.o"
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1759292:date=Mar 13 2010, 05:45 PM:name=Razor)--><div class='quotetop'>QUOTE (Razor @ Mar 13 2010, 05:45 PM) <a href="index.php?act=findpost&pid=1759292"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool vid. Am I the only one that understands what he is talking about? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nope! But I don't know anything about the particular technique they used. I'll need to read about it, it seems interesting.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Its great they are going to use a method that can work just as well with outdoor environments so that down the line outdoor maps will run smoothly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was actually thinking about this the other day as the only downfall of the Spark engine. I thought it would be limited to indoor environments. It's great to hear that UWE intends for a more multi-purpose engine. I can't wait to get my hands on it for some modding. I wonder if they will release engine source as well as Lua or what.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Give em' everything you got at GDC!
    Also in the future... could you guys peeeerhaps do your updates on fridays around 5-6 pm? (your time) ^^;


    <!--quoteo(post=1759293:date=Mar 13 2010, 08:48 PM:name=JazzX)--><div class='quotetop'>QUOTE (JazzX @ Mar 13 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1759293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->She sells coherent hierarchical culling algorithms by the sea shore.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I lol'd.
  • BetaSwordBetaSword Join Date: 2005-01-18 Member: 36256Members
    <!--quoteo(post=1759282:date=Mar 13 2010, 08:14 PM:name=pallie)--><div class='quotetop'>QUOTE (pallie @ Mar 13 2010, 08:14 PM) <a href="index.php?act=findpost&pid=1759282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Technical mumbo jumbo to me but it looks nice :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, to make it short, the Engine is not always calculating the entire Map, but only, what you can see, even when it's just a small piece of that.
    What's so good about this? - The game will run better with this method, and works on Systems, that otherwise weren't able to handle NaturalSelection2.
  • Ryo-OhkiRyo-Ohki Join Date: 2009-03-26 Member: 66917Members
    Nice looking map. Can't really comment about the technical stuff.

    Also it seemed to be rather choppy; is the reduced frame rate in the video an artifact of the recording process, a result of showing wireframes, or is the engine simply at that stage of development where it runs poorly?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Is related to a BSP and it translates it into SPD? ANd the modders are the mothers that dream of stuff to do with the engine...

    SERIOUSLY WHAT? :D


    Ah well good to see this engine will have a better vis then hlvis :P
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    edited March 2010
    <!--quoteo(post=1759296:date=Mar 13 2010, 08:52 PM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Mar 13 2010, 08:52 PM) <a href="index.php?act=findpost&pid=1759296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Troll inc.

    It is always nice to see something about NS2 but what I was more interested how does these new and old technologies work with low-end computers for example is it as demanding as NS1 or more like CS 1.6 (maybe lower)?

    Map raised a lot of questions I cant wait to get alpha, I love to see more of skulk and marine movement and how it fits into that map and the others.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Why troll?
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    hehe I feel compelled to edit:
    Without further ado.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1759310:date=Mar 14 2010, 04:45 AM:name=CyberMantis)--><div class='quotetop'>QUOTE (CyberMantis @ Mar 14 2010, 04:45 AM) <a href="index.php?act=findpost&pid=1759310"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why troll?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Don't feed it!
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    One thing I'm still seeing is the shadows fading in. I've been worried about this since the editor was released, especially considering you're not using visportals to let the mapper have control of performance.

    Note 1:35-1:36. The skulk will only be in shadow if the marines are close.

    Is there more work to do to adjust this?
  • ArfaceArface Join Date: 2004-04-13 Member: 27906Members
    <!--quoteo(post=1759284:date=Mar 13 2010, 08:20 PM:name=1mannARMEE)--><div class='quotetop'>QUOTE (1mannARMEE @ Mar 13 2010, 08:20 PM) <a href="index.php?act=findpost&pid=1759284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the update, I guess it means: Trolls incoming !!! for most of the people, because they don't get what's it about, I don't get it either, but I'm with those guys who try not to troll :P

    Thanks for the update and good night 2:24 am here :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    yes, that was boring... lol
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    <!--quoteo(post=1759293:date=Mar 14 2010, 02:48 AM:name=JazzX)--><div class='quotetop'>QUOTE (JazzX @ Mar 14 2010, 02:48 AM) <a href="index.php?act=findpost&pid=1759293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->She sells coherent hierarchical culling algorithms by the sea shore.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I lol'd.

    Great to hear about the possibility of outdoor environments. And all that other... stuff...
  • ctdctd Join Date: 2009-06-01 Member: 67611Members
    Anyone see the fade at 1:13
  • eye_em_kewleye_em_kewl Join Date: 2007-12-12 Member: 63149Members
    <!--quoteo(post=1759315:date=Mar 14 2010, 01:04 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Mar 14 2010, 01:04 PM) <a href="index.php?act=findpost&pid=1759315"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One thing I'm still seeing is the shadows fading in. I've been worried about this since the editor was released, especially considering you're not using visportals to let the mapper have control of performance.

    Note 1:35-1:36. The skulk will only be in shadow if the marines are close.

    Is there more work to do to adjust this?<!--QuoteEnd--></div><!--QuoteEEnd-->


    you have got to be joking right?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited March 2010
    i think he is serious. even though its obvious that the shadows fade out to increase performance in the MAP EDITOR.

    of course they will fix it in the actually game (its not even alpha now).



    awesome video btw. that map looks awesome - but I hope you guys will still incorporate those outside views to make the map see larger - like in the concepts you talked about.
  • gamakungamakun Join Date: 2007-11-20 Member: 62971Members, Constellation
    I am interested in what happened at GDC.
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