Natural Selection 2 News Update - Friday Update - Decoda
Max
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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But honestly we need that proper Fade reveal :D , it's gnawing at my very soul this waiting for the dreadlock shadow mantis.
But honestly we need that proper Fade reveal :D , it's gnawing at my very soul this waiting for the dreadlock shadow mantis.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is what we all want...
Anyway, thanks for the update :)
I wonder what "special version" means.
This.
owww :)
ya its funny they give us a update that is a preview for the next update lol! But anyways its really cool
They got us again.
Friday update rage!
Yeah, I'd definitely appreciate some occassional gameplay reveals too. It has been probably more than 2 months since any real gameplay details.
If the only content in friday reveal is the preview of the next reveal, they might as well move to a 2-week reveal circle with better content. It's nice they do these, but I'd rather have them because they actually have some interesting content, not just for the sake of having an update every week.
Cool stuff for modders I guess nothing that I really understand or care for, zek over here got a really good point.
good job otherwise.
I like this update, altough I like to code. I just wonder, is this "special version" of decoda better then notepad++?
Also, will there be a way to easily code while ingame and just run a console command to reload the file? Cause that would be awesome.
Preferably also console command to tell ns2 to reload a target folder, so it check if it contain any new folders in it, or added/removed files.
As an example, add a mod to gmod, and you have to restart for it to even be noticed.
Altough I am not sure if this would be possible.
But this isn't news is it (except for the release date)?
I could swear that there was a statement like "We'll be releasing Decoda with NS2." on one of the about pages for at least a year, but of course now I can't find it.
Ok, found it:
<!--QuoteBegin-FAQ+ August 2008--><div class='quotetop'>QUOTE (FAQ @ August 2008)</div><div class='quotemain'><!--QuoteEBegin-->We are also shipping a game debugger and all our own script code with the game<!--QuoteEnd--></div><!--QuoteEEnd-->
Glad to see theres still progress being made~ Even if its not on the actual gameplay yet. I'll be checking back in every few weeks :] Still patiently waiting for a release date.
Natural Selection 2 is the game, the engine is called Spark.
Why not promote your engine of your upcoming game? It's smart. Not only is it smart but from what I can see NS2 is the first FPS game with a massive amount of code, I remember hearing 80% or so somewhere before, to consist in LUA. So the technology needs promoted, because modders can use it to make free modifications and games. Equally it could be something that an indie developer wants to pick up and use on too.
The friday updates do come on the publisher and developer site, Unknown Worlds and not the Natural Selection 2 official site; just because you're unhappy with the update being one aimed more-so to would be modifiers does not make it any less an update. The community is being treated as a whole when it comes to releasing information, that being said, you've got a lot more information over the development cycle of NS2 than you will from any games company. Most tend to release a <i>beta</i> trailer and then a trailer right before release, of which is normally an 18 month or so development cycle.
Both !!
Thanks.
--Cory
So far, from what I have heard, ns2 will only be possible to compare with gmod when it comes to modding, and maybe even surpass it. Not sure though.
Infact, I would say from what we have already, this surpass everything but gmod on that aspect (almost everything in the engine test seems to be coded in lua, with the files availible to us), the huge drawback is that there is a severe lack of documentation.
Speaking of which, I guess I could share something I noticed today, if you need to remove an entity, the function would be Server.DestroyEntity(entity).
Would maybe have made more sense with a entity:Remove() function (I tried that :P).
It would be silly to take the time to put together and release full documentation when so many things are still subject to change. That would just waste UWE's time and frustrate mod developers who have to change everything everytime UWE patched.
I saw some documentation we got on a wiki after I found the function (wish I had noticed the thread linking to that wiki earlyer :P), but it lacks alot, and I have yet to find any tutorials there.
the documentation is located at <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Category:Lua_Libraries" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...y:Lua_Libraries</a> incase someone wonder. All stuff the community could help with.
Ofcourse I realise it takes time to make a good documentation if you have not made the functions in the first place. Altough some are self explaining and just need testing on how many arguments and what datatypes they can take (like the libraries/Math functions).