<!--quoteo(post=1796611:date=Aug 27 2010, 11:02 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Aug 27 2010, 11:02 PM) <a href="index.php?act=findpost&pid=1796611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like we're in store for a boatload patch next week.<!--QuoteEnd--></div><!--QuoteEEnd-->
Honestly there isn't much reason to release a patch at this point if it doesn't make the game playable. They can fix every bug in the world, and implement the rest of the game, but if we can't move properly, it won't do them any good. They're probably thinking the same thing, and are working on a killer patch as we speak.
Yep agreed. Though to be fair they aren't miles away from having something truly playable. Network performance, and Client Performance (GFX), really that's all they need to fix, the rest is all gravy :P
Floating eggs? That's just fun beta stuff!
Anyway it looks like they've been moving hard and fast on the networking stuff, and the alpha testing really helped bring all the major problems to light much sooner then they would have normally. So it's all going according to plan so far IMO :)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1796669:date=Aug 28 2010, 05:44 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Aug 28 2010, 05:44 PM) <a href="index.php?act=findpost&pid=1796669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are these? (from the progress page)
'Sound DSP system' 'Fix fade ghost on death'<!--QuoteEnd--></div><!--QuoteEEnd--> Sound dynamic surround system, and when the Fade dies his corpse Fades? Heck I dunno...
<!--quoteo(post=1796686:date=Aug 28 2010, 04:08 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 28 2010, 04:08 PM) <a href="index.php?act=findpost&pid=1796686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the alpha ended and now no more updates till beta?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1796686:date=Aug 28 2010, 03:08 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 28 2010, 03:08 PM) <a href="index.php?act=findpost&pid=1796686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the alpha ended and now no more updates till beta?<!--QuoteEnd--></div><!--QuoteEEnd-->
Fade ghost on death I imagine will be something similar to CS.
The player lags out and dies, but the residual model is left hanging and often doing repeat animations instead of disappearing. You can also walk through them like holograms.
I am also guessing that because the fade is going to have a 'night crawler' style effect, it will be teleporting instead of moving round the level like an angry wasp in a small room.
I am quite intrigued to how they implement this, because 'aim at wall and click' I found to be very inaccurate and disorienting. I would like to see something more tactical and thoughtful, like the teleport in unreal tournament. But instead you drop it. Maybe aiming at players causes you to teleport to them.
<!--quoteo(post=1792554:date=Aug 7 2010, 12:57 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Aug 7 2010, 12:57 AM) <a href="index.php?act=findpost&pid=1792554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The progression is this: Started - currently being worked on Delivered - finished, but not tested Accepted - tested<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for this progress page, but to me it seems that they should use better words for descibing how far they are on the progress or is this the normal language one uses for programming ?!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Add the ability to modify the tangents in the Cinematic Editor curve control<!--QuoteEnd--></div><!--QuoteEEnd-->
Gimmegimmegimmegimme! I want to have some fun making a short machinima-thingy, now finally that my computer can handle it. (Yay!)
P.S Also on a related note, there's a pretty annoying bug that Actors you delete/remove in the Cinematic Editor remains static right where they are and can't be removed or moved unless you restart the whole program. Reported it to GetSatisfaction as well.
<!--quoteo(post=1796634:date=Aug 28 2010, 03:48 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Aug 28 2010, 03:48 AM) <a href="index.php?act=findpost&pid=1796634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly there isn't much reason to release a patch at this point if it doesn't make the game playable. They can fix every bug in the world, and implement the rest of the game, but if we can't move properly, it won't do them any good. They're probably thinking the same thing, and are working on a killer patch as we speak.<!--QuoteEnd--></div><!--QuoteEEnd-->
Totally called it: <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=111031&view=findpost&p=1796914" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1796914</a>
Networking is like 40% of the problem. Their's still many people that can't run the engine due to fps problems.
Overall it still would of been better, IMO, if they would of stuck to the weekly schedule of steam-updates as opposed to a single ultra patch a month+ later. I mean a lot of stuff could be tested in singleplayer.
<!--quoteo(post=1796952:date=Aug 31 2010, 12:33 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 31 2010, 12:33 AM) <a href="index.php?act=findpost&pid=1796952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Networking is like 40% of the problem. Their's still many people that can't run the engine due to fps problems.
Overall it still would of been better, IMO, if they would of stuck to the weekly schedule of steam-updates as opposed to a single ultra patch a month+ later. I mean a lot of stuff could be tested in singleplayer.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1796952:date=Aug 30 2010, 06:33 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 30 2010, 06:33 PM) <a href="index.php?act=findpost&pid=1796952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Networking is like 40% of the problem. Their's still many people that can't run the engine due to fps problems.
Overall it still would of been better, IMO, if they would of stuck to the weekly schedule of steam-updates as opposed to a single ultra patch a month+ later. I mean a lot of stuff could be tested in singleplayer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Until they get the networking fixed, there's nothing for the public worth testing. Performance/compatibility comes later. If a competitive, multiplayer game doesn't have usable multiplayer, it's not in a testable form. Period.
I commend Max for buckling down on the netcode. This is the sort of thing that needs to get fixed ASAP, and the overhead associated with Steam releases plus fallout from continuing to release laggy versions ("Two releases later and it's STILL not playable?!!! WTF I QUIT!") isn't worth it.
Choppiness, graphical problems, and weird gameplay issues are to be expected. They're even kind of funny. Unmanageable netcode really isn't -- not for any build that intends to be testable on a large scale. So yeah, no release until this is fixed. It makes sense.
I think with so few people working on the game and the fact it's such a small company, I cant see weekly updates being too realistic for now. There are a lot of things that need fixing, so naturally there will be a lot of unexpected issues and complications. You know, hick-ups.
That and I'd imagine there is a lot of tape to go through every time you upload to the content servers.
Then again, I don't sit at the PC grinding my teeth and bashing F5. I'm happy waiting.
<!--quoteo(post=1796978:date=Aug 30 2010, 11:51 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Aug 30 2010, 11:51 PM) <a href="index.php?act=findpost&pid=1796978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Until they get the networking fixed, <u>there's nothing for the public worth testing</u>. Performance/compatibility comes later. If a competitive, multiplayer game doesn't have usable multiplayer,<u> it's not in a testable form</u>. Period.<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought about what you and others have been saying for a while now, and came to the conclusion that the majority of people here expect a playable, even if only a few features are implemented at the very start, <b>game</b> for the alpha? Otherwise it feels to much like (unpaid) work to methodically test the games features in single player like the actual developers? Think i'll have to agree then that if the netcode is what is holding people back from <u>playing</u> (as opposed to hardcore-boring testing) the alpha, then that definitely should be the priority of the devs. I mean it will result in more people observing the game while its running, and that means more bug reports overall.
Comments
Wow, if this spills into next week, then the next patch is going to be <b>huge</b>.
Keep up the good work, guys! I hope Brian is getting acclimated to the code well.
Hope so! :)
Floating eggs? That's just fun beta stuff!
Anyway it looks like they've been moving hard and fast on the networking stuff, and the alpha testing really helped bring all the major problems to light much sooner then they would have normally. So it's all going according to plan so far IMO :)
'Sound DSP system'
'Fix fade ghost on death'
'Sound DSP system'
'Fix fade ghost on death'<!--QuoteEnd--></div><!--QuoteEEnd-->
Sound dynamic surround system, and when the Fade dies his corpse Fades? Heck I dunno...
Heh don't thank me.... I might be completely on the wrong track here, I'm just guessing <img src="http://members.home.nl/m.borgman/ns-forum/smileys/awesome.gif" border="0" class="linked-image" />
my guess is the ghost image used for teleport ability
What?! Where did you hear that?
Alpha is still happening.
correct
We're still pretty <b>far</b> from Beta...
We're still pretty <b>far</b> from Beta...<!--QuoteEnd--></div><!--QuoteEEnd-->
rofl, theyre being sarcastic
The player lags out and dies, but the residual model is left hanging and often doing repeat animations instead of disappearing. You can also walk through them like holograms.
I am also guessing that because the fade is going to have a 'night crawler' style effect, it will be teleporting instead of moving round the level like an angry wasp in a small room.
I am quite intrigued to how they implement this, because 'aim at wall and click' I found to be very inaccurate and disorienting. I would like to see something more tactical and thoughtful, like the teleport in unreal tournament. But instead you drop it. Maybe aiming at players causes you to teleport to them.
Started - currently being worked on
Delivered - finished, but not tested
Accepted - tested<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for this progress page, but to me it seems that they should use better words for descibing how far they are on the progress or is this the normal language one uses for programming ?!
< Progress bar with progress wordies <img src="http://members.home.nl/m.borgman/ns-forum/smileys/sunglasses.gif" border="0" class="linked-image" />
Gimmegimmegimmegimme!
I want to have some fun making a short machinima-thingy, now finally that my computer can handle it. (Yay!)
P.S Also on a related note, there's a pretty annoying bug that Actors you delete/remove in the Cinematic Editor remains static right where they are and can't be removed or moved unless you restart the whole program. Reported it to GetSatisfaction as well.
Totally called it: <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=111031&view=findpost&p=1796914" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1796914</a>
Networking is like 40% of the problem. Their's still many people that can't run the engine due to fps problems.
Overall it still would of been better, IMO, if they would of stuck to the weekly schedule of steam-updates as opposed to a single ultra patch a month+ later. I mean a lot of stuff could be tested in singleplayer.
Overall it still would of been better, IMO, if they would of stuck to the weekly schedule of steam-updates as opposed to a single ultra patch a month+ later. I mean a lot of stuff could be tested in singleplayer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wrong.
I love arm chair developers.
Overall it still would of been better, IMO, if they would of stuck to the weekly schedule of steam-updates as opposed to a single ultra patch a month+ later. I mean a lot of stuff could be tested in singleplayer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Until they get the networking fixed, there's nothing for the public worth testing. Performance/compatibility comes later. If a competitive, multiplayer game doesn't have usable multiplayer, it's not in a testable form. Period.
I commend Max for buckling down on the netcode. This is the sort of thing that needs to get fixed ASAP, and the overhead associated with Steam releases plus fallout from continuing to release laggy versions ("Two releases later and it's STILL not playable?!!! WTF I QUIT!") isn't worth it.
Choppiness, graphical problems, and weird gameplay issues are to be expected. They're even kind of funny. Unmanageable netcode really isn't -- not for any build that intends to be testable on a large scale. So yeah, no release until this is fixed. It makes sense.
That and I'd imagine there is a lot of tape to go through every time you upload to the content servers.
Then again, I don't sit at the PC grinding my teeth and bashing F5. I'm happy waiting.
I thought about what you and others have been saying for a while now, and came to the conclusion that the majority of people here expect a playable, even if only a few features are implemented at the very start, <b>game</b> for the alpha? Otherwise it feels to much like (unpaid) work to methodically test the games features in single player like the actual developers? Think i'll have to agree then that if the netcode is what is holding people back from <u>playing</u> (as opposed to hardcore-boring testing) the alpha, then that definitely should be the priority of the devs. I mean it will result in more people observing the game while its running, and that means more bug reports overall.
Aliens should get Chia pets at this point