<!--quoteo(post=1811892:date=Nov 30 2010, 05:01 AM:name=saltybp53)--><div class='quotetop'>QUOTE (saltybp53 @ Nov 30 2010, 05:01 AM) <a href="index.php?act=findpost&pid=1811892"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With dynamic infestation being talked about, is there any talk about nukes?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1811898:date=Nov 29 2010, 11:06 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Nov 29 2010, 11:06 PM) <a href="index.php?act=findpost&pid=1811898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you seen what the MASC does?<!--QuoteEnd--></div><!--QuoteEEnd--> The MASC is the ns1 seige cannon right? Are you saying it shoots nukes now :D also nukes were a fun, expensive, pointless alternative to a hive siege.
<!--quoteo(post=1811777:date=Nov 30 2010, 05:23 AM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Nov 30 2010, 05:23 AM) <a href="index.php?act=findpost&pid=1811777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Inferred rendering system" sounds interesting from reading this: <a href="http://en.wikipedia.org/wiki/Inference" target="_blank">http://en.wikipedia.org/wiki/Inference</a> my guess is it has with occlusion culling to do. that it's an algorithm to keep occlusion queries down by not "asking" about polygons that are determined to "obviously be part of the next frame". like looking straight at a crate in the middle of an empty room, and then player-view turns 5° - crate is obviously still gonna be there...
but could be something else, other ideas? in any case, hope it brings fps improvements!<!--QuoteEnd--></div><!--QuoteEEnd-->Inferred rendering is to handle transparent materials..
Deferred renders can't handle transparency so you need to write another render path to cope with transparent objects.
<!--quoteo(post=1811957:date=Nov 30 2010, 03:21 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Nov 30 2010, 03:21 AM) <a href="index.php?act=findpost&pid=1811957"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Inferred rendering is to handle transparent materials..
Deferred renders can't handle transparency so you need to write another render path to cope with transparent objects.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice, means that the Drifters, eggs, Hive and all those other alien structures can look as intended. And of course having panes of glass in a level.
<!--quoteo(post=1811957:date=Nov 30 2010, 07:21 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Nov 30 2010, 07:21 AM) <a href="index.php?act=findpost&pid=1811957"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Inferred rendering is to handle transparent materials..
Deferred renders can't handle transparency so you need to write another render path to cope with transparent objects.<!--QuoteEnd--></div><!--QuoteEEnd-->
it also allows for lighting/shadows to be calculated at a lower res & interpolated up in res for increased performance for scenes with lots of dynamic lights - which is all NS2 has.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Grenades should do damage to owner<!--QuoteEnd--></div><!--QuoteEEnd-->
That is going to make life SO much easier for skulks!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Delivered feature Grenades don't blow up when hitting the world, hurt firer, detonate after a time<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1812076:date=Nov 30 2010, 10:23 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Nov 30 2010, 10:23 PM) <a href="index.php?act=findpost&pid=1812076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can anyone post examples of what this translucent/transparent effect might look like?<!--QuoteEnd--></div><!--QuoteEEnd--> glass, water, wings of the lerk just to name some
Hydra optimization (create 5+) This is hopefully going to make life a little bit easier, but it still ISNT okay for you gorges to spam hydras all over the place after the patch!
i just hope it's before holidays UWE MUST release something before then to have satisfied customers, before they go on more vacation! doesn't have to be a full patch, just the progress up until their vacation, it will have SOME improvements over no patch...
Comments
"Dynamic infestation gameplay"
Have you seen what the MASC does?
The MASC is the ns1 seige cannon right? Are you saying it shoots nukes now :D also nukes were a fun, expensive, pointless alternative to a hive siege.
Hope you had a good one :)
+1
This would fix the egg in wall so well.
from reading this:
<a href="http://en.wikipedia.org/wiki/Inference" target="_blank">http://en.wikipedia.org/wiki/Inference</a>
my guess is it has with occlusion culling to do.
that it's an algorithm to keep occlusion queries down by not "asking" about polygons that are determined to "obviously be part of the next frame".
like looking straight at a crate in the middle of an empty room, and then player-view turns 5° - crate is obviously still gonna be there...
but could be something else, other ideas?
in any case, hope it brings fps improvements!<!--QuoteEnd--></div><!--QuoteEEnd-->Inferred rendering is to handle transparent materials..
Deferred renders can't handle transparency so you need to write another render path to cope with transparent objects.
Deferred renders can't handle transparency so you need to write another render path to cope with transparent objects.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice, means that the Drifters, eggs, Hive and all those other alien structures can look as intended. And of course having panes of glass in a level.
Deferred renders can't handle transparency so you need to write another render path to cope with transparent objects.<!--QuoteEnd--></div><!--QuoteEEnd-->
it also allows for lighting/shadows to be calculated at a lower res & interpolated up in res for increased performance for scenes with lots of dynamic lights - which is all NS2 has.
<img src="http://www.tvworthwatching.com/werts/futurama-holiday-spectacular-2010.jpg" border="0" class="linked-image" />
That is going to make life SO much easier for skulks!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Delivered
feature
Grenades don't blow up when hitting the world, hurt firer, detonate after a time<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh noes, this is a first D:
i have full faith in Max!
come to think of it, STALKER had translucent glass extremely sparingly, does that have something with it's deferred rendering to do?
@Faustinian na, i've seen "rejected" a couple times before this.
also "no more rifle sound looping" should have been "rejected"...
"ARC playable (targeting, cooldown, etc.)"
hmmmm does anyone know what this "ARC" is?
Automated robotic cannon?
glass, water, wings of the lerk just to name some
(why does teh BUS come to mind?)
(Tele-operated High-Utility Mobile Precision Artillery)
I got this from the same source that exposed US Homeland Security using the Patriot act to ban traiffic to certain IPs involved with P2P.
Also the same source that declared Wikileaks a terrorist group. Which makes lots of moderate people open to accusations of funding a terrorist group.
Seems like build 157 isnt far away now!
Hydra optimization (create 5+)
This is hopefully going to make life a little bit easier, but it still ISNT okay for you gorges to spam hydras all over the place after the patch!
People are just going to call them "sieges" anyways. ARC is better than MASC though.
Depends on hydra optimization time I guess
UWE MUST release something before then to have satisfied customers, before they go on more vacation!
doesn't have to be a full patch, just the progress up until their vacation, it will have SOME improvements over no patch...