Is the editor going to have some sort of actors? Like pressing a button makes an elevator go up, or starts/stops vents, move a light around, etc... Anything like that to give life to map and make use of the dynamic lighting!
This is not a question to the devs, but to the op and community.
When we recieve answer, shall we take some sort of actions to make it easyer for ppl with same questions find the answers we got? Like if you go to first thread and look at my post, you see I quoted the answer.
Or should we maybe lower the clutter in this thread somehow? By for example making our post contain "Answer Recieved" and a spoiler tag of what post it was before. Would require a new sort of tag, or we use some other ways to do it (such as tiny text). But what do you <strike>guys</strike> stuff think?
as i just saw (http://www.youtube.com/watch?v=yH-SH1Iw6TY&feature=player_embedded#t=2m33s) you've got the ns1 structures into ns2 and as quite nice poly versions too!
could you probably release them with the next release please?
whats about working close with the wine project in first step, instead of releasing a real linux version? would be a good temporally solution :)!
WHY VAC? ... i mean ... it is like the end of spaceballs: oh sh1t, there goes the planet! (http://www.youtube.com/watch?v=H9MxTRspXpQ) all the work for...VAC? u guys cant be THAT desperate?! u made such an stunning game and then trow it away using VAC? it is like using vac is like punkbuster 10 years ago... vac is a slap into my face max *whining*
is it planned to bring performance to a level where ns2 (or at least the engine) could be used as an esport title? when i am reading 20 serverticks that means a tick every 50ms! when i was at training i got effective reaction times under 100 ms with my equipment and i was used to play on servers with ping under 10 ms in our country and about 20 ms in other countries. and yes i could feel if the server was running at 1000 stable fps or running at 500fps and all this stuff. i hope that performance will be the main goal next to polishing the visuals. what the use of ferrari varnish on a mercedes A class car... well it looks nice...? :P
VAC comes with steamworks... and since UWE uses Steamworks, its only logical. (Commander Spock approves) VAC is ofc the worst to pick, but punkbuster isnt really any better(+ costs extra money)...
Whatever AntiCheat you use, it wont be really effective if nobody cares to develop und update activly for a game(engine)... (dunno if punkbuster is really working for their money... vac usually cares more about their own engine - and even there they update not very frequently)
edit: I wonder if anticheat devs buy commercial hacks to ban them, or just dont care - since i dont understand why such pages can even exist (like i mention it below) edit2: On second thought, if i were a dev i would start such a page and get some extra cash :P - if the hack gets too wide spread i ban it(+ competition hackpages ofc)... win win because more licences sold if those kids wanna come back ingame again... lol $$$ (or at least get a good share of the money from such pages)
I just google'd if there are already ns2 hacks ...
The good news, it seems that there are at least non public available. (at least not for google noobs like me :X) The bad, there are already requests on a cheater page - but the biggest lol was after i saw that cheating is serious business... costs around 15-25$ a month to use a cheat - wtf is wrong with ppl. If you need to cheat in a game, you might as well just watch a movie and press a button so you can act like you are playing.
Whatever, Atm the best thing to do against cheaters(besides basic anticheat like vac and punkbuster), is a good ingame spectator + record/demo function + a system like steambans.
edit3: i found out that there are punkbuster ban lists to download an put in your server client - the problem is, there are bad admins(god complex + rage kid) with false positives... so the steamban system is a bit better for protecting innocent ppl.
PS: I dont think uwe is aiming for a max. tickrate of 20 (would be sad, i mean its still an fps) But at least having a steady tickrate of 20-30 would be playable for now to shift the focus a bit more on other aspects that need help from max from time to time. (without feeling very bad to do so)
<b>Questions</b>: What did you look at for inspiration when designing Dynamic Infestation (art & gameplay aspects), and how does it change gameplay generally for both teams? (do rounds last longer? are battles now focused in specific areas instead of random places?) THANK YOU FOR NOT DITCHING DYNAMIC INFESTATION!!!!!!
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited February 2011
<b>Technical question:</b> Can depth of field be used as a LOD (level of detail) replacement/addition?
Currently DoF is post processing effect which gives the video card extra work to make things less details and blurry -
So would it not be possible to have the video card achieve a depth of field affect by rendering blurry less detailed images, similar to the way occulsion works, except that things are still rendered, but just very roughly? This would then increase performance instead of adding more work to the video card as a post processing effect.
<!--quoteo(post=1831035:date=Feb 10 2011, 07:29 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Feb 10 2011, 07:29 PM) <a href="index.php?act=findpost&pid=1831035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Technical question:</b> Can depth of field be used as a LOD (level of detail) replacement/addition?
Currently DoF is post processing effect which gives the video card extra work to make things less details and blurry -
So would it not be possible to have the video card achieve a depth of field affect by rendering blurry less detailed images, similar to the way occulsion works, except that things are still rendered, but just very roughly? This would then increase performance instead of adding more work to the video card as a post processing effect.<!--QuoteEnd--></div><!--QuoteEEnd--> Not exactly...
Processing the DOF is an extra effect so its going to take more time to process.....
But having said that since DOF blurs everything in the distance it lets you get away with using extremely low quality LOD models in the background and no one will notice because of the blurring..
Either way most of the performance issues in NS2 do not steam from the rendering side of things.
0. Will marines be getting welders and will the welder be able to clear DI?
1. Will the axe/rifle/pistol/shogun be able to clear DI?
2. Will L2/L3 be necessary to research siege tanks?
3. What beastly offensive capability is planned for the MAC's attack option?
4. Besides providing hivesight for every marine that stands on it and being required for aliens to be capable of dropping structures, will DI be capable of destructive acts on its own? I.e. growing and killing marines and marine-structures?
5. Are there still plans to allow the marine com to drop FT's for his team without the research?
6. Because the FT is so absolutely essential now to clear DI i.e. to take down hives/enemy-rts/conquer-territory, is there any chance that a standard marine can carry a FT at all times slung to his back in addition to a shotgun? If No, then is there any chance we will see the FT return to its former glory as a primary weapon (i.e. getting more ammo and longer burn times between reloads and damage-boost against structures + aliens?)
7. When can we see basic EJECT/Voteban features added to the game to protect the beta/non-admined servers?
8. If aliens cap all 3 hives and marines don't make a comeback within 5-10 minutes, the game is over. Is there any chance at an auto-recycle-base in response to the fail-conditions? :P
Will the Special Ops armor be put up for sale again? Some of us did not have to money to spare or were away for the summer and thus could not pre-order even though we followed/supported/relayed the development of NS2 since the beginning.
What engine/game features are you planning that you don't expect you'll be able to implement into the game or engine before the release of v1.0 ? where there any features that you thought you would be able to implement before that you now know you won't be able to implement in time?
Processing the DOF is an extra effect so its going to take more time to process.....
But having said that since DOF blurs everything in the distance it lets you get away with using extremely low quality LOD models in the background and no one will notice because of the blurring..
Either way most of the performance issues in NS2 do not steam from the rendering side of things.<!--QuoteEnd--></div><!--QuoteEEnd--> that's right, currently all games which use depth of field, actually is more work for the video card to draw less detailed objects.
so you'd think there would be a method available to to render less detail, which is less work for the video card - kind of like a 3D jpeg occulsion thingy
In the progress tracker, you guys have "Grenades should destroy infestation" up at the moment. Will we be seing specialized versions of the rifle or hand grenades? (i.e. standard explosive, incendiary for more effective clearing of infestation, etc)
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1831493:date=Feb 12 2011, 06:14 AM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Feb 12 2011, 06:14 AM) <a href="index.php?act=findpost&pid=1831493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the progress tracker, you guys have "Grenades should destroy infestation" up at the moment. Will we be seing specialized versions of the rifle or hand grenades? (i.e. standard explosive, incendiary for more effective clearing of infestation, etc)<!--QuoteEnd--></div><!--QuoteEEnd-->
i doubt it we will, thats what the flamethrower is mainly for :)
<!--quoteo(post=1830017:date=Feb 6 2011, 01:40 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Feb 6 2011, 01:40 PM) <a href="index.php?act=findpost&pid=1830017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't the siege cannon range in the mapping guidelines?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes
And @DerWalter, I heard multithreading LUA was hard to nigh on near impossible to do well.
<!--quoteo(post=1829012:date=Feb 1 2011, 02:48 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 1 2011, 02:48 PM) <a href="index.php?act=findpost&pid=1829012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Let's just post our questions and allow the devs to pick what they want to answer.
I forgot one question, when are babblers going in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
What is your "ideal" for dynamic infestation? i.e. What is your hope for the finalised dynamic infestation, or how do you envision dynamic infestation? (1) How will it work (e.g. spread), (2) how will it look and (3) how will it affect the game? I don't want an answer like, it's currently in prototype phase and we'll see how it goes and build on it; because I'm sure you do have some vision of what DI should be. As far as I can tell, the current prototype is primarily experimenting with (3) ways it will affect the game (marines can't build on it, aliens require it to build), for (2) you've already stated it's a placeholder, but (1) is what concerns me most, because the current prototype (with its manual, discrete approach) is so very different from how everyone first envisioned DI, and what I thought you envisioned it to be. I'd like to know especially your take on (1), your plans for it, and basically how you hope DI will turn out.
<!--quoteo(post=1831121:date=Feb 10 2011, 09:41 PM:name=BarerRudeROC)--><div class='quotetop'>QUOTE (BarerRudeROC @ Feb 10 2011, 09:41 PM) <a href="index.php?act=findpost&pid=1831121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will the Special Ops armor be put up for sale again? Some of us did not have to money to spare or were away for the summer and thus could not pre-order even though we followed/supported/relayed the development of NS2 since the beginning.<!--QuoteEnd--></div><!--QuoteEEnd--> Has already been answered: no. Was a one time only kind of thing.
And @DerWalter, I heard multithreading LUA was hard to nigh on near impossible to do well.<!--QuoteEnd--></div><!--QuoteEEnd--> but lua only uses c++ functions, isnt it?
so c++ could split the functions into different threads... am i right?
<!--quoteo(post=1834187:date=Feb 22 2011, 12:02 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Feb 22 2011, 12:02 AM) <a href="index.php?act=findpost&pid=1834187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Is the Onos going to have a Devour ability?"
No. Has been stated several times.<!--QuoteEnd--></div><!--QuoteEEnd-->
NOOOOO...... XD
Wait a minute, what is going to counter the H.E.X.O.S ?
<!--quoteo(post=1831300:date=Feb 10 2011, 08:45 PM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Feb 10 2011, 08:45 PM) <a href="index.php?act=findpost&pid=1831300"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the Fade's secondary attack final? Or will we get back good old focus? The idea was good, but nobody uses the sec attack - it's way too risky.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here is the answer: <!--quoteo(post=1833978:date=Feb 20 2011, 01:30 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 20 2011, 01:30 PM) <a href="index.php?act=findpost&pid=1833978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(...) <ul><li>Fade second attack can't hit moving targets and deals less DPS. What situation was it meant for?</li></ul>
Again, this is just a first pass and we realize its not working as well as we'd hoped. But it was designed for stealth assassination. To be able to blink in behind a marine and catch them off guard and take them out with an attack that takes longer to do but does a lot more damage. I believe it was also meant to use to disable buildings more quickly, as well, but at the moment I don't think the damage is set properly for that, compared to the length of time it takes to do the attack. In general the Fade is meant to be more of a stealth unit, and there are some abilities which are planned to be added that will hopefully bring him back more in line with that. The bigger core gameplay mechanics are the focus at the moment, however, and we'd rather spend time on working on getting the Onos into the game, then adding and adjusting abilities for the other aliens at the moment
Comments
Anything like that to give life to map and make use of the dynamic lighting!
When we recieve answer, shall we take some sort of actions to make it easyer for ppl with same questions find the answers we got? Like if you go to first thread and look at my post, you see I quoted the answer.
Or should we maybe lower the clutter in this thread somehow? By for example making our post contain "Answer Recieved" and a spoiler tag of what post it was before. Would require a new sort of tag, or we use some other ways to do it (such as tiny text). But what do you <strike>guys</strike> stuff think?
It would help me make a good glass texture.
could you probably release them with the next release please?
whats about working close with the wine project in first step, instead of releasing a real linux version?
would be a good temporally solution :)!
WHY VAC? ... i mean ... it is like the end of spaceballs: oh sh1t, there goes the planet! (http://www.youtube.com/watch?v=H9MxTRspXpQ)
all the work for...VAC? u guys cant be THAT desperate?! u made such an stunning game and then trow it away using VAC?
it is like using vac is like punkbuster 10 years ago... vac is a slap into my face max *whining*
is it planned to bring performance to a level where ns2 (or at least the engine) could be used as an esport title?
when i am reading 20 serverticks that means a tick every 50ms!
when i was at training i got effective reaction times under 100 ms with my equipment and i was used to play
on servers with ping under 10 ms in our country and about 20 ms in other countries.
and yes i could feel if the server was running at 1000 stable fps or running at 500fps and all this stuff.
i hope that performance will be the main goal next to polishing the visuals.
what the use of ferrari varnish on a mercedes A class car... well it looks nice...? :P
miaow want a perfect game :P
VAC is ofc the worst to pick, but punkbuster isnt really any better(+ costs extra money)...
Whatever AntiCheat you use, it wont be really effective if nobody cares to develop und update activly for a game(engine)... (dunno if punkbuster is really working for their money... vac usually cares more about their own engine - and even there they update not very frequently)
edit: I wonder if anticheat devs buy commercial hacks to ban them, or just dont care - since i dont understand why such pages can even exist (like i mention it below)
edit2: On second thought, if i were a dev i would start such a page and get some extra cash :P - if the hack gets too wide spread i ban it(+ competition hackpages ofc)... win win because more licences sold if those kids wanna come back ingame again... lol $$$ (or at least get a good share of the money from such pages)
I just google'd if there are already ns2 hacks ...
The good news, it seems that there are at least non public available. (at least not for google noobs like me :X)
The bad, there are already requests on a cheater page - but the biggest lol was after i saw that cheating is serious business... costs around 15-25$ a month to use a cheat - wtf is wrong with ppl. If you need to cheat in a game, you might as well just watch a movie and press a button so you can act like you are playing.
Whatever,
Atm the best thing to do against cheaters(besides basic anticheat like vac and punkbuster), is a good ingame spectator + record/demo function + a system like steambans.
edit3: i found out that there are punkbuster ban lists to download an put in your server client - the problem is, there are bad admins(god complex + rage kid) with false positives... so the steamban system is a bit better for protecting innocent ppl.
PS:
I dont think uwe is aiming for a max. tickrate of 20 (would be sad, i mean its still an fps)
But at least having a steady tickrate of 20-30 would be playable for now to shift the focus a bit more on other aspects that need help from max from time to time. (without feeling very bad to do so)
Currently DoF is post processing effect which gives the video card extra work to make things less details and blurry -
So would it not be possible to have the video card achieve a depth of field affect by rendering blurry less detailed images, similar to the way occulsion works, except that things are still rendered, but just very roughly? This would then increase performance instead of adding more work to the video card as a post processing effect.
Currently DoF is post processing effect which gives the video card extra work to make things less details and blurry -
So would it not be possible to have the video card achieve a depth of field affect by rendering blurry less detailed images, similar to the way occulsion works, except that things are still rendered, but just very roughly? This would then increase performance instead of adding more work to the video card as a post processing effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not exactly...
Processing the DOF is an extra effect so its going to take more time to process.....
But having said that since DOF blurs everything in the distance it lets you get away with using extremely low quality LOD models in the background and no one will notice because of the blurring..
Either way most of the performance issues in NS2 do not steam from the rendering side of things.
0. Will marines be getting welders and will the welder be able to clear DI?
1. Will the axe/rifle/pistol/shogun be able to clear DI?
2. Will L2/L3 be necessary to research siege tanks?
3. What beastly offensive capability is planned for the MAC's attack option?
4. Besides providing hivesight for every marine that stands on it and being required for aliens to be capable of dropping structures, will DI be capable of destructive acts on its own? I.e. growing and killing marines and marine-structures?
5. Are there still plans to allow the marine com to drop FT's for his team without the research?
6. Because the FT is so absolutely essential now to clear DI i.e. to take down hives/enemy-rts/conquer-territory, is there any chance that a standard marine can carry a FT at all times slung to his back in addition to a shotgun? If No, then is there any chance we will see the FT return to its former glory as a primary weapon (i.e. getting more ammo and longer burn times between reloads and damage-boost against structures + aliens?)
7. When can we see basic EJECT/Voteban features added to the game to protect the beta/non-admined servers?
8. If aliens cap all 3 hives and marines don't make a comeback within 5-10 minutes, the game is over. Is there any chance at an auto-recycle-base in response to the fail-conditions? :P
9. How much bigger then tram will maps get?
Some of us did not have to money to spare or were away for the summer and thus could not pre-order even though we followed/supported/relayed the development of NS2 since the beginning.
Processing the DOF is an extra effect so its going to take more time to process.....
But having said that since DOF blurs everything in the distance it lets you get away with using extremely low quality LOD models in the background and no one will notice because of the blurring..
Either way most of the performance issues in NS2 do not steam from the rendering side of things.<!--QuoteEnd--></div><!--QuoteEEnd-->
that's right, currently all games which use depth of field, actually is more work for the video card to draw less detailed objects.
so you'd think there would be a method available to to render less detail, which is less work for the video card - kind of like a 3D jpeg occulsion thingy
i doubt it we will, thats what the flamethrower is mainly for :)
Yes
And @DerWalter, I heard multithreading LUA was hard to nigh on near impossible to do well.
I forgot one question, when are babblers going in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
And when are crags going to spawn babblers?
(1) How will it work (e.g. spread), (2) how will it look and (3) how will it affect the game?
I don't want an answer like, it's currently in prototype phase and we'll see how it goes and build on it; because I'm sure you do have some vision of what DI should be.
As far as I can tell, the current prototype is primarily experimenting with (3) ways it will affect the game (marines can't build on it, aliens require it to build), for (2) you've already stated it's a placeholder, but (1) is what concerns me most, because the current prototype (with its manual, discrete approach) is so very different from how everyone first envisioned DI, and what I thought you envisioned it to be. I'd like to know especially your take on (1), your plans for it, and basically how you hope DI will turn out.
Some of us did not have to money to spare or were away for the summer and thus could not pre-order even though we followed/supported/relayed the development of NS2 since the beginning.<!--QuoteEnd--></div><!--QuoteEEnd-->
Has already been answered: no. Was a one time only kind of thing.
And @DerWalter, I heard multithreading LUA was hard to nigh on near impossible to do well.<!--QuoteEnd--></div><!--QuoteEEnd--> but lua only uses c++ functions, isnt it?
so c++ could split the functions into different threads... am i right?
Secondly, I would like to know:
Is the Onos going to have a <b>Devour</b> ability?
No. Has been stated several times.
No. Has been stated several times.<!--QuoteEnd--></div><!--QuoteEEnd-->
NOOOOO...... XD
Wait a minute, what is going to counter the H.E.X.O.S ?
Here is the answer:
<!--quoteo(post=1833978:date=Feb 20 2011, 01:30 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 20 2011, 01:30 PM) <a href="index.php?act=findpost&pid=1833978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(...)
<ul><li>Fade second attack can't hit moving targets and deals less DPS. What situation was it meant for?</li></ul>
Again, this is just a first pass and we realize its not working as well as we'd hoped. But it was designed for stealth assassination. To be able to blink in behind a marine and catch them off guard and take them out with an attack that takes longer to do but does a lot more damage. I believe it was also meant to use to disable buildings more quickly, as well, but at the moment I don't think the damage is set properly for that, compared to the length of time it takes to do the attack. In general the Fade is meant to be more of a stealth unit, and there are some abilities which are planned to be added that will hopefully bring him back more in line with that. The bigger core gameplay mechanics are the focus at the moment, however, and we'd rather spend time on working on getting the Onos into the game, then adding and adjusting abilities for the other aliens at the moment
(...)
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->