<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->There's a good chance of an OS X version and we'll certainly make the Linux dedicated server, but not sure about a linux client.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, considering you'll need to use OpenGL for Mac OS X support as far as I know, then it should be pretty straight forward porting for OS X to Linux. Oh and, could you provide an optional OpenGL renderer option for Windows versions -- in certain situations Open GL can out-perform Direct X (and I have personal experience of this, and the performance difference was remarkable in this specific instance -- it turned unplayable into perfect 60fps experience!).
Plus, I find on my rather old laptop which I never really use, Open GL performs much better than Direct X when running Half-Life (the original, that supported Direct X, Open GL and Software rendering).
<!--quoteo(post=1867283:date=Aug 8 2011, 01:29 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Aug 8 2011, 01:29 AM) <a href="index.php?act=findpost&pid=1867283"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plus, I find on my rather old laptop which I never really use, Open GL performs much better than Direct X when running Half-Life (the original, that supported Direct X, Open GL and Software rendering).<!--QuoteEnd--></div><!--QuoteEEnd--> That's cause HL1 (or rather Gldsrc) used (and still uses) one of those crummy old Direct3D-incarnations (either 5 or 6) that was around when HL1 released. OpenGL was kinda superior back in those days (Glide notwithstanding).
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
<!--quoteo(post=0:date=:name=Twitter)--><div class='quotetop'>QUOTE (Twitter)</div><div class='quotemain'><!--quotec-->Making a big pass on Lerk movement, spikes, spores and health/armor. He's just not working right yet.<!--QuoteEnd--></div><!--QuoteEEnd--> Excellent!
Spikes projectiles seem to drop my FPS by a lot (10 to 20) when I play Marine. I wonder what the cause might be (model file being loaded from disk? or physics calculation of spikes?).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Andrew is going to try setting up a GitHub repository for our daily script changes so we can take more fixes from the community.<!--QuoteEnd--></div><!--QuoteEEnd--> That's cool.. and i hope you have been talking about a _public_ git repository to make it easier for the community to create the fixes you have mentioned. If so, where is it? How long does it take to set up a git repository?
Re: Just implemented "Lerk v2.0": New spore "trail", hit-scan spikes, better flight model, fire cluster of spikes with alt-fire
Sounds good, glad to see the lerk getting a much needed balance pass. One thing that bugs me about the lerk though still is not having the bite option. I would much rather have an alt fire bite than snipe or whatever, but I will obviously try the "cluster of spikes" alt fire before I pass judgement.
"/me is cranking the Limbo soundtrack (http://bit.ly/qJkEJe). Anything to bring back that awesome game experience!"
Man, I forgot how good the soundtrack to this game is - so tranquil. I love the music in the game when you get to the part with the 2 miniguns and you can see stars in the sky. It really is a work of art.
Player collision issues; Bilebomb hurting MACs; Lerk 2.0; Structure Placement Issues; This is shaping up to be a great patch.
<b>UWE, Can we try out about little feature for a build? Allowing the Fade to sprint (similar to the Marines).</b> It has 2 legs, why the heck can't it run! I think this may fix everybody's complaints on how it takes forever to navigate maps with a Fade. Fade's have to use Blink then once they get to their location, they have to wait for their energy to fill up. Let's try out Fade sprinting! (only for a build, it won't hurt).
I'm sure it shouldn't be to complex to include this, right? :P
I am really excited. No sprinting for the Fade, thats ridiculous, if you light one on fire and he can't blink, I don't need him to have a faster getaway then he already does.
good to see them address the lerk issues, but from all the things they listed I actually hope lerks flight finally has been dealt with. I believe in patch 181, lerk flight was at its best, not great but it was fine. In some later patchs the flight just went downhill pretty fast, no idea what went wrong.
but here some things they need to add to the lerk:
1. lerk bite really needed, it will improve his close combat fighting 2. increase spores range, right now spores can't even reach end of short hallways, pretty bad 3. umbra must be given back to the lerk, so the lerk can play his close combat style while being to support his teammates as he done so in ns1
aside from the above, lerk flight is key to this alien success, I really hope its smooth now, no jerkiness and his flight shouldn't feel restricted when flying.
<!--quoteo(post=1868632:date=Aug 12 2011, 08:08 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Aug 12 2011, 08:08 PM) <a href="index.php?act=findpost&pid=1868632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What does hitscan mean?<!--QuoteEnd--></div><!--QuoteEEnd-->
Basically means that when you shoot the bullets travel instantly, rather than a projectile weapon where the spikes take a certain amount of time to reach their target. It makes aiming much better as you don't need to predict where you opponent will be and try to compensate.
<!--quoteo(post=1868607:date=Aug 12 2011, 05:20 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 12 2011, 05:20 PM) <a href="index.php?act=findpost&pid=1868607"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Allowing the Fade to sprint (similar to the Marines).[/b]<!--QuoteEnd--></div><!--QuoteEEnd-->
It should run on all fours when sprinting, like the rest of the aliens.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
I wonder if the Fade will be able to adjust its <b>vertical velocity</b> while Blinking. I find it rather inconvenient that the Fade has to exit Blink to drop down.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1868636:date=Aug 12 2011, 07:26 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Aug 12 2011, 07:26 PM) <a href="index.php?act=findpost&pid=1868636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically means that when you shoot the bullets travel instantly, rather than a projectile weapon where the spikes take a certain amount of time to reach their target. It makes aiming much better as you don't need to predict where you opponent will be and try to compensate.
That would be awful, as it would make aiming require less skill. It's fine as it is, the game will be optimized and it will be much easier to do this later on.
<!--quoteo(post=1869332:date=Aug 16 2011, 02:18 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Aug 16 2011, 02:18 PM) <a href="index.php?act=findpost&pid=1869332"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would be awful, as it would make aiming require less skill. It's fine as it is, the game will be optimized and it will be much easier to do this later on.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think so. In my experience there is a lower skill ceiling with projectile based weapons than hitscan. You can only become so good with them and then it's all luck.
With hitscan you can pull off quick reaction shots and be much more accurate - making it harder for your opponent. Just because something is easier doesn't mean that it's bad for the game or that it reduces the skill gap between the players.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
I'm usually not a big fan of hitscan, but in this situation, I think it's the right call. Bullet drop, etc, it better used in client-side hit detection games than server ones (i.e. MMOs).
I didnt know UWE was at Gamescon, or otherwise why is there a distinct lack of tweets of feedback. Come come lads, you cant stuff us till we are fat and dependant, then leave us to starve here :P
Comments
YEAH !!!!! Linux dedicated server !!!!! ;D THANKS
Well, considering you'll need to use OpenGL for Mac OS X support as far as I know, then it should be pretty straight forward porting for OS X to Linux. Oh and, could you provide an optional OpenGL renderer option for Windows versions -- in certain situations Open GL can out-perform Direct X (and I have personal experience of this, and the performance difference was remarkable in this specific instance -- it turned unplayable into perfect 60fps experience!).
Plus, I find on my rather old laptop which I never really use, Open GL performs much better than Direct X when running Half-Life (the original, that supported Direct X, Open GL and Software rendering).
That's cause HL1 (or rather Gldsrc) used (and still uses) one of those crummy old Direct3D-incarnations (either 5 or 6) that was around when HL1 released. OpenGL was kinda superior back in those days (Glide notwithstanding).
Excellent!
Spikes projectiles seem to drop my FPS by a lot (10 to 20) when I play Marine. I wonder what the cause might be (model file being loaded from disk? or physics calculation of spikes?).
<img src="http://i.imgur.com/uNVUv.jpg" border="0" class="linked-image" />
YAY
That's cool.. and i hope you have been talking about a _public_ git repository to make it easier for the community to create the fixes you have mentioned. If so, where is it? How long does it take to set up a git repository?
Sounds good, glad to see the lerk getting a much needed balance pass. One thing that bugs me about the lerk though still is not having the bite option. I would much rather have an alt fire bite than snipe or whatever, but I will obviously try the "cluster of spikes" alt fire before I pass judgement.
I hope the controls can be range- /close-combat, so ability 1 is spike/spores and 2 is cluster/trail.
but maybe UWE have something better planned =)
Man, I forgot how good the soundtrack to this game is - so tranquil. I love the music in the game when you get to the part with the 2 miniguns and you can see stars in the sky. It really is a work of art.
<b>UWE,
Can we try out about little feature for a build? Allowing the Fade to sprint (similar to the Marines).</b>
It has 2 legs, why the heck can't it run! I think this may fix everybody's complaints on how it takes forever to navigate maps with a Fade. Fade's have to use Blink then once they get to their location, they have to wait for their energy to fill up. Let's try out Fade sprinting! (only for a build, it won't hurt).
I'm sure it shouldn't be to complex to include this, right? :P
I am really excited. No sprinting for the Fade, thats ridiculous, if you light one on fire and he can't blink, I don't need him to have a faster getaway then he already does.
Really looking forward to playing the crop duster lerk!
but here some things they need to add to the lerk:
1. lerk bite really needed, it will improve his close combat fighting
2. increase spores range, right now spores can't even reach end of short hallways, pretty bad
3. umbra must be given back to the lerk, so the lerk can play his close combat style while being to support his teammates as he done so in ns1
aside from the above, lerk flight is key to this alien success, I really hope its smooth now, no jerkiness and his flight shouldn't feel restricted when flying.
Basically means that when you shoot the bullets travel instantly, rather than a projectile weapon where the spikes take a certain amount of time to reach their target. It makes aiming much better as you don't need to predict where you opponent will be and try to compensate.
<a href="http://en.wikipedia.org/wiki/Hitscan" target="_blank">http://en.wikipedia.org/wiki/Hitscan</a>
It should run on all fours when sprinting, like the rest of the aliens.
The next patch sounds really exciting!
<a href="http://en.wikipedia.org/wiki/Hitscan" target="_blank">http://en.wikipedia.org/wiki/Hitscan</a><!--QuoteEnd--></div><!--QuoteEEnd-->
That would be awful, as it would make aiming require less skill.
It's fine as it is, the game will be optimized and it will be much easier to do this later on.
It's fine as it is, the game will be optimized and it will be much easier to do this later on.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think so. In my experience there is a lower skill ceiling with projectile based weapons than hitscan. You can only become so good with them and then it's all luck.
With hitscan you can pull off quick reaction shots and be much more accurate - making it harder for your opponent. Just because something is easier doesn't mean that it's bad for the game or that it reduces the skill gap between the players.
Come come lads, you cant stuff us till we are fat and dependant, then leave us to starve here :P