douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
I'm betting that phase gates are still not planned for NS2, and instead when they say phase gate the really mean P.H.A.S.E. G.A.T.E., the final form of Nexus, meaning:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Just had another great playtest. Phase gates change the game a LOT. There are some big problems we need to fix before releasing though. #fb TweetDeck • 03/06/2011 23:55<!--QuoteEnd--></div><!--QuoteEEnd-->
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
My money is on a large portion of T3 tech being rolled out. I don't think we'll see jetpacks yet, or the rail guns. Here's my wild guess: ARC Onos Exo (mini gun only, no "planting in place") Summit map Transponders And all the comm and fade related changes Oh, almost forgot the tech tree rearrangement(s)
Seriously tho, fixing the skulkbite, server memory leaks & ghost players is what should be prioritized. People dont want to play a broken game, even if its beta.
<!--quoteo(post=1849821:date=Jun 3 2011, 04:43 PM:name=JayArc)--><div class='quotetop'>QUOTE (JayArc @ Jun 3 2011, 04:43 PM) <a href="index.php?act=findpost&pid=1849821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GetIsBuildLegal() - Too many entities in area
Im rather interested in this bug fix.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Or the other server side bugs that are killing games. The random 20 copies of one player in rine spawn, unable to drop med packs or ammo in TONS of areas in Rockdown, Mac problems all over the map. Commander overview is incorrect, and when you click to go to a place on the map it does not go very close to it.
These among many other glitches that are causing HUGE gameplay problems and discourage people from even playing.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Cant wait! I'm hoping for: Optimization culling ARC Onos New marine tech tree Summit Mineshaft Exosuit Jetpacks? Bloom! The tons of bug fixes they seem to have gotten in. :)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->We had the best playtest last night! Looking forward to releasing a significantly improved NS2 on Monday. #fb web • 04/06/2011 16:53<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1849902:date=Jun 4 2011, 11:29 AM:name=ZimbuTheMonkey)--><div class='quotetop'>QUOTE (ZimbuTheMonkey @ Jun 4 2011, 11:29 AM) <a href="index.php?act=findpost&pid=1849902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there a changelog I can read?
What's going to be in there?<!--QuoteEnd--></div><!--QuoteEEnd-->
Other than the progress page (a link is located top left on the homepage) there is Charlie's Scratchpad: <a href="https://docs.google.com/document/d/139ySUrBsO0m0Z4ilq0YsDEHJLQhBa6RrIjJIsckL2kE/edit?hl=en&authkey=CLCo8Z0J" target="_blank">https://docs.google.com/document/d/139ySUrB...uthkey=CLCo8Z0J</a>
Those two and forums are where I get all my info. If there's any other source out there to keep me in the loop better please someone post.
<!--quoteo(post=1849902:date=Jun 4 2011, 12:29 PM:name=ZimbuTheMonkey)--><div class='quotetop'>QUOTE (ZimbuTheMonkey @ Jun 4 2011, 12:29 PM) <a href="index.php?act=findpost&pid=1849902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there a changelog I can read?
What's going to be in there?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1849842:date=Jun 4 2011, 01:47 AM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jun 4 2011, 01:47 AM) <a href="index.php?act=findpost&pid=1849842"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->will be turned off by most players unless done right.<!--QuoteEnd--></div><!--QuoteEEnd-->
With LDR it is almost impossible to make it look good, much less correct; with HDR it is almost trivial.
With LDR you can make no distinction between a brightly lit white wall and a really bright light source(e.g. the sun) that is supposed to look 1000 times brighter; the LDR buffer saturates and the difference becomes negligible instead of a factor 1000. <i>All the wrong bits are glowing</i> and it looks like someone smeared vaseline on your monitor. Reserving really bright colour values for light sources only can't be done either because if a light source is {255, 255, 255} the bloom around it will appear pure white even if it is supposed to be an orange with only the center of the light saturated to white.
With HDR the light source really has a colour value 1000 times brighter and it will really have an orange colour value. Only after tone mapping does it become saturated to white. You <b>just</b> blur the image(this is conceptually simple, but it is not quite as trivial as one might think; I believe the most common implementation is to shrink the image so less texture bandwidth is used, and then convolve it with a separable gaussian kernel, once in the x-direction, once in the y-direction), then add the image back with brightness scaled by some really small value(only very bright things glow in a way that is obvious; on a brightly lit white wall the bloom may only be noticable 1 or 2 pixels outside of the brightly lit area).
With LDR engines like the HL engine bloom just isn't worth it; you want to cheat with additive sprites instead. Bloom is only a post-process; even with HDR engines you actually still want sprites to fake light being scattered against suspended particles in air(think laser beams, volumetric light beams from spotlights).
Comments
Proton Heightening Ascension Selective Electronic Gravitronic Ascension Toenail Extractors
or in laymans terms: toenail clippers that allow you to jump to great heights.
Obviously.
That's all I have to say.
TweetDeck • 03/06/2011 23:55<!--QuoteEnd--></div><!--QuoteEEnd-->
Not less than 12 minutes ago.
Bob-saggit
Here's my wild guess:
ARC
Onos
Exo (mini gun only, no "planting in place")
Summit map
Transponders
And all the comm and fade related changes
Oh, almost forgot the tech tree rearrangement(s)
Im rather interested in this bug fix.
After all we did get one for all the other Alien classes.
:P
Seriously tho, fixing the skulkbite, server memory leaks & ghost players is what should be prioritized. People dont want to play a broken game, even if its beta.
But I am excited ...lotsa candy coming
Tech Tree changes
Phase Gates
Skulk Bite fixes
New Blink
I told a buddy of mine (who I convinced to buy the beta)
about the Blink changes coming
awww, I hope you're not right about the culling. The community (server population) definitely needs a fix for the lag.
:D
Im rather interested in this bug fix.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Or the other server side bugs that are killing games. The random 20 copies of one player in rine spawn, unable to drop med packs or ammo in TONS of areas in Rockdown, Mac problems all over the map. Commander overview is incorrect, and when you click to go to a place on the map it does not go very close to it.
These among many other glitches that are causing HUGE gameplay problems and discourage people from even playing.
will be turned off by most players unless done right.
Optimization culling
ARC
Onos
New marine tech tree
Summit
Mineshaft
Exosuit
Jetpacks?
Bloom!
The tons of bug fixes they seem to have gotten in. :)
<a href="http://www.youtube.com/watch?v=7bm4NkT1TPo" target="_blank">Huff Huff Huff!</a>
Looking at your picture and the "ass" in your name makes this sentence feel really...strange...for me.
web • 04/06/2011 16:53<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh well,
at least we have a deadline.
What's going to be in there?
What's going to be in there?<!--QuoteEnd--></div><!--QuoteEEnd-->
Other than the progress page (a link is located top left on the homepage) there is Charlie's Scratchpad: <a href="https://docs.google.com/document/d/139ySUrBsO0m0Z4ilq0YsDEHJLQhBa6RrIjJIsckL2kE/edit?hl=en&authkey=CLCo8Z0J" target="_blank">https://docs.google.com/document/d/139ySUrB...uthkey=CLCo8Z0J</a>
Those two and forums are where I get all my info. If there's any other source out there to keep me in the loop better please someone post.
What's going to be in there?<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unknownworlds.com/ns2/progress" target="_blank">here</a>
With LDR it is almost impossible to make it look good, much less correct; with HDR it is almost trivial.
With LDR you can make no distinction between a brightly lit white wall and a really bright light source(e.g. the sun) that is supposed to look 1000 times brighter; the LDR buffer saturates and the difference becomes negligible instead of a factor 1000. <i>All the wrong bits are glowing</i> and it looks like someone smeared vaseline on your monitor. Reserving really bright colour values for light sources only can't be done either because if a light source is {255, 255, 255} the bloom around it will appear pure white even if it is supposed to be an orange with only the center of the light saturated to white.
With HDR the light source really has a colour value 1000 times brighter and it will really have an orange colour value. Only after tone mapping does it become saturated to white. You <b>just</b> blur the image(this is conceptually simple, but it is not quite as trivial as one might think; I believe the most common implementation is to shrink the image so less texture bandwidth is used, and then convolve it with a separable gaussian kernel, once in the x-direction, once in the y-direction), then add the image back with brightness scaled by some really small value(only very bright things glow in a way that is obvious; on a brightly lit white wall the bloom may only be noticable 1 or 2 pixels outside of the brightly lit area).
With LDR engines like the HL engine bloom just isn't worth it; you want to cheat with additive sprites instead. Bloom is only a post-process; even with HDR engines you actually still want sprites to fake light being scattered against suspended particles in air(think laser beams, volumetric light beams from spotlights).