i would love to see HITREG and PERFORMANCE fixed
and then concentrate on everything else.
if you fix hitreg and performance,
marines will kill aliens like sht and
all the work you put into balancing now is gone again.
skulkmodel needs to be shrinked to ns size and
fade will need its uba blink back :P
Ooh, I like it! But this raises a lot of questions for mappers
Do the reflections appear in the map editor or do we have to enter the game to see how they look?
What happens to existing custom maps?
And are the reflections in fact pre-computed? This could raise more questions about cache management and whether we mappers need to worry about it or not.
I just checked in the latest internal (beta) version of the editor and reflections are visible. Existing custom maps won't be any different - mappers will need to place a reflection probe entity in order to get reflections in their map.
As I remember, the reflections are computed on map load.
I believe its open gl, or a custom renderer. spark seems uses a few features from dx (?) but given its inherent problems with transparency and complex surface shaders, I'd say its not a large portion of the engine. its what I've heard and I don't really understand it all myself, so you could be right. again any news on when decent transparency shader will be added to the engine?
Looks awesome, though it's a bit like everything just got chromed up to the max. Why would somebody bother to polish some random pipes to a mirror finish?
For me its a bit too shiny.. I think i will disable it. I also dont like the style of it. Maybe u could post another screen with reflection stuff. This there looks ugly in my eyes it doesnt fit in the hallway of veil.
For me its a bit too shiny.. I think i will disable it. I also dont like the style of it. Maybe u could post another screen with reflection stuff. This there looks ugly in my eyes it doesnt fit in the hallway of veil.
Its a work in progress, currently its a basic setting on all "shiny" materials. All of them will get tweaked to a more realistic shininess.
Also, you lot that are on about FPS hogging as a result of this new visual, it only eats your FPS if you are severely GPU bottlenecked, otherwise the FPS loss is negligible
To be fair to UWE, you can't really complain about them "wasting" resources on making reflections considering most of the engine work has been done for months already (from what I remember).
I'm guessing it's just been more quality testing / bug-fixing with various video cards that were having issues. Which should of been and obviously was a high-priority issue considering how many people used to or still do have graphical issues. I'm actually not sure how prominent those old graphical bugs are anymore.
looks fantastic, can't wait to see this and decals in the game.
The NS2 Engine is just going too be better and better, i mean from "awesome" to "awesome²" ^^
i would love to see HITREG and PERFORMANCE fixed
and then concentrate on everything else.
if you fix hitreg and performance,
marines will kill aliens like sht and
all the work you put into balancing now is gone again.
skulkmodel needs to be shrinked to ns size and
fade will need its uba blink back :P
this will never get fixed or looked at properly until you prove to the devs with a video showing that there is indeed a problem with the hit reg, and not with you being bad at aiming.
im sorry, I have never had any issues with hit reg being bad, if you do find a problem record a video, state the server, your ping, and how many players then it will properly get looked at
until then I will assume your aim is bad and you think you hit the skulk but when you look at the video you will realize your aim is just bad
Sorry to be a major killjoy but, as nice as it looks, I would have thought this would be waaay down on the list of priorities.
I'm sure Charlie's "we want to sell/license the use of this engine to other games so we can make some money" perspective got it moved up on the list a bit.
It's unfortunately the same reason we will never see the whole infestation/power node mechanic go away in NS2. Because then what would Spark be?
Sorry to be a major killjoy but, as nice as it looks, I would have thought this would be waaay down on the list of priorities.
You do realize that there are multiple people working on the game simultaneously right?
You do realize resources are finite right?
What's wrong with taking the trash out? My grandpa used to put a six pack on the lid of his garbage cans for the garbage men every week. They do hard work and keep our streets clean. Perhaps you should learn to respect that. I bet you also insult people who work in fast food. What a high roller you must be.
Sorry to be a major killjoy but, as nice as it looks, I would have thought this would be waaay down on the list of priorities.
I'm sure Charlie's "we want to sell/license the use of this engine to other games so we can make some money" perspective got it moved up on the list a bit.
It's unfortunately the same reason we will never see the whole infestation/power node mechanic go away in NS2. Because then what would Spark be?
Infestation and power nodes are part of NS2, not Spark.
He was implying that those mechanics will remain in NS2 to demo its capabilities.
Why? Does he honestly believe that other engines aren't capable of something similar to the power node mechanic? The first infestation prototype was demoed in Source FFS.
Curiosity, is that because that's what was stable and released at the time the engine was being worked on, or another reason?
Also - any possibility that can be updated to a later DX version or that's just how it is once you build the engine?
Sorry to be a major killjoy but, as nice as it looks, I would have thought this would be waaay down on the list of priorities.
You do realize that there are multiple people working on the game simultaneously right?
You do realize resources are finite right?
Perhaps they should hire you so they know what to do.
Perhaps they should hire you to take the trash out.
What's wrong with taking the trash out? My grandpa used to put a six pack on the lid of his garbage cans for the garbage men every week. They do hard work and keep our streets clean. Perhaps you should learn to respect that. I bet you also insult people who work in fast food. What a high roller you must be.
Your grandpa encouraged drink driving in a garabage truck? good times
Sorry to be a major killjoy but, as nice as it looks, I would have thought this would be waaay down on the list of priorities.
You do realize that there are multiple people working on the game simultaneously right?
You do realize resources are finite right?
Perhaps they should hire you so they know what to do.
Perhaps they should hire you to take the trash out.
What's wrong with taking the trash out? My grandpa used to put a six pack on the lid of his garbage cans for the garbage men every week. They do hard work and keep our streets clean. Perhaps you should learn to respect that. I bet you also insult people who work in fast food. What a high roller you must be.
Your grandpa encouraged drink driving in a garabage truck? good times
No way man. Only the guys hanging onto the back should be drinking. Safety first.
i would love to see HITREG and PERFORMANCE fixed
and then concentrate on everything else.
PM me videos of hitreg issues with net_stats enabled, if you are able to, and i will report it.
If it gets fixed and makes it into the changelog i'll be sure your name is included as a thanks for solving this for everyone!
Currently we don't have any hitreg related issues reported/open ... we have a suspicion but nothing captured or able to be reproduced, and would love it if someone as yourself who experiences it, could capture it in 60fps 1080p video for us to examine.
You can also email me ironhorse@unknownworlds.com
Thanks.
SPARKS Direct x based?!?!? well in that case I demand reflections, refractions, and full transparency support with the next update!
sorry to go off topic here but, in layman's terms; why is there issues with rendering transparency properly? with model shaders it appears to be done through an emissive map rather than an opacity map but I couldn't find a method for doing this with world geometry. I'm also curious to whether this will change in the near future? There's not a lot of documentation on the shader system and I only have the existing content and my personal experiments to go on. Thanks
Comments
and then concentrate on everything else.
if you fix hitreg and performance,
marines will kill aliens like sht and
all the work you put into balancing now is gone again.
skulkmodel needs to be shrinked to ns size and
fade will need its uba blink back :P
I just checked in the latest internal (beta) version of the editor and reflections are visible. Existing custom maps won't be any different - mappers will need to place a reflection probe entity in order to get reflections in their map.
As I remember, the reflections are computed on map load.
Spark is a DX9 engine.
It's the future. Everything has a mirror finish.
For me its a bit too shiny.. I think i will disable it. I also dont like the style of it. Maybe u could post another screen with reflection stuff. This there looks ugly in my eyes it doesnt fit in the hallway of veil.
Its a work in progress, currently its a basic setting on all "shiny" materials. All of them will get tweaked to a more realistic shininess.
Also, you lot that are on about FPS hogging as a result of this new visual, it only eats your FPS if you are severely GPU bottlenecked, otherwise the FPS loss is negligible
Does it increase load times by much?
Perhaps they should hire you so they know what to do.
I'm guessing it's just been more quality testing / bug-fixing with various video cards that were having issues. Which should of been and obviously was a high-priority issue considering how many people used to or still do have graphical issues. I'm actually not sure how prominent those old graphical bugs are anymore.
The NS2 Engine is just going too be better and better, i mean from "awesome" to "awesome²" ^^
this will never get fixed or looked at properly until you prove to the devs with a video showing that there is indeed a problem with the hit reg, and not with you being bad at aiming.
im sorry, I have never had any issues with hit reg being bad, if you do find a problem record a video, state the server, your ping, and how many players then it will properly get looked at
until then I will assume your aim is bad and you think you hit the skulk but when you look at the video you will realize your aim is just bad
I love it btw
I'm sure Charlie's "we want to sell/license the use of this engine to other games so we can make some money" perspective got it moved up on the list a bit.
It's unfortunately the same reason we will never see the whole infestation/power node mechanic go away in NS2. Because then what would Spark be?
Well that's good, considering infestation/power node mechanics are what make NS2, NS2... and not NS1.
What's wrong with taking the trash out? My grandpa used to put a six pack on the lid of his garbage cans for the garbage men every week. They do hard work and keep our streets clean. Perhaps you should learn to respect that. I bet you also insult people who work in fast food. What a high roller you must be.
Infestation and power nodes are part of NS2, not Spark.
Why? Does he honestly believe that other engines aren't capable of something similar to the power node mechanic? The first infestation prototype was demoed in Source FFS.
Curiosity, is that because that's what was stable and released at the time the engine was being worked on, or another reason?
Also - any possibility that can be updated to a later DX version or that's just how it is once you build the engine?
Your grandpa encouraged drink driving in a garabage truck? good times
No way man. Only the guys hanging onto the back should be drinking. Safety first.
If it gets fixed and makes it into the changelog i'll be sure your name is included as a thanks for solving this for everyone!
Currently we don't have any hitreg related issues reported/open ... we have a suspicion but nothing captured or able to be reproduced, and would love it if someone as yourself who experiences it, could capture it in 60fps 1080p video for us to examine.
You can also email me ironhorse@unknownworlds.com
Thanks.
sorry to go off topic here but, in layman's terms; why is there issues with rendering transparency properly? with model shaders it appears to be done through an emissive map rather than an opacity map but I couldn't find a method for doing this with world geometry. I'm also curious to whether this will change in the near future? There's not a lot of documentation on the shader system and I only have the existing content and my personal experiments to go on. Thanks