I was really impressed with the way it looked. I just have a suggestion on how it moved. The infestation tended to move in a very unnatural pattern. I know it was just a visual demonstration but I would hope that it started at a point and moved mostly outward inside an expanding radius.
I also wanted to reiterate the ability to include 'no infestation' faces and perhaps the ability to control the depth of the slime. This would solve the problem of clogging vents.
<!--quoteo(post=1582600:date=Dec 1 2006, 09:46 AM:name=princess)--><div class='quotetop'>QUOTE(princess @ Dec 1 2006, 09:46 AM) [snapback]1582600[/snapback]</div><div class='quotemain'><!--quotec--> Wow it looks great! I really hope it has an awesome squelchy noise when you walk over it too! <!--QuoteEnd--></div><!--QuoteEEnd-->
2nd that ! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
This is really awesome stuff but I'm woundering from a networking aspect how this info will be sent to the clients so that it's not bandwidth intensive.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
I wouldn't worry too much about that.
There are several clever ways of doing it, and I'm quite sure Max will get it right <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
but i am concerned on the performance issue...hopefully not happening <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> also hope this won't make the game too luck-driven, like the dice in monopoly. sure i dun want to see a sudden investment while sieging..
SloppyKissesomgawd a furreh!VirginiaJoin Date: 2003-07-05Member: 17942Members, Constellation
edited December 2006
all of you guys need to quit crying about how you want it playable on your computers cause your to lazy to get a job and upgrade your computer.
kthx bai.
edit: I only had to dish out 600 dollars to upgrade my rig
E6300 core2duo 1.86ghz OCed to 2.4ghz 7600GS 512mb ddr2 ram 2gig ddr2 and i can run any game thrown at me perfectly fine on full detail, Q4, D3, HL2, ect whole nine yards.
As for this DI its simply amazing. Im totally surprised gabe is also keeping an eye on this. This will be huge, perhaps even a bigger hit for a game than what was first expected!
<!--quoteo(post=1583255:date=Dec 2 2006, 10:51 AM:name=Phur_Instinkt)--><div class='quotetop'>QUOTE(Phur_Instinkt @ Dec 2 2006, 10:51 AM) [snapback]1583255[/snapback]</div><div class='quotemain'><!--quotec--> all of you guys need to quit crying about how you want it playable on your computers cause your to lazy to get a job and upgrade your computer. kthx bai.
edit: I only had to dish out 600 dollars to upgrade my rig
E6300 core2duo 1.86ghz OCed to 2.4ghz 7600GS 512mb ddr2 ram 2gig ddr2 and i can run any game thrown at me perfectly fine on full detail, Q4, D3, HL2, ect whole nine yards. As for this DI its simply amazing. Im totally surprised gabe is also keeping an eye on this. This will be huge, perhaps even a bigger hit for a game than what was first expected! <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1583255:date=Dec 2 2006, 04:51 PM:name=Phur_Instinkt)--><div class='quotetop'>QUOTE(Phur_Instinkt @ Dec 2 2006, 04:51 PM) [snapback]1583255[/snapback]</div><div class='quotemain'><!--quotec--> all of you guys need to quit crying about how you want it playable on your computers cause your to lazy to get a job and upgrade your computer. kthx bai.
edit: I only had to dish out 600 dollars to upgrade my rig
E6300 core2duo 1.86ghz OCed to 2.4ghz 7600GS 512mb ddr2 ram 2gig ddr2 and i can run any game thrown at me perfectly fine on full detail, Q4, D3, HL2, ect whole nine yards.<!--QuoteEnd--></div><!--QuoteEEnd--> That's nice, but usually money isn't the issue.
<!--quoteo(post=1582952:date=Dec 1 2006, 02:59 PM:name=GabeNewell)--><div class='quotetop'>QUOTE(GabeNewell @ Dec 1 2006, 02:59 PM) [snapback]1582952[/snapback]</div><div class='quotemain'><!--quotec--> Very nice.
How can the player affect it? That's what would take it out of cool and into innovative. Mario Sunshine did this badly (visually and game mechanic).
Gabe
(Yes, this is really me. gaben@valvesoftware.com). <!--QuoteEnd--></div><!--QuoteEEnd-->
As a total side note, I was for sure this was some idiot trying to be cool and was looking forward to how witty I could be banning you, seems I have been proven wrong <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
This is very cool. Can't wait to see how this develops as the game goes. As people have stated alot of hurdles to come over, but just looking around the 'net this has generated a lot of interest already. Even the forum visitors has spiked. Amazing what one little video can do!
I had questions in my first reply that didn't get answered.
Also, from a maping point of view, how will a maper use this ? When implementing a new feature you must think further then gameplay, you have to think about how it is going to be used/directed by whomever will design the map.
Will he be able to put a progression path to where he wants this to grow and move to ?
Or is it totaly independant of mapers decisions ?
If you could create a special entity that has a start and multiple path points, you could give it a purpose kind of growth unique to each map. Otherwise, it if is totaly independant, it may grow in an erratic non-interesting way to take advantage of the map's intended surroundings.
Also, what would happen when it reaches marines' equipement ?
Maybe the usage of the welder would be needed to free the marine's equipement from it ?
I cannot stop thinking about what would happen to the command chair if it got overwelmed by this mucus. It would trap the commander inside but at the same time, would the CC stop working and therefore, slowly suffacating the commander until he gets rescuded ?
<!--quoteo(post=1583365:date=Dec 2 2006, 09:19 PM:name=Browser_ICE)--><div class='quotetop'>QUOTE(Browser_ICE @ Dec 2 2006, 09:19 PM) [snapback]1583365[/snapback]</div><div class='quotemain'><!--quotec--> I cannot stop thinking about what would happen to the command chair if it got overwelmed by this mucus. It would trap the commander inside but at the same time, would the CC stop working and therefore, slowly suffacating the commander until he gets rescuded ? <!--QuoteEnd--></div><!--QuoteEEnd-->Actually, having the Gorge spray infestation over buildings to render them non-operational could be quite a fun idea. It brings in quite a few elements to gameplay, such as getting your Gorge to shutdown a res node and setting up an ambush to take out the flamethrower squad who come to fix it.
You have to hand it to the NS team and flayra for thinking up of things that not only provide the feel NS is known for, but also to make these thing have an IMPACT on the gameplay.
Plus, the idea of a flamethrower make me smile... or grin should i say.
the infestation doesn't just spread on the surface of the walls, but growing its volume as well. 3 dimensional growth seems marvellous.
one important question: did you decide to add this feature according to the requests of the players? because we talked about this on a topic (on <a href="http://www.unknownworlds.com/forums/index.php?s=578413141895659264&showtopic=98237" target="_blank">"ns2 / ns3.2 discussion thread"</a>, i guess). or had you already planned to use this in the game and the players' ideas about it encouraged you?
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
I think dynamic infestation has to a certain degree be expected for NS2 for a while. It's just that no-one anticipated it'd be this awesome <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1583400:date=Dec 2 2006, 05:18 PM:name=MrBomb)--><div class='quotetop'>QUOTE(MrBomb @ Dec 2 2006, 05:18 PM) [snapback]1583400[/snapback]</div><div class='quotemain'><!--quotec--> one important question: did you decide to add this feature according to the requests of the players? because we talked about this on a topic (on <a href="http://www.unknownworlds.com/forums/index.php?s=578413141895659264&showtopic=98237" target="_blank">"ns2 / ns3.2 discussion thread"</a>, i guess). or had you already planned to use this in the game and the players' ideas about it encouraged you? <!--QuoteEnd--></div><!--QuoteEEnd-->
Does it matter? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> As long as it's in, everyone can be happy and no need for anyone to try to take credit.
I can't wait to hear more about how this will effect the gameplay. I can imagine some really sweet visual parts of this though.
To destroy this infection marines dont need flamethrower. Marines should use some mobile sonic equipment like seige turrets but only for short direct range.
<!--quoteo(post=1582947:date=Dec 1 2006, 09:53 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Dec 1 2006, 09:53 PM) [snapback]1582947[/snapback]</div><div class='quotemain'><!--quotec--> I wonder if this 'mesh' for the DI works on displacement surfaces? <!--QuoteEnd--></div><!--QuoteEEnd-->
Don't know if this has been answered yet, but one possibility is to just put a clipping brush/es over the displacement, althought it would be hard to perfect, this might be feasible if there are no other ways.
Very cool... It would be even better if the Commander was unable to see/intereact with these infested areas (or anything in these areas such as teamates, resources, etc.). Almost to the effect of a radar jammer of some sort.
What happens when the creep crawls on some surface which can be moved or destroyed?
Does it just avoid those? Surround them and never go on top of them? I'd would be a dead giveaway, showing all brush entities in the map. In some situations, it might look okay, while in others, it's just plain weird.
For at least it should decal those surfaces with those small yellow tendrils, so it wouldn't look so clean.
I'm pleased to see that what you've been doing in this time has come out with great ideas like this. I'll be quite enthused with the concept of burying marines in my alien tendrils and growths. Things like turning off the lights in the room and disabling machinery (perhaps things like doors?) would be fantastic for gameplay.
It would also mean that map balance becomes considerably more difficult as well. What this would add to gameplay would make the extra work in balancing it well worth it however.
You could have the alien growth disable MANUAL (when a rine on the ground tries to) opening of electronic doors, BUT THE COMMANDER CAN OVERIDE IT. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. That'd be uber cool <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
To addition to allowing mappers to specify no-infest zones, I'd suggest minimal-infest zones too. This would be for areas you may want to be infested only to the point of a thin layer across the surface for atmosphere, but not obstructed if clipped, or "feeling" smaller if it is noclipped but thick.
Comments
I also wanted to reiterate the ability to include 'no infestation' faces and perhaps the ability to control the depth of the slime. This would solve the problem of clogging vents.
Wow it looks great! I really hope it has an awesome squelchy noise when you walk over it too!
<!--QuoteEnd--></div><!--QuoteEEnd-->
2nd that ! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
You have a point there.
maybe the creep follows a set of rules. So all the server has to do is send the starting position of the creep and the clients pc can generate it.
There are several clever ways of doing it, and I'm quite sure Max will get it right <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
but i am concerned on the performance issue...hopefully not happening <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> also hope this won't make the game too luck-driven, like the dice in monopoly. sure i dun want to see a sudden investment while sieging..
Wow this has got me <b>really</b> hyped for NS2 now.
Wouldnt want the infestation clogging up vents or important doorways; as heist pointed out.
kthx bai.
edit: I only had to dish out 600 dollars to upgrade my rig
E6300 core2duo 1.86ghz OCed to 2.4ghz
7600GS 512mb ddr2 ram
2gig ddr2
and i can run any game thrown at me perfectly fine on full detail, Q4, D3, HL2, ect whole nine yards.
As for this DI its simply amazing. Im totally surprised gabe is also keeping an eye on this. This will be huge, perhaps even a bigger hit for a game than what was first expected!
all of you guys need to quit crying about how you want it playable on your computers cause your to lazy to get a job and upgrade your computer.
kthx bai.
edit: I only had to dish out 600 dollars to upgrade my rig
E6300 core2duo 1.86ghz OCed to 2.4ghz
7600GS 512mb ddr2 ram
2gig ddr2
and i can run any game thrown at me perfectly fine on full detail, Q4, D3, HL2, ect whole nine yards.
As for this DI its simply amazing. Im totally surprised gabe is also keeping an eye on this. This will be huge, perhaps even a bigger hit for a game than what was first expected!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good for you.
all of you guys need to quit crying about how you want it playable on your computers cause your to lazy to get a job and upgrade your computer.
kthx bai.
edit: I only had to dish out 600 dollars to upgrade my rig
E6300 core2duo 1.86ghz OCed to 2.4ghz
7600GS 512mb ddr2 ram
2gig ddr2
and i can run any game thrown at me perfectly fine on full detail, Q4, D3, HL2, ect whole nine yards.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's nice, but usually money isn't the issue.
No collision would be good so you dont get stuck but at the same time it would be strange to see someone stand IN this organic stuff.
Anyway, like a lot of people im impressed. This is great!
Very nice.
How can the player affect it? That's what would take it out of cool and into innovative. Mario Sunshine did this badly (visually and game mechanic).
Gabe
(Yes, this is really me. gaben@valvesoftware.com).
<!--QuoteEnd--></div><!--QuoteEEnd-->
As a total side note, I was for sure this was some idiot trying to be cool and was looking forward to how witty I could be banning you, seems I have been proven wrong <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
This is very cool. Can't wait to see how this develops as the game goes. As people have stated alot of hurdles to come over, but just looking around the 'net this has generated a lot of interest already. Even the forum visitors has spiked. Amazing what one little video can do!
Also, from a maping point of view, how will a maper use this ? When implementing a new feature you must think further then gameplay, you have to think about how it is going to be used/directed by whomever will design the map.
Will he be able to put a progression path to where he wants this to grow and move to ?
Or is it totaly independant of mapers decisions ?
If you could create a special entity that has a start and multiple path points, you could give it a purpose kind of growth unique to each map. Otherwise, it if is totaly independant, it may grow in an erratic non-interesting way to take advantage of the map's intended surroundings.
Also, what would happen when it reaches marines' equipement ?
Maybe the usage of the welder would be needed to free the marine's equipement from it ?
I cannot stop thinking about what would happen to the command chair if it got overwelmed by this mucus. It would trap the commander inside but at the same time, would the CC stop working and therefore, slowly suffacating the commander until he gets rescuded ?
Edit: Holy crap, it's been a while since I've posted. I've got such an awesomely low member number though.
I cannot stop thinking about what would happen to the command chair if it got overwelmed by this mucus. It would trap the commander inside but at the same time, would the CC stop working and therefore, slowly suffacating the commander until he gets rescuded ?
<!--QuoteEnd--></div><!--QuoteEEnd-->Actually, having the Gorge spray infestation over buildings to render them non-operational could be quite a fun idea. It brings in quite a few elements to gameplay, such as getting your Gorge to shutdown a res node and setting up an ambush to take out the flamethrower squad who come to fix it.
Plus, the idea of a flamethrower make me smile... or grin should i say.
the infestation doesn't just spread on the surface of the walls, but growing its volume as well. 3 dimensional growth seems marvellous.
one important question:
did you decide to add this feature according to the requests of the players? because we talked about this on a topic (on <a href="http://www.unknownworlds.com/forums/index.php?s=578413141895659264&showtopic=98237" target="_blank">"ns2 / ns3.2 discussion thread"</a>, i guess).
or had you already planned to use this in the game and the players' ideas about it encouraged you?
one important question:
did you decide to add this feature according to the requests of the players? because we talked about this on a topic (on <a href="http://www.unknownworlds.com/forums/index.php?s=578413141895659264&showtopic=98237" target="_blank">"ns2 / ns3.2 discussion thread"</a>, i guess).
or had you already planned to use this in the game and the players' ideas about it encouraged you?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Does it matter? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> As long as it's in, everyone can be happy and no need for anyone to try to take credit.
I can't wait to hear more about how this will effect the gameplay. I can imagine some really sweet visual parts of this though.
I wonder if this 'mesh' for the DI works on displacement surfaces?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't know if this has been answered yet, but one possibility is to just put a clipping brush/es over the displacement, althought it would be hard to perfect, this might be feasible if there are no other ways.
What happens when the creep crawls on some surface which can be moved or destroyed?
Does it just avoid those? Surround them and never go on top of them? I'd would be a dead giveaway, showing all brush entities in the map. In some situations, it might look okay, while in others, it's just plain weird.
For at least it should decal those surfaces with those small yellow tendrils, so it wouldn't look so clean.
It would also mean that map balance becomes considerably more difficult as well. What this would add to gameplay would make the extra work in balancing it well worth it however.
BTW, don't forget, us Constes are here to help, just let us know how!
Ahem...
<a href="http://www.unknownworlds.com/forums/index.php?s=2507547337332777984&showtopic=98019" target="_blank">STOLED MEIN IDEA! OGM! ETC!</a>
At least I can finally have an example of an idea in I&S that made it big.
Almost as cool as this video is the amount of publicity that NS2 is receiving. Crazy!
--Scythe--