Very impressive! You guys really do things quite differently in comparison to many other FPS-gamedevs, which is always welcome and appreciated of course. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> So, are you still looking for funding 'cause I think I've got some extra cash around here somewhere... <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<!--quoteo(post=1689917:date=Oct 10 2008, 11:56 PM:name=Magrath)--><div class='quotetop'>QUOTE(Magrath @ Oct 10 2008, 11:56 PM) <a href="index.php?act=findpost&pid=1689917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait... If there still is LUA scripting in-game... can we use that to edit her cup size?<!--QuoteEnd--></div><!--QuoteEEnd-->
If no-one had brought up this question, there'd really be something wrong with the men in this community. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1690248:date=Oct 14 2008, 12:48 PM:name=The Specialist)--><div class='quotetop'>QUOTE(The Specialist @ Oct 14 2008, 12:48 PM) <a href="index.php?act=findpost&pid=1690248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never played NS1, having got on the Half-Life series at HL2, but between available NS1 gameplay data, and the spectacular effects seen here, I'm seriously considering NS2. I can't wait to see your aliens in a modern engine. It'll feel good to be a wall-crawling alien again like in my Aliens Versus Predator 2 days.<!--QuoteEnd--></div><!--QuoteEEnd--> Welcome to the community! Glad to know NS2 is drawing in new players even at this early of a stage.
Is there any word on compatible 3d model files for mesh/animation imports into the new engine yet? Can't stop watching the video.. seriously top stuff!
Was not expecting this <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Been a while since I've checked up on NS2 honestly, but I'm definitely liking what I see. Can't wait to finally get my hands on this thing...nice job Flayra and gang.
Great to hear you guys are digging this update. It makes us excited to release more.
Also a quick note - we pulled the Twitter feed because we think it might be causing the site problems we've been having over the past couple days. Right after we sent the newsletter the site was choked up for a bit but it didn't seem to be due to too many users. This started happening when we added the Twitter feed to the front page so we're just testing.
Looks pretty awesome. I was hoping for "Darwin Engine" but otherwise everything made me happy <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Looking great guys I cant wait to play it at some point in the future!
My only conern at the minute is the variety that levels will have, an idea would be to provide good support multiple enviroments over the current generic corridor which most NS1 was based on (personally I think ns would lend its self nicely to a dence jungle / urban mix.. think Jurassic park).
Own game engine.. pretty nice. Of course it eats time from developing the actual game, but hopefully you'll get it together before the engine looks outdated <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
thos blinds kick ass, and i like the whole map aesthetic. Nice to see the female marine model too, even if she is practicing for the gymnastics in still frames. The engine looks good in general, i guess with models and artwork in place a mockup or even an intial alpha cant be too far off
<!--quoteo(post=1689947:date=Oct 11 2008, 01:28 AM:name=EmpV)--><div class='quotetop'>QUOTE(EmpV @ Oct 11 2008, 01:28 AM) <a href="index.php?act=findpost&pid=1689947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Could you share what computer specs/video card the demo was running on?</b><!--QuoteEnd--></div><!--QuoteEEnd-->What he said.
<!--quoteo(post=1689949:date=Oct 11 2008, 01:46 AM:name=MrRadicalEd)--><div class='quotetop'>QUOTE(MrRadicalEd @ Oct 11 2008, 01:46 AM) <a href="index.php?act=findpost&pid=1689949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Max or Flayra, let's get real for a second though.. without going in to the specifics for obvious reasons, how much of the computer's resources are being utilized at this current build of your engine? This "map on the go" is highly appealing. I look forward to map making for NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->What he said.
<b>The look:</b> Loved the blinds, I think the fans were overdone (mainly because there were too many of them but hell it's a tech demo). But yeah my jaw did drop on the blinds section. The whole thing looks great.
<b>The Map Editor:</b> I was very dubious when you decided to pull the Source tech and go it alone because I wasn't convinced the map editor would be that well-made, but it looks very promising: clean interface, easy manipulations and movements, etc. and in-editor lighting and texture passes which is really, really fun stuff.
<b>Specs:</b> I wouldn't be able to put my name to this post if I didn't at least make one criticism. Your long-standing appeal has mostly been down to the gameplay and the fact everyone and their daughter can run this game on their PC. I mentioned it above, but I think the $64,000 question is what kind of specs are we going to be forking out for. To give you an idea, I won't be upgrading to play L4D unless it gets very favourable user reviews because it's really not exciting me enough for the money I'd have to spend on an upgrade (not convinced about the AI director and that's the selling point for me). So far NS2 is way ahead in that respect, but there are extremes in performance for which most mere mortals cannot budget. Give us a ball park figure.
<b>Competitive gaming?</b> NS has a proud tradition of competitive gaming and it would be sad to see that go. The big effort you're putting into art doesn't neccessarily translate happily to having lots of players all able to compete on a nearly-level footing. How downscalable will the gfx side be? And how easy will it be to decompile maps and make them 'competition-friendly' (lighting, other minor changes)? If that won't be feasible, what sort of focus are you going to be putting on making the maps competition-ready?
<b>Mailing list:</b> Well worth doing a mailshot for this vid, you can just tell how successful it was from seeing the old faces coming out of the woodwork and posting in this thread. I think you've got everyone very excited!
---
And to everyone worrying about the SC not having DI and blah blah. <b>Tech demo</b>, people. This is pre-Alpha footage you're seeing here, the sort of thing you don't usually get to see from devs. The Hive is placeholder, the SC is placeholder, the LMG is placeholder, the CC is placeholder, the textures are placeholders. The only thing not likely to be placeholder is the fem TSA, which looks like a fair bit of work has gone in just for a placeholder model. But she might not even be finished in terms of all the fine details, it's difficult to tell from the footage. This is really just to show off their <u>working</u> standalone engine and some of the graphical effects they have implemented.
Looks absolutely great, it's great to see someone pulling off dynamic lighting without making everything looking like it was covered in plastic!
I agree with the point about the sharpness of the shadows being a bit too much at large distances / from non-point sources (like the hive) but I guess you guys wanted to show off the tech and when it's sharp it's a lot easier to make out the awesomeness! I've got to say even with some NS1 assests that already looks like a game I'd want to buy (if it were practically possible I'd suggest some volenteer shove together NS1 in the new engine from existing assests, but alas I'd bet good money that it's not feasible).
So great work guys, keep it up, you're a real inspiration.
<!--quoteo(post=1690288:date=Oct 14 2008, 03:37 PM:name=Prefix)--><div class='quotetop'>QUOTE(Prefix @ Oct 14 2008, 03:37 PM) <a href="index.php?act=findpost&pid=1690288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah me too, but that probably would have been to in-your-face for some religious people.
Evolution engine is great too, and shouldn't annoy religious people because the word has many uses.<!--QuoteEnd--></div><!--QuoteEEnd-->
And what, "Natural Selection" isn't in-your-face? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Hopefully that wouldn't be an issue for people already interested in this game. I think the Darwin Engine would be somewhat clever, and I'm very religious.
edit: Oh right, on-topic! Yeah I totally agree the newsletter was worth it. I don't check here very often considering it can be over a month between updates at times. However, when I opened my inbox and saw an email from UWE, and that it related to NS2 footage? I don't think much would have stopped me from storming over as fast as my internetz would go <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--quoteo(post=1690322:date=Oct 14 2008, 07:15 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Oct 14 2008, 07:15 PM) <a href="index.php?act=findpost&pid=1690322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They're going for BF2 system specs so I wouldn't be worried about the game not running.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this is true, then that is very promising. By the time NS2 comes out, BF2 will most likely be 4 1/2+ years old, which means almost anyone with a PC built within the last 5 years will be able to play it, which means more players! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
7/10 keep it coming and u will hit 10/10 in no time <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Oooh, pretty! That's some awesome looking lighting... I just hope it won't be lost on people who alter their brightness/gamma/what-not to lighten the game.
Thanks for wetting my appetite! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
but: why dont you use a videohoster like <a href="http://vimeo.com/" target="_blank">vimeo</a> so we could enjoy this in a much better quality, maybe even in hd..
<!--quoteo(post=1690322:date=Oct 15 2008, 12:15 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Oct 15 2008, 12:15 AM) <a href="index.php?act=findpost&pid=1690322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They're going for BF2 system specs so I wouldn't be worried about the game not running.<!--QuoteEnd--></div><!--QuoteEEnd-->Source?
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--quoteo(post=1690313:date=Oct 14 2008, 11:30 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Oct 14 2008, 11:30 PM) <a href="index.php?act=findpost&pid=1690313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Competitive gaming?</b> NS has a proud tradition of competitive gaming and it would be sad to see that go. The big effort you're putting into art doesn't neccessarily translate happily to having lots of players all able to compete on a nearly-level footing. How downscalable will the gfx side be? And how easy will it be to decompile maps and make them 'competition-friendly' (lighting, other minor changes)? If that won't be feasible, what sort of focus are you going to be putting on making the maps competition-ready?<!--QuoteEnd--></div><!--QuoteEEnd-->
*Opens can, locates worms*
One of the most contentious statements I've seen you make Crispy. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm seriously hoping for an absolute minimum in downscaling, but that's because I've always sat on the other side of that particular fence. Every player should see the same thing as everyone else, so no two players have a different experience in a given environment. I'd hate to see NS reach 'Lego Quake' style proportions.
I know the reasoning is so 'everyone gets equal performance'. The reverse to that argument is that UWE can't (due to the nature of PC's) be held responsible for users framerates, only what the players actually see. It's the player's responsibility to be able to play the game.
That said, I'd prefer to seperate this into a thread for NS2, rather than get the inevitable bile all over the Videocast. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Funny thing. I played through Crysis warhead the other day, and in that game there's an area with spinning fans the same as your ones... the evolution engine ones KICK the living ###### out of the Crysis ones ;D
It was stated on the Twitter mini-feed that they've taken down.
Also, I'd have to back up Crispy on the whole 'competitive gaming' thing. Just about every competitive gamer I know loves good visuals when they're in pubs. When in a match, they want visibility and near perfect frame rates. I'm no exception. For example, in CoD I always turned down several graphical settings to reduce the amount of grass I would see and to improve frame rates.
Hopefully there is a way to make any NS2 map more friendly towards the competitive scene whether it be through in game menus, map editors, or lua scripts.
Comments
<!--quoteo(post=1689917:date=Oct 10 2008, 11:56 PM:name=Magrath)--><div class='quotetop'>QUOTE(Magrath @ Oct 10 2008, 11:56 PM) <a href="index.php?act=findpost&pid=1689917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait... If there still is LUA scripting in-game... can we use that to edit her cup size?<!--QuoteEnd--></div><!--QuoteEEnd-->
If no-one had brought up this question, there'd really be something wrong with the men in this community. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Welcome to the community! Glad to know NS2 is drawing in new players even at this early of a stage.
Been a while since I've checked up on NS2 honestly, but I'm definitely liking what I see. Can't wait to finally get my hands on this thing...nice job Flayra and gang.
Also a quick note - we pulled the Twitter feed because we think it might be causing the site problems we've been having over the past couple days. Right after we sent the newsletter the site was choked up for a bit but it didn't seem to be due to too many users. This started happening when we added the Twitter feed to the front page so we're just testing.
Yeah me too, but that probably would have been to in-your-face for some religious people.
Evolution engine is great too, and shouldn't annoy religious people because the word has many uses.
Would have been nice to see someone bhopping in the background in one of those test maps, all subtle.
and thanks for emailing me about it :-)
it has been awhile.
My only conern at the minute is the variety that levels will have, an idea would be to provide good support multiple enviroments over the current generic corridor which most NS1 was based on (personally I think ns would lend its self nicely to a dence jungle / urban mix.. think Jurassic park).
thos blinds kick ass, and i like the whole map aesthetic. Nice to see the female marine model too, even if she is practicing for the gymnastics in still frames. The engine looks good in general, i guess with models and artwork in place a mockup or even an intial alpha cant be too far off
<!--quoteo(post=1689949:date=Oct 11 2008, 01:46 AM:name=MrRadicalEd)--><div class='quotetop'>QUOTE(MrRadicalEd @ Oct 11 2008, 01:46 AM) <a href="index.php?act=findpost&pid=1689949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Max or Flayra, let's get real for a second though.. without going in to the specifics for obvious reasons, how much of the computer's resources are being utilized at this current build of your engine? This "map on the go" is highly appealing. I look forward to map making for NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->What he said.
<b>The look:</b>
Loved the blinds, I think the fans were overdone (mainly because there were too many of them but hell it's a tech demo). But yeah my jaw did drop on the blinds section. The whole thing looks great.
<b>The Map Editor:</b>
I was very dubious when you decided to pull the Source tech and go it alone because I wasn't convinced the map editor would be that well-made, but it looks very promising: clean interface, easy manipulations and movements, etc. and in-editor lighting and texture passes which is really, really fun stuff.
<b>Specs:</b>
I wouldn't be able to put my name to this post if I didn't at least make one criticism. Your long-standing appeal has mostly been down to the gameplay and the fact everyone and their daughter can run this game on their PC. I mentioned it above, but I think the $64,000 question is what kind of specs are we going to be forking out for. To give you an idea, I won't be upgrading to play L4D unless it gets very favourable user reviews because it's really not exciting me enough for the money I'd have to spend on an upgrade (not convinced about the AI director and that's the selling point for me). So far NS2 is way ahead in that respect, but there are extremes in performance for which most mere mortals cannot budget. Give us a ball park figure.
<b>Competitive gaming?</b>
NS has a proud tradition of competitive gaming and it would be sad to see that go. The big effort you're putting into art doesn't neccessarily translate happily to having lots of players all able to compete on a nearly-level footing. How downscalable will the gfx side be? And how easy will it be to decompile maps and make them 'competition-friendly' (lighting, other minor changes)? If that won't be feasible, what sort of focus are you going to be putting on making the maps competition-ready?
<b>Mailing list:</b>
Well worth doing a mailshot for this vid, you can just tell how successful it was from seeing the old faces coming out of the woodwork and posting in this thread. I think you've got everyone very excited!
---
And to everyone worrying about the SC not having DI and blah blah. <b>Tech demo</b>, people. This is pre-Alpha footage you're seeing here, the sort of thing you don't usually get to see from devs. The Hive is placeholder, the SC is placeholder, the LMG is placeholder, the CC is placeholder, the textures are placeholders. The only thing not likely to be placeholder is the fem TSA, which looks like a fair bit of work has gone in just for a placeholder model. But she might not even be finished in terms of all the fine details, it's difficult to tell from the footage. This is really just to show off their <u>working</u> standalone engine and some of the graphical effects they have implemented.
I agree with the point about the sharpness of the shadows being a bit too much at large distances / from non-point sources (like the hive) but I guess you guys wanted to show off the tech and when it's sharp it's a lot easier to make out the awesomeness! I've got to say even with some NS1 assests that already looks like a game I'd want to buy (if it were practically possible I'd suggest some volenteer shove together NS1 in the new engine from existing assests, but alas I'd bet good money that it's not feasible).
So great work guys, keep it up, you're a real inspiration.
What he said.<!--QuoteEnd--></div><!--QuoteEEnd-->
They're going for BF2 system specs so I wouldn't be worried about the game not running.
Evolution engine is great too, and shouldn't annoy religious people because the word has many uses.<!--QuoteEnd--></div><!--QuoteEEnd-->
And what, "Natural Selection" isn't in-your-face? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Hopefully that wouldn't be an issue for people already interested in this game. I think the Darwin Engine would be somewhat clever, and I'm very religious.
edit:
Oh right, on-topic!
Yeah I totally agree the newsletter was worth it. I don't check here very often considering it can be over a month between updates at times. However, when I opened my inbox and saw an email from UWE, and that it related to NS2 footage? I don't think much would have stopped me from storming over as fast as my internetz would go <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Marines have a Sprint ability!? Woot!
Lighting is simply awesome!
If this is true, then that is very promising. By the time NS2 comes out, BF2 will most likely be 4 1/2+ years old, which means almost anyone with a PC built within the last 5 years will be able to play it, which means more players! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
M
A
Z
I
N
G
!
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Thanks for wetting my appetite! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
but: why dont you use a videohoster like <a href="http://vimeo.com/" target="_blank">vimeo</a> so we could enjoy this in a much better quality, maybe even in hd..
NS has a proud tradition of competitive gaming and it would be sad to see that go. The big effort you're putting into art doesn't neccessarily translate happily to having lots of players all able to compete on a nearly-level footing. How downscalable will the gfx side be? And how easy will it be to decompile maps and make them 'competition-friendly' (lighting, other minor changes)? If that won't be feasible, what sort of focus are you going to be putting on making the maps competition-ready?<!--QuoteEnd--></div><!--QuoteEEnd-->
*Opens can, locates worms*
One of the most contentious statements I've seen you make Crispy. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm seriously hoping for an absolute minimum in downscaling, but that's because I've always sat on the other side of that particular fence. Every player should see the same thing as everyone else, so no two players have a different experience in a given environment. I'd hate to see NS reach 'Lego Quake' style proportions.
I know the reasoning is so 'everyone gets equal performance'. The reverse to that argument is that UWE can't (due to the nature of PC's) be held responsible for users framerates, only what the players actually see. It's the player's responsibility to be able to play the game.
That said, I'd prefer to seperate this into a thread for NS2, rather than get the inevitable bile all over the Videocast. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
It was stated on the Twitter mini-feed that they've taken down.
Also, I'd have to back up Crispy on the whole 'competitive gaming' thing. Just about every competitive gamer I know loves good visuals when they're in pubs. When in a match, they want visibility and near perfect frame rates. I'm no exception. For example, in CoD I always turned down several graphical settings to reduce the amount of grass I would see and to improve frame rates.
Hopefully there is a way to make any NS2 map more friendly towards the competitive scene whether it be through in game menus, map editors, or lua scripts.