<!--quoteo(post=1767048:date=Apr 15 2010, 01:57 AM:name=Namron)--><div class='quotetop'>QUOTE (Namron @ Apr 15 2010, 01:57 AM) <a href="index.php?act=findpost&pid=1767048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->According to the FAQ: "A 1.2 GHz Processor, 256MB RAM, a DirectX 9 level graphics card, Windows Vista/2000/XP [...]. We are working hard to make sure NS2 runs well on average hardware without having to upgrade your machine!"
Either the devs are outright lying, or they have some serious optimization ahead of them.<!--QuoteEnd--></div><!--QuoteEEnd-->
We discussed earlier that it's more productive to finish the engine and all of the basic coding before they optimize it.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
<!--quoteo(post=1767067:date=Apr 15 2010, 10:10 AM:name=Rehnquist)--><div class='quotetop'>QUOTE (Rehnquist @ Apr 15 2010, 10:10 AM) <a href="index.php?act=findpost&pid=1767067"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not everyone has $2k+ to spend on just monitors. Also, I wouldn't play an FPS with 2 screens, I would need 3 minimum because of the bezels (wouldn't want the bezel in the middle of the action).<!--QuoteEnd--></div><!--QuoteEEnd--> i got my dual monitor setup for ~300 dollars. and i don't play with it stretched across them. dual monitors is much more useful when doing work or something like that. it's still useful in a game though, particularly with borderless windowed mode, because you can be doing something else in the other monitor, like have the internet open, or a voicechat client, or a clock to see the time. or another game!
Are all the shadows of static objects baked while the map is loading?
If so, it shouldn't be a performance drop to add a dropoff to them. That's what it's missing IMO. IRL shadow's edges blur out when they get further from the object. Especially if the light source is a big light like the sun.
<!--quoteo(post=1767081:date=Apr 15 2010, 09:55 AM:name=6john)--><div class='quotetop'>QUOTE (6john @ Apr 15 2010, 09:55 AM) <a href="index.php?act=findpost&pid=1767081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i got my dual monitor setup for ~300 dollars. and i don't play with it stretched across them. dual monitors is much more useful when doing work or something like that. it's still useful in a game though, particularly with borderless windowed mode, because you can be doing something else in the other monitor, like have the internet open, or a voicechat client, or a clock to see the time. or another game!<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, yeah.. you can get a 1080p monitor nowadays on the cheap but the 30" Apple monitors he was talking about will set you back, at the very least (unless you get a deal on eBay or from a friend) $1200.
<!--quoteo(post=1767088:date=Apr 15 2010, 10:33 AM:name=qwiggalo)--><div class='quotetop'>QUOTE (qwiggalo @ Apr 15 2010, 10:33 AM) <a href="index.php?act=findpost&pid=1767088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are all the shadows of static objects baked while the map is loading?
If so, it shouldn't be a performance drop to add a dropoff to them. That's what it's missing IMO. IRL shadow's edges blur out when they get further from the object. Especially if the light source is a big light like the sun.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's unclear. Earlier video showed them being done fairly dynamically (open and close the shutters in the Comm room), but there are way to pre-bake them depending on what the map geometry can do.
That being said, shadows are perhaps the biggest unsolved problem in graphics unless you do something like ray tracing rendering (which is painful and I dare anyone to build their own ray tracing engine, it's tough). So.... yeah, I'll take the hacks and not care about feathered shadows and proper light bouncing.
Forgive me if I missed something, but why would you tie an engine test to requiring a purchase? The purpose of this engine test is to be able to take information from as many possible combinations of hardware as possible, correct? I don't understand the reason to require a pre-purchase to run this. I know games require money and effort to create, but why limit your engine testing?
I guess the whole point I'm trying to make is why limit your data if you aren't trying to publish a scientific finding? Some video cards, driver versions and/or settings, or OS settings might change the results of the engine test.
Does this make me seem cheap? Yeah. But I want to participate in the engine test. Maybe if a trial key was set up so it only allowed access to the engine test? What is there to lose from increasing the sample size to ensure more flaws on certain types of hardware and settings are ironed out before alpha, beta, and full release? It wouldn't break my heart if the game didn't need updates for months after release instead of weeks after release.
<!--quoteo(post=1767156:date=Apr 15 2010, 09:53 PM:name=Crazyperson4200)--><div class='quotetop'>QUOTE (Crazyperson4200 @ Apr 15 2010, 09:53 PM) <a href="index.php?act=findpost&pid=1767156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Forgive me if I missed something, but why would you tie an engine test to requiring a purchase? The purpose of this engine test is to be able to take information from as many possible combinations of hardware as possible, correct? I don't understand the reason to require a pre-purchase to run this. I know games require money and effort to create, but why limit your engine testing?
I guess the whole point I'm trying to make is why limit your data if you aren't trying to publish a scientific finding? Some video cards, driver versions and/or settings, or OS settings might change the results of the engine test.
Does this make me seem cheap? Yeah. But I want to participate in the engine test. Maybe if a trial key was set up so it only allowed access to the engine test? What is there to lose from increasing the sample size to ensure more flaws on certain types of hardware and settings are ironed out before alpha, beta, and full release? It wouldn't break my heart if the game didn't need updates for months after release instead of weeks after release.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because letting the general public see the game in this state is game company suicide. Those who purchased the game have an invested interest in it and have been following the development closely for months(years). So we knew what to expect. Little 'Jonny' who's never heard of NS2 before will download it, hate it, and never buy it and tell everyone that NS2 is laggy, unpolished, and has no gameplay. The pros of going public with the test pale in comparison to the cons. Plus I believe the number from the pre-orders put the engine test at something like ~10,000 (someone correct me) people.
Maybe an opt-in for those who really show their desire to test? I'd like to see the Spark engine and play around with the LUA and see how well it performs on my computer. I know I need to upgrade the motherboard soon since it's a dead socket style anyways, so if it doesn't perform well it wouldn't surprise me.
(Plus it would let give me a rough estimate how much I need to upgrade, although with a 4850 and little desire to run with maxed out eye-candy i doubt I'd need much in terms of upgrades.)
<!--quoteo(post=1767177:date=Apr 15 2010, 10:48 PM:name=Crazyperson4200)--><div class='quotetop'>QUOTE (Crazyperson4200 @ Apr 15 2010, 10:48 PM) <a href="index.php?act=findpost&pid=1767177"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe an opt-in for those who really show their desire to test? I'd like to see the Spark engine and play around with the LUA and see how well it performs on my computer. I know I need to upgrade the motherboard soon since it's a dead socket style anyways, so if it doesn't perform well it wouldn't surprise me.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you can get refunds. (Don't quote me on this as I haven't even thought of getting one)
Which means you can pre-order the game and get all the benefits. If for some reason you aren't satisfied, for example for performance issues (NOTE that this is an engine test, so performance issues you will have) I guess you can get your money back. You'll have to ask the UWE team to confirm this though.
I'm thinking, however, that people who "really show their desire to test" will already have purchased the game. This is NOT an alpha, not a beta, and even less a demo.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1767067:date=Apr 15 2010, 07:10 AM:name=Rehnquist)--><div class='quotetop'>QUOTE (Rehnquist @ Apr 15 2010, 07:10 AM) <a href="index.php?act=findpost&pid=1767067"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not everyone has $2k+ to spend on just monitors. Also, I wouldn't play an FPS with 2 screens, I would need 3 minimum because of the bezels (wouldn't want the bezel in the middle of the action).<!--QuoteEnd--></div><!--QuoteEEnd--> $2000? You're off by a factor of 10. Try $200-400.
Might be closer to 2k if you're trying to get massive 30" ones, but I would rather have two 17" over one 30" any day.
<!--quoteo(post=1767158:date=Apr 15 2010, 04:06 PM:name=JAmazon)--><div class='quotetop'>QUOTE (JAmazon @ Apr 15 2010, 04:06 PM) <a href="index.php?act=findpost&pid=1767158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because letting the general public see the game in this state is game company suicide. Those who purchased the game have an invested interest in it and have been following the development closely for months(years). So we knew what to expect. Little 'Jonny' who's never heard of NS2 before will download it, hate it, and never buy it and tell everyone that NS2 is laggy, unpolished, and has no gameplay. The pros of going public with the test pale in comparison to the cons. Plus I believe the number from the pre-orders put the engine test at something like ~10,000 (someone correct me) people.<!--QuoteEnd--></div><!--QuoteEEnd--> You know, I'm starting to believe that less and less. 'Little Johnny' is looking for his games on the first page of Steam, I don't see how making the engine test discretely available to only those interested (i.e. via BitTorrent or the Forums) is going to be detrimental to the wider audience. Simply rename it "Spark Test" and half the fears are already debased. Did anyone judge Shattered Horizons based on 3dMark? Or How about Mirror's Edge by UT3? Show the average person Source Test and a game powered by Source and they really couldn't be bothered to tie the knot.
At one point I really did believe the Engine test could harm NS2's image, but the more I think about it, the more I recognize it's a matter of how you pitch it, and at this point UWE could use as many pinch hitters as they can get.
<!--quoteo(post=1767093:date=Apr 16 2010, 01:08 AM:name=Rehnquist)--><div class='quotetop'>QUOTE (Rehnquist @ Apr 16 2010, 01:08 AM) <a href="index.php?act=findpost&pid=1767093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, yeah.. you can get a 1080p monitor nowadays on the cheap but the 30" Apple monitors he was talking about will set you back, at the very least (unless you get a deal on eBay or from a friend) $1200.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Apple 30" are $2,499 each. Don't get me wrong, I'm not bragging, they're the monitors in my office, I didn't buy em :)
Easily worth it as well. To an enthusiast, anyway. The most beautiful LED display's I've ever used.
I think NS2 has more than enough pre-orders to do compatibility testing of the engine, and they're the ones who are by far most likely to actually play it a decent amount and report feedback. They just wouldn't gain enough by going public to compensate for the potential risk from the exposure.
<!--quoteo(post=1767236:date=Apr 15 2010, 10:45 PM:name=qwiggalo)--><div class='quotetop'>QUOTE (qwiggalo @ Apr 15 2010, 10:45 PM) <a href="index.php?act=findpost&pid=1767236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't look too deep into it... they want people to buy it--and to get people to buy something, you give incentives. Simple as that.
It's an incentive, end of story.<!--QuoteEnd--></div><!--QuoteEEnd-->
Common sense is uncommon.
Both stories are true but money ways heavily into the equation
<!--quoteo(post=1767236:date=Apr 15 2010, 10:45 PM:name=qwiggalo)--><div class='quotetop'>QUOTE (qwiggalo @ Apr 15 2010, 10:45 PM) <a href="index.php?act=findpost&pid=1767236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't look too deep into it... they want people to buy it--and to get people to buy something, you give incentives. Simple as that. It's an incentive, end of story.<!--QuoteEnd--></div><!--QuoteEEnd--> Another myth I have a hard time believing. How many people bought the game because of an engine test? I can understand an alpha or beta, but offering an engine test as incentive isn't going to capture anyone but some lingering die hard enthusiasts. Few are going to pay to test your engine, but many more would be willing to test it for free (see Steam's Hardware Survey and beta programs). So why sacrifice a few sales for potentially scores more critical eyes, it doesn't make sense.
<!--quoteo(post=1767246:date=Apr 16 2010, 02:20 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Apr 16 2010, 02:20 AM) <a href="index.php?act=findpost&pid=1767246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another myth I have a hard time believing. How many people bought the game because of an engine test? I can understand an alpha or beta, but offering an engine test as incentive isn't going to capture anyone but some lingering die hard enthusiasts. Few are going to pay to test your engine, but many more would be willing to test it for free (see Steam's Hardware Survey and beta programs). So why sacrifice a few sales for potentially scores more critical eyes, it doesn't make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know about all this "it looks bad to the casual onlooker" thing, but I'd rather look at it from a more technical standpoint.
I'd like to think that they probably couldn't handle all the input from a public test. There's already a huge workload for them just receiving and organizing feedback from pre-orders testing, I'm dead sure.
<!--quoteo(post=1767246:date=Apr 16 2010, 08:20 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Apr 16 2010, 08:20 AM) <a href="index.php?act=findpost&pid=1767246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another myth I have a hard time believing. How many people bought the game because of an engine test? I can understand an alpha or beta, but offering an engine test as incentive isn't going to capture anyone but some lingering die hard enthusiasts. Few are going to pay to test your engine, but many more would be willing to test it for free (see Steam's Hardware Survey and beta programs). So why sacrifice a few sales for potentially scores more critical eyes, it doesn't make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tests go both ways. Did you play the new AvP's demo?
The point is, those interested enough will buy the game. The others will wait for something more playable. You're considering that the average tester will have enough brains to consider this engine test as the WIP it is. That's not how it'll work, most will see it more buggy as any CoD or whatever game, and never look back towards UWE. Those, however, who know that the game will somewhat be good enough will probably already spend the $20. If there were no incentives, we would have had that NS2-Lite with barely any features because so few would have pre-ordered and most would have waited for release.
Metal SmithJoin Date: 2009-11-05Member: 69283Members
I was under the impression that preorders would determine what the UWE team was able to do with the engine before being forced to drop more technically challenging aspects of it, like dynamic infestation, in order to complete the game and start making money for their investors.
I don't think that anything is an incentive, but rather a thank you.
I do believe that it stated the majority of us threw out the dough for the black edition marine thingy, at $50 or something rather than $20. That makes us more of an investor than anything else. I believe the game would be great, so I preordered the day it went available and never looked back.
Besides, I've gotten way too many hours of game time from NS1 as a superskulk that I thoroughly enjoyed to even think about it as paying them for NS2. I try to think of it as paying the team back for NS1.
I've downloaded both the editor and engine test and both have had crashes during launch.
Currently I'm running on XP64. I'd like to verify if other XP64 users are having similar problems before looking further.
The automated debugging prompt seems to have worked, but I wanted to make sure the message was received in case there was a communication failure as well.
The torrent speed was fantastic btw. (I apologize if this is the 20th time someone's posted this... I started writing before I thought to run a search or read the entirety of the thread)
I have a 2nd key and an additional nearly-identical machine (different sound and graphics systems) available if it helps with troubleshooting.
Awesome graphics so far! Did run into a few problems, though:
1) While running through the first practice map, I suddenly got stuck in the middle of a corridor. There was nothing blocking me, but for some reason I couldn't move or jump, I could only turn and shoot.
2) While running through the second practice map, I noticed a small "tear" in the map: (The little orange/white line to the left of where my target hud is) [attachment=35928:NS2_Tear...ontinuim.jpg]
My System Specs: Dell Laptop - Intel I7 720 QM (@1.60GHz) ATI Mobility Radeon HD 5470 (1GB) 8 GB RAM Windows 7 64bit
<!--quoteo(post=1767608:date=Apr 17 2010, 04:17 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Apr 17 2010, 04:17 PM) <a href="index.php?act=findpost&pid=1767608"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I get a lot of missing error textures when running UWE's maps.
Edit: I'm running an 8800 GTS<!--QuoteEnd--></div><!--QuoteEEnd-->
Just curious slayer, do you ever notice lights fading out when you get near them, and reappearing when you back away again?
<!--quoteo(post=1767623:date=Apr 17 2010, 03:15 PM:name=taleden)--><div class='quotetop'>QUOTE (taleden @ Apr 17 2010, 03:15 PM) <a href="index.php?act=findpost&pid=1767623"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just curious slayer, do you ever notice lights fading out when you get near them, and reappearing when you back away again?<!--QuoteEnd--></div><!--QuoteEEnd--> I noticed this. This is probably more of a primitive optimization strategy than a bug. It does look a little funny though and it would be nice if this didn't happen in the final game. What if instead of fading to a lower detail dynamic light, a static lighting would fade in in the distance so there isn't such a dramatic change.
Comments
Either the devs are outright lying, or they have some serious optimization ahead of them.<!--QuoteEnd--></div><!--QuoteEEnd-->
We discussed earlier that it's more productive to finish the engine and all of the basic coding before they optimize it.
i got my dual monitor setup for ~300 dollars. and i don't play with it stretched across them. dual monitors is much more useful when doing work or something like that. it's still useful in a game though, particularly with borderless windowed mode, because you can be doing something else in the other monitor, like have the internet open, or a voicechat client, or a clock to see the time. or another game!
If so, it shouldn't be a performance drop to add a dropoff to them. That's what it's missing IMO. IRL shadow's edges blur out when they get further from the object. Especially if the light source is a big light like the sun.
<img src="http://www.qwiggalo.com/images/shadow_softness.jpg" border="0" class="linked-image" />
Well, yeah.. you can get a 1080p monitor nowadays on the cheap but the 30" Apple monitors he was talking about will set you back, at the very least (unless you get a deal on eBay or from a friend) $1200.
If so, it shouldn't be a performance drop to add a dropoff to them. That's what it's missing IMO. IRL shadow's edges blur out when they get further from the object. Especially if the light source is a big light like the sun.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's unclear. Earlier video showed them being done fairly dynamically (open and close the shutters in the Comm room), but there are way to pre-bake them depending on what the map geometry can do.
That being said, shadows are perhaps the biggest unsolved problem in graphics unless you do something like ray tracing rendering (which is painful and I dare anyone to build their own ray tracing engine, it's tough). So.... yeah, I'll take the hacks and not care about feathered shadows and proper light bouncing.
I guess the whole point I'm trying to make is why limit your data if you aren't trying to publish a scientific finding? Some video cards, driver versions and/or settings, or OS settings might change the results of the engine test.
Does this make me seem cheap? Yeah. But I want to participate in the engine test. Maybe if a trial key was set up so it only allowed access to the engine test? What is there to lose from increasing the sample size to ensure more flaws on certain types of hardware and settings are ironed out before alpha, beta, and full release? It wouldn't break my heart if the game didn't need updates for months after release instead of weeks after release.
I guess the whole point I'm trying to make is why limit your data if you aren't trying to publish a scientific finding? Some video cards, driver versions and/or settings, or OS settings might change the results of the engine test.
Does this make me seem cheap? Yeah. But I want to participate in the engine test. Maybe if a trial key was set up so it only allowed access to the engine test? What is there to lose from increasing the sample size to ensure more flaws on certain types of hardware and settings are ironed out before alpha, beta, and full release? It wouldn't break my heart if the game didn't need updates for months after release instead of weeks after release.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because letting the general public see the game in this state is game company suicide. Those who purchased the game have an invested interest in it and have been following the development closely for months(years). So we knew what to expect. Little 'Jonny' who's never heard of NS2 before will download it, hate it, and never buy it and tell everyone that NS2 is laggy, unpolished, and has no gameplay. The pros of going public with the test pale in comparison to the cons. Plus I believe the number from the pre-orders put the engine test at something like ~10,000 (someone correct me) people.
(Plus it would let give me a rough estimate how much I need to upgrade, although with a 4850 and little desire to run with maxed out eye-candy i doubt I'd need much in terms of upgrades.)
btw: you should include "Spirits of sanjii" into the album when you release it :)
I think you can get refunds. (Don't quote me on this as I haven't even thought of getting one)
Which means you can pre-order the game and get all the benefits. If for some reason you aren't satisfied, for example for performance issues (NOTE that this is an engine test, so performance issues you will have) I guess you can get your money back.
You'll have to ask the UWE team to confirm this though.
I'm thinking, however, that people who "really show their desire to test" will already have purchased the game. This is NOT an alpha, not a beta, and even less a demo.
$2000? You're off by a factor of 10. Try $200-400.
Might be closer to 2k if you're trying to get massive 30" ones, but I would rather have two 17" over one 30" any day.
You know, I'm starting to believe that less and less. 'Little Johnny' is looking for his games on the first page of Steam, I don't see how making the engine test discretely available to only those interested (i.e. via BitTorrent or the Forums) is going to be detrimental to the wider audience. Simply rename it "Spark Test" and half the fears are already debased. Did anyone judge Shattered Horizons based on 3dMark? Or How about Mirror's Edge by UT3? Show the average person Source Test and a game powered by Source and they really couldn't be bothered to tie the knot.
At one point I really did believe the Engine test could harm NS2's image, but the more I think about it, the more I recognize it's a matter of how you pitch it, and at this point UWE could use as many pinch hitters as they can get.
The Apple 30" are $2,499 each. Don't get me wrong, I'm not bragging, they're the monitors in my office, I didn't buy em :)
Easily worth it as well. To an enthusiast, anyway. The most beautiful LED display's I've ever used.
It's an incentive, end of story.
It's an incentive, end of story.<!--QuoteEnd--></div><!--QuoteEEnd-->
Common sense is uncommon.
Both stories are true but money ways heavily into the equation
It's an incentive, end of story.<!--QuoteEnd--></div><!--QuoteEEnd-->
Another myth I have a hard time believing. How many people bought the game because of an engine test? I can understand an alpha or beta, but offering an engine test as incentive isn't going to capture anyone but some lingering die hard enthusiasts. Few are going to pay to test your engine, but many more would be willing to test it for free (see Steam's Hardware Survey and beta programs). So why sacrifice a few sales for potentially scores more critical eyes, it doesn't make sense.
I don't know about all this "it looks bad to the casual onlooker" thing, but I'd rather look at it from a more technical standpoint.
I'd like to think that they probably couldn't handle all the input from a public test. There's already a huge workload for them just receiving and organizing feedback from pre-orders testing, I'm dead sure.
Tests go both ways. Did you play the new AvP's demo?
The point is, those interested enough will buy the game. The others will wait for something more playable. You're considering that the average tester will have enough brains to consider this engine test as the WIP it is. That's not how it'll work, most will see it more buggy as any CoD or whatever game, and never look back towards UWE. Those, however, who know that the game will somewhat be good enough will probably already spend the $20. If there were no incentives, we would have had that NS2-Lite with barely any features because so few would have pre-ordered and most would have waited for release.
I don't think that anything is an incentive, but rather a thank you.
I do believe that it stated the majority of us threw out the dough for the black edition marine thingy, at $50 or something rather than $20. That makes us more of an investor than anything else. I believe the game would be great, so I preordered the day it went available and never looked back.
Besides, I've gotten way too many hours of game time from NS1 as a superskulk that I thoroughly enjoyed to even think about it as paying them for NS2. I try to think of it as paying the team back for NS1.
I've downloaded both the editor and engine test and both have had crashes during launch.
Currently I'm running on XP64. I'd like to verify if other XP64 users are having similar problems before looking further.
The automated debugging prompt seems to have worked, but I wanted to make sure the message was received in case there was a communication failure as well.
The torrent speed was fantastic btw. (I apologize if this is the 20th time someone's posted this... I started writing before I thought to run a search or read the entirety of the thread)
I have a 2nd key and an additional nearly-identical machine (different sound and graphics systems) available if it helps with troubleshooting.
Best of luck!
1) While running through the first practice map, I suddenly got stuck in the middle of a corridor. There was nothing blocking me, but for some reason I couldn't move or jump, I could only turn and shoot.
2) While running through the second practice map, I noticed a small "tear" in the map: (The little orange/white line to the left of where my target hud is)
[attachment=35928:NS2_Tear...ontinuim.jpg]
My System Specs:
Dell Laptop - Intel I7 720 QM (@1.60GHz)
ATI Mobility Radeon HD 5470 (1GB)
8 GB RAM
Windows 7 64bit
Edit: I'm running an 8800 GTS
Edit: I'm running an 8800 GTS<!--QuoteEnd--></div><!--QuoteEEnd-->
Just curious slayer, do you ever notice lights fading out when you get near them, and reappearing when you back away again?
I noticed this. This is probably more of a primitive optimization strategy than a bug. It does look a little funny though and it would be nice if this didn't happen in the final game. What if instead of fading to a lower detail dynamic light, a static lighting would fade in in the distance so there isn't such a dramatic change.