<!--quoteo(post=1771901:date=May 22 2010, 08:48 AM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ May 22 2010, 08:48 AM) <a href="index.php?act=findpost&pid=1771901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been following since the beginning and have been too lazy to comment on anything, but yeah the ragdoll video is awesome(in addition to mostly everything else)! Looking forward to more stuff and gameplay-ish features! :D
Now all I need to know is what the best program for modelling props for NS2 is??
Keep up the good work guys!<!--QuoteEnd--></div><!--QuoteEEnd--> so far most have been using 3d studio max, but if your looking for a free alternative blender should work just fine (haven't tried it yet, but it exports to dae from the box)
I'm excited for Decoda! One of the biggest reasons developing script code is hard(ish) is the lack of decent tool support and IDEs, so Decode should really fill the spot here! :-D Should be fun hacking away in LUA
When I start Decoda though it asks for a registration key, and my NS2 Preorder key is not working. Is that intended?
really nice update guys, been looking forward for this keep up the good work. if you only could have a small toturial on the cenamatic tool so we can start making cool stuff, allso could you make coustom animations in the tool say If I wanted to make the marine do something I want? I allso made a simple modle of a truck in the map editor ( using boxes and props ) can that be animatied/ moved in anyway in the tool? say I wanted to make a simple model for an airplane in the map editor, will I be able to make it lift up/ fly in the cenamatica tool ? what are the limits?
nice update ^^ iI'm having lots of fun creating steamvents
Is there any word on when the game itself will be able to render these? the engine test skips the particles entity (all entities it seems) so i can't actually test the stuff ingame, unless my noobishness has overlooked a command for that ^^. couldn't find anything on that with a quick search either.
When it's done ofcourse but i like adjusting things with my eye instead of calculating if i've made the steam the right lenght :p
I also have the problems mentioned before: - Decoda asks for a reg key/30 days left (I already installed the "old" trial version on April 16th and uninstalled it just now, didn't remove the message) - Launchpad menu item doesn't exist
Anyway, I'm sure those will be fixed in (valve) time before I get the game. :)
<!--quoteo(post=1771932:date=May 22 2010, 08:21 AM:name=Sooper1337)--><div class='quotetop'>QUOTE (Sooper1337 @ May 22 2010, 08:21 AM) <a href="index.php?act=findpost&pid=1771932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do we get the tools on steam?<!--QuoteEnd--></div><!--QuoteEEnd--> You read the thread?
<!--quoteo(post=1771968:date=May 22 2010, 03:45 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ May 22 2010, 03:45 PM) <a href="index.php?act=findpost&pid=1771968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now all we need is that tutorial on how to use the Cinematic editor :P<!--QuoteEnd--></div><!--QuoteEEnd--> Doesn't look too difficult.
Shouldn't he be a dev rather than super admin?<!--QuoteEnd--></div><!--QuoteEEnd-->
All the full-time in-house guys are super-admins (plus Comprox). The rest generally have a forum group most closely related to their role (which is why my group is moderator rather than dev).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->give us the real game already<!--QuoteEnd--></div><!--QuoteEEnd-->
Patience is art.
I was gonna rant about the ragdoll (to many developers take the easy shortcut and do <b>not</b> introduce joint limits), but from that video I can't tell how they move for real. Gotta have to test it out myself.
<!--quoteo(post=1771918:date=May 22 2010, 04:43 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ May 22 2010, 04:43 AM) <a href="index.php?act=findpost&pid=1771918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is Kurt, our second programmer.<!--QuoteEnd--></div><!--QuoteEEnd--> Hello and Welcome Kurt! Are you working on tools or the engine?
<!--quoteo(post=1771972:date=May 22 2010, 03:28 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ May 22 2010, 03:28 PM) <a href="index.php?act=findpost&pid=1771972"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All the full-time in-house guys are super-admins (plus Comprox). The rest generally have a forum group most closely related to their role (which is why my group is moderator rather than dev).<!--QuoteEnd--></div><!--QuoteEEnd-->
Didn't know that :)
Thanks for the heads up. I assumed all the forum moderators were just people that had been in the community and were really trustworthy or knew the Devs personally.
Nice I think that skulk likes me because it waved at me but then it flew away(i don't even think skulks can fly) is that even possible Anyway nice work NS2 team. :)
WTB updates on the actual NS2 game.... updates on tools and such are nice... but weeks of this seems nothing more than a destraction from any update on the actual development progress of NS2. Has the focused shifted to tools again to fix issues needed fixing before game development can continue?
And here I thought all of these tools had been developed the past few years and the focus was actually on NS2. :(
Sorry, from a game fan perspective... the past few weeks of updates have been disappointing.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1772050:date=May 23 2010, 08:49 PM:name=HoundDawg)--><div class='quotetop'>QUOTE (HoundDawg @ May 23 2010, 08:49 PM) <a href="index.php?act=findpost&pid=1772050"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has the focused shifted to tools again to fix issues needed fixing before game development can continue?<!--QuoteEnd--></div><!--QuoteEEnd-->
No. It's just that public tools news and updates are generally less time-consuming than gameplay related ones. Internally there's a very firm emphasis on the game.
<!--quoteo(post=1772056:date=May 23 2010, 03:41 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ May 23 2010, 03:41 PM) <a href="index.php?act=findpost&pid=1772056"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No. It's just that public tools news and updates are generally less time-consuming than gameplay related ones. Internally there's a very firm emphasis on the game.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks. I like the weekly updates and check back every Friday for them. It just would be nice to see at least something in them pertaining to the actual game progress. It doesn't have to be a video or really anything that elaborate. Just some sort of development journal of sorts... even if it's a quick... "NS2 development made great strides this week as we ironed out the marine command interface, continued adding more details to the Alpha maps, and finalized the fade's coding into the game."
Basically, just something ... breadcrumbs that shows the past few weeks were devoted to Coda and playing around with skulk ragdoll physics.
<!--quoteo(post=1772068:date=May 24 2010, 05:10 AM:name=ZupE891)--><div class='quotetop'>QUOTE (ZupE891 @ May 24 2010, 05:10 AM) <a href="index.php?act=findpost&pid=1772068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->remember the FALL 09 Trailer.... it was a a typo... it was suppose to be FALL 2010.. well at least they got paid to take longer<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1771991:date=May 22 2010, 07:09 PM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ May 22 2010, 07:09 PM) <a href="index.php?act=findpost&pid=1771991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hello and Welcome Kurt! Are you working on tools or the engine?<!--QuoteEnd--></div><!--QuoteEEnd--> Kurt works on the tools and engine with me, although most of the updates you get are things that Kurt has done.
<!--quoteo(post=1771857:date=May 21 2010, 08:28 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ May 21 2010, 08:28 PM) <a href="index.php?act=findpost&pid=1771857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please post comments on the topic Natural Selection 2 News Update - Friday Update - <b>Build 147</b> here<!--QuoteEnd--></div><!--QuoteEEnd-->
Where can I find the change log? the one I see in the Launch Pad still says '<b>build 137</b>'.
Thanks.
Don't get me wrong, I read that: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In addition to the new tools, we've included some enhancements to the Editor, Viewer and COLLADA exporter:
Added layer functionality to work with edges and vertices of faces Added group functionality for selection and categorization by name Added the ability to manipulate rag dolls in the Viewer Fixed layer support to work properly beyond 32 layers Fixed issues when multiple rigid bodies in a COLLADA file had the same name Fixed networking prediction errors due to the time being out of sync on the server and client<!--QuoteEnd--></div><!--QuoteEEnd-->
I am just wondering if a more detailed version is included somewhere.
Comments
Now all I need to know is what the best program for modelling props for NS2 is??
Keep up the good work guys!<!--QuoteEnd--></div><!--QuoteEEnd-->
so far most have been using 3d studio max, but if your looking for a free alternative blender should work just fine (haven't tried it yet, but it exports to dae from the box)
This is Kurt, our second programmer.
One of the biggest reasons developing script code is hard(ish) is the lack of decent tool support and IDEs, so Decode should really fill the spot here! :-D
Should be fun hacking away in LUA
When I start Decoda though it asks for a registration key, and my NS2 Preorder key is not working. Is that intended?
if you only could have a small toturial on the cenamatic tool so we can start making cool stuff, allso could you make coustom animations in the tool say If I wanted to make the marine do something I want? I allso made a simple modle of a truck in the map editor ( using boxes and props ) can that be animatied/ moved in anyway in the tool?
say I wanted to make a simple model for an airplane in the map editor, will I be able to make it lift up/ fly in the cenamatica tool ? what are the limits?
Is there any word on when the game itself will be able to render these? the engine test skips the particles entity (all entities it seems) so i can't actually test the stuff ingame, unless my noobishness has overlooked a command for that ^^. couldn't find anything on that with a quick search either.
When it's done ofcourse but i like adjusting things with my eye instead of calculating if i've made the steam the right lenght :p
- Decoda asks for a reg key/30 days left (I already installed the "old" trial version on April 16th and uninstalled it just now, didn't remove the message)
- Launchpad menu item doesn't exist
Anyway, I'm sure those will be fixed in (valve) time before I get the game. :)
Thank you guys, once again you made my day!
You read the thread?
Hello Kurt.
Shouldn't he be a dev rather than super admin?
Doesn't look too difficult.
Shouldn't he be a dev rather than super admin?<!--QuoteEnd--></div><!--QuoteEEnd-->
All the full-time in-house guys are super-admins (plus Comprox). The rest generally have a forum group most closely related to their role (which is why my group is moderator rather than dev).
Patience is art.
I was gonna rant about the ragdoll (to many developers take the easy shortcut and do <b>not</b> introduce joint limits), but from that video I can't tell how they move for real.
Gotta have to test it out myself.
Hello and Welcome Kurt! Are you working on tools or the engine?
Didn't know that :)
Thanks for the heads up. I assumed all the forum moderators were just people that had been in the community and were really trustworthy or knew the Devs personally.
I think that skulk likes me because it waved at me but then it flew away(i don't even think skulks can fly) is that even possible
Anyway nice work NS2 team. :)
And here I thought all of these tools had been developed the past few years and the focus was actually on NS2. :(
Sorry, from a game fan perspective... the past few weeks of updates have been disappointing.
No. It's just that public tools news and updates are generally less time-consuming than gameplay related ones. Internally there's a very firm emphasis on the game.
Thanks. I like the weekly updates and check back every Friday for them. It just would be nice to see at least something in them pertaining to the actual game progress. It doesn't have to be a video or really anything that elaborate. Just some sort of development journal of sorts... even if it's a quick... "NS2 development made great strides this week as we ironed out the marine command interface, continued adding more details to the Alpha maps, and finalized the fade's coding into the game."
Basically, just something ... breadcrumbs that shows the past few weeks were devoted to Coda and playing around with skulk ragdoll physics.
/gives troll a snausage :D
You shouldn't feed them.
They like goats too btw.
Kurt works on the tools and engine with me, although most of the updates you get are things that Kurt has done.
Where can I find the change log? the one I see in the Launch Pad still says '<b>build 137</b>'.
Thanks.
Don't get me wrong, I read that: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In addition to the new tools, we've included some enhancements to the Editor, Viewer and COLLADA exporter:
Added layer functionality to work with edges and vertices of faces
Added group functionality for selection and categorization by name
Added the ability to manipulate rag dolls in the Viewer
Fixed layer support to work properly beyond 32 layers
Fixed issues when multiple rigid bodies in a COLLADA file had the same name
Fixed networking prediction errors due to the time being out of sync on the server and client<!--QuoteEnd--></div><!--QuoteEEnd-->
I am just wondering if a more detailed version is included somewhere.