If you knew something about how games are made you'd know that your complaint is actually the task of the mapper, not the people doing the gameplay coding (and also different from the people working on the engine).
Also, it'd help a lot more if you just reported it in a polite way instead of doing this thread with a clearly wrong vision of level design in particular and games development in general.
I'm pretty sure the NS2 team is already aware of this, the purpose of this thread is just to say "Is it just me or is this one of the biggest gameplay hindrances for anyone else?"
is this really a problem? I find it more annoying that I can _not_ see the steel beams at the marine start because I frequently build stuff on top of them and then I have an armory 6 meters above ground and pretty much useless.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2010
This would be a gameplay and map design issue. I haven't touched the editor for a while now, but isn't the current editor lacking the option to turn things invisible and none clip-able for the commander building aspect?
It is important and is probably on their 2do list, but not a priority for alpha (beta perhaps). there are more important game-breaking issue to be handled and buildings need to be modeled/animated/skinned/tested as well. This issue seems like a small easy to add addition anyway, as it is just a toggable option...
Heck the commander does still have the awesome NS1 bug as well, where his presence activates doors <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
<!--quoteo(post=1795753:date=Aug 22 2010, 06:11 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 22 2010, 06:11 PM) <a href="index.php?act=findpost&pid=1795753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This would be a gameplay and map design issue. I haven't touched the editor for a while now, but isn't the current editor lacking the option to turn things invisible and none clip-able for the commander building aspect?<!--QuoteEnd--></div><!--QuoteEEnd--> There's special groups for hiding geometry/models from the commander view, and another for simlating "clipping brushes".
The thing is, when you hide something from the commander view, the buildings don't go through the objects, that's a bug or it's just not implemented yet.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
It's funny how everyone has his own opinion on what should be the priority. And then, they don't understand when the another person has his own opinion.
Normal discussion about this subject here - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=110987" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=110987</a>
<!--quoteo(post=1795771:date=Aug 22 2010, 07:34 PM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Aug 22 2010, 07:34 PM) <a href="index.php?act=findpost&pid=1795771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Normal discussion about this subject here - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=110987" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=110987</a><!--QuoteEnd--></div><!--QuoteEEnd--> all that really needs to be said (they know about it, and will fix it) has been said.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2010
<!--quoteo(post=1795769:date=Aug 22 2010, 08:32 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Aug 22 2010, 08:32 PM) <a href="index.php?act=findpost&pid=1795769"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If everybody is right than who is wrong? :)<!--QuoteEnd--></div><!--QuoteEEnd--> People who just state their opinion on subjects that have a very obvious answer <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
In this case, since it is a simple addition (bugfix for a toggle option). And not game breaking (keeping the game from running), it automatically becomes a low priority issue...
And as I said, the buildings have a pretty lengthy creation process, from sketching/concept->modeling/rigging/animating/skinning/sound design->supplying Cory with an ample supply of chocolate chip cookies. And of course bugtesting. Compared to this small issue, that has priority if there is logic to be had.
But they are all working on things, it's not like they are all working on the Crag, while other development like engine fps/lag issues are on hold...
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
Its an easy fix anyway, the materials and the regions can have a "commander view" property that simply makes them semi-transparent or not there at all and is a finishing process for the maps.
<!--quoteo(post=1795753:date=Aug 22 2010, 12:11 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 22 2010, 12:11 PM) <a href="index.php?act=findpost&pid=1795753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This would be a gameplay and map design issue. I haven't touched the editor for a while now, but isn't the current editor lacking the option to turn things invisible and none clip-able for the commander building aspect?
It is important and is probably on their 2do list, but not a priority for alpha (beta perhaps). there are more important game-breaking issue to be handled and buildings need to be modeled/animated/skinned/tested as well. This issue seems like a small easy to add addition anyway, as it is just a toggable option...
Heck the commander does still have the awesome NS1 bug as well, where his presence activates doors <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
haven't touched the editor in awhile? don't you have a map you're supposed to be working on?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1795918:date=Aug 23 2010, 06:31 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Aug 23 2010, 06:31 PM) <a href="index.php?act=findpost&pid=1795918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->haven't touched the editor in awhile? don't you have a map you're supposed to be working on?<!--QuoteEnd--></div><!--QuoteEEnd--> Permit me to shush you <img src="http://members.home.nl/m.borgman/ns-forum/smileys/shifty.gif" border="0" class="linked-image" />
It's better they get the base for the game done before they start working on details. The alpha is for testing. So visual imperfections should not be prioritized.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
how about (in general) that surfaces, polygons of world geometry fade invisible the smaler the angle to commanders view is. its looking ugly when you see alot of stripes with 2 - 8 pixels in width. hope you catch what i mean (with this method floor or slopes would never fade, only walls). sry if it was suggested already somewhere else, dont have much time for reading
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2010
<!--quoteo(post=1796860:date=Aug 30 2010, 10:33 AM:name=DizzyOne)--><div class='quotetop'>QUOTE (DizzyOne @ Aug 30 2010, 10:33 AM) <a href="index.php?act=findpost&pid=1796860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I declare this man reigning king of red arrows. Congratulations sir, they are amazing.<!--QuoteEnd--></div><!--QuoteEEnd--> Red arrow is obviously overpowered, I say nerf it. And no we do not need beta gameplay test for this, I mean look at them. They are blocking and misdirecting the commander view way to much... But then again, I guess the alien commander also has these?
Comments
Also, it'd help a lot more if you just reported it in a polite way instead of doing this thread with a clearly wrong vision of level design in particular and games development in general.
can not wait for this game to reach a smoothly playable state, craving some fpsrts action badly
It is important and is probably on their 2do list, but not a priority for alpha (beta perhaps). there are more important game-breaking issue to be handled and buildings need to be modeled/animated/skinned/tested as well. This issue seems like a small easy to add addition anyway, as it is just a toggable option...
Heck the commander does still have the awesome NS1 bug as well, where his presence activates doors <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
There's special groups for hiding geometry/models from the commander view, and another for simlating "clipping brushes".
The thing is, when you hide something from the commander view, the buildings don't go through the objects, that's a bug or it's just not implemented yet.
The devs don't work like a herd of tubby mammoths going one step at a time with their legs all tied together.
If everybody is right than who is wrong? :)
all that really needs to be said (they know about it, and will fix it) has been said.
People who just state their opinion on subjects that have a very obvious answer <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
In this case, since it is a simple addition (bugfix for a toggle option). And not game breaking (keeping the game from running), it automatically becomes a low priority issue...
And as I said, the buildings have a pretty lengthy creation process, from sketching/concept->modeling/rigging/animating/skinning/sound design->supplying Cory with an ample supply of chocolate chip cookies. And of course bugtesting. Compared to this small issue, that has priority if there is logic to be had.
But they are all working on things, it's not like they are all working on the Crag, while other development like engine fps/lag issues are on hold...
It is important and is probably on their 2do list, but not a priority for alpha (beta perhaps). there are more important game-breaking issue to be handled and buildings need to be modeled/animated/skinned/tested as well. This issue seems like a small easy to add addition anyway, as it is just a toggable option...
Heck the commander does still have the awesome NS1 bug as well, where his presence activates doors <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
haven't touched the editor in awhile? don't you have a map you're supposed to be working on?
Permit me to shush you <img src="http://members.home.nl/m.borgman/ns-forum/smileys/shifty.gif" border="0" class="linked-image" />
The alpha is for testing. So visual imperfections should not be prioritized.
Red arrow is obviously overpowered, I say nerf it. And no we do not need beta gameplay test for this, I mean look at them. They are blocking and misdirecting the commander view way to much... But then again, I guess the alien commander also has these?
Yeah I know, I'll stop...
i await the madman screaming HERE's JOHNY!