NS2 Progress

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  • minimminim Join Date: 2009-05-14 Member: 67408Members
    All technical tasks for build 156 are now accepted! \o/
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Yay, progress!

    Although, I don't know what to think of the lack of items listed after B156. This is the first path (afaik) that doesn't have anything else after the next build.
  • tk-421tk-421 Join Date: 2006-11-03 Member: 58315Members, Reinforced - Shadow
    <!--quoteo(post=1808852:date=Nov 22 2010, 04:24 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Nov 22 2010, 04:24 PM) <a href="index.php?act=findpost&pid=1808852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yay, progress!

    Although, I don't know what to think of the lack of items listed after B156. This is the first path (afaik) that doesn't have anything else after the next build.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe that's their Thanksgiving break decision. :)
  • minimminim Join Date: 2009-05-14 Member: 67408Members
    <!--quoteo(post=1808852:date=Nov 23 2010, 03:24 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Nov 23 2010, 03:24 AM) <a href="index.php?act=findpost&pid=1808852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yay, progress!

    Although, I don't know what to think of the lack of items listed after B156. This is the first path (afaik) that doesn't have anything else after the next build.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think they changed it to only display tasks that are currently being worked on.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    There was a list of about 6 items in the technical section this morning. This has been whittled down to just 3, perhaps they prioritized and removed those that could not be fixed within the time-limit? (Similar scenario happened on the gameplay one, but I'm not sure how many there were to start with, but it was a lot more).
  • minimminim Join Date: 2009-05-14 Member: 67408Members
    Build 156 accepted, guess we'll see it soonish. :)
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    edited November 2010
    Oh snap! Just found these looking at the current To-Do items:

    Feature: Whip - Acidic DI
    <b>Feature: Dynamic infestation gameplay</b>
    Feature: Gorge Bacteria upgrade
    Feature: Implement alien comm ability: Grow
    Feature: Implement marine comm ability: Nanogrid defense
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Exoskeleton Movement, too :D
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    "New skill-based movement ability that isn't BH"

    Interesting.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Gameplay tasks:

    "Polish flamethrower primary fire" - I was thinking, wtf is a Polish flamethrower?
    "Camouflage upgrade" - mwhaha

    Can anyone explain what these r?

    <b>[b]Implement alien comm ability: Grow
    Implement catpacks
    Nerve gas upgrade
    Exoskeleton movement</b>[/b]
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1809085:date=Nov 23 2010, 05:38 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Nov 23 2010, 05:38 AM) <a href="index.php?act=findpost&pid=1809085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gameplay tasks:

    "Polish flamethrower primary fire" - I was thinking, wtf is a Polish flamethrower?<!--QuoteEnd--></div><!--QuoteEEnd-->


    it's like a polish sausage, except spicier.
  • KarbaKarba Join Date: 2006-09-23 Member: 58040Members, Constellation, Reinforced - Gold
    edited November 2010
    " Inferred Rendering system" is in the to do list......

    I wonder what rendering system ns2 is using actualy and if they are gonna replace it with this one.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2010
    Deffered rendering i guess... thats also why antialaising doesnt work?
    but it could be that Inffered and Deffered is the same thing :X )

    i have no clue about programming/render/whatever... (google tells me this strange words i know nothing about)

    I also found out, that if inffered Lighting is used we need this DSF(some kind of filter) that makes the shadows smooth... (because Inffered Lighting renders the light in a lower resolution, and only scales it up => thats why its cool with lots of lights i guess)

    useless post ends here.
  • nightznightz Join Date: 2010-07-11 Member: 72317Members
    AFAIK actually NS2 is using deferred shader. Inferred shader only makes transparent/clear geometry draws together with opaque geometry, thats why DSF is present.
    I suspect this CAN bring some framerate goodness but it is such a big step on top of deferred (code wise) that it shouldnt be priority. The network code is still far from GOOD and it should get some priority.
  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    I do not see "Grenade Launching at own feet hurts a lot" on the feature list.
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    Feature: Whip - Acidic DI
    Feature: Dynamic infestation gameplay
    Feature: Gorge Bacteria upgrade
    Feature: Implement alien comm ability: Grow
    Feature: Implement marine comm ability: Nanogrid defense

    These are so awesome to see on the to-do list already. It will be sometime until they are live, but it's nice to know the devs have already planned on implementing them in the near future.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    <!--quoteo(post=1809337:date=Nov 23 2010, 02:03 PM:name=nightz)--><div class='quotetop'>QUOTE (nightz @ Nov 23 2010, 02:03 PM) <a href="index.php?act=findpost&pid=1809337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->AFAIK actually NS2 is using deferred shader. Inferred shader only makes transparent/clear geometry draws together with opaque geometry, thats why DSF is present.
    I suspect this CAN bring some framerate goodness but it is such a big step on top of deferred (code wise) that it shouldnt be priority. The network code is still far from GOOD and it should get some priority.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The network code actually seems to be pretty good, the problem is server performance.
  • GohanZetaGohanZeta Join Date: 2010-11-18 Member: 74996Members, NS2 Playtester
    <!--quoteo(post=1809085:date=Nov 23 2010, 10:38 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Nov 23 2010, 10:38 AM) <a href="index.php?act=findpost&pid=1809085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Implement alien comm ability: Grow
    Implement catpacks
    Nerve gas upgrade
    Exoskeleton movement</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    Dunno about Grow probably related to DI
    Catpacks might be Catalyst Pack which increase RoF / movement of Marines
    Nerve gas upgrade is a grayed out upgrade for Rifle Grenade Launcher in 156 which is supposed to slow down alien in some way
    Exoskeleton movement should be about the feeling when moving around in the new Heavy Armor (Exoskeleton for NS2)
  • nightznightz Join Date: 2010-07-11 Member: 72317Members
    <!--quoteo(post=1809472:date=Nov 23 2010, 06:35 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Nov 23 2010, 06:35 PM) <a href="index.php?act=findpost&pid=1809472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The network code actually seems to be pretty good, the problem is server performance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, the few minutes i could stay logged into a server, i got NO dead reckoning, client didn't do any kind of prediction (maybe it did linear),
    and as far as i am concerned, there isn't even support for reliable packets. I wouldn't call that "pretty good". Enough bashing, i think
    the most needed features should be worked first, thats my entire point. If theres no way to play the game, why bother with pretty graphics?
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    The fact DI is on the progress list has me excited. It absolutely shouldn't, but it does.
  • Ph33rSn1p4zPh33rSn1p4z Join Date: 2010-07-19 Member: 72544Members
    B157 is making me drool: First there's the babblers, and then there's DI! I'm too impatient to wait!
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited November 2010
    I'd say the gameplay tasks are in a rolling state right now. They add whatever they can and once the tech side is ready, they'll call it 157. Could be quite a while before they get to the infestation part of the list.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
  • FluffyMFluffyM Join Date: 2010-11-20 Member: 75064Members
    Speaking of the progress list,
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Change shotgun clip from 6 to 8 (ask Cory)<!--QuoteEnd--></div><!--QuoteEEnd-->
    sounds bad. Six shots are a hell of a lot.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited November 2010
    <!--quoteo(post=1810036:date=Nov 24 2010, 07:00 PM:name=FluffyM)--><div class='quotetop'>QUOTE (FluffyM @ Nov 24 2010, 07:00 PM) <a href="index.php?act=findpost&pid=1810036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of the progress list,

    sounds bad. Six shots are a hell of a lot.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I disagree. It seems that the aliens can go fade really fast (some guy said before the second hive is up), and meanwhile marines need to really fight just to research a gl (i.e. build and defend a second cc).

    So the shotty is fairly weak and extremely short range, and lag tends to eat up 2+ shots, so having 8 and even 10 to 15+ makes sense (if you want any chance of taking out a skulk at 20 ft... you'll need to shoot out about 10 shots just to cause enough damage due to the extremely poor range).

    The problem is the whips really. And shotty to the base of one seems to be the only way of taking them down (so we will need many more shots to do it).

    Also what gives... 18 shells is all we get? What happened to the NS1 quantity of 40?

    (if the cone was constricted and range extended to the range of the rifle, then maybe 6 shells would be enough... but not right now it isn't)
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Eat, drink and be merry. Happy Thanksgiving! - Started<!--QuoteEnd--></div><!--QuoteEEnd-->


    Have a good one devs!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1809531:date=Nov 24 2010, 12:19 AM:name=nightz)--><div class='quotetop'>QUOTE (nightz @ Nov 24 2010, 12:19 AM) <a href="index.php?act=findpost&pid=1809531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If theres no way to play the game, why bother with pretty graphics?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The devs have been asked that a lot. As I remember, their answer was that different people work on different aspects of the game. Just because there are server or lag issues is no reason for some of the team to stop work on graphics, animations or whatever.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    edited November 2010
    <!--quoteo(post=1810302:date=Nov 25 2010, 07:06 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Nov 25 2010, 07:06 AM) <a href="index.php?act=findpost&pid=1810302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The devs have been asked that a lot. As I remember, their answer was that different people work on different aspects of the game. Just because there are server or lag issues is no reason for some of the team to stop work on graphics, animations or whatever.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What's with the wishy-washy response?

    "The dev's have been asked that a lot. As I remember...."

    We need to make it CLEAR to the people who keep asking this asinine question.

    Different developers work on different aspects of the game! Engine work, gameplay, and graphics are separate areas of work! You don't even need to know anything about software development to know this, just a bit of common sense.
  • FluffyMFluffyM Join Date: 2010-11-20 Member: 75064Members
    <!--quoteo(post=1810280:date=Nov 25 2010, 10:33 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Nov 25 2010, 10:33 AM) <a href="index.php?act=findpost&pid=1810280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems that the aliens can go fade really fast<!--QuoteEnd--></div><!--QuoteEEnd-->
    Marines can go shotty really fast.

    <!--quoteo(post=1810280:date=Nov 25 2010, 10:33 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Nov 25 2010, 10:33 AM) <a href="index.php?act=findpost&pid=1810280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the shotty is fairly weak and extremely short range, and lag tends to eat up 2+ shots, so having 8 and even 10 to 15+ makes sense (if you want any chance of taking out a skulk at 20 ft... you'll need to shoot out about that 10 just to get enough hits due to the extremely poor range).<!--QuoteEnd--></div><!--QuoteEEnd-->
    The shotty isn't weak at all, go do some testing on a listenserv.
    The range, that's like saying the lerk snipe should not have a re-fire delay because you might miss 2 shots in close range combat and then you're dead.
    That's the whole idea behind a shotgun, not good over range, <i>great</i> in close combat. Which the NS2 shotgun is. It's called a trade-off, it's not an allrounder like the rifle. Pro-tip: The whole team doesn't need to upgrade to shotguns as soon as they are available just because they <i>are</i> available.
    Maybe you shouldn't spend your 6 shots pelting a skulk 2 hallways away and instead use your pistol (which btw deals exceptional ranged damage) until you get within reasonable shotgun-range of the alien. Shotgun with 6+ capacity is ridiculous, frankly.

    <!--quoteo(post=1810280:date=Nov 25 2010, 10:33 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Nov 25 2010, 10:33 AM) <a href="index.php?act=findpost&pid=1810280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem is the whips really.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Read progress list.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited November 2010
    <!--quoteo(post=1810331:date=Nov 25 2010, 09:07 AM:name=FluffyM)--><div class='quotetop'>QUOTE (FluffyM @ Nov 25 2010, 09:07 AM) <a href="index.php?act=findpost&pid=1810331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->until you get within reasonable shotgun-range of the alien. Shotgun with 6+ capacity is ridiculous, frankly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1. These maps are so close quarters that the shotgun should be <u><b>ideal</b></u> at any possible "really-long" hall we've seen yet. The fact is the enemy is always within "reasonable shotgun-range".

    2. 6+ capacity for a shotgun is very common (in fact 8 shot capacity is normal):

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/0/02/Remington_1100_Tactical_8_Rounds.jpg/800px-Remington_1100_Tactical_8_Rounds.jpg" border="0" class="linked-image" />

    The M4 Super 90 also is capable of 8 shots in the tube + 1 in the chamber: <a href="http://en.wikipedia.org/wiki/XM10014" target="_blank">http://en.wikipedia.org/wiki/XM10014</a>
    (which i suspect is the gun which the shotty in ns2 is based on, simply due to the collapsing stock)

    So it's actually very reasonable that they want to extend it to 8 shots.

    Here's a compact 16-round capacity shotgun: <a href="http://www.thefirearmblog.com/blog/2008/02/08/srm-arms-model-1216-shotgun-16-round-rotating-magazine/" target="_blank">http://www.thefirearmblog.com/blog/2008/02...ating-magazine/</a>

    <img src="http://cdn5.thefirearmsblog.com/blog/wp-content/uploads/2008/02/srm-arms-model-1216-shotgun-1.jpg" border="0" class="linked-image" />
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