infestation is so ugly...

PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
<div class="IPBDescription">is there anyways to turn it off?</div>when do you think we will see another pass on it? I am really looking forward to having something nicer to look at because it ruins the look of the game right now (really bad eye sore). Does anyone know a way to make the infestation not visable?

Comments

  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    It's just a placeholder, and you know that.....
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Aesthetics will come last.

    What I want right now, in order of importance is:
    -Server optimization
    -Game optimization (oc)
    -Game play, balance, and game additions.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    <!--quoteo(post=1867246:date=Aug 7 2011, 04:03 PM:name=Majin)--><div class='quotetop'>QUOTE (Majin @ Aug 7 2011, 04:03 PM) <a href="index.php?act=findpost&pid=1867246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's just a placeholder, and you know that.....<!--QuoteEnd--></div><!--QuoteEEnd-->


    DUH, Of course I know that. dont post replies you know that i know
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Use Alien Vision, it won't show :D
  • 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
    ...making it invisible would break its gameplay elements.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1867249:date=Aug 7 2011, 11:14 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 7 2011, 11:14 PM) <a href="index.php?act=findpost&pid=1867249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aesthetics will come last.

    What I want right now, in order of importance is:
    -Server optimization
    -Game optimization (oc)
    -Game play, balance, and game additions.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would probably nudge "- Game\Server stability" in there too (noone likes a server-crash or a CTD).
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Bigger priorities right now, don't worry, Croach will get completely redone, eventually.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1867258:date=Aug 7 2011, 11:10 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Aug 7 2011, 11:10 PM) <a href="index.php?act=findpost&pid=1867258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Use Alien Vision, it won't show :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    Jup. Since it is almost always on I don't care the colors, why not trying pink?


    To the topic

    I think they will stay with this till the final DI-Mechanic. And also it looks so ugly because polishing it up will cost more resources to render (bader FPS) on your machine
    And it is hard to say as programer that it will come next month because if it takes longer the flames in the Forums will start and some players may get dissapointed of UWE then. So asking for when something will be done or when it is planed is like when I sak you: Where are you at 12/12/2025?
  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    <!--quoteo(post=1867272:date=Aug 7 2011, 03:46 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Aug 7 2011, 03:46 PM) <a href="index.php?act=findpost&pid=1867272"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bigger priorities right now, don't worry, Croach will get completely redone, eventually.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was thinking about redoing my crotch, too.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Another "lets revisit this discussion when the game is finished discussion".

    I agree it grossly hideous right now, bit can you imagine your FPS drop if they included dynamic infestation? we will def. see a drop in active players due to extremely laggy gameplay.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    One day, DI will be like running through fungal, chunky pudding, but for now, I just want optimizations.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1867428:date=Aug 8 2011, 10:42 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 8 2011, 10:42 AM) <a href="index.php?act=findpost&pid=1867428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One day, DI will be like running through fungal, chunky pudding, but for now, I just want optimizations.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ohh how the future looks so bright for NS2! :)
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    Guys...don't feed the trolls, its a beta and all is WIP.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited August 2011
    <!--quoteo(post=1867462:date=Aug 8 2011, 12:40 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 8 2011, 12:40 PM) <a href="index.php?act=findpost&pid=1867462"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Guys...don't feed the trolls, its a beta and all is WIP.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nobody was trolling.
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    Persian you are so ugly! Is there a way to turn you off!? ;)
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    I'm worried about how dynamic infestation will handle lighting. Coating halls with huge amounts of entities that each need individual lighting calculations is bad enough, but constructing and removing dynamically and combining that with fire? I want to see how this is pulled off.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    <!--quoteo(post=1867627:date=Aug 8 2011, 06:08 PM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Aug 8 2011, 06:08 PM) <a href="index.php?act=findpost&pid=1867627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm worried about how dynamic infestation will handle lighting. Coating halls with huge amounts of entities that each need individual lighting calculations is bad enough, but constructing and removing dynamically and combining that with fire? I want to see how this is pulled off.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://cloud.steampowered.com/ugc/578930397349417312/299FA2855583FCFE1E70EF11F7A1654821489191/" target="_blank">http://cloud.steampowered.com/ugc/57893039...A1654821489191/</a>
    This was done dynamically, and was recalculated each frame when the fan moved. It looked natural, didn't cause a huge fps drop, and was truly dynamic.
    <a href="http://cloud.steampowered.com/ugc/578930397349418593/32DC145215D0C387405FF0E36F116323738BCABA/" target="_blank">http://cloud.steampowered.com/ugc/57893039...116323738BCABA/</a>

    If I can run this with atmospherics on at 25 FPS, lighting with infestation could probably be done at a solid 50 fps.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    <!--quoteo(post=1867627:date=Aug 9 2011, 10:08 AM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Aug 9 2011, 10:08 AM) <a href="index.php?act=findpost&pid=1867627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm worried about how dynamic infestation will handle lighting. Coating halls with huge amounts of entities that each need individual lighting calculations is bad enough, but constructing and removing dynamically and combining that with fire? I want to see how this is pulled off.<!--QuoteEnd--></div><!--QuoteEEnd-->They are using a defered renderer so the geometry is decoupled from the lighting... In other words adding more objects and lights doesn't cause a significant increase in render time...
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