NS2 Progress

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  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1879961:date=Oct 14 2011, 10:56 PM:name=BakerCo)--><div class='quotetop'>QUOTE (BakerCo @ Oct 14 2011, 10:56 PM) <a href="index.php?act=findpost&pid=1879961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->anyone else notice this small bug?
    the assault rifle anims quit playing after you melee until you fire again....
    just wanting to know if i am the only one experiencing this small bug?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yup, we know about it. We've been waiting to get the new animation system in the game, before going through everything again and cleaning up animation issues like this.

    --Cory
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Check that client files match the server files on connect ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    HUray ... Finally !!!
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    well i must say there has been a number of nice additions to the progress tracker. quite a tease.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Yay they fixed the technical progress tasks. And thats alot of tasks now.
    Things are speeding up and great to hear you already did most animations!
  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
    in general there is so much being done you cant list all of it :) good things come to those that wait though.
  • weeschweeweeschwee Join Date: 2010-11-19 Member: 75031Members
    a few minor things that would be nice:

    crouching while jumping seems to reduce your height instead of bringing up your legs to allow you to leap over railings. i've noticed this as the marines. i haven't tested the aliens. shouldn't crouching while jumping assist you in clearing waste high objects?

    you cannot jump while sprinting. you must let go of the sprint key and then jump. would it be possible to let actions such as jumping or reloading interrupt sprint?

    also, are you supposed to be able to reload while sprinting? at some point it was possible, but it may have been a glitch. however, it would be nice as sometimes the marines have a lot of ground to cover. maybe a have it take longer to reload while sprinting. it would help the freedom of movement without giving the marines unfair advantages. plus it would add some nice dynamics in the mechanics and animations. something i haven't seen before in other shooters. most actions only affect the accuracy of weapons or movement speed.

    these are just some things i've noticed for a while now. i thought they'd be easy fixes (could be wrong) that could really improve the movement of the marines.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    ^ the time it takes from sprinting to being able to fire, the time it takes from repairing a node to being able to fire, and the time it takes after a jump to fire are all extremely painful moments that seem far too long. its as if i have to really keep an ear out for a skulk in another room so that i have enough time to stop repairing etc.
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1880810:date=Oct 20 2011, 04:31 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Oct 20 2011, 04:31 AM) <a href="index.php?act=findpost&pid=1880810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^ the time it takes from sprinting to being able to fire, the time it takes from repairing a node to being able to fire, and the time it takes after a jump to fire are all extremely painful moments that seem far too long. its as if i have to really keep an ear out for a skulk in another room so that i have enough time to stop repairing etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think that is the point, so that marines will have to cover each other. The team covers the vulnerable marine while he's building etc.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited October 2011
    Is there any plan to add lights to alien structures, so hive rooms don't have to be fully lit up? :)

    <img src="http://i1143.photobucket.com/albums/n638/tsalerk/NS22011-10-2021-04-06-69.jpg" border="0" class="linked-image" />

    <img src="http://i1143.photobucket.com/albums/n638/tsalerk/NS22011-10-2021-05-07-25.jpg" border="0" class="linked-image" />
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    Yeah that is an idea i've been meaning to suggest for quiet some time to..

    Some soft red/orange lights on the hydra's would be sweeeet!
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    <!--quoteo(post=1880804:date=Oct 20 2011, 03:12 AM:name=weeschwee)--><div class='quotetop'>QUOTE (weeschwee @ Oct 20 2011, 03:12 AM) <a href="index.php?act=findpost&pid=1880804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a few minor things that would be nice:

    crouching while jumping seems to reduce your height instead of bringing up your legs to allow you to leap over railings. i've noticed this as the marines. i haven't tested the aliens. shouldn't crouching while jumping assist you in clearing waste high objects?

    you cannot jump while sprinting. you must let go of the sprint key and then jump. would it be possible to let actions such as jumping or reloading interrupt sprint?

    also, are you supposed to be able to reload while sprinting? at some point it was possible, but it may have been a glitch. however, it would be nice as sometimes the marines have a lot of ground to cover. maybe a have it take longer to reload while sprinting. it would help the freedom of movement without giving the marines unfair advantages. plus it would add some nice dynamics in the mechanics and animations. something i haven't seen before in other shooters. most actions only affect the accuracy of weapons or movement speed.

    these are just some things i've noticed for a while now. i thought they'd be easy fixes (could be wrong) that could really improve the movement of the marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like all of these ideas. I think the gameplay would feel smoother as a result of them.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1880804:date=Oct 20 2011, 07:12 AM:name=weeschwee)--><div class='quotetop'>QUOTE (weeschwee @ Oct 20 2011, 07:12 AM) <a href="index.php?act=findpost&pid=1880804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->crouching while jumping seems to reduce your height instead of bringing up your legs to allow you to leap over railings. i've noticed this as the marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yup, we are aware that it currently works this way, and it will be changed, eventually, to bring your legs up, the way Halflife works.
    <!--quoteo(post=1880804:date=Oct 20 2011, 07:12 AM:name=weeschwee)--><div class='quotetop'>QUOTE (weeschwee @ Oct 20 2011, 07:12 AM) <a href="index.php?act=findpost&pid=1880804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you cannot jump while sprinting. you must let go of the sprint key and then jump. would it be possible to let actions such as jumping or reloading interrupt sprint?<!--QuoteEnd--></div><!--QuoteEEnd-->
    We have plans to most likely add in some sort of sprint specific jump at some point, though the details of it haven't been worked out yet. Not sure about allowing reloading while sprinting, though.
    <!--quoteo(post=1880815:date=Oct 20 2011, 10:07 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 20 2011, 10:07 AM) <a href="index.php?act=findpost&pid=1880815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any plan to add lights to alien structures, so hive rooms don't have to be fully lit up? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, that is something we've discussed and would like to have, though it would be nice to make it more natural, rather then a top down spotlight approach for all the structures.

    --Cory
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    I know this is mostly aesthetic and something that would probably take some surprises out of competitive games. But with the new animation reworks, could we have the weapons be attached the marine's person when they're unequipped.

    Maybe it's the newer games spoiling me but I get a little irked when a marine pulls the shotgun or flamethrower from thin air.
  • AlchemdaAlchemda Join Date: 2004-02-01 Member: 25942Members
    <!--quoteo(post=1880871:date=Oct 20 2011, 12:48 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Oct 20 2011, 12:48 PM) <a href="index.php?act=findpost&pid=1880871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know this is mostly aesthetic and something that would probably take some surprises out of competitive games. But with the new animation reworks, could we have the weapons be attached the marine's person when they're unequipped.

    Maybe it's the newer games spoiling me but I get a little irked when a marine pulls the shotgun or flamethrower from thin air.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, considering they are folded up and are deployed it should be pretty easy to add them to your back or him or something that they pull from
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    Questions to Cory, I am currently working on textures for an idea that I have and wanna make on the spark engine hopefully in the near future and I wanted to ask I am not sure if work on decals is done but do/will they have support for transparansy? and where do you find your inspiration for the NS2 textures more specifically the scifi look that some metal textures have ( shapes and what not )?
  • weeschweeweeschwee Join Date: 2010-11-19 Member: 75031Members
    edited October 2011
    <!--quoteo(post=1880810:date=Oct 20 2011, 02:31 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Oct 20 2011, 02:31 AM) <a href="index.php?act=findpost&pid=1880810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^ the time it takes from sprinting to being able to fire, the time it takes from repairing a node to being able to fire, and the time it takes after a jump to fire are all extremely painful moments that seem far too long. its as if i have to really keep an ear out for a skulk in another room so that i have enough time to stop repairing etc.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i agree. sometimes it seems to long, but i understand why it is the way it is. maybe they could play around a little more with the amount of delay. also, it would be interesting to be able to fire a little bit sooner with a large decrease in accuracy. like you can still fire while you are pulling up your rifle, but it's a hail mary if any of your shots will hit. this would just be nice when you are trying to get away from a skulk, but you know he only needs one or two more bullets in him.

    <!--quoteo(post=1880870:date=Oct 20 2011, 11:45 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Oct 20 2011, 11:45 AM) <a href="index.php?act=findpost&pid=1880870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We have plans to most likely add in some sort of sprint specific jump at some point, though the details of it haven't been worked out yet. Not sure about allowing reloading while sprinting, though.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    i just appreciate being able to reload while sprinting. i can't stand it in other games when i have to stop sprinting just to do a simple and very common action. also, it's irritating when you <b>can</b> reload while sprinting, but first you have to stop sprinting, press the reload key, and then continue sprinting. bfbc2 has this problem. it's annoying because it just seems unpolished and makes no sense.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1880889:date=Oct 20 2011, 06:44 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Oct 20 2011, 06:44 PM) <a href="index.php?act=findpost&pid=1880889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Questions to Cory, I am currently working on textures for an idea that I have and wanna make on the spark engine hopefully in the near future and I wanted to ask I am not sure if work on decals is done but do/will they have support for transparansy? and where do you find your inspiration for the NS2 textures more specifically the scifi look that some metal textures have ( shapes and what not )?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, when we get decals working they will definitely support transparency, and normal, spec, and illumination maps, as well.

    I can't take credit for the NS2 textures, our environment artist, Bill makes all of those. They are usually based off of concept art I've provided, and or photo refs of factories and industrial settings. I have collected a ton of photo references of all sorts of industrial settings, and inspiration from other sci fi games and movies, and it's just a matter of figuring out and getting a feeling for the appropriate details and shapes to use to give the assets the sci fi flavor, and to make one wall texture/prop look like something used in grungy factory with lots of molten metal versus a texture/prop for a wall panel in a space station bar. Bill is really good at coming up with a lot of the cool sci fi details to add to his textures on his own, based on the established style of NS2.

    --Cory
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    The tasks for next patch looks awesome, definitly something to be looking forward to!
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=1880870:date=Oct 20 2011, 08:45 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Oct 20 2011, 08:45 PM) <a href="index.php?act=findpost&pid=1880870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We have plans to most likely add in some sort of sprint specific jump at some point, though the details of it haven't been worked out yet. Not sure about allowing reloading while sprinting, though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No reloading while sprinting, that would be op.

    Jumping while sprinting works for mariners in the ready room in a fine way.

    What I hate about jumping right now that it's quite inconsistent. Getting over railings that are the same height takes several tries sometimes.
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    Technical Task - Check that client files match the server files on connect

    Will this include maps?
    I just ran a test and was able to rename ns2_tram.level to ns2_summit.level, and join a server running summit. Unplayable yes, but successfully authenticated, joined, and spawned. Probably want to hash these to handle different versions, etc.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1881018:date=Oct 21 2011, 07:31 AM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Oct 21 2011, 07:31 AM) <a href="index.php?act=findpost&pid=1881018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Technical Task - Check that client files match the server files on connect

    Will this include maps?
    I just ran a test and was able to rename ns2_tram.level to ns2_summit.level, and join a server running summit. Unplayable yes, but successfully authenticated, joined, and spawned. Probably want to hash these to handle different versions, etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It will include levels.
  • EldonEldon Join Date: 2010-07-15 Member: 72414Members, Constellation
    <!--quoteo(post=1880871:date=Oct 21 2011, 06:48 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Oct 21 2011, 06:48 AM) <a href="index.php?act=findpost&pid=1880871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know this is mostly aesthetic and something that would probably take some surprises out of competitive games. But with the new animation reworks, could we have the weapons be attached the marine's person when they're unequipped.

    Maybe it's the newer games spoiling me but I get a little irked when a marine pulls the shotgun or flamethrower from thin air.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They do this on Mount & Blade and it's fantastic.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1880811:date=Oct 20 2011, 01:40 AM:name=Smasher)--><div class='quotetop'>QUOTE (Smasher @ Oct 20 2011, 01:40 AM) <a href="index.php?act=findpost&pid=1880811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that is the point, so that marines will have to cover each other. The team covers the vulnerable marine while he's building etc.<!--QuoteEnd--></div><!--QuoteEEnd-->

    then they need transitional animations that literally take up that time visually, as clicking my mouse button furiously while looking at a rifle that should be able to fire is infuriating.
    also, why create a gameplay design around nerfing? why not allow faster recoveries from actions to firing, and also allow skulks a sneak /silent ability etc?
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1880871:date=Oct 20 2011, 05:48 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Oct 20 2011, 05:48 PM) <a href="index.php?act=findpost&pid=1880871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But with the new animation reworks, could we have the weapons be attached the marine's person when they're unequipped<!--QuoteEnd--></div><!--QuoteEEnd-->

    The animation stuff they are working on- Animation blending, layering, and "graphs" - probably wouldn't make such a thing any less programming and art intensive. And its so specific to one team over the other that I can't see UW spending much res on it at this point.

    Blending is programmatic transitions between animations (i.e. if "walk" ends in a different pose than "shoot," blending will interpolate between the two animation states for a smooth transition without the need for an artist to create a "walk to shoot" transition animation by hand).

    Layering could be a couple different things - UW hasn't specified. It could mean animation states ("shooting" "running" etc) can use multiple animations. So you could have a "takehit" animation play on top of a "run" animation, so instead of the character ceasing to run while getting hit, it could have an upper body reaction to getting hit while still playing the "run" animation.

    "Graphs" is the most mysterious. I'm guessing it is a tool for defining when and how the layers of animation work in a particular animation state. But it could be any number of things.

    Anyway the point of this wall of text is the new animation system work appears to be related to the bone structure of 3d characters. Attaching objects (such as weapons) to an animated character might be totally unrelated.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1881018:date=Oct 21 2011, 03:31 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Oct 21 2011, 03:31 PM) <a href="index.php?act=findpost&pid=1881018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Technical Task - Check that client files match the server files on connect<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope you add in a whitelist of allowed files that can be modded. Things like crosshairs and HUD changes that don't give any advantage, should be allowed IMO.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Oh, I just made a relevant post regarding that, paste:

    That's a complicated issue that so far hasn't been discussed very much. As it stands, you MUST have SOME kind of consistency checking going on, as right now it's trivial to cheat at this game (you would only need to modify the client's Lua-files to accomplish a myriad of advantages without the server being any of the wiser). If consistency-checking went into the game right now, you would only be able to run mods like this if they were running on the server as well. I think the most feasable solution for this would be to let this consistency-checking take place on the Lua-level, and thus allow modders to exercise control over it. This way you can have a community-effort to index the hashes of mods and you can decide at runtime whether a client-side mod is permitted based on said index.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited October 2011
    <!--quoteo(post=1881815:date=Oct 24 2011, 10:00 PM:name=player)--><div class='quotetop'>QUOTE (player @ Oct 24 2011, 10:00 PM) <a href="index.php?act=findpost&pid=1881815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the most feasable solution for this would be to let this consistency-checking take place on the Lua-level, and thus allow modders to exercise control over it. This way you can have a community-effort to index the hashes of mods and you can decide at runtime whether a client-side mod is permitted based on said index.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I will take this into consideration (allowing the server Lua code to exercise control over what client files can be modified).
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    good idea! would be the best solution.
  • SomeMiceDrinkingTeaSomeMiceDrinkingTea Join Date: 2011-06-11 Member: 103818Members
    The NS2 pivotal tracker isn't working for me :(
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1882113:date=Oct 26 2011, 02:20 AM:name=SomeMiceDrinkingTea)--><div class='quotetop'>QUOTE (SomeMiceDrinkingTea @ Oct 26 2011, 02:20 AM) <a href="index.php?act=findpost&pid=1882113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The NS2 pivotal tracker isn't working for me :(<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh Noes! Somebody's sent too many update to the pivotal tracker!
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