Natural Selection 2 News Update - New atmospherics video
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
In the hive that is the rt far from the hive?
When put so of far in my map, the rt died when starting game ...
Minimap! In the left!
edit: There is a new model of power point?
Besides Occlusion culling, FXAA and atmospherics lighting, what other big features are planned for this build? Is Onos still going to make its way in?
Am I noticing FXAA in the video? I generally hate the blurry effect it has on games. If it is in the game now, is there an option to turn it off? Other than that, it looks great! It would have nice to have had a voice over pointing things out, but I think I see a number of differences.
I love the new HUD and I really like that small typing effect of room names on top of the map:D
as allways good job guys! can't wait to try 188!
Can you tell why this dark glow effect happens (i.e. at 0:52)?
Can you tell why this dark glow effect happens (i.e. at 0:52)?<!--QuoteEnd--></div><!--QuoteEEnd-->
Off hand I'd say it doesnlt really look like that ingame, it might be youtube
Is lerk spore going to look different too?
Edit: the colours of the atmospheric effects below some of the strip lamps don't really match the colour of the light source nor that of the surroundings — a bit too blue
Yes FXAA is in the game . It's off by default, you have to turn it on.
<!--quoteo(post=1885575:date=Nov 18 2011, 03:57 PM:name=Brute)--><div class='quotetop'>QUOTE (Brute @ Nov 18 2011, 03:57 PM) <a href="index.php?act=findpost&pid=1885575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can you tell why this dark glow effect happens (i.e. at 0:52)?<!--QuoteEnd--></div><!--QuoteEEnd-->
It's caused by how it's optimized. The effect is pretty pronounced there because of how intense the atmospheric effect is, but I think in general it's not too noticeable (and makes the effect have very little impact on performance).
Ha, you noticed that. That was actually a deliberate decision, since so many of our players are European.
--Cory
I won't develop more, it's a little bit off-board!
Anyway, very nice video! Can't wait for 188!
I won't develop more, it's a little bit off-board!
Anyway, very nice video! Can't wait for 188!<!--QuoteEnd--></div><!--QuoteEEnd-->
No, not just eye candy. It's very useful for spotting aliens.
On topic, looks very great. Happy to see this kind of eye candy in game, and that it is going to be toned down a bit to look more natural.
I will probably turn it off to be able to see better, but I will definitly have it on when making fragmovies and whatnot.
Can't wait for the patch, rock on.
And the sounds...!
I won't develop more, it's a little bit off-board!
Anyway, very nice video! Can't wait for 188!<!--QuoteEnd--></div><!--QuoteEEnd-->
It promotes strategic awareness. For example, if your in heliport and the flight control RT comes under attack, it shows up on the minimap, allowing you to quickly get there to defend. The comm could also just tell you to go defend flight control too, but I find in practice that comms are frequently distracted (such as keeping the marines in data core alive with medpacks) to necessarily realize that flight is also under attack.
Softens everything up a little, and the 'dark glow' effect looks quite nice personally.
Visible dust particles and small insects at some places in the air / around some lights.
Visible dust particles and small insects at some places in the air / around some lights.<!--QuoteEnd--></div><!--QuoteEEnd-->
THat would be a particle effect I think, not an atmospheric effect.
You could make that quite easily, and place it as appropriate with the cinematic editor, but it wouldn't really be part of the atmospheric system I don't think, it'd complicate it a fair bit.
love it all
Although saying that, it might be worthwhile programming it in as a part of the light, so you can turn it on with a flag and it takes the light cone and properties as positioning and intensity data for the particles. For ease of use and precision.
It's easier to use the full size map for that, and see the entire map at the same time. I used the big minimap 98% of the time back in NS1. While it does look cool (especially when given the 3D hud treatment), I don't see myself using it much if a big map is provided. Zoom levels were helpful when added in NS1, but it was still a backseat to the full map.
Maybe down the road some customization to that map readout will make it more useful, such as switching from map view to marine helmet cam (or of those in your squad) or something. Maybe a small camera feed from a player-placed camera stuck to a wall somewhere in the map to monitor alien movement. That kind of stuff reminds me a lot of the old Descent games cockpit screens.
Annnnnyways, the effect looks pretty great. I think the "team res" text should be a little more noticeable since I found myself squinting to see it even in the youtube video. I did like the 3D hud you guys were originally doing compared against the current flat iteration.