Tentacle connecting cysts?

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">still any plan to implement it?</div><img src="http://chrisbevins.com/blog/wp-content/uploads/2011/12/generator_room.2.jpg" border="0" class="linked-image" />

You can see from concept arts, just like one above, that there are tentacles from Hive connecting whole cysts.

I thought it would gonna be implemented long ago, but still no sign of plan or informations.

As i always think it looks horrible to see cysts being dropped just out of nowhere, i would love to see tentacles connecting cysts all around the map.
So i wanna ask: will there be anytime soon those tentacles connecting cysts??

Comments

  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited August 2012
    <!--quoteo(post=1964275:date=Aug 17 2012, 03:03 PM:name=killer monkey)--><div class='quotetop'>QUOTE (killer monkey @ Aug 17 2012, 03:03 PM) <a href="index.php?act=findpost&pid=1964275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Post 1.0<!--QuoteEnd--></div><!--QuoteEEnd-->


    hmm then you could burn/axe the actual tenatcles, that would be pretty cool. you could have the whole chain of tentacles and cysts squirm when the end is being attacked so it lets all of the players know visually that one of the cysts is being attacked.
  • Angelo85Angelo85 Join Date: 2012-08-03 Member: 154662Members
    Tentacles... sounds OP already. Marines should get a doll that they can blow up and place on the map, which attracts the tentacles as a counter to them.
    An upgrade for the doll could be a Japanese schoolgirl outfit, which increases the range of the doll's aggro circle to tentacles.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    The drifters in that image look 100x cooler then the ones in game too.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    <!--quoteo(post=1964275:date=Aug 17 2012, 07:03 AM:name=killer monkey)--><div class='quotetop'>QUOTE (killer monkey @ Aug 17 2012, 07:03 AM) <a href="index.php?act=findpost&pid=1964275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Post 1.0<!--QuoteEnd--></div><!--QuoteEEnd-->

    tentacles would be awesome, but I never heard UWE mentioning something about it?
  • H3lixH3lix Join Date: 2012-08-03 Member: 154722Members, NS2 Map Tester
    IIRC I read a post way back when that the current pulsating lights will be replaced by vines. They didn't say when though.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think you are all taking this a bit literally... this is the sort of thing they would 'like' to implement post 1.0:

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/mMMiKKv7g7s"></param><embed src="http://www.youtube.com/v/mMMiKKv7g7s" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Yeah, but this worked in a tiny room on the source engine. I hate to crush your dreams, but this will not happen. We have already performance problems like hell. There is actually no way to get this working with acceptable performance in a multiplayer game. Not to speak of how boring it will be from a gameplay view, when you need to spread infestation this way every match.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    edited August 2012
    <!--quoteo(post=1964362:date=Aug 17 2012, 02:10 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 17 2012, 02:10 PM) <a href="index.php?act=findpost&pid=1964362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, but this worked in a tiny room on the source engine. I hate to crush your dreams, but this will not happen. We have already performance problems like hell. There is actually no way to get this working with acceptable performance in a multiplayer game. Not to speak of how boring it will be from a gameplay view, when you need to spread infestation this way every match.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Uh... hate to crush your dreams but this will be implemented eventually. when performance is at good enough level (this will happen eventually, maybe in 2-3 months). Only change is that the infestation will spread dynamically from around a cyst ofcourse instead of from the hive.

    the current decal infestation is only a placeholder. Max allready stated that implementing real dynamic infestation might be less then a week work for him since he allready has the foundations coded.


    btw, that video was not from the source engine, it was in a pre-mature spark-engine, generated over .bsp level file I believe.

    edit:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Common misconception. This was on a very early version of Max's engine (before it became Spark), which supported .bsp map files, like HL and HL2 uses.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • SkelrkimSkelrkim Join Date: 2012-08-18 Member: 155750Members
    edited September 2012
    <!--coloro:orange--><span style="color:orange"><!--/coloro--><sup>Spambot, redacted post. - Angelusz</sup><!--colorc--></span><!--/colorc-->
  • H3lixH3lix Join Date: 2012-08-03 Member: 154722Members, NS2 Map Tester
    <!--quoteo(post=1964864:date=Aug 19 2012, 02:04 AM:name=Skelrkim)--><div class='quotetop'>QUOTE (Skelrkim @ Aug 19 2012, 02:04 AM) <a href="index.php?act=findpost&pid=1964864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am looking forward for these lights. Lets hope they come well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    the lights are already in the current version, the hive sends a "pulse" of light reverberating from 1 cyst to the next. This is a placeholder till the vines that will connect them instead of cysts.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1964378:date=Aug 17 2012, 03:55 PM:name=LPC)--><div class='quotetop'>QUOTE (LPC @ Aug 17 2012, 03:55 PM) <a href="index.php?act=findpost&pid=1964378"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh... hate to crush your dreams but this will be implemented eventually. when performance is at good enough level (this will happen eventually, maybe in 2-3 months). Only change is that the infestation will spread dynamically from around a cyst ofcourse instead of from the hive.

    the current decal infestation is only a placeholder. Max allready stated that implementing real dynamic infestation might be less then a week work for him since he allready has the foundations coded.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wonder, if you do know, how much the performance-needs are increasing when using a 3d mesh instead of a texture? Even if you implement that completely client side (needs automatic spread around cysts) to save bandwidth, this will hit the performance a big time when the whole map is infested. Seeing how high the (real) system requirements are right now, this will never happen.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1965219:date=Aug 20 2012, 10:09 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 20 2012, 10:09 AM) <a href="index.php?act=findpost&pid=1965219"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder, if you do know, how much the performance-needs are increasing when using a 3d mesh instead of a texture? Even if you implement that completely client side (needs automatic spread around cysts) to save bandwidth, this will hit the performance a big time when the whole map is infested. Seeing how high the (real) system requirements are right now, this will never happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well it's a good thing we have Necro here to come all the way from the future and let us know ahead of time what will never happen.
  • H3lixH3lix Join Date: 2012-08-03 Member: 154722Members, NS2 Map Tester
    <!--quoteo(post=1965228:date=Aug 20 2012, 11:53 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Aug 20 2012, 11:53 AM) <a href="index.php?act=findpost&pid=1965228"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well it's a good thing we have Necro here to come all the way from the future and let us know ahead of time what will never happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I stole his delorean so he is coming back for it.
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    edited August 2012
    <!--quoteo(post=1964298:date=Aug 17 2012, 02:45 AM:name=Sops)--><div class='quotetop'>QUOTE (Sops @ Aug 17 2012, 02:45 AM) <a href="index.php?act=findpost&pid=1964298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The drifters in that image look 100x cooler then the ones in game too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Aren't those the "small drifters" that just float around the hive, without any realy purpose (more than for awesome atmospherics)?

    I do agree on the in-game drifter visuals though, they look a bit plastic. A more organic-looking drifter would be welcome :) (post launch?)
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    edited August 2012
    <!--quoteo(post=1965219:date=Aug 20 2012, 05:09 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 20 2012, 05:09 PM) <a href="index.php?act=findpost&pid=1965219"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder, if you do know, how much the performance-needs are increasing when using a 3d mesh instead of a texture? Even if you implement that completely client side (needs automatic spread around cysts) to save bandwidth, this will hit the performance a big time when the whole map is infested. Seeing how high the (real) system requirements are right now, this will never happen.<!--QuoteEnd--></div><!--QuoteEEnd-->

    there won't have to be any increase in server-bandwidth if you do it client-side? its just the same as it is now, only with a 3D-mesh?

    the mesh will be rendered client-side I supose, and there's lots of room for more client-side bling bling.

    allthough Im no engine-coder...\

    edit: maybe I should mention that I do know that all the lag and stuttering we're having right now is because of the game-code, the 3D-rendering runs smooth as silk, some eye-candy won't hurt much I'd reckon.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited August 2012
    Yeah sure. You are right, that the bottleneck isn't the GPU right now. And I know, that it is possible to do it client side if you use the cysts and generate the mesh around them. That's what I wrote. But even IF it is client side, a complete dynamical mesh over the whole map is to much to handle for todays GPUs. I don't know if they have some voodoo magic tricks, that enable them to pull out a complete dynamic map with constant performance. But other (and bigger) studios can't do this. And seeing the performance right now doesn't make me believe, that they can pull out optimizations in a scale that allow them to implement dynamic infestation in the form that is shown in the video. I have great respect for UWE and what they have done. But all I know, screams: "Impossibru!"

    PS. @ Techercizer: The first step is denial. ;)
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    There was a video, the one were they had the program to test cyst dynamics, they dont do anything and you have to kill the cysts still.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    Like this?

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/SFfNoXSDXqg&feature=plcp"></param><embed src="http://www.youtube.com/v/SFfNoXSDXqg&feature=plcp" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • 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
    edited August 2012
    <!--quoteo(post=1964298:date=Aug 16 2012, 11:45 PM:name=Sops)--><div class='quotetop'>QUOTE (Sops @ Aug 16 2012, 11:45 PM) <a href="index.php?act=findpost&pid=1964298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The drifters in that image look 100x cooler then the ones in game too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ahhh the power of transparency!


    <img src="http://i.imgur.com/ULRxB.jpg" border="0" class="linked-image" />
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