Natural Selection 2 News Update - New atmospherics video

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Posts: 6,847Super Administrators, NS2 Developer, Subnautica Developer admin
Please post comments on the topic Natural Selection 2 News Update - New atmospherics video here
Charlie Cleveland
Game Director, Unknown Worlds Entertainment
«1

Comments

  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Posts: 189Members, Squad Five Blue
    edited November 2011
    It looks great!
    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?
    Post edited by Unknown User on
  • Deagle2Deagle2 Join Date: 2010-11-30 Member: 75360Posts: 168Members
    Looks cool, good thing you tone it down a little bit though.
    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?
  • stickybootstickyboot Join Date: 2004-01-29 Member: 25711Posts: 131Members, Constellation
    edited November 2011
    QUOTE (Flayra @ Nov 18 2011, 02:29 PM) »
    Please post comments on the topic Natural Selection 2 News Update - New atmospherics video here

    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.
    Post edited by Unknown User on
  • Cyberwarrior00785Cyberwarrior00785 Join Date: 2010-02-20 Member: 70651Posts: 209Members
    edited November 2011
    all i can say issss EPIC image
    Post edited by Unknown User on
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Posts: 866Members
    edited November 2011
    I think this clip HERE accurately describes what I am going through right now :D
    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!
    Post edited by Unknown User on
  • BruteBrute Join Date: 2009-06-10 Member: 67778Posts: 89Members, Reinforced - Shadow, WC 2013 - Shadow
    image

    Can you tell why this dark glow effect happens (i.e. at 0:52)?
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Posts: 928Members, Squad Five Blue
    QUOTE (Brute @ Nov 18 2011, 05:57 PM) »
    image

    Can you tell why this dark glow effect happens (i.e. at 0:52)?


    Off hand I'd say it doesnlt really look like that ingame, it might be youtube
  • Cyborg16Cyborg16 Join Date: 2006-11-18 Member: 58656Posts: 44Members
    edited November 2011
    Oh, cool!

    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
    Post edited by Unknown User on
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Posts: 1,655Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts admin
    QUOTE (stickyboot @ Nov 18 2011, 03:51 PM) »
    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.

    Yes FXAA is in the game . It's off by default, you have to turn it on.

    QUOTE (Brute @ Nov 18 2011, 03:57 PM) »
    Can you tell why this dark glow effect happens (i.e. at 0:52)?

    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).
    Max McGuire
    Technical Director, Unknown Worlds Entertainment
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Posts: 503Members
    Any plans to implement MSAA? FXAA doesn't work to well on my computer
    image
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Posts: 585Members, Squad Five Blue, NS2 Map Tester
    I find it interesting that even though UWE is US based company they decided to use the europaen standard for the power socket model. :D
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Posts: 2,557Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer admin
    QUOTE (Zeikko @ Nov 18 2011, 11:52 PM) »
    I find it interesting that even though UWE is US based company they decided to use the europaen standard for the power socket model. :D

    Ha, you noticed that. That was actually a deliberate decision, since so many of our players are European.

    --Cory
  • DullgarianDullgarian Join Date: 2002-11-02 Member: 4236Posts: 31Members
    I don't know how it comes to me, but while watching the video, I wondered myself how well the game would play without the minimap on marine's hud. I say that is the commander's job to tell me where to go and what to do... By playing the same maps again and again, I won't need the minimap. It turns out to be only an "eye-candy" in some ways, no?

    I won't develop more, it's a little bit off-board!

    Anyway, very nice video! Can't wait for 188!
  • Who is Mike Jones?Who is Mike Jones? Join Date: 2011-10-29 Member: 130080Posts: 69Members
    Looks like someone is blowing color chalk dust in the air. Not sure if its just the video but it seems to wash everything out and causes a bunch of detail to be lost.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Posts: 8,204Forum Moderators, Constellation mod
    It looks strange in Repair Room, and the old alien expansion.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    Tropical mist :p
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Posts: 1,868Members, Squad Five Blue
    QUOTE (Dullgarian @ Nov 19 2011, 01:18 AM) »
    I don't know how it comes to me, but while watching the video, I wondered myself how well the game would play without the minimap on marine's hud. I say that is the commander's job to tell me where to go and what to do... By playing the same maps again and again, I won't need the minimap. It turns out to be only an "eye-candy" in some ways, no?

    I won't develop more, it's a little bit off-board!

    Anyway, very nice video! Can't wait for 188!

    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.

    NS2 6v6 Gathers
    QUOTE (Floodinator @ Feb 28 2012, 08:41 PM) »
    it's always a good idea to kill swalk or he will kill you.
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Posts: 162Members
    This is just great, can't wait for the patch! :)

    And the sounds...!

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Posts: 4,983Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow mod
    QUOTE (Dullgarian @ Nov 18 2011, 04:18 PM) »
    I don't know how it comes to me, but while watching the video, I wondered myself how well the game would play without the minimap on marine's hud. I say that is the commander's job to tell me where to go and what to do... By playing the same maps again and again, I won't need the minimap. It turns out to be only an "eye-candy" in some ways, no?

    I won't develop more, it's a little bit off-board!

    Anyway, very nice video! Can't wait for 188!

    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.
  • BoBiNoUBoBiNoU Join Date: 2007-12-27 Member: 63274Posts: 133Members
    edited November 2011
    image
    Post edited by Unknown User on
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    I like it, I wouldn't tone it down too much except in a couple of rooms where it's a little thick, but it adds a lot to the game.

    Softens everything up a little, and the 'dark glow' effect looks quite nice personally.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Posts: 815Members
    Looks absolutely tasty, How will the flashlight be effected. Will is cast a beam when pointed thru (across) the atmospheric effected lights. It's not that big of a deal but would add an amazing effect to the game.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    I'd actually like the flashlight to have its own atmospherics, would be good for making it feel more... attached to the marine? Good for squad coordination, and also adding more of a downside to the flashlight as aliens can trace it back to you.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Posts: 1,690Members, Reinforced - Shadow
    What i'm missing:

    Visible dust particles and small insects at some places in the air / around some lights.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    QUOTE (Koruyo @ Nov 19 2011, 02:18 AM) »
    What i'm missing:

    Visible dust particles and small insects at some places in the air / around some lights.


    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.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Posts: 1,690Members, Reinforced - Shadow
    Yeah that would be particle effects, its missing and would add even more flair to the game.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Posts: 705Members, Constellation
    purty purty purty
    love it all
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Posts: 3,854Members
    QUOTE (Koruyo @ Nov 19 2011, 02:34 AM) »
    Yeah that would be particle effects, its missing and would add even more flair to the game.


    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.
  • WarmongerWarmonger Join Date: 2003-02-04 Member: 13126Posts: 181Members, Constellation
    Looks awesome. Can't wait to see this in-game.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471Posts: 2,116NS1 Playtester, Forum Moderators, Constellation mod
    QUOTE
    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.


    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.



«1
Sign In or Register to comment.