Natural Selection 2
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Squeal_Like_A_Pig
Janitor
3:02AM
Build 247 is now live on Steam! - Natural Selection 2
Evil.Iguana wrote: » Did Docking not get any alterations this patch? I had thought it was planned to remove locker rooms as a possible start location as it gives a huge advantage to the team that starts there. There are much much larger changes then just removing locker rooms as a marine start location, though that has been done in the WIP version. The new and improved Docking is almost done, but didn't quite make this patch. It will definitely go out with the next patch, though.
Hugh
Cameraman
May 20
Build 247 is now live on Steam! - Natural Selection 2
Updated post to include Descent and Mineshaft changes
MurphyIdiot
NS2 programmer
May 20
time to make the mods - problem
Can you email me a zip of your mod? I can try to figure out what is going on. brianc@unknownworlds.com
Hugh
Cameraman
May 20
Build 247 is now live on Steam! - Natural Selection 2
Bitey wrote: » Could do that in my sleep Everyone knows you don't sleep, Bitey!
Hugh
Cameraman
May 20
Build 247 is now live on Steam! - Natural Selection 2
Updated post to include Veil changes by @Mendasp and make the YouTube video work
Hugh
Cameraman
May 20
Build 247 is now live on Steam! - Natural Selection 2
Bump to open comment thread. Enjoy Build 247 everyone! Remember, it is ten pushups every time you get killed by one of Steve's bots!
Squeal_Like_A_Pig
Janitor
May 20
Do the "Perfomance-Jam"!!!
Ricez wrote: » An easy place to start is to remove clutter from the maps. You guys did a great job making the maps very detailed, but having 20+ individual cups in cafe or 100+ servers in server room can't be helping performance. I have no idea how many things could be removed or replaced with flat textures, or even if it would give a noticeable performance increase but maybe it's worth a shot. I think when you get to this stage in the game's lifetime, most players are here for the gameplay and not the ooohh shiny things As stated in this thread and many others, people are having issues with performance mid to late game. Most do not have a problem running at an acceptable frame rate at the beginning of the game, so it is not the level of detail in the maps that are the main culprit. And in fact, the benchmarks we've done show that the rendering time on high detail areas is really not a noticeable factor in the framerate, and the Spark engine can push around a surprising amount of poly detail. Clearly, if you look at extremes - a greybox map vs a fully textured and prop detailed one -- there will be framerate differences, but anything much short of that is not going to be a win for performance, compared to the loss in visual quality and time spent to make all those changes. On the visual side, lighting probably has the most impact on framerate, as well as the various layers of effects such as ambient occlusion, but beyond that, it is largely the game that is running on top of the graphics engine that is hurting performance the most, and and where we have spent and are spending a lot of our time optimizing. biz wrote: » and this isn't even a pretty game or a particularly complicated one... it's a somewhat small-scale multiplayer game in an arena - a problem that was more or less solved 15 years ago Well, naturally I take exception to the comment that NS2 is not a pretty game. Running it at full quality, I think it can hold up quite well to most games out there, in level of detail, texture quality, etc. And NS2 is by no means a small - scale multiplayer game, when you really get into the level of complexity that is in the game, compared to many other FPS shooters. Sure, some may be able to support more players - different versions of the same guys running around with guns, basically - but they don't have to deal with stuff like dynamic infestation, and all the structure entities for both sides, and commander mode, etc. If we made the game into a marine vs marine and removed the RTS side, and thus all the structures and other entities that are always needing to be updated in the game code, there would likely be far fewer, if any, complaints about performance.
Sewlek
The programmer previously known as Schimmel
May 20
Sewlek's Balance mod
the mod wont be playable until i updated everything, which i will have done until tomorrow evening
Hugh
Cameraman
May 20
Do the "Perfomance-Jam"!!!
Radman wrote: » When it affects the playability of the game to the point where players do not/can not continue playing, its not that ridiculous. Whether you mean to or not, you are putting up a straw man, to make me look like I said something I didn't. No one at UWE, not me not anyone, questions the assertion that late game performance in Natural Selection 2 is not as good as it should be. What I said was, judging an entire game engine by the way a particular game runs in a particular situation is... Ridiculous! You could take the late-game logic of Natural Selection 2 and put it into CryEngine 3 (Which, like Spark, is written in C++ and uses Lua for game logic) and watch machines struggle to keep up. You are confusing game with engine. biz wrote: » from the players' point of view ... Well, seeing as you are a programmer, you won't have much trouble showing me a game made using twenty year old tech that is bigger in scope, more complicated in execution, and richer in intricate logic and interdependencies than NS2. I went through a few Id-Tech 1 games in my head... Came up empty. I have subscribed to this thread and eagerly await your reply!
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