What version of Source is NS2 Based on?

SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
edited March 2007 in NS2 General Discussion
I'm curious to know whether NS2 is running on the "next gen" version of the source engine, which Episode 2 is based on. It introduces several new key features such as self shadowing, dynamic shadows (from flashlights), and the ability to cast shadows upon other models. There is also a new physics system in place.

Valve's Doug Lombardi has also stated in interviews that Episode Two will support multi-core processors, such as Intel and AMD's dual core and quad core processors.

I'm wondering if NS2 will be taking advantage of these new features. I'm pretty sure the new lighting and shadowing system would be a key component in upping the atmosphere for NS2, although the shadowing system has been described as being a work in progress...

Comments

  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    Currently it's based on the episode1 version of the source engine (CS:S specifically), but we'll update to episode2 as soon as it's as stable as episode1 (the episode2 features are still in development).
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    NS2 would be using the latest Source engine available, since it's still in development. The only reason it wouldn't take advantage of new features that Valve puts out would be a lack of time or money for implementing the new features; there's no other reason not to use the latest code.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    Nope, TychoChelchuuu, like I said, we don't use the latest version Valve has to offer (although we could if we wanted to). We use the same one available to the general public because it's stable. Max can share more light on the subject, but from an artists point of view - I'd love to be working with phong and all the other episode two stuff, but not at the cost of NS2 and the SDK tools not running when I need them to.
  • jaboojaboo Join Date: 2004-01-05 Member: 25076Members
    edited March 2007
    but doesn't the dynamic infestation use phong ? phong is episode 1/dod:s tech <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    The DI did use some kind of specularity component in the demo video we showed you, but that was not running in source, that was Max's engine. Hopefully we'll see basically the same effect in source, once we start using phong.
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    ...wasn't source... iiinteresting <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Aww, I thought all along that the DI was being rendered in real time on the source engine.
  • jaboojaboo Join Date: 2004-01-05 Member: 25076Members
    edited March 2007
    :[ yeah i thought that was in source, oh well im sure max can bring it into source :]

    Would be interesting if max posted <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> would be cool to know what components would bring the DI alive in source <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    so since the ns team has access to the latest version of source, do you guys know of any new features to the source engine that are coming with ep2? theres the better dynamic shadowing and large scale physics, what else? or would that be under an NDA?
  • 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
    Since my own engine loads Half Life 2 BSP files, all of the technology in the video is directly transferable to the Source engine. This is what I'm currently working on and it's pretty close; this is mostly just a matter of familiarizing myself with the inner workings of the Source renderer which Valve has been helping us out with. The reason we used my engine instead of Source is that it's much easier and faster for me to try out different ideas with my own technology this is built with prototyping in mind.

    We started out with the released Episode 1 version of the code base since we figured just getting setup with Source would be enough of a task without having to worry about stability. When the time is right we'll update to the latest and greatest though. We can't talk about unannounced features in Source, and to be honest we're not really up to speed on those at the moment anyway since we've been mainly focused on our own stuff.

    Max
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1613436:date=Mar 10 2007, 11:55 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ Mar 10 2007, 11:55 PM) [snapback]1613436[/snapback]</div><div class='quotemain'><!--quotec-->
    Currently it's based on the episode1 version of the source engine (CS:S specifically), but we'll update to episode2 as soon as it's as stable as episode1 (the episode2 features are still in development).
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    nice im lovin that <3
  • KashinataaKashinataa Join Date: 2006-12-08 Member: 58954Members
    Sounds promising. :>
  • Femme_FataleFemme_Fatale Join Date: 2005-06-21 Member: 54310Members, Constellation
    last version isnt always the most stabile version <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    More interesting info in this thread than any of the dev blogs (with the exception of the DI video post).

    Kudos to the devs for commenting on the forums, ala 1.04 Flayra.
  • jaboojaboo Join Date: 2004-01-05 Member: 25076Members
    Yes :] you guys are really in touch with your community. Solid community makes a better game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • CyberPitzCyberPitz Join Date: 2004-09-04 Member: 31301Members, Constellation
    Definitely good to hear the words from the devs mouth. Heres to hoping the development process goes smooth.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I just answered this question in the new <a href="http://www.unknownworlds.com/forums/index.php?s=714762299082891776&showtopic=100823" target="_blank">NS2 FAQ</a>.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited March 2007
    I know the minumum requirements are answered in the FAQ - nice btw <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    But what do you think you would need to really enjoy all of the features in the game and maintain a smooth frame rate? what are you testing on?
  • 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=1615902:date=Mar 20 2007, 08:51 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Mar 20 2007, 08:51 PM) [snapback]1615902[/snapback]</div><div class='quotemain'><!--quotec-->
    I know the minumum requirements are answered in the FAQ - nice btw <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    But what do you think you would need to really enjoy all of the features in the game and maintain a smooth frame rate? what are you testing on?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Too early to say precisely, but we're aiming for something that's pretty close to CS:S, DoD:S, etc. in terms of frame rate. Natural Selection has a history of pushing the limits a bit, but that's what we're targeting. Charlie and I both have Radeon X1600 cards in our development machines, so you'll probably be pretty satisfied in terms of quality and frame rate if you have one of those.

    Max
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1614126:date=Mar 13 2007, 08:59 PM:name=jaboo)--><div class='quotetop'>QUOTE(jaboo @ Mar 13 2007, 08:59 PM) [snapback]1614126[/snapback]</div><div class='quotemain'><!--quotec--> Yes :] you guys are really in touch with your community. Solid community makes a better game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->

    Couldn't agree more. Yes, in fact I would like to have a better, streamlined system of quick and open communication between the NS community and the NS2 developement team.



    Of course it makes more sense to use a stable system. If you don't have a stable software product people will stay away from it for just that reason. Hopefully, we'll have a version much more stable than the original NS, which does crash occassionally.



    PS: Don't forget you guys are just as smart as VALVe; you can create your own inventions too!
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