Development Blog Update - Fourth podcast

MaxMax Technical Director, Unknown Worlds EntertainmentSuper Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer Join Date: 2002-03-15 Member: 318Posts: 1,737 admin
Please post comments on the topic Development Blog Update - Fourth podcast here
Max McGuire
Technical Director, Unknown Worlds Entertainment
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  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県Members, NS1 Playtester, Reinforced - Onos Join Date: 2003-03-15 Member: 14555Posts: 2,589 Advanced user
    The stuff about Hammer and 3DS Max sound interesting. It'll be interesting to see how that is working next time you release some information about it.
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  • SparkTRSparkTR Members, Constellation, Reinforced - Silver Join Date: 2007-02-09 Member: 59913Posts: 50
    edited September 2007
    Nice to hear Decoda's done and I cannot wait for NS2TR. I also thought the volume of the background music was perfect this time.
  • RoyallAssasinRoyallAssasin Members Join Date: 2007-09-28 Member: 62467Posts: 3
    Congrats on finalizing Decoda. I hope it sells very well and brings in lots of development money. Now get back to working on NS2 marine.gif



    All joking aside I really do hope you do well with this release and keep up the good work.
  • Abe077Abe077 Members Join Date: 2007-09-24 Member: 62426Posts: 1
    There is a console code in Half-Life 2 to reload all the textures - "mat_reloadallmaterials"

    I'm not sure if that is what you guys were referring to, but it has certainly helped me.
  • Corporal_FortierCorporal_Fortier Members, Constellation Join Date: 2005-03-22 Member: 46079Posts: 409
    Very interesting Podcast smile-fix.gif I'm glad to hear that Decoda is done and that you guys can finally go ahead and release it! I didn't expect to hear about a new tool though, but Jackhammer sounds so awesome and useful (at least to my ears, I'm not a pro in all this stuff), I hope this project turns out well too! I guess many of us are eager to hear about more NS2 content stuff, but I understand the steps you are going through are very important! smile-fix.gif

    About the podcast itself: Great music at the right volume, in my opinion it made the podcast feel a little more "relaxed" than the other ones, which is great because I guess most of us are pretty tired on Fridays, so we get to relax while listening to you guys wink-fix.gif Care to share with us the name of some of your favorite artists? Oh and the music outtro at the end is a good idea. It'd be great if you could make it end in a fade out or something!

    Once again, I'm glad to see my ever-growing admiration for you guys is justified smile-fix.gifmarine.gif

    image
  • WatchMakerWatchMaker Members, Constellation Join Date: 2003-09-26 Member: 21233Posts: 500
    I miss the un-heard-epic podcast, already.
    The Frontiersman: To boldly kill what no man has killed before.
  • NEX9NEX9 Members Join Date: 2005-03-08 Member: 44299Posts: 1,642
    QUOTE(ZeroFate @ Sep 28 2007, 11:52 PM) »
    I miss the un-heard-epic podcast, already.


    ROFL sames Zero, grats on Decoda warrhoo, truly a Einstein moment. shame you guys don't use Maya enough, g's ya's say it completely different to us Australian's. Maya Maya. Hum I think the new view tool, be it needed or not, *note the console command. should pertain some NS / TSA likeness, perhaps similar to how the TSA map out installations and so on and with that said, i think it should be called, Nano Grid basically TSA lands on space station flood corridors with nanites, instant map lay out, something changes, need to find a new route or way around refresh Nano Grid. so semi NS 2 advertisement there for yas all, other source users DL this tool its great, whats it called, oh nana grid, made by them unknown worlds people, they made Natural Selection 2, oh cool. cool. cool. whats NS 2?. argh now that is the right question.

    Love the music in the back ground was actually standing and boping along to it while listening, you couldn't really call the randy Mr bean like tommy movements i was doing dancing but sure i was enjoying it, actually thought you where going to let the whole song at the end play but I understand copyright reasons.

    So when do we get them screen shots released of the works from the chucks of alpha tech release, the e team really need some new material.
    we may have to resort to making our own, we have already turned to cannibalism, excessive drug use,*psychedelics free the mind man, and some of us are trying to better and increase our medaclorians to advance our Jedi mind tricks and mind reading powers just so we can guess whats around the next corner for NS 2, hum perhaps they should just listen to the pod cast.
    Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
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  • Redstar.Redstar. Members Join Date: 2007-08-29 Member: 62054Posts: 1
    Jackhammer sounds useful. Assume it works kinda like in xsi where you can import maps and edit them there?
  • ozbirdboyozbirdboy Confirm Email Join Date: 2007-08-07 Member: 61827Posts: 222
    I can't wait to get my hands on the tech release!! Some previews would really be good biggrin-fix.gif
  • GaroGaro Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester Join Date: 2005-01-07 Member: 33134Posts: 81 Fully active user
    Nice, but please could you also provide a written version of your podcasts? I find it quite hard to follow (English isn't my native language) and I'd to read it as a normal blog post much more. sad-fix.gif

    Also you can't just quickly read it over, you can't easily seek back, or skip a boring chapter. Don't get me wrong, I really like that you tell us what you are doing, but I just don't think that the podcasts are the right way to do that.

    - Garo
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県Members, NS1 Playtester, Reinforced - Onos Join Date: 2003-03-15 Member: 14555Posts: 2,589 Advanced user
    The podcasts are just an extra bonus they've been throwing out. I think we would all rather them spend time working on the game than trying to transcribe the podcasts.
    毎日勉強したら上手になるよ
  • MarshalTTMarshalTT Members Join Date: 2005-01-08 Member: 33799Posts: 81
    I have to agree with Garo. I prefer written news.
  • ZONKZONK Members Join Date: 2003-10-20 Member: 21795Posts: 31
    I prefer any news I can get. They are busy let them do what is easiest for them. <3 NS2
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県Members, NS1 Playtester, Reinforced - Onos Join Date: 2003-03-15 Member: 14555Posts: 2,589 Advanced user
    QUOTE(MarshalTT @ Sep 29 2007, 03:47 PM) »
    I have to agree with Garo. I prefer written news.

    Written news might be easier for us

    QUOTE(ZONK @ Sep 29 2007, 04:15 PM) »
    I prefer any news I can get. They are busy let them do what is easiest for them. <3 NS2

    but podcasts are probably easier for them. This is a good way for them to inform people without taking up as much time. Perhaps those that really want a written transcript can get some people together to transcribe them each week.
    毎日勉強したら上手になるよ
  • BreadManBreadMan Members, Retired Developer Join Date: 2002-12-15 Member: 10854Posts: 128
    Please please please do Maya support for Jackhammer! As a long time user of both I cannot tell you how many times I've spent hours trying to construct something in hammer that I could have knocked out in Maya in minutes. Maya can import/export in .obj, maybe you can work some kind of support around that?

    Also, a material previewer would be delicious.

    QUOTE(KungFuDiscoMonkey @ Sep 29 2007, 12:39 PM) »
    I think we would all rather them spend time working on the game than trying to transcribe the podcasts.


    I agree. Perhaps there is a member of this new E-Team that might want to transcribe it...
  • PrefixPrefix Éirinn go Brách Members, Constellation Join Date: 2006-12-31 Member: 59353Posts: 456 Advanced user
    podcasts > posting
  • MaxMax Technical Director, Unknown Worlds Entertainment Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer Join Date: 2002-03-15 Member: 318Posts: 1,737 admin
    QUOTE(KungFuDiscoMonkey @ Sep 29 2007, 12:39 PM) »
    The podcasts are just an extra bonus they've been throwing out. I think we would all rather them spend time working on the game than trying to transcribe the podcasts.

    That's exactly right. If there's something that we really think you should know about, we'll write up a news post.
    Max McGuire
    Technical Director, Unknown Worlds Entertainment
  • DominingDomining Members Join Date: 2007-09-27 Member: 62452Posts: 480
    Why do you guys sound like the biggest slackers in the world?
  • schkorpioschkorpio I can mspaint Members Join Date: 2003-05-23 Member: 16635Posts: 3,543 Fully active user
    edited September 2007
    QUOTE(Domining @ Sep 30 2007, 07:56 AM) »
    Why do you guys sound like the biggest slackers in the world?


    wow thats twice you've insulted the dev's - in two different sections of this forum. how does "we've created a new tool, finished decoda etc "sound like slacking off? EDIT :- do you have a habbit of going to peoples places and telling them you don't like being there?



    on-topic - would be it that hard for someone(i't doesnt have to be charlie or max) to just do a quick point form transcript so that the updates aren't limited to the native english speakers? And post it in this thread and with the "new podcast" message on the site? The transcript can be in english be cause its a lot easier for someone to read text and translate it at their own pace - or even just drop it into a translator app.

    They are just bonuses but a 5 minute point form transcript isnt going to delay ns2 for 12 months now is it.

    If you got really serious, there are some very good pieces of voice recognition software which will do the transcript for you.
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  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県Members, NS1 Playtester, Reinforced - Onos Join Date: 2003-03-15 Member: 14555Posts: 2,589 Advanced user
    QUOTE(schkorpio @ Sep 29 2007, 08:19 PM) »
    on-topic - would be it that hard for someone(i't doesnt have to be charlie or max) to just do a quick point form transcript so that the updates aren't limited to the native english speakers?

    http://www.unknownworlds.com/forums/index....howtopic=102803
    毎日勉強したら上手になるよ
  • obsidobsid Members Join Date: 2003-09-16 Member: 20909Posts: 133
    Transcribing the pod casts seems like a great thing for the E-Team to do! (they should have all the tools they need)
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018Posts: 0 Fully active user
    QUOTE(Domining @ Sep 30 2007, 07:56 AM) »
    Why do you guys sound like the biggest slackers in the world?


    Why do you sound like the biggest twit in the world?




    (yes moderators i know i know, dont insult people, but he deserves it... cmon... dont ban me)
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Members Join Date: 2007-09-05 Member: 62176Posts: 151
    edited October 2007
    I found it interesting some of the discussion regarding displacements and how hard they are to use in source. I think displacements/subdivide are rather easy to use and work with achieving some curvy geometry and have personally used various techniques to great success in the mod I work on. I am not 100% certain everyone understands the techniques I use and how it is done but perhaps I should write a tutorial. I mean I think it's great if some tools are created to make the process easier but I am not sure if the things I have discovered regarding displacement manipulation are common knowledge. Here is a picture I put together that shows some of the things I have created with displacements. Curvy ceilings, pipes, pillars, rounded walls, even an entire bullet train. image

    If this is already common knowlege great, but I have not really seen much geometry created in source maps using displacements aside from terrain. Id be happy to write a tutorial if it would be of use.
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  • MasterPTGMasterPTG Members Join Date: 2006-11-30 Member: 58780Posts: 283
    edited October 2007
    Doesn't that sort of stuff involve lots of poly's and therefore, significant slowing of Frames-Per-Second? That might be why you dont see a lot of curvy geometry, not to mention that it's tough to actually find a use for it in terms of beneficial gameplay reasons (besides aesthetics).
  • moultanomoultano Creator of ns_shiva. Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Join Date: 2002-12-14 Member: 10806Posts: 4,219 Advanced user
    QUOTE([R8]DJBourgeoisie @ Oct 1 2007, 10:15 AM) »

    I found it interesting some of the discussion regarding displacements and how hard they are to use in source. I think displacements/subdivide are rather easy to use and work with achieving some curvy geometry and have personally used various techniques to great success in the mod I work on. I am not 100% certain everyone understands the techniques I use and how it is done but perhaps I should write a tutorial. I mean I think it's great if some tools are created to make the process easier but I am not sure if the things I have discovered regarding displacement manipulation are common knowledge. Here is a picture I put together that shows some of the things I have created with displacements. Curvy ceilings, pipes, pillars, rounded walls, even an entire bullet train. image

    If this is already common knowlege great, but I have not really seen much geometry created in source maps using displacements aside from terrain. Id be happy to write a tutorial if it would be of use.

    I'd love to see a tutorial about it.
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Members Join Date: 2007-09-05 Member: 62176Posts: 151
    QUOTE(MasterPTG @ Oct 1 2007, 03:59 PM) »
    Doesn't that sort of stuff involve lots of poly's and therefore, significant slowing of Frames-Per-Second? That might be why you dont see a lot of curvy geometry, not to mention that it's tough to actually find a use for it in terms of beneficial gameplay reasons (besides aesthetics).


    It's the complete opposite. A displacement no matter how complex the end result (perfectly rounded ball for example) it only is as expensive as the number of sides used to create it. Thus if you were say to create a 32 sided cylinder from the brush tool, that is significantly more expensive than drawing my perfectly rounded cylinder I created with only 4 sides. Thats the big plus with displacements is they are super cheap to render and they look superior to non displaced bsp (as far as curvy architecture is concerned).
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  • VmanVman Members Join Date: 2007-09-11 Member: 62251Posts: 132
    edited October 2007
    QUOTE(Garo @ Sep 29 2007, 05:59 PM) »
    Nice, but please could you also provide a written version of your podcasts? I find it quite hard to follow (English isn't my native language) and I'd to read it as a normal blog post much more. sad-fix.gif

    Also you can't just quickly read it over, you can't easily seek back, or skip a boring chapter. Don't get me wrong, I really like that you tell us what you are doing, but I just don't think that the podcasts are the right way to do that.

    - Garo


    Boring! boring!!! omfg you are compleatly wrong, the podcasts are very interesting. ( shareing my and others opinions xD)'

    Also how could you say that podcasts are wrong, i say they are right, they are better than reading some blog post... im a american i cant keep my consintration on LONG BORING blog posts, heck i really prefur not to read if i have too xD (although i am a bookworm at times nerd-fix.gif ) I say, podcasts > Blog posts

    BUT for people who dont speak english i also agree that there is a need for a blog post because i understand how hard it is to listen to someone speak in a language that you have minimal to no knowlage in... Its like BLAH BLAH BLAH *background music* BLAH BLAH BLAH
    (Developers please dont take that into offence i am just saying think how people hear it who dont know the language or like i said have minimal knowlage in it.)

    btw english IS my first and only language x.x;
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  • 2aimless2aimless Members Join Date: 2007-06-19 Member: 61299Posts: 38
    edited October 2007
    sry for this reply ...

    BUT I HATE THOSE PODCASTS -.-

    cant you just write a text instead of letting me listen 20 minutes to something with so bad music in backround... i almost fall asleep -.-

    an all time this entertaining dialog >.< *smatz* *pfi* *hihihi* soundsspam off btw tounge.gif

    EDIT: oh well saw someone already claimed about podcast tounge.gif so sorry for another one

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  • AbraAbra Would you kindly Members Join Date: 2003-08-17 Member: 19870Posts: 2,166
    I'm all in for anything that shortens the compile time, when previewing, bringen in materials and seeing them rendered - all that stuff. I have used Maya, hope you are considering adding some jackhammerish support for it.

    Also, a great program concept I, and a lot of mappers, and developers, could use - i think - is a program that more or less automates the prosess of getting materials from Photoshop to hammer and ingame. I'm not sure if such tool exists, but something along the lines of

    "Material color map - browse..."
    "Bump map - browse..."
    "Spec map - browse..."

    And then the option to just let the engine give the material some basic values and attributes, or input the users own.
    After pointing the program at your .tga files or whatever it can use, it would create the files necessary, in their right folders. A reboot of hammer would then show the materials in hammer, ready to use.

    I'm not sure if it is already done, or if the process is just easier and less boring than I find it.
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  • NEX9NEX9 Members Join Date: 2005-03-08 Member: 44299Posts: 1,642
    question can we see those exsackt same four image with out the bump map / displace map, i know boring arnt i.
    Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
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