remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited November 2010
<!--quoteo(post=1805121:date=Nov 10 2010, 12:38 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Nov 10 2010, 12:38 AM) <a href="index.php?act=findpost&pid=1805121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol, reminds me of listening for armory humpers in NS1. You know, the ones that spawn and fill up their entire ammo reserve, then immediately dying to an opportunistic skulk looking for an easy kill?
It should be changed so it only opens if you're in a straight tangent pointing at the armory maybe?<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah that's what I was thinking. Maybe even requiring the player's velocity to be lower than a threshold value...
Though just making it so it doesn't open until the armory menu is used I think would be fine (especially now that you can't collide with armory arms) and waay less annoying..
P.s. Good news to armory humpers... armory now loves you back! :) Hugs for all |_| <- armory with outstretched arms
<!--quoteo(post=1805133:date=Nov 10 2010, 07:05 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Nov 10 2010, 07:05 AM) <a href="index.php?act=findpost&pid=1805133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->P.s. Good news to armory humpers... armory now loves you back! :) Hugs for all |_| <- armory with outstretched arms<!--QuoteEnd--></div><!--QuoteEEnd-->
xD
I just realized the "armory" is actually just an overly elaborate vending machine loaded with ammo, weapons, and accessories where marines can come over with wads of cash (personal res) to buy stuff.
"lets see... the rice krispie treat is the biggest so i'll take ten of those, five cans of energy drink, three bandoliers of 40mm grenades, and... ya a katana"
Yeah, I'm telling myself it should be playable by tomorrow afternoon since they said they're planning on finishing it today. I'm hoping I won't be disappointed.
<!--quoteo(post=1805176:date=Nov 10 2010, 10:57 PM:name=Stele007)--><div class='quotetop'>QUOTE (Stele007 @ Nov 10 2010, 10:57 PM) <a href="index.php?act=findpost&pid=1805176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I'm telling myself it should be playable by tomorrow afternoon since they said they're planning on finishing it today. I'm hoping I won't be disappointed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol, I'm liking the armory humor, but seriously anything that involves the arms dropping down less would be very welcomed. I mean what really is the point of the arms dropping if your just running past it? With the arm deploying sound being so loud, it only causes problems and annoyance in the long run.
Not saying I have an issue with the sound or arms at all, they are good, it's just the unnecessity of it, and at least I know in a few games something was happening with someone and that arm deploying sound would go on CONSTANTLY and it drove me nuts, especially when I am trying to hear the aliens creeping around base.
<!--quoteo(post=1805189:date=Nov 10 2010, 08:22 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Nov 10 2010, 08:22 PM) <a href="index.php?act=findpost&pid=1805189"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Fix squad drawing" i wonder if they still plan to show squads with a metaball effect like in that really old concept commader ui<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it's already in 153. Make sure marines are close by to each other, and you'll sell the blob effect circle around 2 marines or more if together.
Edit: I guess no patch as promised again.
Sigh.... technically there's still time, but I dont see it happening.
*Crosses fingers*
(Please don't give out release dates anymore of when you "think" a patch might happen)
"Setup render to texture for new GUI system" is this an implementation of my idea? :D so the flash (crappy) thingie is set up to render and update a texture file, and then Spark just loads that small piece of texture and renders it like everything else. how is the CPU usage during those 10ms of flash rendering? or am i completely off?
<!--quoteo(post=1803859:date=Oct 30 2010, 03:32 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Oct 30 2010, 03:32 PM) <a href="index.php?act=findpost&pid=1803859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->even with caching you will have a microstutter when the flash needs to update. <b>if this on the other hand could be made independent of of the next frame...</b> (cos no-1 will care/notice if hud updates 1 or 2 frames too late at 60fps) edit: ok, this ofc depends on how taxing it is on the CPU during those 10ms, if it is, then no differense, it will still steal cpu cycles from the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1805232:date=Nov 11 2010, 05:02 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 11 2010, 05:02 AM) <a href="index.php?act=findpost&pid=1805232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A number of game mechanics have gone on the frits, I estimate a Friday release.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1805176:date=Nov 10 2010, 05:57 PM:name=Stele007)--><div class='quotetop'>QUOTE (Stele007 @ Nov 10 2010, 05:57 PM) <a href="index.php?act=findpost&pid=1805176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I'm telling myself it should be playable by tomorrow afternoon since they said they're planning on finishing it today. I'm hoping I won't be disappointed.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1805272:date=Nov 11 2010, 01:10 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Nov 11 2010, 01:10 PM) <a href="index.php?act=findpost&pid=1805272"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Setup render to texture for new GUI system" is this an implementation of my idea? :D so the flash (crappy) thingie is set up to render and update a texture file, and then Spark just loads that small piece of texture and renders it like everything else. how is the CPU usage during those 10ms of flash rendering? or am i completely off?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think your completely off :P
I think they may be dropping the flash renderer completely and one way of interpreting "Setup render to texture for new GUI system" is that they are googling the internet for some code to parse some common image file format, like png, so that it can be loaded into a texture for use as a sprite. I.e. the new UI's will presumably be defined in lua, and you will have to painstakingly specify the mouse-down, mouse-over, mouse-up textures as file paths to individual images. The devs are probably also regretting hiring a flash interface guy, or maybe they're putting him to work to chop up all the swf interfaces he already created in order to use this high-performance and tedious-to-implement approach. They will probably also create some tool for designing these interfaces or add the functionality to the game so you can edit the lua file and see the changes in game directly.
<!--quoteo(post=1805416:date=Nov 12 2010, 10:43 PM:name=minim)--><div class='quotetop'>QUOTE (minim @ Nov 12 2010, 10:43 PM) <a href="index.php?act=findpost&pid=1805416"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see "Atmospheric effects from lights" is to be implemented before patch 154, what exactly is it?<!--QuoteEnd--></div><!--QuoteEEnd-->
Atmospheric effects from lights are like the god rays you might have seen in the one dev vlog with the room full of fans, or the shutters in the marine start.
This next patch seems to be on the verge. Those nifty frame-rate gains must have really been steep if they have the implementation of atmospherics working well. I'm really just hoping the client/server stuff is more stable and fluid.
Can't wait to start playing around with the "God Rays" on my map, that <a href="http://www.youtube.com/watch?v=PJMf7-HKw6A&feature=related" target="_blank">preview video</a> made them look gorgeous.
<!--quoteo(post=1805465:date=Nov 13 2010, 05:30 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Nov 13 2010, 05:30 PM) <a href="index.php?act=findpost&pid=1805465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a feeling the next patch is gonna be EPIC :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I have a feeling the next patch is gonna be disappointing.
Comments
It should be changed so it only opens if you're in a straight tangent pointing at the armory maybe?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that's what I was thinking. Maybe even requiring the player's velocity to be lower than a threshold value...
Though just making it so it doesn't open until the armory menu is used I think would be fine (especially now that you can't collide with armory arms) and waay less annoying..
P.s. Good news to armory humpers... armory now loves you back! :)
Hugs for all |_| <- armory with outstretched arms
Hugs for all |_| <- armory with outstretched arms<!--QuoteEnd--></div><!--QuoteEEnd-->
xD
I just realized the "armory" is actually just an overly elaborate vending machine loaded with ammo, weapons, and accessories where marines can come over with wads of cash (personal res) to buy stuff.
"lets see... the rice krispie treat is the biggest so i'll take ten of those, five cans of energy drink, three bandoliers of 40mm grenades, and... ya a katana"
hahahaahhahahahahaha
Oohohohohohoh
Oohohohohohoh<!--QuoteEnd--></div><!--QuoteEEnd-->
That slaps me on the knee?
Not saying I have an issue with the sound or arms at all, they are good, it's just the unnecessity of it, and at least I know in a few games something was happening with someone and that arm deploying sound would go on CONSTANTLY and it drove me nuts, especially when I am trying to hear the aliens creeping around base.
Actually it's already in 153. Make sure marines are close by to each other, and you'll sell the blob effect circle around 2 marines or more if together.
Edit: I guess no patch as promised again.
Sigh.... technically there's still time, but I dont see it happening.
*Crosses fingers*
(Please don't give out release dates anymore of when you "think" a patch might happen)
is this an implementation of my idea? :D
so the flash (crappy) thingie is set up to render and update a texture file, and then Spark just loads that small piece of texture and renders it like everything else.
how is the CPU usage during those 10ms of flash rendering?
or am i completely off?
<!--quoteo(post=1803859:date=Oct 30 2010, 03:32 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Oct 30 2010, 03:32 PM) <a href="index.php?act=findpost&pid=1803859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->even with caching you will have a microstutter when the flash needs to update.
<b>if this on the other hand could be made independent of of the next frame...</b> (cos no-1 will care/notice if hud updates 1 or 2 frames too late at 60fps)
edit: ok, this ofc depends on how taxing it is on the CPU during those 10ms, if it is, then no differense, it will still steal cpu cycles from the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Meh, I estimate a monday - tuesday release.
:<
I'm in the same boat as you. But that won't stop me refreshing the Progress page every 4 hours.
is this an implementation of my idea? :D
so the flash (crappy) thingie is set up to render and update a texture file, and then Spark just loads that small piece of texture and renders it like everything else.
how is the CPU usage during those 10ms of flash rendering?
or am i completely off?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think your completely off :P
I think they may be dropping the flash renderer completely and one way of interpreting "Setup render to texture for new GUI system" is that they are googling the internet for some code to parse some common image file format, like png, so that it can be loaded into a texture for use as a sprite. I.e. the new UI's will presumably be defined in lua, and you will have to painstakingly specify the mouse-down, mouse-over, mouse-up textures as file paths to individual images. The devs are probably also regretting hiring a flash interface guy, or maybe they're putting him to work to chop up all the swf interfaces he already created in order to use this high-performance and tedious-to-implement approach. They will probably also create some tool for designing these interfaces or add the functionality to the game so you can edit the lua file and see the changes in game directly.
We need a screenshot of that linked in the Twitter asap!
(bug listed after build 154)
Interesting, so if I gave my spiral notebook a gun and had it shoot straight up, it would spin?
Atmospheric effects from lights are like the god rays you might have seen in the one dev vlog with the room full of fans, or the shutters in the marine start.
<a href="http://www.youtube.com/user/TheRealFlayra#p/u/23/yH-SH1Iw6TY" target="_blank">http://www.youtube.com/user/TheRealFlayra#p/u/23/yH-SH1Iw6TY</a>
Indeed, I dont ever recall seeing the technical tasks completed first...
I have a feeling the next patch is gonna be disappointing.