At this point, I'm nearly more interested in the tech than in the game itself. I really think that UWE should integrate Spark even more in the marketing of NS2, maybe another tech video with the cool atmospheric effects in (or vids illustrating different features like the ones from Crytek or the UE3). Spark took at lot of effort to develop. People have to know about the sweet things it can do !
Wow, the atmospheric lights look amazing! Even those subtle ones under the floor grating add a huge amount to the "feel" of the room. Can't wait till they're optimized to the point that they're regularly included.
<!--quoteo(post=1830813:date=Feb 9 2011, 08:15 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 9 2011, 08:15 AM) <a href="index.php?act=findpost&pid=1830813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Obviously the life support systems are set to high humidity there :P<!--QuoteEnd--></div><!--QuoteEEnd--> The mappers have requested some additional controls over the density of the effect, which I'll be adding in once it's optimized.
<!--quoteo(post=1830921:date=Feb 9 2011, 06:43 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Feb 9 2011, 06:43 PM) <a href="index.php?act=findpost&pid=1830921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very nice! Specialy "There will definitely be a Linux dedicated server for the release" Awesome!
Whats about Fog, will it be in the game later? Some FOG entity would be very nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
dunno what exactly you are talking about, but maybe something like the mist comming out of the hives "back" or "front" or whatever it is :D
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->My dream scenario is that I can publish a simple interface for our renderer and have the community create an OpenGL version. There are some logistics that would need to be sorted out, but I'm hoping we can do this at some stage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this ! The community can achieve great work. I hope you will be able to do the same with the linux binary. About steam you can run it via Wine but I don't know if your native application can access it directly from wine. I don't have a lots of hope about Valve releasing the native client since there isn't any new since 6 months...
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
<!--quoteo(post=1830921:date=Feb 9 2011, 04:43 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Feb 9 2011, 04:43 PM) <a href="index.php?act=findpost&pid=1830921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whats about Fog, will it be in the game later? Some FOG entity would be very nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a hint of a future fog entity (fog_controls). At the moment it changes the fog settings for the entire map. I remember them saying they will localize it in the future and who knows maybe let it be dynamic> a different fog value per room if power is on/off, DI on/off... :D
Volumetric lighting doesn't seem right. Having light shine on an area shouldn't make it less visible. It seems to just make the air look dusty and everything looks washed out. I imagine most instances of its use will just seem forced and not add to the game.
For me this will certainly bring the outside in which will make a huge difference to the levels.
It is really exciting to be watching and follwing a team like this at the moment. Creating a game, the engine and not having to work round too many constraints - because they can build around them.
<!--quoteo(post=1831057:date=Feb 10 2011, 12:32 PM:name=Pyromaniac)--><div class='quotetop'>QUOTE (Pyromaniac @ Feb 10 2011, 12:32 PM) <a href="index.php?act=findpost&pid=1831057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Volumetric lighting doesn't seem right. Having light shine on an area shouldn't make it less visible. It seems to just make the air look dusty and everything looks washed out. I imagine most instances of its use will just seem forced and not add to the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're probably the only person who doesn't like it, anyway, those screens are just quick light tweaking by players, it'll look cooler and probably more realistic when used by real artists =)
<!--quoteo(post=1831057:date=Feb 10 2011, 06:32 AM:name=Pyromaniac)--><div class='quotetop'>QUOTE (Pyromaniac @ Feb 10 2011, 06:32 AM) <a href="index.php?act=findpost&pid=1831057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having light shine on an area shouldn't make it less visible. It seems to just make the air look dusty and everything looks washed out.<!--QuoteEnd--></div><!--QuoteEEnd--> You do realize that when light hits dust particles it scatters causing slight glare and decreasing visibility to the observer right? It's also the only reason we can actually see a laser beam. If there were no dust particles it would appear invisible.
Comments
At this point, I'm nearly more interested in the tech than in the game itself. I really think that UWE should integrate Spark even more in the marketing of NS2, maybe another tech video with the cool atmospheric effects in (or vids illustrating different features like the ones from Crytek or the UE3). Spark took at lot of effort to develop. People have to know about the sweet things it can do !
Keep up the good work!
The mappers have requested some additional controls over the density of the effect, which I'll be adding in once it's optimized.
Specialy "There will definitely be a Linux dedicated server for the release"
Awesome!
Whats about Fog, will it be in the game later?
Some FOG entity would be very nice.
Specialy "There will definitely be a Linux dedicated server for the release"
Awesome!
Whats about Fog, will it be in the game later?
Some FOG entity would be very nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
dunno what exactly you are talking about, but maybe something like the mist comming out of the hives "back" or "front" or whatever it is :D
I agree with this ! The community can achieve great work. I hope you will be able to do the same with the linux binary. About steam you can run it via Wine but I don't know if your native application can access it directly from wine. I don't have a lots of hope about Valve releasing the native client since there isn't any new since 6 months...
Some FOG entity would be very nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a hint of a future fog entity (fog_controls). At the moment it changes the fog settings for the entire map. I remember them saying they will localize it in the future and who knows maybe let it be dynamic> a different fog value per room if power is on/off, DI on/off... :D
I'm waiting to enjoy the Mac version. Good work!
It is really exciting to be watching and follwing a team like this at the moment. Creating a game, the engine and not having to work round too many constraints - because they can build around them.
You're probably the only person who doesn't like it, anyway, those screens are just quick light tweaking by players, it'll look cooler and probably more realistic when used by real artists =)
You do realize that when light hits dust particles it scatters causing slight glare and decreasing visibility to the observer right? It's also the only reason we can actually see a laser beam. If there were no dust particles it would appear invisible.
With this Q&A 2 and the new Meet the Team video, it's been a great week for NS2 fans.
Thankyou so much, keep it up. Just waiting for more info on DI, can't wait !