NS3 needs to be the Battlefield of NS2... or the NS2 of battlefield. Or something like that. We've all fapped to the prospect of something like this.
Overlord-commanders in giant CC-structures and Motherhives, backed up with flexibel fieldcommanders with mobile CC / Hive structures for indoor enviroments.
fap fap fap
NS3 needs to be the Battlefield of NS2... or the NS2 of battlefield. Or something like that. We've all fapped to the prospect of something like this.
Overlord-commanders in giant CC-structures and Motherhives, backed up with flexibel fieldcommanders with mobile CC / Hive structures for indoor enviroments.
fap fap fap
It's because NS1 had gamma adjustment and was a relatively bright game compared to NS2. Actually seeing skulks in NS2 is almost impossible unless you adjust gamma or burn your eyes with 100% monitor brightness, let alone hit them.
U have mods to make aliens red, try it will love it
This is such a boring old argument, if you dislike the game that much why bother posting here?
This! While i dont like some balance things, engine is ok imao!
This game is foolproof, and some of u hardcores are lucky to have it.
There is limited amount of smart people in this world, so dont expect high playerbase in brainheavy games!
Killstreaks? I would sooner punch chuck norris (or at least attempt it) than let the UWE devs add kill streaks. Unless of course they are very subtle rewards.
Killstreaks? I would sooner punch chuck norris (or at least attempt it) than let the UWE devs add kill streaks. Unless of course they are very subtle rewards.
sleight of exosuit
marathon fade pro
martyrdom skulk
While sources net code is better... Source games tend to have the worst hit boxes known to man. Just imagine trying to shoot a skulk when his hitbox is actually 3 feet ahead of the visual character?
L4D is the main culprit. Worst hitboxes I have ever seen. CS:S have odd hitboxes as well but not nearly as bad.
Lagcompensation allowed you to shoot your model in Left4Dead(2) without having to aim ahead of the target. In fact, if you aim ahead of the target at it's hitbox then you would miss. How the hitboxes were aligned however, were incredibly bad. I've seen some lazy hitbox set up, but comon now.
Yes. There were many reasons they dropped work on the Source engine version early, as indicated in the dev blogs/video updates back around 2008. Not sure why this argument keeps popping up over and over again.
The argument keeps popping up over and over because the answer is simply no, and the reasons UWE gave were all BS. Look what Respawn did with Titanfall using Valve's source SDK, NS2 is NO WHERE NEAR THAT LEVEL .
There is only one reason why UWE made their own turd of an engine, and it's a reason never admitted to the public: they don't want to cough up royalty to Valve and that's that.
It's a shame it didn't happen sooner but they could now develop on unreal engine 4 or cryengine for hardly any up front cost and only have to pay a relatively small amount if the game is successful, i think id pick ue4 over cryengine or even unity though from what i've seen.
Unity is good for small indies and individuals with all the help and content available but it's a bit expensive to get initially and not the quite as good an engine.
Unreal Engine 4 is cheap to get and only takes 5% when a game is sold, engine used by many of the top devs, now easier than ever to create games with for small indies and individuals, full source code, not as much help or content available.
Cryengine cheap for indies and individuals ,initially though takes a much bigger percent of sales, high end graphics like ue4 but harder to develop on and no source code.
It's a shame it didn't happen sooner but they could now develop on unreal engine 4 or cryengine for hardly any up front cost and only have to pay a relatively small amount if the game is successful, i think id pick ue4 over cryengine or even unity though from what i've seen.
Unity is good for small indies and individuals with all the help and content available but it's a bit expensive to get initially and not the quite as good an engine.
Unreal Engine 4 is cheap to get and only takes 5% when a game is sold, engine used by many of the top devs, now easier than ever to create games with for small indies and individuals, full source code, not as much help or content available.
Cryengine cheap for indies and individuals ,initially though takes a much bigger percent of sales, high end graphics like ue4 but harder to develop on and no source code.
OT, but Cryengine as a service takes NO cut of the sales, just so you know (where as UE4 takes 5% as you menion). Also, they have yet to announce if the "as a service" comes with source code or not. My bet is on it including it if it at all want to be competitive.
Was SSI GB the Pools of Radiance one? Or Eye of the Beholder? Or am I off track?
NS3 - Hive Tyrants, Bio Titans, Exodus Assassins, omfg, I say it again - UWE, buy out Games Workshop already! The world needs Dawn of War done via BattleZone 98' ! Needs it I say!
And thanks for the reply, Matso - I can *always* tell when someone at work has updated flash - they are complaining their internet is slow, I find Google Toolbar installed and every pop up in Oracle Financials is blocked.
Killstreaks? I would sooner punch chuck norris (or at least attempt it) than let the UWE devs add kill streaks. Unless of course they are very subtle rewards.
Love it... yeah personal kill streaks for a game than requires 'team work' to win... I think I would rather help you sucker punch Chuck Norris dude..
No doubt they've added some great optimizations, but are you sure the difference between those screens isn't from turning off atmospherics?
The light to the left still has atmospherics actually, it is just of a lower intensity. Also the cost in milliseconds performance of 1 atmospheric light (let alone 2 or 3), still would not account for the performance differential.
One thing that I am partially surprised by (as far as I know), NS2 has not switched over to a tile deferred lighting engine in DX11. NSL/simplified lighting would be superfluous as dense groups of lights would be managed by a compute shader.
The first pic looks like atmospherics and the second does not.
Why not just load up the game and check?
the scene still has the same amount of lights with atmospherics: For example, the light you are talking about.
Also, if you are wondering about the faint bluish fog color everywhere in the first pic, that is not atmospherics. Rather, that is the engine fog before it could have its color manually changed. All older levels used to have the same fog color. Now that color is artist defined.
I think you have AA on in the first shot and off in the second.
No, I just have sharpening enabled in the SMAA I always injected. It causes the image to be come aliased as a side effect. AA is the exact same otherwise.
I have never used the in game FXAA, it has extremely por coverage quality and smudges the image unlike SMAA (especially SMAA with a tiny bit of sharpening).
Also, if you are wondering about the faint bluish fog color everywhere in the first pic, that is not atmospherics. Rather, that is the engine fog before it could have its color manually changed. All older levels used to have the same fog color. Now that color is artist defined.
That is what I was speaking of.
I wasn't trying to deny the performance increases either just to note. I have been playing since b208 and could not play at very high fps then.
Yes. There were many reasons they dropped work on the Source engine version early, as indicated in the dev blogs/video updates back around 2008. Not sure why this argument keeps popping up over and over again.
The argument keeps popping up over and over because the answer is simply no, and the reasons UWE gave were all BS. Look what Respawn did with Titanfall using Valve's source SDK, NS2 is NO WHERE NEAR THAT LEVEL .
There is only one reason why UWE made their own turd of an engine, and it's a reason never admitted to the public: they don't want to cough up royalty to Valve and that's that.
Your attempt to beat my disagrees has failed, even if this is a bigger fail of a post.
Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine...
How did you get pics of older build?
Probably in his screenshots folder from during the build. The first picture shows the hive still arc-able from the west node in central, before they reworked the room.
Comments
Overlord-commanders in giant CC-structures and Motherhives, backed up with flexibel fieldcommanders with mobile CC / Hive structures for indoor enviroments.
fap fap fap
My pants. They need changing.
U have mods to make aliens red, try it will love it
It is best for them cuz they dont know for beter, good luck shotguning sculks with pings over 50 on source engine lol!
This! While i dont like some balance things, engine is ok imao!
This game is foolproof, and some of u hardcores are lucky to have it.
There is limited amount of smart people in this world, so dont expect high playerbase in brainheavy games!
sleight of exosuit
marathon fade pro
martyrdom skulk
i can c it n0w
Lagcompensation allowed you to shoot your model in Left4Dead(2) without having to aim ahead of the target. In fact, if you aim ahead of the target at it's hitbox then you would miss. How the hitboxes were aligned however, were incredibly bad. I've seen some lazy hitbox set up, but comon now.
And those aircraft we see sitting useless in hangars and landing pads
And don't forget babbler king mass lifeform transport lifeform :P
The argument keeps popping up over and over because the answer is simply no, and the reasons UWE gave were all BS. Look what Respawn did with Titanfall using Valve's source SDK, NS2 is NO WHERE NEAR THAT LEVEL .
There is only one reason why UWE made their own turd of an engine, and it's a reason never admitted to the public: they don't want to cough up royalty to Valve and that's that.
Unity is good for small indies and individuals with all the help and content available but it's a bit expensive to get initially and not the quite as good an engine.
Unreal Engine 4 is cheap to get and only takes 5% when a game is sold, engine used by many of the top devs, now easier than ever to create games with for small indies and individuals, full source code, not as much help or content available.
Cryengine cheap for indies and individuals ,initially though takes a much bigger percent of sales, high end graphics like ue4 but harder to develop on and no source code.
OT, but Cryengine as a service takes NO cut of the sales, just so you know (where as UE4 takes 5% as you menion). Also, they have yet to announce if the "as a service" comes with source code or not. My bet is on it including it if it at all want to be competitive.
NS3 - Hive Tyrants, Bio Titans, Exodus Assassins, omfg, I say it again - UWE, buy out Games Workshop already! The world needs Dawn of War done via BattleZone 98' ! Needs it I say!
And thanks for the reply, Matso - I can *always* tell when someone at work has updated flash - they are complaining their internet is slow, I find Google Toolbar installed and every pop up in Oracle Financials is blocked.
Love it... yeah personal kill streaks for a game than requires 'team work' to win... I think I would rather help you sucker punch Chuck Norris dude..
)
Build 217 in GPU limited area of map: 60.5 fps
Build 264 in same area: 87 fps
No doubt they've added some great optimizations, but are you sure the difference between those screens isn't from turning off atmospherics?
One thing that I am partially surprised by (as far as I know), NS2 has not switched over to a tile deferred lighting engine in DX11. NSL/simplified lighting would be superfluous as dense groups of lights would be managed by a compute shader.
Why not just load up the game and check?
the scene still has the same amount of lights with atmospherics: For example, the light you are talking about.
Also, if you are wondering about the faint bluish fog color everywhere in the first pic, that is not atmospherics. Rather, that is the engine fog before it could have its color manually changed. All older levels used to have the same fog color. Now that color is artist defined.
I have never used the in game FXAA, it has extremely por coverage quality and smudges the image unlike SMAA (especially SMAA with a tiny bit of sharpening).
That is what I was speaking of.
I wasn't trying to deny the performance increases either just to note. I have been playing since b208 and could not play at very high fps then.
How did you get pics of older build?
Your attempt to beat my disagrees has failed, even if this is a bigger fail of a post.
Probably in his screenshots folder from during the build. The first picture shows the hive still arc-able from the west node in central, before they reworked the room.
This is not an imageboard -randommod