The New Mod Tease Thread
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
in Modding
Ok, it's not really a tease thread, because we don't have anything to tease you with..
Myself and Scatter are working on a new mod project. At the moment it is just a huge document of random thoughts and ideas, but we can see a game in there. What makes it so challenging is the environment we are going for. Out goes the corridor shooter, and in comes something spark is absolutely not designed for...
Futuristic Outdoor Warfare
We thought, if Spark is not designed for outdoor games, we will try and make one, to see just how flexible Spark and our ingenuity can be.
We are at a very early stage of prototyping and working out what we want to, but just to show you where we are at, I have made a quick video demo illustrating what we have done so far in our playing around.
If you have any questions, I'll do my best to answer, but everything is very much unplanned and up in the air at the moment.
Myself and Scatter are working on a new mod project. At the moment it is just a huge document of random thoughts and ideas, but we can see a game in there. What makes it so challenging is the environment we are going for. Out goes the corridor shooter, and in comes something spark is absolutely not designed for...
Futuristic Outdoor Warfare
We thought, if Spark is not designed for outdoor games, we will try and make one, to see just how flexible Spark and our ingenuity can be.
We are at a very early stage of prototyping and working out what we want to, but just to show you where we are at, I have made a quick video demo illustrating what we have done so far in our playing around.
If you have any questions, I'll do my best to answer, but everything is very much unplanned and up in the air at the moment.
Comments
thats an interesting approach you got there. did i understand you correctly, that you are creating a whole new game (partially) using existing ns2 content?
i remember that there was already a map with a decently large outdoor area but i cannot recall the name of it. maybe someone will post its name and/or you can find it on steam workshop, it might help to give some inspiration (and you can directly contact the maker).
while i'm no expert, i remember reading in some changelog or w/e that the spark engine benefits from not being able to see beyond 1 or 2(?) rooms away which reduces computational effort by not caring for rooms that are further away (correct me if i'm wrong, it's ages since i read that). since performance in spark/ns2 is already an issue for certain people, you might want to look into that. i guess the traditional approach for this is to introduce "fog" to limit the players sight in a natural way.
The door way that I entered as a player is 32units high and 12 wide. The grenade fired directly at the door couldn't get through, because the collision model for the grenade is around 16 units wide.
To give you an idea of the scales we are currently using:
For reference an Onos is 120units high, the same height as a building with 2 floors and a roof in our mod.
There are tricks we are going to utilize to try and keep performance as high as possible and increase view distances etc, but it will without doubt be a technical challenge, that is half the fun.
I just hope this wouldn't have aliens vs marines, since dem aliens would get sniped easily.
I don't think there is anything about Spark that specifically hurts outdoor/open maps, so long as other aspects are designed correctly.
I think more than anything the maps will make or break the general idea. Very, very careful care will need to be taken to "spoof" 90° turns, for performance reasons. The current Occlusion Culling system in Spark is not efficient at all for wide open spaces. In effect, it's dependent upon 90° turns being in a maps layout. "But commnaders and Spectators work just fine." Right, sure. Those are a very small number of players, so their impact on the network traffic is minimal compared to the bulk of the sources of network traffic.
Don't get me wrong, I woud very much like to see this idea realized. The fundamental technical issues that come along with it must be taken into account if it's going to work. I did some initial tests with significantly increasing the relevancy and draw distances in MvM. I encountered a minimum 5-10% performance hit as a result (on localhost), and it scaled upwards as the number of entities were increased. The worst it got was adding about 45ms latency to my client and reduced the server tick to ~18. That was with about 80 or so entities. 80 seems like a lot, but it really isn't.
We could use Spark to make another in-door corridor shooter, but then we'd be competing directly with NS2, MvM and Combat for players. We want to challenge ourselves, our programming skills and ingenuity, and the spark engine, haha.
@Soul_Rider As I said "Don't get me wrong, I woud very much like to see this idea realized." ...and I wish you both the best of luck! Just be pragmatic about it, and work with what you can. Trying to go against how a system is designed will ultimately just produce bug, after bug, after bug...and nobody enjoys that ( players or devs ). If you guys can find a Stable way to get around how Spark works now (if it's relevent to a player, ALL the data is sent), then I think you could really shape this into something. In all honesty, I really think for this to be practical a full-on LOD system has to be created from scratch for everything (Network, Sounds, Cinematics, Models, Animations). And that would mean getting into the guts of how OnProcessMove works, and I find it to be a headache at best. Damned thing is sort of a practice in temporal dynamics (rolling back network snapshots for a single client and funky stuff like that). Understand, I'm not attmepting to be a pessimist or anything. I just want you guys to be aware of the problems your going to face so you can start thinking about how to solve them.
turns out that was in fact kodiak
However, if we can create something that doesn't actually crash every 5 mins, even if the underlying code is a carcrash, it will be enough for us.
What I'm saying is, look at the performance requirements for these smaller maps. Outdoor would mean more things to render or a very thick fog to cover up view distance.
:-S
It is pretty much 11mins of me running up and down the massive river in the middle of kodiak though...
How do I test that?
I know, let's go BOT Hunting -
I am currently homeless & jobless, staying at friends, so don't have my PC, and haven't been able to work on the mod for 6 weeks now. Scatter moved and was offline for a while before I went offline, and I haven't yet caught up with him, so I am not sure if he has done anything to the mod in the meantime.
We will discuss the mod when I am back online and see where we are going. I am torn between carrying on with the mod when I return, and starting a new project on a new engine.
Overall, I love the mod idea, and we were making really good progress with the game code, but we were hindered massively by lack of mappers and modellers to help bring the project to life. When I return, we have to decide on which path to take.
Over the last few weeks I have designed a new game based on some of the mod ideas, but set in a completely different world. As a result of this, I now have a world and backstory with 2 multiplayer games and 1 singleplayer game outlined. I also have a backstory and concept for the mod, as well as a potential single player follow up to it as well. I guess it is a case of, do I want to be a modder or a game designer/developer?
Also, if we carry on with the mod, will there be any NS2 players left to play it in when we are releasing playable beta's in 18months time?
My offer is still open to help you work on a project regardless of engine. I've got the personal commercial license for construct 2. I have a tiny bit of experience in unity(i.e. I'm not afraid of unity) and I'm currently spending most of my time in unreal engine 4(which is awesome and you can get for $20, cancel your sub and still legally use it until you're ready to sell, you just give up the updates and access to the marketplace if you cancel your sub).
30 minutes a day is not much, but it sure as hell beats zero minutes. That's just active effort too, I'll participate in discussions that don't count towards that 30 minutes. Keep in touch.