Please, please, please!
Nirgal
Join Date: 2004-07-25 Member: 30121Members, Constellation
<div class="IPBDescription">Don't use source engine!</div>One thing i would love to see in an atmospheric game like ns (yes atmosphere is something that made me play that much on ns) is dynamic lightning.
I mean imagine you're walking on a corridor where the light is behind you. You see your shadow in front of you, when suddenly, another shadow appears!
Using shadows and lights could have at least two advantages : realistic and frightening atmosphere, and tactical use.
As a skulk with silence in exemple, you will have to take care of your own shadow.
This kind of feature would have an important impact on both gameplay and realism sides, and will allow to give a really great atmosphere on maps.
And i'm pretty sure this feature isn't allowed in source engine, and will not ne in a near future.
So please try other engines. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I mean imagine you're walking on a corridor where the light is behind you. You see your shadow in front of you, when suddenly, another shadow appears!
Using shadows and lights could have at least two advantages : realistic and frightening atmosphere, and tactical use.
As a skulk with silence in exemple, you will have to take care of your own shadow.
This kind of feature would have an important impact on both gameplay and realism sides, and will allow to give a really great atmosphere on maps.
And i'm pretty sure this feature isn't allowed in source engine, and will not ne in a near future.
So please try other engines. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Comments
Tis quite sexy, and if you dont think it is, just go view the end of the trailer where the sparks cause kliner self shadowing <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
you mean what with valve saying they want multi-cores to be popular faster so they can use them for advanced physics, ai and dynamic lighting they'd never try to implement dyn-*bricked*
go away jerk
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Thanks for the smart answer.
I'm not sure at all about what valve is gonna implement on source, i just haven't read anything about it and i know it isn't at the moment in source engine.
I was just saying that dynamic lightning would be a great feature in ns2.
As a skulk with silence in exemple, you will have to take care of your own shadow.
This kind of feature would have an important impact on both gameplay and realism sides, and will allow to give a really great atmosphere on maps.
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I think shadows would be extremly cool, Dynamic lighting owns. I think NS2 if it had that would be all but better experience.
Thanks for the smart answer.
I'm not sure at all about what valve is gonna implement on source, i just haven't read anything about it and i know it isn't at the moment in source engine.
I was just saying that dynamic lightning would be a great feature in ns2.
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you dont want source engine but you say, the engine has great features <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
how smart...
i dont like meat, but i eat meat... <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Maybe i'm wrong but I think it requires too much <i>ressources</i> for online play.
you dont want source engine but you say, the engine has great features <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
how smart...
i dont like meat, but i eat meat... <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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Please be sure you understood what you read before posting.
I just said that i would like to see dynamic lights in ns2.
Dynamic lights are not in the source engine.
I haven't said anything about source engine but the lack of dynamic lights.
Dynamic lights were well used in F.E.A.R but i don't remember if it was used or not in multiplayer.
Please be sure you understood what you read before posting.
I just said that i would like to see dynamic lights in ns2.
Dynamic lights are not in the source engine.
I haven't said anything about source engine but the lack of dynamic lights.
Dynamic lights were well used in F.E.A.R but i don't remember if it was used or not in multiplayer.
<!--QuoteEnd--></div><!--QuoteEEnd--><ul><li>Source has dynamic lights, but in their current state they look poor and very resource intensive. They have to be used sparingly and smartly. You mean to say source does not have *dynamic shadowing*, this is true for now.</li><li>Shadow maps are being added in the next iteration of the source engine, that being episode 2. View current trailer to see the shadows in effect. G-man shadow in the beginning, and flashlight example a little later. Not sure if individual light sources will cast the players shadow. Either way, shadows seem to be improved significantly.
Besides, even if NS2 was in a full per-pixel lit engine, there would be WAY to many shadows going around with all the aliens\marines\everything else going on, it would be unplayable on most people's systems. I imagine Flayra has seen what's coming with the engine more than what we have seen, so he is probably able to make a better educated guess than we can.
I'm not 100% sure on how shadow maps work, but if they are pre-compiled like the light maps are, then that should help performance out quite a bit.</li></ul>
That sure would be cool, but I've never seen an online game using dynamic lighting apart Doom3 (which was limited to 2/4 players).
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BF (at least 2142) has dynamic Shadows which you want.
The best thing about the Source engine is that it'll continue to be updated with new features and abilities for the fore-seeable future, so NS2 could be able to support these features as they come out. <3 Valve, they <3 you!
Don't forget- dynamic shadows and lighting are VERY hard on a PC to render, especially with 32 ppl in a single game. 32 ppl x number of total light sources = server go 1,2,3 poof.
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Actually, it'd likely be the large number of structures that would destroy all playability.
That, and it'd be client go poof. The server doesn't render the lights, it just tells the client where the lights are. At least there's no reason for it to work any other way.
As far a PC performance and server stresses you need to be thinking of computing power 2 or more years from today thats when NS2 will most likely launch. by todays standards i can see stresses too, but in 2 years most will proberly have duel video cards, faster CPUs or even duel CPUs better bus speeds faster HD access the works. The netcode will most likely be better refined by this time as well, time will tell on this front and personally speculating on it now is a little premature.
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Not neccessarily. I bought my new computer a few months ago and I'm not planning to upgrade my computer any time soon (definitely outside of of the two year mark). Sure, there will be more powerful computing power in a few years time but that doesn't mean everyone can afford it.
That's a decently high-end machine... and I still don't know if it will be ready for some of the new lighting effects games like HL2 Ep 2, FarCry2, ect will be bringing out.
I'd love to see NS2 be beautiful like that <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> But I don't know if people are willing to pay $3k just to be able to play it <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />