What version of Source is NS2 Based on?
Supernorn
Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
I'm curious to know whether NS2 is running on the "next gen" version of the source engine, which Episode 2 is based on. It introduces several new key features such as self shadowing, dynamic shadows (from flashlights), and the ability to cast shadows upon other models. There is also a new physics system in place.
Valve's Doug Lombardi has also stated in interviews that Episode Two will support multi-core processors, such as Intel and AMD's dual core and quad core processors.
I'm wondering if NS2 will be taking advantage of these new features. I'm pretty sure the new lighting and shadowing system would be a key component in upping the atmosphere for NS2, although the shadowing system has been described as being a work in progress...
Valve's Doug Lombardi has also stated in interviews that Episode Two will support multi-core processors, such as Intel and AMD's dual core and quad core processors.
I'm wondering if NS2 will be taking advantage of these new features. I'm pretty sure the new lighting and shadowing system would be a key component in upping the atmosphere for NS2, although the shadowing system has been described as being a work in progress...
Comments
Would be interesting if max posted <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> would be cool to know what components would bring the DI alive in source <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
We started out with the released Episode 1 version of the code base since we figured just getting setup with Source would be enough of a task without having to worry about stability. When the time is right we'll update to the latest and greatest though. We can't talk about unannounced features in Source, and to be honest we're not really up to speed on those at the moment anyway since we've been mainly focused on our own stuff.
Max
Currently it's based on the episode1 version of the source engine (CS:S specifically), but we'll update to episode2 as soon as it's as stable as episode1 (the episode2 features are still in development).
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nice im lovin that <3
Kudos to the devs for commenting on the forums, ala 1.04 Flayra.
But what do you think you would need to really enjoy all of the features in the game and maintain a smooth frame rate? what are you testing on?
I know the minumum requirements are answered in the FAQ - nice btw <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
But what do you think you would need to really enjoy all of the features in the game and maintain a smooth frame rate? what are you testing on?
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Too early to say precisely, but we're aiming for something that's pretty close to CS:S, DoD:S, etc. in terms of frame rate. Natural Selection has a history of pushing the limits a bit, but that's what we're targeting. Charlie and I both have Radeon X1600 cards in our development machines, so you'll probably be pretty satisfied in terms of quality and frame rate if you have one of those.
Max
Couldn't agree more. Yes, in fact I would like to have a better, streamlined system of quick and open communication between the NS community and the NS2 developement team.
Of course it makes more sense to use a stable system. If you don't have a stable software product people will stay away from it for just that reason. Hopefully, we'll have a version much more stable than the original NS, which does crash occassionally.
PS: Don't forget you guys are just as smart as VALVe; you can create your own inventions too!