Questions about Dynamic Infestation

StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">since noone really knows</div>There is very little information out about DI. We've all seen the video, which was awesome, but people have really taken off with using the idea however they please.

What I'm wondering, is how much of it will actually be around. The video showed it spawning all around, but does it affect framerate at all? Would it cover an entire room, or an entire section of map? Would the comm lag because he can see so much of it?

The bounding boxes; will these have to be taken into account by mappers? Doors are already fairly large in NS1 to make sure to accomodate oni... but will we have to make them an extra 20% bigger to accomodate oni + DI?

Furthermore, can we get any specifics about its actual use?

Feel free to just say 'no', 'not yet', or 'we dont even know yet' <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

Comments

  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    I'm assuming this post is directed at Max and Charlie. I would also like to know more about DI, but i wouldn't expect them to respond before next podcast... Topics for this week are alien comm and tunnels.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    I would like Max & Charlie to discuss their idea on how DI is going to replace the hive system or ameliorate it.
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    'bout largering maps and its doors:
    i generally think the hallways of the maps should be bigger - hate those where max. 2 marines fit beside eachother and 1 onos takes the entire wide. PCs perfomance should also allow this; bigger rooms, hallways and hopefully outdoor stuff

    i'd also like to know about DI but i guess flayra and max dont know much more about it themself.. ? only have a concept, no details. so they probably won't be able to tell you much more, especially of its cpu/graca useage. correct me if i'm wrong :>
  • raven3333raven3333 Join Date: 2007-12-16 Member: 63186Members
    Sky would not be good, because as a skulk, you could approach the 'skybox' which could create a problem, because you don't want to see a skulk walking in mid-air, unless you want to have an invisible wall, in which you get stuck at and can't climb.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1664169:date=Dec 15 2007, 07:29 PM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Dec 15 2007, 07:29 PM) <a href="index.php?act=findpost&pid=1664169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like Max & Charlie to discuss their idea on how DI is going to replace the hive system or ameliorate it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    vocab+1

    Also, I am very curious about this.
  • Dark RageDark Rage Join Date: 2007-12-05 Member: 63081Members
    Well I don't remember where but there was concept art posted that had various levels of DI and Charlie and Max had commented that they did not want the walls to be completely covered with DI as it would disorient players (I wish I could find that link). N/m I found it <a href="http://www.unknownworlds.com/ns2/news/2007/02" target="_blank">DI Concepts</a>

    The new podcast Max and Charlie were saying that alien tunnels could only be built on DI. I imagine that chambers will work in a similar way. The rate of growth for the DI and what it will dynamically change is "Final subject to change."
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