Engine Questions

ComproxComprox *chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
edited June 2009 in NS2 General Discussion
First off, see the FAQ: <a href="http://www.naturalselection2.com/faq" target="_blank">http://www.naturalselection2.com/faq</a> and the <a href="http://www.unknownworlds.com/ns2/engine" target="_blank">Engine page</a>.

But if you have anything else you want to ask about the engine, post here and probably be ignored :D
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Comments

  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    Should I use regular or synthetic oil with it?



    .. Oh wait
  • daidalosdaidalos Join Date: 2004-05-23 Member: 28854Members, Constellation
    edited June 2009
    While it is not important to me it seemed like people were asking what shader version the game requires, or something like that.
    So, will we need a video card that supports 3.0 or is lower okay, too?

    @devicenull
    Omg, honestly... vegetable oil!
    Don't they teach you anything at device-school?
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1710921:date=Jun 7 2009, 04:17 PM:name=daidalos)--><div class='quotetop'>QUOTE (daidalos @ Jun 7 2009, 04:17 PM) <a href="index.php?act=findpost&pid=1710921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@devicenull
    Omg, honestly... vegetable oil!
    Don't they teach you anything at device-school?<!--QuoteEnd--></div><!--QuoteEEnd-->

    But vegetable oil offers poor performance for my scripts. It's important they run as fast as possible, so I can customize the game to my liking!
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    What technologies are used for the engine? We know about openGL, and the rest? I'm asking because i would like to estimate myself how hard it probably is to make a linux port of the game.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    edited June 2009
    Was the engine built from scratch? Or was it based/modded on anything to make the process faster?
    Hard to believe such a nice looking engine was forged so fast from nothing.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Shader model 3.0 or 2.0 ?
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1710965:date=Jun 8 2009, 08:32 AM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 8 2009, 08:32 AM) <a href="index.php?act=findpost&pid=1710965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was the engine built from scratch? Or was it based/modded on anything to make the process faster?
    Hard to believe such a nice looking engine was forged so fast from nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I remember them saying something about basing it off some some free 3d options, but I can't remember any names.
  • samurai_jeffsamurai_jeff Join Date: 2004-11-18 Member: 32853Members, Reinforced - Supporter
    <!--quoteo(post=1710965:date=Jun 7 2009, 05:32 PM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 7 2009, 05:32 PM) <a href="index.php?act=findpost&pid=1710965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was the engine built from scratch? Or was it based/modded on anything to make the process faster?
    Hard to believe such a nice looking engine was forged so fast from nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i'm pretty certain it was built from scratch. a lot of people were very skeptical at the quality of the engine when they announced it for that very reason, but max said it was an engine that he had been using for along time prior to the development of ns2, so it wasnt much of a task to switch from source to his one.
  • weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
    will it be opengl or dx? both?
    if dx, what is the highest supported version? (atleast 10.1 i hope)
    what about physics? (i'm hoping alot)

    then there's the requirements...
    if i would to set the settings to MAX (no pun intended) and res to ~2MP (1600x1200 or 1920x1080), 0xAA 0xAF.
    what system would i need to atleast have 60 fps at all time?

    the specs you already posted, is it minimum or recommended?
    what are those two respectively?


    oil? i hope you're talking about submerged-cooled PC:s, otherwise, stop laming in a sticky thead.
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    edited June 2009
    Will it support 16:10 resolutions natively?
  • T-StrikerT-Striker Join Date: 2004-08-28 Member: 30990Members
    I got a different set of questions about the engines than other people will probably ask.

    This engine has been built from the ground up so UWE owns it.. sooooo, as someone who is also thinking of entering the gaming market within the next few years:


    Will this engine be sold for other independant game developers to use in their games?

    And if so, what price range would it most likely be around?

    Are there any limitations for the engine at all? is it bad for producing a certain genre of game? (can't do RTS cause it doesn't do well with 500 units on screen ect)
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    Just a question about Ai, will there be bots? And if so how will you implement the Ai?
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    <!--quoteo(post=1711093:date=Jun 8 2009, 06:45 AM:name=th0r0n)--><div class='quotetop'>QUOTE (th0r0n @ Jun 8 2009, 06:45 AM) <a href="index.php?act=findpost&pid=1711093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will it support 16:10 resolutions natively?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pretty much all PC game engine now-a-days do. I would be a little angry if UWE's engine did not... but I'd be pretty assured that it does.
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    So would I, but you'd be surprised, it'd also be nice if frameless windows were supported, the best invention since sliced bread <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Will it support Super VGA and my Tandy sound card?



    o.O

    What'd I say?
  • Nima_Nima_ Join Date: 2007-08-30 Member: 62083Members
    I'm sure it'd support 16:10 ratio. I'm hoping for borderless windows too.

    My question, are you going to be selling licences for developers to purchase? And if so, is there a price range that we can expect.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1711373:date=Jun 9 2009, 11:23 AM:name=Hawkeye)--><div class='quotetop'>QUOTE (Hawkeye @ Jun 9 2009, 11:23 AM) <a href="index.php?act=findpost&pid=1711373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will it support Super VGA and my Tandy sound card?



    o.O

    What'd I say?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Tandy sound card? Holy crap dude give me back my early teenage years.
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    Anyone know how good this engine is at handling large open spaces?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It would be nice to know ahead of release, if multi-environment light sources are possible. I doubt it, although multiple suns at different colours could be cool?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1711556:date=Jun 9 2009, 10:50 PM:name=Fortune)--><div class='quotetop'>QUOTE (Fortune @ Jun 9 2009, 10:50 PM) <a href="index.php?act=findpost&pid=1711556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone know how good this engine is at handling large open spaces?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I suggest reading <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105822&hl=render" target="_blank">this old thread</a>
  • linfosomalinfosoma Join Date: 2009-05-28 Member: 67523Members
    What can of physics engine will the game have (if any)?

    Will it feature ragdoll physics?

    What about destructible environmental elements like small boxes and stuff like that?
  • Froggz101Froggz101 Join Date: 2009-06-14 Member: 67837Members
    Quick easy question here, will NS2 require half life 1 to install and play? unlike the original NS that required half life 1.
  • dazviddazvid Join Date: 2009-06-01 Member: 67626Members
    <!--quoteo(post=1712296:date=Jun 15 2009, 07:26 AM:name=Froggz101)--><div class='quotetop'>QUOTE (Froggz101 @ Jun 15 2009, 07:26 AM) <a href="index.php?act=findpost&pid=1712296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quick easy question here, will NS2 require half life 1 to install and play? unlike the original NS that required half life 1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, it's a stand alone game.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <!--quoteo(post=1711679:date=Jun 10 2009, 11:21 AM:name=locallyunscene)--><div class='quotetop'>QUOTE (locallyunscene @ Jun 10 2009, 11:21 AM) <a href="index.php?act=findpost&pid=1711679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I suggest reading <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105822&hl=render" target="_blank">this old thread</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Since this thread is stickied like it might be a faq or something, and that thread is three pages long with a bajillion paragraphs, how about a quick summary? My quick glance gave me a "engine could do it, maybe, but gameplay isn't focused on it".
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    How will the NS2 Engine handle the downloading of custom content? One of the things that I think plagues most games these days is that when the server is loaded with custom content such as mp3s, models, etc. I think there should be an alternative system to the automatic downloading of this content.

    For models, they don't need to be downloaded immediately and can be streamed to the client while you're playing. A default model can be swapped out for the custom model on the client side and when the download is complete, the model can be swapped back again on the next respawn (or any other convenient time). MP3s can work the same way. Most MP3s/WAVs are associated with admin plugins for example, which allow admins to play a sound effect, snippet of a song, etc. on the server for everyone to hear. For the MP3s/WAVs that are somewhat "essential", they generally wouldn't be required within the first couple minutes of loading. These sound files can also be streamed at the earliest convenience or possibly only when the sound file has been requested to play but does not yet exist.

    I'm not aware of any specific low-bandwidth implementations of such a system but I think most MMOs use a similar system (although their servers are likely quite expensive and powerful) and it works quite well. I'm sure some users would like to download everything in one swoop, but if I have a given map and any other "required" things to play on a server, then I would rather play now and let the non-essential stuff either download in the background or not even download at all.

    I'm thinking "Download Custom Content when Connecting to a Server", "Download Only-Essential Custom Content" and "Download Non-Essential Custom Content Silently" as configuration options?
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1712314:date=Jun 14 2009, 09:45 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE (Dalin Seivewright @ Jun 14 2009, 09:45 PM) <a href="index.php?act=findpost&pid=1712314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How will the NS2 Engine handle the downloading of custom content? One of the things that I think plagues most games these days is that when the server is loaded with custom content such as mp3s, models, etc. I think there should be an alternative system to the automatic downloading of this content.

    For models, they don't need to be downloaded immediately and can be streamed to the client while you're playing. A default model can be swapped out for the custom model on the client side and when the download is complete, the model can be swapped back again on the next respawn (or any other convenient time). MP3s can work the same way. Most MP3s/WAVs are associated with admin plugins for example, which allow admins to play a sound effect, snippet of a song, etc. on the server for everyone to hear. For the MP3s/WAVs that are somewhat "essential", they generally wouldn't be required within the first couple minutes of loading. These sound files can also be streamed at the earliest convenience or possibly only when the sound file has been requested to play but does not yet exist.

    I'm not aware of any specific low-bandwidth implementations of such a system but I think most MMOs use a similar system (although their servers are likely quite expensive and powerful) and it works quite well. I'm sure some users would like to download everything in one swoop, but if I have a given map and any other "required" things to play on a server, then I would rather play now and let the non-essential stuff either download in the background or not even download at all.

    I'm thinking "Download Custom Content when Connecting to a Server", "Download Only-Essential Custom Content" and "Download Non-Essential Custom Content Silently" as configuration options?<!--QuoteEnd--></div><!--QuoteEEnd-->

    For some things, you may not have a default model. For example, if the map adds a new area that requires a model, that will need to be downloaded first. I agree that all the sounds are useless for the most part, Source had the nice cvar cl_downloadfilter, which would let you prevent sounds from being downloaded.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    edited June 2009
    I found a YouTube comment from Flayra that answers my first question:
    TheRealFlayra:
    "Our engine is 100% our own and written from scratch."
    Amazing... just amazing... UWE = The Next VALVe.

    Next question: How scalable is the engine? Are there any pre-defined texture size limits or polygon limits?
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I already posted this elsewhere, but I got most of these engine questions answered and you can see them here: <a href="http://www.readyroom.org/" target="_blank">http://www.readyroom.org/</a>
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    {New Engine, no-behindwall-kills??}
    I am sure some of you know the bad thing withe the old quake engine with NS1, you run (as alien) behind a wall but you still get hit by a marine, because your "hitbox" is behind you.
    Thats not only the Half-life Engine, i don't know but the same thing happens in every "new" source-engine game.
    If you running behind a wall, you "hitbox" is running behind you.

    Whats with the NS2 engine?
    How is the netcode?
    I mean its the first Game/Engine of the UWE Team, it must be a challenge.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    For someone familiar with Hammer, what kind of learning curve will there be on the mapping tools shipped with the game?
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