Engine Questions

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  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited October 2009
    <!--QuoteBegin-NS2 Twitter Feed+--><div class='quotetop'>QUOTE (NS2 Twitter Feed)</div><div class='quotemain'><!--QuoteEBegin-->The PhysX Visual Debugger is really cool. Just run it while you're running your game to see its view of the world: <a href="http://bit.ly/LtyLM" target="_blank">http://bit.ly/LtyLM</a>
    [<a href="http://twitter.com/NS2/status/4902898979" target="_blank">link</a>]<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm assuming that this is another one of the many things that we will not know the details of until we get our hands on the game in some form, but what are the implications of PhysX? There was <a href="http://www.unknownworlds.com/forums/index.php?showtopic=107641" target="_blank">another thread</a> on it but it quickly came down to an ATi vs nVidia battle (however that battle is a large part of my question here).

    For those of us looking to be using an ATi card, are we going to be missing out an anything in particular? I am very much looking into to building a brand new computer basically just for this game and as such want all the capabilities of the game to be able to be enabled. It's definitely something to factor into my decision of which company's product I will choose for my new machine.

    edit: And now there appears to be <a href="http://www.unknownworlds.com/forums/index.php?showtopic=107647" target="_blank">another thread</a> on the matter, so hopefully it doesn't get locked this time.

    edit2: And it's already locked again! But at least we got one good developer writing before that thread went downhill.

    <!--quoteo(post=1732521:date=Oct 16 2009, 03:27 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Oct 16 2009, 03:27 PM) <a href="index.php?act=findpost&pid=1732521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->PhysX has a great software physics engine built into it -- most of our computers at Unknown Worlds don't have NVIDIA cards.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    What are some of the limitations of this new engine? We know it won't have support for water at first (though maybe later), and no built-in vehicle support...

    Is there a limit to the number of weapons, for example (I know that was an issue for NS on the HL1 engine)
    max number of players that can connect?

    Are there any other engine limits that we might have taken for granted? (I'm looking at you, water)
    I'm wondering because I'm starting to contemplate modding NS2 instead of just making a map...
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I want to know what's with gravity.

    The Sci-Fi-Space-Setting allows for some wonderfully hazardous and evil map layouts.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    What about gravity can it be set to other directions then just plain "down" ?
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1734621:date=Oct 30 2009, 09:33 PM:name=Seker)--><div class='quotetop'>QUOTE (Seker @ Oct 30 2009, 09:33 PM) <a href="index.php?act=findpost&pid=1734621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about gravity can it be set to other directions then just plain "down" ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Zero-G room anyone?

    Also, how about that dynamic infestation?
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    edited October 2009
    Flying Blobs of D-i shot trough a zero-gravity gun :D

    Edit: LUA THIS !
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    I still want zero gravity in NS2... I had designed a nice little airlock corridor in Hammer for NS2, before everything changed :(

    It was really fun, to be thrown from one airlock to another across the depths of space. Hopefully I’ll be able to chuck it into a map I design, if I’m lucky.
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    I imagine being able to stick to surfaces or planes might be possible, because of the Skulk, but don't expect anything like Dead Space, it took them months to build the zero g physics.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    edited November 2009
    Yea sure but this is UWE they got that uber fast spark engine and everything is realtime :P
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1735912:date=Nov 3 2009, 02:20 PM:name=Seker)--><div class='quotetop'>QUOTE (Seker @ Nov 3 2009, 02:20 PM) <a href="index.php?act=findpost&pid=1735912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea sure but this is UWE they got that uber fast spark engine and everything isrealtime :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Spark uses IsraelTime? Oy Veh!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited November 2009
    L4D2's "new" engine has epic gore.

    Will we get epic gore in NS2?

    edit: Holy crap, you guys have a new engine? Jesus Christ!
  • Risky SalmonRisky Salmon Join Date: 2009-06-04 Member: 67680Members
    I have question which is more aimed towards gameplay (but is still about the engine).
    How will you guys support Skulks walking over walls? I can see the majority of the maps are covered in static meshes.
    Will you have some type of polygon collision system, or will the skulks walk over their bounding boxes, or are you removing wall climbing all together (please dont :()

    Cheers
  • PSAPSA Join Date: 2009-10-21 Member: 69107Members
    <!--quoteo(post=1736806:date=Nov 9 2009, 03:27 AM:name=Risky Salmon)--><div class='quotetop'>QUOTE (Risky Salmon @ Nov 9 2009, 03:27 AM) <a href="index.php?act=findpost&pid=1736806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or are you removing wall climbing all together (please dont :()<!--QuoteEnd--></div><!--QuoteEEnd-->

    its clearly stated in the skulk reveal that the skulk will retain its wall/ceiling-running abilities (not to mention this is sort of central to the class so theres no way they would take it out).

    <a href="http://www.unknownworlds.com/ns2/2009/8/detailed_skulk_reveal" target="_blank">http://www.unknownworlds.com/ns2/2009/8/de...ed_skulk_reveal</a>
  • Risky SalmonRisky Salmon Join Date: 2009-06-04 Member: 67680Members
    <!--quoteo(post=1736950:date=Nov 10 2009, 03:28 PM:name=PSA)--><div class='quotetop'>QUOTE (PSA @ Nov 10 2009, 03:28 PM) <a href="index.php?act=findpost&pid=1736950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->its clearly stated in the skulk reveal that the skulk will retain its wall/ceiling-running abilities (not to mention this is sort of central to the class so theres no way they would take it out).

    <a href="http://www.unknownworlds.com/ns2/2009/8/detailed_skulk_reveal" target="_blank">http://www.unknownworlds.com/ns2/2009/8/de...ed_skulk_reveal</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Whoops, I shoulda read that before I posted, heh.
    But I am curious to how you guys are managing this?
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    would it be possible to adjust model scale with Lua (and still have textures aligned)? I can think of some great modding ideas if you could, for example, have 2 or 3 sizes of the skulk model in a single game (or change size on the fly) :P
  • Risky SalmonRisky Salmon Join Date: 2009-06-04 Member: 67680Members
    <!--quoteo(post=1737279:date=Nov 12 2009, 05:17 PM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Nov 12 2009, 05:17 PM) <a href="index.php?act=findpost&pid=1737279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->would it be possible to adjust model scale with Lua (and still have textures aligned)? I can think of some great modding ideas if you could, for example, have 2 or 3 sizes of the skulk model in a single game (or change size on the fly) :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't see why not. The LUA script will just be referring to a model file. Scaling and animating shouldn't affect the UV's.
  • CrystalSnakeCrystalSnake Join Date: 2002-01-27 Member: 110Members
    This question has nothing to do with graphics or scripting, it's about <a href="http://en.wikipedia.org/wiki/Internationalization_and_localization" target="_blank">internationalization</a>.

    - Does the NS2 character set contain non-English letters, so that I can pick a name like "Brätwürst"? (contains 2 umlauts)
    - Does NS2 support non-English keyboards? (like the AZERTY keyboards used in France)
    - If the fans want to translate NS2 into foreign languages, does the engine support that?

    I apologize if these questions have already been asked and answered elsewhere.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I have question which is more aimed towards gameplay (but is still about the engine).
    How will you guys support Skulks walking over walls? I can see the majority of the maps are covered in static meshes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd quite like to know this too. im guessing we may have to make collision meshes for props.
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    edited November 2009
    If there's some form of IK built into the engine then this shouldn't be much of a problem. Although i bet collision meshes are still needed for performance rather then using the actual mesh as collision.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited November 2009
  • checksumchecksum Join Date: 2008-07-21 Member: 64678Members
    edited November 2009
    I've installed the editor main desktop at home but would like to install it on my laptop so i can make edits on the road. Can I do that?

    Edit: Never mind i just read it in the license agreement... my bad

    "License Key

    The software included in this package may only be used in conjunction with a valid license key obtained from Unknown Worlds Entertainment. You may install and use the software on multiple machines with the same license key, but two or more installations with the same key may not be run simultaneously."
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2009
    Questions:

    1- How can I get a perfect measure when I use the LINE TOOL, per example: I want to make a 16, 32 or 64 exactly line grid lenght, however the line extent fluctuates in decimals and can not obtain an accurate measure of 16, 32, 64, ETC.

    2- How can I select and weld vertices between them.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    NS-Skorpion - adjust your grid size.
    I don't think anything tells you how large your grid size is though...

    use [ or ]
  • bhazbhaz Join Date: 2009-11-11 Member: 69353Members
    Is there any talk of displacements being possible in the future? I guess it isn't too necessary with NS mainly focusing on indoor environments, but it would be nice to have.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    edited November 2009
    <!--quoteo(post=1740052:date=Nov 24 2009, 09:38 PM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Nov 24 2009, 09:38 PM) <a href="index.php?act=findpost&pid=1740052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS-Skorpion - adjust your grid size.
    I don't think anything tells you how large your grid size is though...

    use [ or ]<!--QuoteEnd--></div><!--QuoteEEnd-->

    Adjust the size of the grid does not help, because the pointer does not stop exactly every 4, 8, 16, etc., just fluctuates in decimals.

    There are some snap to grid function?

    The only I see is USE SNAP and does not help me.

    Pic. attached, just I want to make one line of exactly 64 of longitude and I get a 64.79 line long.

    <img src="http://img694.imageshack.us/img694/1606/ns2editor.jpg" border="0" class="linked-image" />
  • bhazbhaz Join Date: 2009-11-11 Member: 69353Members
    Another quick question - do you still need to seal props with brushes to avoid leaks in the Spark engine?
  • RhoneRhone Join Date: 2002-11-03 Member: 6023Members, Constellation
    I noticed that Spark imports halflife .vmf files. I'm curious as to whether modders will be able to programatically create .level files?

    The idea that the NS2 engine will be very mod friendly has "sparked" my interest in switching engines. I've been working on a custom engine whose world editor is capable of importing map file data based on plugins. Will Spark offer anything like that? Or are there plans to perhaps open up the .level format spec so that I can create a world programmatically? Anything is easier than trying to reproduce geometry by hand.

    Also, since the game code is written in Lua, is the engine robust enough to allow AI to be present? I know how Lua works in theory, but is it fast enough to support a fully functional AI engine in script?
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1740303:date=Nov 26 2009, 05:06 AM:name=Rhone)--><div class='quotetop'>QUOTE(Rhone @ Nov 26 2009, 05:06 AM) <a href="index.php?act=findpost&pid=1740303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, since the game code is written in Lua, is the engine robust enough to allow AI to be present? I know how Lua works in theory, but is it fast enough to support a fully functional AI engine in script?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Since the marine commander controls a few AI units the answer should be yes.
  • RhoneRhone Join Date: 2002-11-03 Member: 6023Members, Constellation
    Excellent. Guess I'd better start playing with Lua then.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The only I see is USE SNAP and does not help me.<!--QuoteEnd--></div><!--QuoteEEnd-->
    These snap functions are exactly what you're looking for *waves hand*
This discussion has been closed.