Dynamic Infestation still in?

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  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1756295:date=Mar 1 2010, 12:44 PM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Mar 1 2010, 12:44 PM) <a href="index.php?act=findpost&pid=1756295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the fact that no1 from UWE has replied in this thread makes me fear it's been scrapped...<!--QuoteEnd--></div><!--QuoteEEnd-->
    this is a thread about the release date of ns2: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108895" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108895</a>

    no developer has responded

    thus, ns2 has probably been canceled
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1756212:date=Mar 1 2010, 04:05 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 1 2010, 04:05 AM) <a href="index.php?act=findpost&pid=1756212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The point is you have to find a way to make all lights work with it, from ones which point right along a surface, to ones which point into open space, to ones which are just small localised lights designed to enhance glowing spots on the texture or computer screens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    One would assume along the same principle of player models not blocking light, applying the technique to DI.
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    I don't see this as much of a problem really, if DI is only going to grow around alien structures or be sparse like this...

    <img src="http://www.naturalselection2.com/storage/concept_generator_room.jpg" border="0" class="linked-image" />

    Then first of all the room is going to be poorly lit anyway, remember it's the marine powergrid that will keep the rooms brightly lit... so obviously the only light in the alien occupied rooms will be emergency/low lighting, which you definitely don't want to get rid off (Well maybe some general ambience lights). Pitch black maybe scary but it's not good gameplay at all.

    So simple solution, either have a tickbox option on props inside the editor to say whether DI should grow on them or not, or be able to create an invisible entity box around areas you don't want DI to grow. If there's no DI occluding lights, then there's no problems. And if you did want DI to occlude some lights? Well have an option on light properties, if the presence of DI/Alien structure should turn them off or on. So for example, you have some emergency lighting in a room, you don't want DI to cover it so you put that in the properties. Or if you have a blue ambient light that you want turned off as soon as a hive goes up, just tick it to turn off when that happens.

    You could have a lot of power how things are controlled if you can link entities and set up cause - effect type commands. If you've worked in Source or Unreal you should know what I'm talking about. Can DI grow on this? Yes/No? Will this light turn off in the presence of DI? Yes/No? Simple.
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    edited March 2010
    This is basically what I was talking about earlier in the thread. We already know that the Res nodes will be affecting areas or zones of the map due to the marine nano-grid. Why not have 3 lighting states for these zones. One is marine RT online (bright + other equipment working). Node not occupied would result in minimal auxiliary lighting (unclaimed territory). Alien RT switches the zone to another kharaa inspired lighting preset. Three light presets defined at map creation and problem solved.

    With the 'RT under attack, lighting flickers' scenario the devs have already endorsed as being apart of general gameplay, these different lighting presets will be needed anyway. I think it will work out very well. A comm can place the RT, the lighting doesn't change until the RT is completely built or 'active.' That way no one is tipped-off to the RT construction until it goes online. This would convey a lot of situational information to players just by paying attention to the way the lighting is changing around the map.

    Now the issues of actual DI covering over props and lights is a little more tricky, but I think those are mostly minor problems. As long as the lighting preset for the kharaa fits thematically with the DI there shouldn't be much of an issue.
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    Worried there's been no dev response yet. This has to be one of the greatest features of NS2 back when they announced NS2 was in the works.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    <!--quoteo(post=1756319:date=Mar 1 2010, 04:11 PM:name=JAmazon)--><div class='quotetop'>QUOTE (JAmazon @ Mar 1 2010, 04:11 PM) <a href="index.php?act=findpost&pid=1756319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could actually be REALLY clever about the whole DI lighting problem. Let the Di cover up lights opaquely, but give the DI its own lighting, This could be a subtle green glow just to make sure that the room isn't pitch black, or maybe it has little orange polyps which glow orange and provide auxiliary lighting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    "REALLY clever"

    *States his own idea*

    I see what you did there.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    edited March 2010
    Maybe the devs can't just answer to every fearmongering thread here ... it's not like Jon Stewart of the Daily Show replies to every thing Glenn Beck does on Fox News ... or wait, he does :P

    I think DI has to be in the game, because it would be somehow game breaking if it wouldn't be in ...
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    I imagine they are having trouble getting it to work with the more complex prop geometry that levels are constructed from. Hopefully they figure out a solution, because it would be neat.
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    I will be extremely disappointed if its not, mostly because dynamic infestation was a huge feature to me, its amazing to think of the dramatic changes that would happen when the infestation spreads.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited March 2010
    i'll just disable DI in the gfx options so that I can play better, and put my brightness up :P


    seriously though, if DI is officially not there in the final release version , i'm cancelling my pre-order - as that was the selling point for me, without NS is just another game
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    I have to agree that DI is a core feature of NS2. It was the first thing shown of NS2. It was the main reason they decided to use their own engine. I think they are just holding off showing much of it for now because they want to have it really polished and working with all the alien structures properly.

    We haven't really seen much dynamic light changes (like the RT under attack flickering) shown off in anyway yet either. I think these features fall into the category of polish and immersion that will really make NS2 a fleshed out game. This also means they won't be priorities until the Beta.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    It always sounded pretty damn ambitious, well at least to me it did.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited March 2010
    I hope the Kharaa Kommander has a Special Ability that makes the Dynamic Infestation attack a Marine like from the movie The Blob.

    =D
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    The best way to show DI to the public, aka us, is it in action as gameplay, the've already shown us the tech. I get a feeling we'll see it when we see more alien structures in game.
  • Ryo-OhkiRyo-Ohki Join Date: 2009-03-26 Member: 66917Members
    Remember that the pre-orders have given UWE enough cash to keep developing for quite some time, and they can certainly expect a fresh wave when NS2 starts being advertised on Steam. Given that the devs have been quite insistent that they want to produce a full rounded, polished product, regardless of the time it takes, I don't think that they'd cut DI for time constraints. The engine can do it, as the team have said, so really, I'm not worried. It might not be present in the alpha (though they obviously would like the Alpha to have just about everything) but I am quite confident in it being present at release.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    <img src="http://img694.imageshack.us/img694/6246/ns2dynamicinfestation.jpg" border="0" class="linked-image" />

    About Infestation Dynamics (DI), I would like to leave some suggestions, I don't know if it were proposed, but here goes:

    <u><b>Light Marines/Jets-Packers:</b></u>
    On the floor where DI is settled, when moving will it's cost you walk on it, clinging of the boots sole and reducing travel speed by 50%.

    <u><b>Heavy Marines:</b></u>
    On the floor where DI is settled, would have no problem because of its heavy equipment.

    <u><b>Stabbing Tentacles:</b></u>
    Like in StarCraft, stepping on the DI could emerge short tentacles to sting the legs of the Marines taking away some life ( only Light Marines y Jets-Packers )

    <u><b>NOTE:</b></u>
    All of these capabilities could be set aside when all three Hives are complete. Or enabled from the start, I do not know. Should be tested by a matter of balance during the game progress.
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