Natural Selection 2 News Update - Friday Update - Engine Progress
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Comments
love that you're improving the engine for weaker systems!
Especially the optimization. I know my laptop has a fairly lousy CPU but the performance I got from the game was 7-12fps on max settings (I can take the hard fact that I have to upgrade but it would be nice if I wouldn't have to spend thousands of SEK to play this)
Keep it up guys!
the final version will detonate like a bomb.
Can't wait for the alpha guys, plod on.
Please also release a description of NS2's network protocol.
Not necessarily next week, but when it's final.
QFT. I will have a hell of alot more interest in noodling around with NS2 next Friday. Hopefully some windowed/no border support will be released and a few of the things Zek brought up will be added. Connecting through Hamachi is fine but text chat at this point is a giant pain and to connect at this point we have to download lua files, copy them into a folder, start NS, and then connect manually and it just becomes rather menial if the lua code is being updated by the modder. As much as I don't really care for this week's "update", I can't wait for next week's.
Agreed, getting people motivated to test will help you guys out IMO
Agree 100%
Yes, the lua download would be an excellent idea.
Cant wait to see the cave sections with DI growing.
I'd like to second the request for windowed/noborder support. I loved it so much in TF2 I wrote a program to automatically remove the border from NS1 windowed mode. Official support in NS2 would be cool.
Friday updates always give me good feelings about this.
Also id like someone to post a proper way to compile a model for NS2 soon as mine always misses the texture for it :<
And people need to remember that this is still an <b>Engine Test</b>, it's not even an Alpha yet.
Zek said that people are not playing it yet. Play. That's exactly what they don't want people to do yet. They first need to improve the engine performance and bugs, and then they will release a playable version aka Alpha.
Meanwhile, the youtube video is fantastic - great work on the map - the only concern for me is there were some metal structures embedded in the cave walls - without a proper playtest as a skulk: I have some concerns regarding them: They could be used as cover, but they inhibit the flow of the wall, thus hindering skulk wall-walking movement. I was also going to state that it needs more vents, but that was sated after the first minute - esp, the part where the camera appears through a vent/fence of sorts. Keep it up! Fantastic work! I'd love to see that map in Alpha.
I hope this means we'll be seeing a borderless windowed mode, I love games with this feature, as it allows you to easily tab out and browse the web or just send an IM etc.
Meanwhile, the youtube video is fantastic - great work on the map - <b><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->the only concern for me is there were some metal structures embedded in the cave walls - without a proper playtest as a skulk: I have some concerns regarding them: They could be used as cover, but they inhibit the flow of the wall, thus hindering skulk wall-walking movement<!--colorc--></span><!--/colorc--></b>. I was also going to state that it needs more vents, but that was sated after the first minute - esp, the part where the camera appears through a vent/fence of sorts. Keep it up! Fantastic work! I'd love to see that map in Alpha.<!--QuoteEnd--></div><!--QuoteEEnd-->
Who really knows how the devs will make wallwalking work. I for one would very much like that they avoided the AVP 2010 approach where basically every little wall detail makes your view skyrocket out 90 degrees from the walls normal. It would be great if the wallwalking code analysed the next perpendicular level geometry polygon or model the front legs were reaching and if it is smaller than a certain value, the view doesn't change and the skulk simply steps over the obstacle in a dynamic animation kind of way eg. leg on obstacle crouches keeping low while hindlegs stretch and continue walking until they reach the obstacle and vice verse.