<!--quoteo(post=1828942:date=Jan 31 2011, 10:16 PM:name=xx3nvyxx)--><div class='quotetop'>QUOTE (xx3nvyxx @ Jan 31 2011, 10:16 PM) <a href="index.php?act=findpost&pid=1828942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any sort of timeline on a linux server binary? You have removed the requirements of physx and directx from the server, but the server is still only compiled as a win32 executable. How much more work would need to be done to port the server to linux?<!--QuoteEnd--></div><!--QuoteEEnd-->
Definitely wondering this.
Also, with regard to PhysX, are you planning on upgrading to the PhysX 3 SDK to allow utilization of SSE, therefore allowing non-nVidia owners to fully appreciate your game?
People please stop asking stupid questions. Search the forums first or ask the community before doing it here. The Physix thing has been discussed millions of times already. No GPUs are involved in the physics processes, so there is no difference between nv and ati users.
Also what the hell does that mean? <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->is dynamic infestation a guaranteed feature?<!--QuoteEnd--></div><!--QuoteEEnd--> of course it is. Di was the first thing ever shown by uwe.
Will power nodes be linked, as originally described? (Crispix beat me to it, but it's worth echoing.) - And if so, will portable Power Nodes also be affected, or (more likely) provide power regardless?
Will the Flamethrower still be volumetric?
Why have you decided that the teams' starting Tech Points should not be able to be captured by the opposing team?
Do you agree with what people are saying about the resource system being too complicated? (For the record, I actually think it's very simple.)
I'd also like to echo the various questions about SDK documentation. In particular, what state is the Lua API documentation in currently?
guys you don't need more posts, is one not enough and just edit it? ;) <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--> <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>how many players can play on one server, whats the limit? 8vs8?</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> what features are not in the beta? what features have you planed? how many maps will be in the final release? are the marines are all clones? will the female marine be in later (or final) release? what will dynamic infestation do? will you change the lerk flyingmovement? will the welder come back? is it possible that the lerk gets a ability that he can picking up a gorge, if the gorge ask with a command for that? when will you release some kind of export tools for modelling tools? what was first, the egg or the skulk? will you add a livestreamwebcam to your office?
I like what you're doing with the game everyone and the little complaints I have aren't worth mentioning-
Just wondering about a few things!
Will you enable onos soon?? Just keep it limited to 1 alive at a time for beta!! I just want to sprint for my life when I see those monstrous aliens! I miss that!
Can you bind groups to keys? And if you can, when someone in 'group 1' Dies can they spawn back in 'group 1'? - I guess I am a lazy Commander.
After hearing your Q&A about squads and such this is what I was hoping for.
I always believed that aliens should be the ones to have any type of benefit from sticking together. Perhaps a small speed boost, or armor up such as you said. Considering they are all linked via hivemind, they should have 'some' type of benefit from being close to each other.
Couple of my questions.
- Alien flashlight was, the most helpful thing in NS1, will it make it's return in NS2? (A lot are complaining about it, and we definitely think it should be in.)
- Are you still going to try and implement a way to record demos of in-game NS2 matches? (for us competitive players) Also, are you going to do it SC style where you can even watch older demos?
- Once NS2 is finally up would UWE try another tournament? With prizes and try and get more people to play competitive NS2?
- Will wall jumping have an appearance in NS2?
- Have you thought of the ability for the Whip to burrow instead? A la Lurker SC? Which the same way would have to be scanned. If so, why was the idea dropped or is it still on the table?
- Did you guys ever talk about how stuff such as flamethrower/grenade would 'destroys' spores, umbra and such?
- Have you guys been thinking of the competitive type players, which will show up in NS2? Is there anything in specific you were saying to yourself, 'this would be awesome to have for when in competitive play.'. If so, what? If not yet, are you planning anything?
In future when these threads are made, each person should only be able to ask one question. There is no way UWE is going to go through 4 pages and answer 10+ questions from each person.
That's possible if the user modifies the game RobB; just like those guys have. Not that it's actually what you want from a game which hasn't got the basics down yet.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
I read in the lagzero.net interview, that you might wanna impliment tutorial videos ingame.
Why not ask the community at large to make thoes? Can even make it a competition, top3 on X subject gets a free friend cd key or there account upgraded to the special edition.
Video tutorials would be good, but why not create something more dynamic. Look at the L4D series for example. The cinematic cut sequence at the start of a round would be great. You might think it is obvious 'what you need to do', but you pick up on the 'story' of what you are doing through these scenes.
For example:
Aliens pop out of eggs within a mining facility.
A transport ship touches down on a platform outside. The marines run out of a haze of dust as it takes off and gather at an access point that a MAC begins to work on with its blow torch.
"Ok men, when this door blows in we need to move fast. Get an armoury up fast, secure as many resource nodes as possible and establish tech points so we can access our better tech. Listen to your commander, he is your eyes and ears!"
Doors blow, spawn in.
"Lets go!"
This establishes several things for the player:
# Who the enemy is. # Context. # A sense of immersion. # A basic understanding of what to do. # Important structures. # How to get access to better weapons. # Work as a team and listen out to what people say.
If this is expensive, it could be done simply from a single position. Or just on the drop ship being briefed by your commander. If that was the case you could just re-use the same ship for every map but change a few holograms and randomise the position in which you are on the drop ship. With the initial 'aliens popping out' (uses existing level work) and everything else just recycled from the existing map geometry.
But essentially it is a very effective way of having a back story, a tutorial that is not boring and a few cinematics that would really add to the game.
It would also sell the engine, especially if you had some really cool dynamic lighting going on.
<!--quoteo(post=1829180:date=Feb 2 2011, 07:21 AM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Feb 2 2011, 07:21 AM) <a href="index.php?act=findpost&pid=1829180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I read in the lagzero.net interview, that you might wanna impliment tutorial videos ingame.
Why not ask the community at large to make thoes? Can even make it a competition, top3 on X subject gets a free friend cd key or there account upgraded to the special edition.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope this ain't true. Watching videos ingame is kinda boring. I would rather like some scripted tutorial levels that get me soaked in into the game.
Also i like your idea very much Runteh! This could be scripted on Rockdown, so the map has still a function while it's not a final game map. We kinda need a demolevel like this to know what this game is all about and watching videos is not interactive enough.
Since the Spark engine is all about lighting epicness, how will water react to dynamic lighting? Will water react to dynamic objects(players and buildings) in a realistic way(Waves, ripple effects, water flow direction,etc.) or stay like Source style water?
Sorry for 2 questions! Keep up the great work UWE! :D
The engine doesn't do water at the moment and it isn't planned as far as I know, NS doesn't need it so the devs aren't planning to put the time into making it. I imagine it may come in post-release though if only to improve general engine versatility.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
You can copy this from other games.
World of Warcraft shows tips and tricks when its loading an area. Unreal Turnament 5 has a quick mission/map flytrue showing the maps opjectives before the game starts
With NS1, you created a fantastic new game mode (arcade) which brought new life into the game and allowed a more fast paced and action oriented game without commanders.
Are you planning on any additional alternative game type modes for NS2 (even if its after the initial release?)
Jack.
(My thoughts on this question : Although I really love natural selection, I'd love to see a style change from ns1 included. The old arcade style was a great way for new players to practice their skills without worrying too much about strategy. Different game modes can compliment the main game. Suggestions? I dunno, perhaps a more fun oriented survival type mode where 2 respawnable onos chase down the rest of the players as non-respawnable marines. See who lasts the longest... something like that)
^ 1. It's called '<b>Combat</b>'. 2. <b>A combat mod is already being developed</b> (a beta version is currently available) over at the modding subforum, if you are interested. 3. It is my guess that UWE may only officially support the default NS2 game mode, and <b>leave it up to modders to implement any other game modes</b> (one of their design goals is ease and versatility of moddability) - including combat, classic, MvM; but the question's still worth asking.
-How will mappers be able to apply Infestation to their maps? Should we make room for it or will it just apply over it?
-What is the range of the Siege cannons? Does it cover a Spherical area? Can it attack for one level to another (e.g. put a siege cannon in an elevated room to attack one lower towards it)?
Comments
Definitely wondering this.
Also, with regard to PhysX, are you planning on upgrading to the PhysX 3 SDK to allow utilization of SSE, therefore allowing non-nVidia owners to fully appreciate your game?
Also what the hell does that mean?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->is dynamic infestation a guaranteed feature?<!--QuoteEnd--></div><!--QuoteEEnd-->
of course it is. Di was the first thing ever shown by uwe.
Will the new chambers for the aliens (shade and shift) have something special?
Whats with the weapons for the aliens, is the onos the only one with 3 weapons?
What will Dynamic infestation do, other then break doors and flickering light?
Will it heal aliens faster?
Will the maps be bigger?
@Zeno
There are no stupid questions, just stupid <b>answers</b>.
I forgot one question, when are babblers going in the game?
They'll choose the easiest questions to answer. All developers do.
- And if so, will portable Power Nodes also be affected, or (more likely) provide power regardless?
Will the Flamethrower still be volumetric?
Why have you decided that the teams' starting Tech Points should not be able to be captured by the opposing team?
Do you agree with what people are saying about the resource system being too complicated? (For the record, I actually think it's very simple.)
I'd also like to echo the various questions about SDK documentation. In particular, what state is the Lua API documentation in currently?
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>how many players can play on one server, whats the limit? 8vs8?</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
what features are not in the beta?
what features have you planed?
how many maps will be in the final release?
are the marines are all clones?
will the female marine be in later (or final) release?
what will dynamic infestation do?
will you change the lerk flyingmovement?
will the welder come back?
is it possible that the lerk gets a ability that he can picking up a gorge, if the gorge ask with a command for that?
when will you release some kind of export tools for modelling tools?
what was first, the egg or the skulk?
will you add a livestreamwebcam to your office?
Just wondering about a few things!
Will you enable onos soon?? Just keep it limited to 1 alive at a time for beta!! I just want to sprint for my life when I see those monstrous aliens! I miss that!
Can you bind groups to keys? And if you can, when someone in 'group 1' Dies can they spawn back in 'group 1'? - I guess I am a lazy Commander.
Will there be a Combat mode?
I always believed that aliens should be the ones to have any type of benefit from sticking together. Perhaps a small speed boost, or armor up such as you said. Considering they are all linked via hivemind, they should have 'some' type of benefit from being close to each other.
Couple of my questions.
- Alien flashlight was, the most helpful thing in NS1, will it make it's return in NS2? (A lot are complaining about it, and we definitely think it should be in.)
- Are you still going to try and implement a way to record demos of in-game NS2 matches? (for us competitive players) Also, are you going to do it SC style where you can even watch older demos?
- Once NS2 is finally up would UWE try another tournament? With prizes and try and get more people to play competitive NS2?
- Will wall jumping have an appearance in NS2?
- Have you thought of the ability for the Whip to burrow instead? A la Lurker SC? Which the same way would have to be scanned. If so, why was the idea dropped or is it still on the table?
- Did you guys ever talk about how stuff such as flamethrower/grenade would 'destroys' spores, umbra and such?
- Have you guys been thinking of the competitive type players, which will show up in NS2? Is there anything in specific you were saying to yourself, 'this would be awesome to have for when in competitive play.'. If so, what? If not yet, are you planning anything?
In future when these threads are made, each person should only be able to ask one question. There is no way UWE is going to go through 4 pages and answer 10+ questions from each person.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/qWkpdtFZoBE"></param><embed src="http://www.youtube.com/v/qWkpdtFZoBE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
..updated post for inline video
Why not ask the community at large to make thoes?
Can even make it a competition, top3 on X subject gets a free friend cd key or there account upgraded to the special edition.
For example:
Aliens pop out of eggs within a mining facility.
A transport ship touches down on a platform outside. The marines run out of a haze of dust as it takes off and gather at an access point that a MAC begins to work on with its blow torch.
"Ok men, when this door blows in we need to move fast. Get an armoury up fast, secure as many resource nodes as possible and establish tech points so we can access our better tech. Listen to your commander, he is your eyes and ears!"
Doors blow, spawn in.
"Lets go!"
This establishes several things for the player:
# Who the enemy is.
# Context.
# A sense of immersion.
# A basic understanding of what to do.
# Important structures.
# How to get access to better weapons.
# Work as a team and listen out to what people say.
If this is expensive, it could be done simply from a single position. Or just on the drop ship being briefed by your commander. If that was the case you could just re-use the same ship for every map but change a few holograms and randomise the position in which you are on the drop ship. With the initial 'aliens popping out' (uses existing level work) and everything else just recycled from the existing map geometry.
But essentially it is a very effective way of having a back story, a tutorial that is not boring and a few cinematics that would really add to the game.
It would also sell the engine, especially if you had some really cool dynamic lighting going on.
Why not ask the community at large to make thoes?
Can even make it a competition, top3 on X subject gets a free friend cd key or there account upgraded to the special edition.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope this ain't true. Watching videos ingame is kinda boring. I would rather like some scripted tutorial levels that get me soaked in into the game.
Also i like your idea very much Runteh! This could be scripted on Rockdown, so the map has still a function while it's not a final game map.
We kinda need a demolevel like this to know what this game is all about and watching videos is not interactive enough.
Sorry for 2 questions! Keep up the great work UWE! :D
World of Warcraft shows tips and tricks when its loading an area.
Unreal Turnament 5 has a quick mission/map flytrue showing the maps opjectives before the game starts
<img src="http://i.imgur.com/rEzgI.jpg" border="0" class="linked-image" />
-Who is going to be responsible for spreading infestation (gorge or commander)?
-Is there an alien building solely responsible for spreading infestation?
-Will alien resource towers/hives need infestation prior to placement?
-Which alien buildings will need infestation prior to placement?
-Which alien buildings will expand infestation?
-Will infestation kill the power-node?
-Will infestation have faun and flora?
-Have you planned on having researchable buffs (one per 'chamber' maybe) to presence in infestation?
-Who is going to be responsible for spreading infestation (gorge or commander)?
-Will infestation have faun and flora?<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe it's intended for the Gorge to spread DI, but at this point no one could say what direction it will take before release.
Personally I view the aliens and the "structures" as the fauna/flora of infestation. Don't forget the floaties, too :P
With NS1, you created a fantastic new game mode (arcade) which brought new life into the game and allowed a more fast paced and action oriented game without commanders.
Are you planning on any additional alternative game type modes for NS2 (even if its after the initial release?)
Jack.
(My thoughts on this question : Although I really love natural selection, I'd love to see a style change from ns1 included. The old arcade style was a great way for new players to practice their skills without worrying too much about strategy. Different game modes can compliment the main game. Suggestions? I dunno, perhaps a more fun oriented survival type mode where 2 respawnable onos chase down the rest of the players as non-respawnable marines. See who lasts the longest... something like that)
1. It's called '<b>Combat</b>'.
2. <b>A combat mod is already being developed</b> (a beta version is currently available) over at the modding subforum, if you are interested.
3. It is my guess that UWE may only officially support the default NS2 game mode, and <b>leave it up to modders to implement any other game modes</b> (one of their design goals is ease and versatility of moddability) - including combat, classic, MvM; but the question's still worth asking.
-How will mappers be able to apply Infestation to their maps? Should we make room for it or will it just apply over it?
-What is the range of the Siege cannons? Does it cover a Spherical area? Can it attack for one level to another (e.g. put a siege cannon in an elevated room to attack one lower towards it)?