This Dynamic Infestation (DI) is totally FAKE !

yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
edited February 2011 in Mapping
<div class="IPBDescription">lol..</div>It is a great efford with including DI in this patch but this is not what I see before made by UWE.
It look like only a texture cover, sounds are good but textural feelings is not same with the DI video that we see 2 years ago.
I want to see DI slopes when I infestate over and over it again which is like at the previous video. And no Shadders ! it is not 3D !
I'm Totally disappointed !

I would like to have ability to handle all this infestation as a mapper, so when map starts there can be constant DI's.

Bugs:
+There is textural error while growing
<img src="http://www.yyoru.com/ns2/di_bug.jpg" border="0" class="linked-image" />

+ After I click mouse in DI mode if I turn my head instantly infestation starts where Im looking

+ Metalic items nearby hives seems like someone huge ###### on them :) Totally brown.. boaaa !



Sorry UWE but this is not the real one. I hope sometime you will include that real DI.

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <b>Prototype</b> Dynamic Infestation <b>Gameplay</b>, the decal graphics are only there to represent the range of DI influence.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1833206:date=Feb 18 2011, 05:57 PM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Feb 18 2011, 05:57 PM) <a href="index.php?act=findpost&pid=1833206"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is a great efford with including DI in this patch but this is not what I see before made by UWE.
    It look like only a texture cover, sounds are good but textural feelings is not same with the DI video that we see 2 years ago.
    I want to see DI slopes when I infestate over and over it again which is like at the previous video. And no Shadders ! it is not 3D !
    I'm Totally disappointed !

    I would like to have ability to handle all this infestation as a mapper, so when map starts there can be constant DI's.

    Bugs:
    +There is textural error while growing
    <img src="http://www.yyoru.com/ns2/di_bug.jpg" border="0" class="linked-image" />

    + After I click mouse in DI mode if I turn my head instantly infestation starts where Im looking

    + Metalic items nearby hives seems like someone huge ###### on them :) Totally brown.. boaaa !



    Sorry UWE but this is not the real one. I hope sometime you will include that real DI.<!--QuoteEnd--></div><!--QuoteEEnd-->


    you are trolling, right?
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    No, it is far far away from this one :

    <a href="http://www.youtube.com/watch?v=mMMiKKv7g7s&feature=player_embedded" target="_blank">http://www.youtube.com/watch?v=mMMiKKv7g7s...player_embedded</a>
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    <img src="http://www.lolblog.co.uk/wp-content/uploads/2008/10/facepalm.jpg" border="0" class="linked-image" />
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    yeah, troll, or hes been under a rock for the last 2 months

    it was stated in developer videos, video previews, twitter posts and blog posts several times that this is a placeholder, everybody knows what that DI bsp procederal growth was looking like, and you´d be a fool expecting that kind of eyecandy so early in the beta. be glad that theres at least a placeholder in the game now because it was already discussed not to implement DI, but maybe after the initial release, now they are at least working on the gameplay mechanics for it, and add the eyecandy later when it works
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I doubt he trolls, and think he just doesnt read the twitters or something.

    This is prototype di, which they implemented to test the gameplay. I kind of expected that the only graphics would be a hivesight sprite at key points, or maybe as a frid, where there is di.

    But I agree, when it is finished it will look awesome.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    What yimmasabi says is true, it's blatently clear this is nothing like the DI generated under the BSP technology that was shown off in the past. We all know that.

    It's clear he hasn't read some of the forum posts around it which is fine, no one expects you to read every dev post if you don't come across it. It might be worth asking a few more questions before shouting troll, in an untimely fashion.

    It's a 'prototype' yes that's true, however something yimmasabi has hit on is something Max hit on recently, the DI prototype is no where near as good as it could be, should be and is hopefully going to be. If anything public pressure has caused this to be added to testing, which <b>is</b> a good thing.

    The only flip side is a lot of people not knowing or realising what a beta or alpha or pre-release, in-development state of a game can be like, look like and appear like. Again, this is something the team and the community can strive to teach people and educate them in to knowing.

    Yimmasabi to me it seems like this has been added for gameplay testing, the visuals look like a last minute badly scaled 2D addition just to make it obvious to the player where the creep is. Expect future updates, when any comes around DI visuals, to be much better looking.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    It was explained in the patch video that the effects are placeholders.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1833249:date=Feb 18 2011, 10:49 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Feb 18 2011, 10:49 PM) <a href="index.php?act=findpost&pid=1833249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was explained in the patch video that the effects are placeholders.<!--QuoteEnd--></div><!--QuoteEEnd-->
    it was explained on the front page and forum and tweets, you cant miss that :p
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    Actually, I'm under the impression that UWE less cared for DI itself in this build, but wanted to kill two birds with a single stone. Since this is the first build to feature actual decals, I guess they just wanted to go all the way and combine the technical improvement itself with something substantial.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    <!--quoteo(post=1833229:date=Feb 18 2011, 12:47 PM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 18 2011, 12:47 PM) <a href="index.php?act=findpost&pid=1833229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah, troll, or hes been under a rock for the last 2 months

    it was stated in developer videos, video previews, twitter posts and blog posts several times that this is a placeholder, everybody knows what that DI bsp procederal growth was looking like, and you´d be a fool expecting that kind of eyecandy so early in the beta. be glad that theres at least a placeholder in the game now because it was already discussed not to implement DI, but maybe after the initial release, now they are at least working on the gameplay mechanics for it, and add the eyecandy later when it works<!--QuoteEnd--></div><!--QuoteEEnd-->

    Right but from the 2 years before video it seems that it is completly implemented and works fine with a 3D map. After 2 years, i really dont understand why UWE puts resizing texures instead of a simple DI tech. This is a bit waste of time. I'm sure they may easily adapt it by limited polygons etc.

    Btw this texturing may be good while mapping connections between faces nearby alien hive and metal faces.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It would be more a waste of time trying to implement something like this with a finalized effect. With the current implementation, it can be tweaked easily, tested for performance issues and extended into what it should be. Hopefully like in that BSP map in Max's engine.

    It should have been quite obvious this is just a test version though...


    The only thing that seems kinda off right now is the way it is placed. In patches that grow instead of actually growing from hives which you can extend. Sure the basic idea is there, but they are currently point entities that grow outwards and test to see if they are connected to "stable" DI.

    I'd like to see it quite similar to Starcraft's implementation where it grows from existing Growth. Could be done with this system, but needs a graphical upgrade I guess. Instead of growing from the center of the point entity, it grows towards it from existing patches.


    Ah well, never mind, I kinda answered my own question/concern here :D
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1833259:date=Feb 18 2011, 02:24 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 18 2011, 02:24 PM) <a href="index.php?act=findpost&pid=1833259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, I'm under the impression that UWE less cared for DI itself in this build, but wanted to kill two birds with a single stone. Since this is the first build to feature actual decals, I guess they just wanted to go all the way and combine the technical improvement itself with something substantial.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I get that feeling too.

    <!--quoteo(post=1833264:date=Feb 18 2011, 03:15 PM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Feb 18 2011, 03:15 PM) <a href="index.php?act=findpost&pid=1833264"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right but from the 2 years before video it seems that it is completly implemented and works fine with a 3D map. After 2 years, i really dont understand why UWE puts resizing texures instead of a simple DI tech. This is a bit waste of time. I'm sure they may easily adapt it by limited polygons etc.

    Btw this texturing may be good while mapping connections between faces nearby alien hive and metal faces.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Completely new engine that doesn't yet support the technology that the original DI used. Essentially, they have to recreate the technology the original DI used (for which they used pre-made libraries for the source engine) and integrate it into the new engine. It's not as simple as "copy and paste" if it were, they would have done that.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    As far as I remember; the DI in that old video is actually on Spark, not Source.

    I'm sure they will make DI look nicer like the old video (perhaps even better), as they mentioned its just placeholder stuff right now.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The engine has been changed and updated <i>considerably</i> since that video was first posted. Like Zuriki says, it's not just a matter of cut-and-paste.

    This is a first-step prototype for getting DI back in. Game development isn't the straight line it is sometimes portrayed as. Sometimes you do things that look like a step back, but there are so many things happening at once that from time to time, in order to move forward, you have to simplify things and then build them back up. As time goes by it will be developed into something closed to that old video. We're not idiots, this isn't an attempt to sneak an unfinished feature past an entire playerbase.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1833275:date=Feb 18 2011, 03:43 PM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Feb 18 2011, 03:43 PM) <a href="index.php?act=findpost&pid=1833275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I remember; the DI in that old video is actually on Spark, not Source.

    I'm sure they will make DI look nicer like the old video (perhaps even better), as they mentioned its just placeholder stuff right now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I never said it was Source, just that it used some part of Source technology because it used BSPs.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    why is this in the mapping forum?
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    It's where the cool kids hang out.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1833290:date=Feb 18 2011, 08:41 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 18 2011, 08:41 AM) <a href="index.php?act=findpost&pid=1833290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why is this in the mapping forum?<!--QuoteEnd--></div><!--QuoteEEnd-->


    LOL, I was thinking the same. Look at the bright side, DECALS ARE IN AND WORKING!!!!!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1833290:date=Feb 18 2011, 04:41 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 18 2011, 04:41 PM) <a href="index.php?act=findpost&pid=1833290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why is this in the mapping forum?<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1833206:date=Feb 18 2011, 08:57 AM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Feb 18 2011, 08:57 AM) <a href="index.php?act=findpost&pid=1833206"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to have ability to handle all this infestation as a mapper, so when map starts there can be constant DI's.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Probable cause?
  • RUben1RUben1 Join Date: 2010-11-24 Member: 75246Members
    *Sigh* It will be looking more like this:

    <img src="http://oi56.tinypic.com/24ytul3.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1833299:date=Feb 18 2011, 05:28 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Feb 18 2011, 05:28 PM) <a href="index.php?act=findpost&pid=1833299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's where the cool kids hang out.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Blates.
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    How can you tell if you just had an aneurysm?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1833367:date=Feb 18 2011, 09:02 PM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Feb 18 2011, 09:02 PM) <a href="index.php?act=findpost&pid=1833367"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How can you tell if you just had an aneurysm?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Russell Crowe comes to you in your dreams and reminds you that Bruce Willis also died in that movie.
  • MaxMax 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
    <!--quoteo(post=1833259:date=Feb 18 2011, 06:24 AM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Feb 18 2011, 06:24 AM) <a href="index.php?act=findpost&pid=1833259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, I'm under the impression that UWE less cared for DI itself in this build, but wanted to kill two birds with a single stone. Since this is the first build to feature actual decals, I guess they just wanted to go all the way and combine the technical improvement itself with something substantial.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No, the only reason I put these basic decals in was so that we could release the DI instead of keeping it private to our internal builds (the previous iteration used meshes and looked so bad it wasn't shippable). Full decals will require more work and at this point I want to focus my time performance rather than features. This was basically what I could get done in a day or two.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited February 2011
    <!--quoteo(post=1833378:date=Feb 18 2011, 10:39 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Feb 18 2011, 10:39 PM) <a href="index.php?act=findpost&pid=1833378"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, the only reason I put these basic decals in was so that we could release the DI instead of keeping it private to our internal builds (the previous iteration used meshes and looked so bad it wasn't shippable). Full decals will require more work and at this point I want to focus my time performance rather than features. This was basically what I could get done in a day or two.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanx Max, I know and sure there will DI soon but I would like to point that you may win those 2 days.
    God bless you all guys :)
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    The DI is how it is right now because it was easy. We can all agree that the DI gameplay is functioning, right? Regardless of how it *looks* right now, the mechanics are there. There'd be no point in making all these awesome visuals, only to find out that the mechanics are totally broken.

    This way the team can test various DI mechanics, realize that "idea X" is crap, totally redo it, without having to change elaborate visuals all over again. Once all the mechanics are in place, then you make it look pretty. Just like any other part of the game~
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1833218:date=Feb 18 2011, 10:36 AM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Feb 18 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1833218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://www.lolblog.co.uk/wp-content/uploads/2008/10/facepalm.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    This sums up this whole thread.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    How is that helping? Exactly it isn't.

    Someone lock the thread please.
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