Was the proprietary engine worth it in the end?

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Comments

  • nezznezz Join Date: 2012-12-11 Member: 174712Members
    ns3 needs achievements & kill streaks.
  • CCTEECCTEE Join Date: 2013-06-20 Member: 185634Members, Reinforced - Shadow
    NS3 needs to be the Battlefield of NS2... or the NS2 of battlefield. Or something like that. We've all fapped to the prospect of something like this.

    Overlord-commanders in giant CC-structures and Motherhives, backed up with flexibel fieldcommanders with mobile CC / Hive structures for indoor enviroments.
    fap fap fap
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    CCTEE wrote: »
    NS3 needs to be the Battlefield of NS2... or the NS2 of battlefield. Or something like that. We've all fapped to the prospect of something like this.

    Overlord-commanders in giant CC-structures and Motherhives, backed up with flexibel fieldcommanders with mobile CC / Hive structures for indoor enviroments.
    fap fap fap

    My pants. They need changing.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    NS3 needs to be the Battlefield of NS2... or the NS2 of battlefield. Or something like that. We've all fapped to the prospect of something like this.
    vehicles, choppers and planes?

  • orbitalshapeorbitalshape gameland Join Date: 2014-02-03 Member: 193754Members
    Ricez wrote: »

    It's because NS1 had gamma adjustment and was a relatively bright game compared to NS2. Actually seeing skulks in NS2 is almost impossible unless you adjust gamma or burn your eyes with 100% monitor brightness, let alone hit them.

    U have mods to make aliens red, try it will love it
    I don't understand why everyone loves source so much. I'm not a specialist regarding engines, but personally I think the source engine is horrible.

    It is best for them cuz they dont know for beter, good luck shotguning sculks with pings over 50 on source engine lol!
    MuckyMcFly wrote: »
    This is such a boring old argument, if you dislike the game that much why bother posting here?




    This! While i dont like some balance things, engine is ok imao!
    This game is foolproof, and some of u hardcores are lucky to have it.
    There is limited amount of smart people in this world, so dont expect high playerbase in brainheavy games!

  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    Killstreaks? I would sooner punch chuck norris (or at least attempt it) than let the UWE devs add kill streaks. Unless of course they are very subtle rewards.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    coolitic wrote: »
    Killstreaks? I would sooner punch chuck norris (or at least attempt it) than let the UWE devs add kill streaks. Unless of course they are very subtle rewards.

    sleight of exosuit
    marathon fade pro
    martyrdom skulk

    i can c it n0w
  • ball2hiball2hi Join Date: 2012-10-22 Member: 163128Members
    joshhh wrote: »
    While sources net code is better... Source games tend to have the worst hit boxes known to man. Just imagine trying to shoot a skulk when his hitbox is actually 3 feet ahead of the visual character?
    joshhh wrote: »
    L4D is the main culprit. Worst hitboxes I have ever seen. CS:S have odd hitboxes as well but not nearly as bad.

    Lagcompensation allowed you to shoot your model in Left4Dead(2) without having to aim ahead of the target. In fact, if you aim ahead of the target at it's hitbox then you would miss. How the hitboxes were aligned however, were incredibly bad. I've seen some lazy hitbox set up, but comon now.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Kouji_San wrote: »
    NS3 needs to be the Battlefield of NS2... or the NS2 of battlefield. Or something like that. We've all fapped to the prospect of something like this.
    vehicles, choppers and planes?
    And flying monkeys ;)

    And those aircraft we see sitting useless in hangars and landing pads ;)

    And don't forget babbler king mass lifeform transport lifeform :P
  • AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
    aeroripper wrote: »
    WAS THE PROPRIETARY ENGINE WORTH IT IN THE END?

    Yes. There were many reasons they dropped work on the Source engine version early, as indicated in the dev blogs/video updates back around 2008. Not sure why this argument keeps popping up over and over again.

    The argument keeps popping up over and over because the answer is simply no, and the reasons UWE gave were all BS. Look what Respawn did with Titanfall using Valve's source SDK, NS2 is NO WHERE NEAR THAT LEVEL .

    There is only one reason why UWE made their own turd of an engine, and it's a reason never admitted to the public: they don't want to cough up royalty to Valve and that's that.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    edited March 2014
    It's a shame it didn't happen sooner but they could now develop on unreal engine 4 or cryengine for hardly any up front cost and only have to pay a relatively small amount if the game is successful, i think id pick ue4 over cryengine or even unity though from what i've seen.

    Unity is good for small indies and individuals with all the help and content available but it's a bit expensive to get initially and not the quite as good an engine.

    Unreal Engine 4 is cheap to get and only takes 5% when a game is sold, engine used by many of the top devs, now easier than ever to create games with for small indies and individuals, full source code, not as much help or content available.

    Cryengine cheap for indies and individuals ,initially though takes a much bigger percent of sales, high end graphics like ue4 but harder to develop on and no source code.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    edited March 2014
    Electr0 wrote: »
    It's a shame it didn't happen sooner but they could now develop on unreal engine 4 or cryengine for hardly any up front cost and only have to pay a relatively small amount if the game is successful, i think id pick ue4 over cryengine or even unity though from what i've seen.

    Unity is good for small indies and individuals with all the help and content available but it's a bit expensive to get initially and not the quite as good an engine.

    Unreal Engine 4 is cheap to get and only takes 5% when a game is sold, engine used by many of the top devs, now easier than ever to create games with for small indies and individuals, full source code, not as much help or content available.

    Cryengine cheap for indies and individuals ,initially though takes a much bigger percent of sales, high end graphics like ue4 but harder to develop on and no source code.

    OT, but Cryengine as a service takes NO cut of the sales, just so you know (where as UE4 takes 5% as you menion). Also, they have yet to announce if the "as a service" comes with source code or not. My bet is on it including it if it at all want to be competitive.
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    Use the SSI Gold Box Engine.. Aw yeah.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    edited March 2014
    Was SSI GB the Pools of Radiance one? Or Eye of the Beholder? Or am I off track?

    NS3 - Hive Tyrants, Bio Titans, Exodus Assassins, omfg, I say it again - UWE, buy out Games Workshop already! The world needs Dawn of War done via BattleZone 98' ! Needs it I say!

    And thanks for the reply, Matso - I can *always* tell when someone at work has updated flash - they are complaining their internet is slow, I find Google Toolbar installed and every pop up in Oracle Financials is blocked.
  • MuckyMcFlyMuckyMcFly Join Date: 2012-03-19 Member: 148982Members, Reinforced - Supporter, Reinforced - Shadow
    Kill ster
    coolitic wrote: »
    Killstreaks? I would sooner punch chuck norris (or at least attempt it) than let the UWE devs add kill streaks. Unless of course they are very subtle rewards.

    Love it... yeah personal kill streaks for a game than requires 'team work' to win... I think I would rather help you sucker punch Chuck Norris dude..

    :))
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine.

    Build 217 in GPU limited area of map: 60.5 fps
    60fps6lqp9.png

    Build 264 in same area: 87 fps
    2014-03-31_00002phlze.jpg
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I'd say you have a higher texture level in the 2nd photo's too...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2014
    And about 59% the number of lights, 22% more models, still similar draw calls in B264. Dem lights are usually gorging on PC power in any case :P
  • SaltlickSaltlick Join Date: 2013-01-03 Member: 177347Members, Reinforced - Shadow
    Dictator93 wrote: »
    Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine.

    No doubt they've added some great optimizations, but are you sure the difference between those screens isn't from turning off atmospherics?
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    edited March 2014
    Saltlick wrote: »
    No doubt they've added some great optimizations, but are you sure the difference between those screens isn't from turning off atmospherics?
    The light to the left still has atmospherics actually, it is just of a lower intensity. Also the cost in milliseconds performance of 1 atmospheric light (let alone 2 or 3), still would not account for the performance differential.

    One thing that I am partially surprised by (as far as I know), NS2 has not switched over to a tile deferred lighting engine in DX11. NSL/simplified lighting would be superfluous as dense groups of lights would be managed by a compute shader.

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    The first pic looks like atmospherics and the second does not.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    edited March 2014
    james888 wrote: »
    The first pic looks like atmospherics and the second does not.

    Why not just load up the game and check?

    the scene still has the same amount of lights with atmospherics: For example, the light you are talking about.
    2014-03-31_00003e1lbv.jpg


    Also, if you are wondering about the faint bluish fog color everywhere in the first pic, that is not atmospherics. Rather, that is the engine fog before it could have its color manually changed. All older levels used to have the same fog color. Now that color is artist defined.
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    I think you have AA on in the first shot and off in the second.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    edited March 2014
    Desther wrote: »
    I think you have AA on in the first shot and off in the second.
    No, I just have sharpening enabled in the SMAA I always injected. It causes the image to be come aliased as a side effect. AA is the exact same otherwise.

    I have never used the in game FXAA, it has extremely por coverage quality and smudges the image unlike SMAA (especially SMAA with a tiny bit of sharpening).
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited March 2014
    Dictator93 wrote: »
    Also, if you are wondering about the faint bluish fog color everywhere in the first pic, that is not atmospherics. Rather, that is the engine fog before it could have its color manually changed. All older levels used to have the same fog color. Now that color is artist defined.

    That is what I was speaking of.

    I wasn't trying to deny the performance increases either just to note. I have been playing since b208 and could not play at very high fps then.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    Dictator93 wrote: »
    Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine...

    How did you get pics of older build?
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    Amb wrote: »
    aeroripper wrote: »
    WAS THE PROPRIETARY ENGINE WORTH IT IN THE END?

    Yes. There were many reasons they dropped work on the Source engine version early, as indicated in the dev blogs/video updates back around 2008. Not sure why this argument keeps popping up over and over again.

    The argument keeps popping up over and over because the answer is simply no, and the reasons UWE gave were all BS. Look what Respawn did with Titanfall using Valve's source SDK, NS2 is NO WHERE NEAR THAT LEVEL .

    There is only one reason why UWE made their own turd of an engine, and it's a reason never admitted to the public: they don't want to cough up royalty to Valve and that's that.

    Your attempt to beat my disagrees has failed, even if this is a bigger fail of a post.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    coolitic wrote: »
    Dictator93 wrote: »
    Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine...

    How did you get pics of older build?

    Probably in his screenshots folder from during the build. ;) The first picture shows the hive still arc-able from the west node in central, before they reworked the room.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2014
    coolitic wrote: »
    Dictator93 wrote: »
    Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine...

    How did you get pics of older build?
    13544597175_d34b1de817_o.jpg
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Kouji_San wrote: »
    coolitic wrote: »
    Dictator93 wrote: »
    Just thought I would remind everyone of some of the crazy performance increases we have had over time with this engine...

    How did you get pics of older build?
    13544597175_d34b1de817_o.jpg

    This is not an imageboard -randommod
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