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Jul 11 2008, 04:34 PM
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#61
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Drone Group: Members Posts: 47 Joined: 25-December 02 Member No.: 11,527 |
I'm disappointed about the move to a new engine. I've been working on several NS2 maps in hammer for about a year and are now
going to scrap 'em or use parts for something else. The best part of using your own engine is that success or failure will be up to you. good luck, Joe |
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Jul 11 2008, 04:43 PM
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#62
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![]() Advocate of Noob ![]() ![]() ![]() ![]() Group: Members Posts: 2,310 Joined: 18-May 07 Member No.: 60,920 |
Holy Awesome. Release it to the linux market too! (Edit: Please.) Native Mac and Linux builds would be quite awesome. Gonna be hard if they use DirectX, though. OpenGL continues to improve, but it's core has some weird crap still in there. -------------------- NS2 Idea Map - Add your next suggestion thread here if you want it to be remembered!
Suggesting Good Ideas QUOTE <jenny> What's the plural of 'Onos'? <Mexican> For a while, I thought it was 'Oh ######'! |
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Jul 11 2008, 04:48 PM
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#63
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![]() Foul Beast ![]() Group: Members Posts: 191 Joined: 25-February 08 From: London Member No.: 63,729 |
Hum….. I don’t know, I’m not quite as excited about this news as other people seem to be. Having written a good portion of a graphics engine myself I know that there is soooo much that goes into it, that has almost nothing to do with the gameplay you want. Just starting with (skipping what you said you already got) full hardware rendering using sharders to do water and other effects, skybox’s with proper parallax, inverse kine, full surround sound audio, HDR, multiple core rendering, foliage(leaves and trees), soft particles (ie flamethrower), each of these are very very tough to get exactly “right” and vastly help the game look/feel (especially on older hardware it has to be very optimized). is NS2 there will be no water (at least at the beginning) and since it's mostly si-fi indoor than it won't gonna need too much trees and leaves (so they can be actually modeled and animated, as it was done in NS1)... the lack of AI worries me a bit since they wanted to add 'clever bots', but offline mode is not the priority I suppose I don't like listenening to podcasts so maybe this has been answered but- can resources that you've already made be ported straight across to the new engine? And my usual pessimist final comment- disappointing that it's summer 2008 and we're only now finding out what engine you're working on. from what I understood they are developing the engine for 5 months now, but they are letting us know now when they know things are going well with it (?) |
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Jul 11 2008, 04:51 PM
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#64
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![]() Feeder of Trolls Group: Constellation Posts: 4,022 Joined: 25-December 02 From: Rhode Island Member No.: 11,528 |
In NS2 there will be no water (at least at the beginning) and since it's mostly sci-fi indoor than it won't gonna need too much trees and leaves (so they can be actually modeled and animated, as it was done in NS1) Yeah, I think they'll be able to tune the engine much more easily. Better water effects and the like can come with updates/expansions. Also, The Galapagos Engine. -------------------- It's not an easy balance to achieve, but we do want to make a game that will be both the best competitive game since Starcraft and also one that many people can enjoy casually without being in a clan or an experienced or knowledgeable NS player. That's the goal at least! - NS in game name - tilde - My Steam Id Page - . |
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Jul 11 2008, 05:01 PM
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#65
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Éirinn go Brách Group: Constellation Posts: 467 Joined: 1-January 07 From: Belfast Member No.: 59,353 |
I second the Darwin Engine.
-------------------- - Autonomy
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Jul 11 2008, 05:03 PM
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#66
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Hatchling Group: Members Posts: 1 Joined: 11-July 08 Member No.: 64,603 |
Oh crap, I hoped to play NS2 in this century! An engine change is the worst thing that could happen. Especially when they say: Now everything will be faster! Of course! Guess Ive coded too much to believe that it can be faster when you have to build a 3d-Engine, the game (not to forget models, rigging and texturing) and the tools!
I cant believe that they have the ressources to build a decent 3D-engine thats better than Source... I cant... Bye-bye, NS2 - see you in many, many years! Im a sad, sad panda, now! This post has been edited by Zothen: Jul 11 2008, 05:13 PM |
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Jul 11 2008, 05:22 PM
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#67
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![]() Sire Group: Playtester Posts: 3,377 Joined: 24-January 02 From: England Member No.: 14 |
In short I'd like to hear more on the features the new engine and map editor will support, and how the hell Max thinks he's going to achieve all of this single-handed without burning himself out and into an early grave. It sounds a lot like the engine will have whatever features UWE find they want (so long as Max can code it in a week) We could be brainstorming up features that source doesn't have that would make NS2 even more awesome. Is the new engine still coded in C++? Another question occurs to me is the financial impact, UWEs investors cant be very impressed that you've blown a stack of cash on licensing an engine only not to use it. This post has been edited by ChromeAngel: Jul 11 2008, 05:23 PM -------------------- - Marines VS Aliens - Public Beta Download |
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Jul 11 2008, 05:27 PM
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#68
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\o/ Group: Constellation Posts: 506 Joined: 12-March 04 From: Perth, Australia Member No.: 27,291 |
woah, new engine. should definitely be called the BUS engine.
(edit: or BUE - big unannounced engine) This post has been edited by N_3: Jul 11 2008, 05:32 PM -------------------- NSGuides NSP![]() |
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Jul 11 2008, 05:40 PM
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#69
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![]() Feeder of Trolls Group: Constellation Posts: 4,022 Joined: 25-December 02 From: Rhode Island Member No.: 11,528 |
Edit: List of names suggested:
This post has been edited by locallyunscene: Jul 11 2008, 07:54 PM -------------------- It's not an easy balance to achieve, but we do want to make a game that will be both the best competitive game since Starcraft and also one that many people can enjoy casually without being in a clan or an experienced or knowledgeable NS player. That's the goal at least! - NS in game name - tilde - My Steam Id Page - . |
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Jul 11 2008, 06:05 PM
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#70
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Hatchling Group: Members Posts: 1 Joined: 11-July 08 Member No.: 64,605 |
This is good news! It sounded like too much time was burned trying to bend the Source engine to their will. So, how soon until we see this new engine in action?
Also, I nominate "Natural Engine" as the engine's name. |
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Jul 11 2008, 07:05 PM
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#71
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![]() Technical Director, Unknown Worlds Entertainment ![]() ![]() ![]() Group: Super Administrators Posts: 1,191 Joined: 15-March 02 From: San Francisco, CA Member No.: 318 |
Thanks to everyone for the encouragement.
I know some people are wondering how we could possibly build an engine in only a few months. The truth is that we didn't; I've actually been working on the engine in some form since 2005. Originally the engine was just a way for me to try out different ideas (mostly related to 3D graphics) quickly and easily. And if you've been following the blog you've seen it a few times in different forms, including the dynamic infestation prototype video and the map viewer. So we didn't really decide to write a new engine, it's more like we decided we already had an engine, we just needed to add in a few more pieces. Adding in those pieces is what we really started doing 5 months ago. So what are those pieces? The big one was networking which we talked about in the podcast a bit. We also added in collision support for character movement, character animation and physics / ragdolls and a sound system. All of the scripting glue code we wrote for Source just came right over. And since all of gameplay code is written in Lua script it was already very independent of the Source engine and we were able to directly use that with our new engine. Right now we have every major piece in place in the engine, which is really great for development since it means everyone on the team can be productive without waiting on anything. Those pieces aren't all 100% yet, but I'm going to be continuing to work on that while the rest of the team progresses with the game. We've been closed kimono about the engine for a while because things were still quite up in the air, but now that we're through that we hope to be talking about it quite a bit more on this blog. -------------------- Max McGuire
Technical Director, Unknown Worlds Entertainment |
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Jul 11 2008, 07:14 PM
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#72
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![]() Beast ![]() Group: Members Posts: 78 Joined: 6-September 07 From: Ger-Muc Member No.: 62,183 |
[I've got to stop lurking around ...]
Many things that were on my mind have already been said here so i have just a few comments/questions. i wonder how uw/max will manage it to make an own engine with so little personell; there are so many things to do, like graphics, shaders, netcode, etc. uw may need some additional coders now. still like most of the previous posters i support your choice. -will the new engine benefit from multicore processors? i mean the scaling.... e.g. having an extra thread for physics........(sorry, i can't express my self right here, since my english isn't quite good..... but take crysis for example: it doesn't really matter how many cores you have, so it will possibly run better on a fast dualcore than on a average quadcore cpu). I know, i can't expect you to have an answer to this question at this early point but MAYBE you have one? -What does Valve think about all this? You had insight into their engine and are now building an own that will have similarities to the source engine as said in the podcast. i hope valve's lawyers won't find a copyright-problem or something like this in it. -will "Pretexa" support the source engine, too or is it just for your new engine? -what about the investors? will they support your chioce as for the engine name: Evo engine would be nice but it's a stupid idea because there is already one (mitsubishi evo's engine Evolution is nice my fav and own suggestions: +The Scorpian engine +Maxor engine +Ownos engine +Eclipse engine ps: now that there are no engine based limits i'm looking forward to reading through the suggestions forum oh and one more thing: If you make a linux version, feel free to raise the price to 50€ edit: since don't post here often i hadn't the opportunity to say that yet: THANK YOU for all your previous work and thank you for NS1. It's one of the best games i've ever played This post has been edited by Zeno: Jul 11 2008, 07:20 PM |
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Jul 11 2008, 07:30 PM
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#73
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![]() Foul Beast Group: Constellation Posts: 120 Joined: 23-September 06 From: España Member No.: 58,040 |
[I've got to stop lurking around ...] Many things that were on my mind have already been said here so i have just a few comments/questions. i wonder how uw/max will manage it to make an own engine with so little personell; there are so many things to do, like graphics, shaders, netcode, etc. uw may need some additional coders now. still like most of the previous posters i support your choice. -will the new engine benefit from multicore processors? i mean the scaling.... e.g. having an extra thread for physics........(sorry, i can't express my self right here, since my english isn't quite good..... but take crysis for example: it doesn't really matter how many cores you have, so it will possibly run better on a fast dualcore than on a average quadcore cpu). I know, i can't expect you to have an answer to this question at this early point but MAYBE you have one? -What does Valve think about all this? You had insight into their engine and are now building an own that will have similarities to the source engine as said in the podcast. i hope valve's lawyers won't find a copyright-problem or something like this in it. -will "Pretexa" support the source engine, too or is it just for your new engine? -what about the investors? will they support your chioce as for the engine name: Evo engine would be nice but it's a stupid idea because there is already one (mitsubishi evo's engine Evolution is nice my fav and own suggestions: +The Scorpian engine +Maxor engine +Ownos engine +Eclipse engine ps: now that there are no engine based limits i'm looking forward to reading through the suggestions forum oh and one more thing: If you make a linux version, feel free to raise the price to 50€ edit: since don't post here often i hadn't the opportunity to say that yet: THANK YOU for all your previous work and thank you for NS1. It's one of the best games i've ever played I think Networking, collision and character animation have been imported directly from Source Engine, the license they bought allow to do this. I would pay up to 100 € if the game is released this year althought we all known this is not gonna happen This post has been edited by Karba: Jul 11 2008, 07:32 PM |
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Jul 11 2008, 07:41 PM
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#74
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![]() Technical Director, Unknown Worlds Entertainment ![]() ![]() ![]() Group: Super Administrators Posts: 1,191 Joined: 15-March 02 From: San Francisco, CA Member No.: 318 |
I think Networking, collision and character animation have been imported directly from Source Engine, the license they bought allow to do this. Our engine doesn't include any code from the Source engine. -------------------- Max McGuire
Technical Director, Unknown Worlds Entertainment |
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Jul 11 2008, 07:49 PM
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#75
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Drone Group: Constellation Posts: 16 Joined: 26-February 08 From: FRANCE Member No.: 63,737 |
What about the physic engine. You have spoken of nVidia's PhysX Middleware.
It is the part which require a PPU/ nVidia GeForce "CUDA" (GeForce 8/9/GTX) ? Or not ? I think it's not but i prefer to be sure. |
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Jul 11 2008, 07:49 PM
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#76
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Éirinn go Brách Group: Constellation Posts: 467 Joined: 1-January 07 From: Belfast Member No.: 59,353 |
Max, is there any chance of Linux or mac versions?
Or should I stop dreaming? -------------------- - Autonomy
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Jul 11 2008, 07:51 PM
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#77
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![]() Minion ![]() ![]() Group: Members Posts: 256 Joined: 17-October 03 From: Denmark Member No.: 21,742 |
The "Hovvar" engine! Because it runs smoothly without flapping!
Anyways, good to see you guys are confident enough in your own engine to use it. I loved the look of the creep in the video and was hoping that you wouldn't have big troubles porting it to source. Now you already have a working implementation in your own engine so I guess that is ready |
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Jul 11 2008, 08:17 PM
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#78
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Dark Queen Group: Constellation Posts: 791 Joined: 1-August 03 From: US North East Member No.: 18,660 |
Well that must feel good to get off your chests! Max or Charlie, am I reading it correctly that there is no source engine code in there? If so, does that mean this is entirely UW's engine to do with what it pleases? If thats still to be sorted out, thats cool...
Concerning the engine itself, I am GLAD to hear that because you are eliminating legacy crap it will be a speed demon. Good, efficiency and knowing what is going on is a wonderful thing We know that you are presently using physX (good strategic decision) for ragdolls. Will there be any other uses of this (eg: for visual effect, I'm sure you guys aren't concerned with gameplay effecting destroyable walls or other bits of fancy), or has that yet to be determined? About the graphics part, is this going to be usable with directX or opengl, or both? If one or the other has been decided, can you provide reason as to why? If not, just specify anyway... thanks. Concerning network code, will there be adequate checking to ensure cheating is not probable? Also, can you say which direction was selected for updates and player control? Eg... are you syncing with the server thus causing motion stutter should lag arise, or will you keep with the same feel of half life and leave local player control real-time and unimpeded by update? I found the beauty of halflife games in multiplayer is that you always feel as though you are in control of yourself, not at the mercy of lag which causes you to go backwards or something. Please let us know! Lastly, because you have freed yourself from source engine restrictions, will you be adding or changing the capabilities of what models or people or whatever can do? Or will you guys play it safe and essentially emulate through your own methods the model and map capabilities? Thank you for letting us know, and hopefully you guys can be a bit more transparent and current with updates! Oh, and engine names.. lets see how they look and sound: Unknown Worlds NATBUS Engine Unknown Worlds Hovaring Skorpion Engine Unknown Worlds ONOS Engine Unknown Worlds OHNOEZ Engine Unknown Worlds Lork On The Clorf Engine Unknown Worlds LOTC Engine Unknown Worlds Shirtgun Engine Unknown Worlds SG Engine Unknown Worlds Cornmandor Engine Unknown Worlds BUS Engine Unknown Worlds NOTDUKENUKEMFOREVER Engine Unknown Worlds Charlie And The Turret Factory Engine Or, how about Unknown Worlds No Name Engine... in homage to no name and an unnamed engine is original! This post has been edited by CyberMantis: Jul 11 2008, 08:20 PM |
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Jul 11 2008, 08:54 PM
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#79
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![]() Beast Group: Constellation Posts: 76 Joined: 10-January 05 From: Madrid, Spain Member No.: 34,531 |
Yeah, now we can blame UWE when the bullets don't reg ;D;D;D;D;D;D;D;D;D
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Jul 11 2008, 08:57 PM
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#80
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![]() Beast ![]() Group: Members Posts: 79 Joined: 8-January 05 From: Hungary Member No.: 33,799 |
This will be the next engine of DNF
resource engine |
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