Added: 1 year ago
From: NaturalSelection2HD
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  • I hope the fire is just a placeholder, it looks totally out of place.

    Otherwise damn! this looks awesome.

  • See, this is what The official Aliens/AvP games lack. There's no strategy in them aside from killing, and being able to cut the power could make for some truly unnerving cinematic experiences. Come on, Every AvP game there was no way to cut the power - except avp 1 in MP you can destroy lights, but still, this is epic.

    Just got it and it's updating. Can't wait.

  • great engine, great game (first one), looks promising

  • awesome

  • YES !! they used my idea :D

  • @VJTunes which idea is that

  • The engine is about much more than just about some flashing lights, trust me.

  • nice intro sound

  • Comment removed

  • OK... so NS2 uses only dynamic lights (which are slower, then static lightning, with shadow maps), so that when the things starts to happens, it wouldn't slow down, because of a need to change shadow maps and loading new info about light sources for dynamic shadows of characters, dynamic props etc, plus it also prevents some bugs typical for static/dynamic lightning (mainly with reflections) am I right... or is there something more?

  • Comment removed

  • This could be rendered in most engines since idtech4

  • Does the flamethrower flame itself produce dynamic light? 3:23

  • source and udk cant do LIGHTS FLASHING ? wtf does he think his engine is ?

  • @Cobac Source and UE3 use static lighting and dynamic lighting. Static lighting is calculated during map compile. Dynamic lighting is calculated real-time. Spark only uses dynamic lighting.

  • These videos really worry me because even on the developers' systems the framerates are terrible.

  • @ChestyMcGee

    This isn't a developer, just a fan who got his video shouted out by them. That said they're still working on performance issues as the game is just in early alpha.

  • @ChestyMcGee this is an alpha!

  • @botelhorui UWE is in the process of fixing bugs. Idiot.

  • @0zwy ya bugs calleg powernodes -.-

  • @botelhorui learn the difference beetween alpha and beta. and educate yourself about "feature complete".

  • @AffigesEtwas I didnt say anything about the game being near complete in its actual state. wiki "A feature complete version of a software is not yet final, but contains all intended functionality of the final version.(...)", so it means lagging hitboxes are a "intended functionality of the final version", LOL, (joking). what i mean is that players, like me, want to enjoy alpha and beta versions featuring reasonable functioning hitboxes, before, powernodes, IMO. ;), but whatever..

  • You could do this in Source as well. It wouldn't have been as pretty (Src's lighting system is archaic), but the whole node concept isn't only possible on Spark.

    PS: Spark's "Dynamic Lighting" is specifically called "Deferred Shading" and isn't unique to Spark at all.

  • @LuaPineapple no one cares. no one cares. no one cares. and ive played on various different engines that use dynamic lighting.. none have ever achieved anything close to this sooooooo... yea id call it pretty unique.

    Trolls aside.... to NS2HD: good vids dude. and great job UWE, really looking forward to the game.

  • I've never commented on a youtube vid before... but this worth making an account do do so. Thanks so much, what an amazing video-mentry. You make NS2's alpha wait stand-able mate.

  • Very well explained and portrayed! Nice. :D

  • Just a quick note, lights start flickering after 40%.

  • NS2 is great, i can't wait to play it, i hope they released Mac version soon after Win version. Have fun!

  • That battle scene in the hive room with the red light reflecting off the umbra looked like an amazing inferno.

  • And just to say it again:

    This Kickass engine is made with DX9, oh year, not 10, NOT 11, JUST 9. They are really some creative Guys. Never played NS1, but their concept sounds awesome, thats why i wanted to support them. Indie Developers have a lot more creativity than most Time pressured so called AAA studios :D

  • Who is this British accented man?

  • @shankvale Australian actually.

  • @shankvale He's Australian you fool!

  • @shankvale Try the other side of the world, mate

  • @SomaXu Nice try, trolls. I have seen 28 days later. I know what they sound like. If anything, he might be from New Zealand judging by the pronunciations. Read a book or something guys.

  • @shankvale Because books can teach you about speech patterns and accents better than actually listening to them. Good rebuttal marred by one bad statement. :(

  • @MechaGai The PHD I did on cultural speech patterns in recorded history says otherwise.

  • @shankvale You have to remember that they probably haven't stepped into a setting for higher learning to actually study. A simple "get out more" probably would have sufficed. Trolls have very tiny brains, so using big words like "pronunciations" or "book" would go over their heads.

    Also Phonetics is fucking hard. Props to you.

  • @shankvale And by Phonetics, I actually meant Historical Linguistics.

  • @shankvale I've read many a book and lived in England all my life.

  • @DmdWasserTanzt I don't think so, just yet implemented in my opinion. It's clearly knowable that the dynamic infecstation is kind of very complicating one, so I really hope and believe dev teams are still working on it a lot. The infestation system with those well-known visual effects will be fantastic.

  • Awesome.

  • @DmdWasserTanzt Maybe I'm wrong but I dont think it's removed...

    It's just that they haven't managed to implement it correctly atm

    I agree with the guy on the vid, the power nodes dynamic lighting is insanely atmospheric, this + dynamic infestation will be pure awesomeness

    (had my first playable game yesterday...though it was still kinda laggy (both connection and framerate issue) you can already see the huge potential of this game.

  • really awesome this spark shizzle but the flames from the flamethrower arent nice D:

  • @mueck16 Very true. They beat the TFC flamethrower though XD

  • @mueck16 it's in alpha it's not a finish product by any means yet...

  • @DrWorm1337 just sayin :P

  • Nope. It is still in the works.

  • can't wait

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  • @rofldinho

    That's really what an Alpha is, once it's not a laggy mess it'll be beta.

  • @tw33kr

    That and they are still adding features to the game.

  • I'm assuming aliens still have the ability to see buildings/units in the darks. I don't know if I have the name correctly, hivesight? Basically alien flashlight lol.

  • @Magrath

    In Ns 1 Hivesight doen't affect environnement and marine building, only marines, aliens and aliens buildings.

    but you can parasite marine structures, and this will probably be added in the gameplay !

    Really good video btw ! ;)

  • Wow 3:07 can't wait to try that out

  • I just pre-ordered

  • Awesome stuff Hugh! Yes, basically everything you said about why we went with our own engine and lighting performance is spot on.

    However, sentries should completely power down as well (that's a bug).

  • Is the map shown at the first(the marine base) of this video different from map ns2_tram?

  • @Waremonger See, but the total blackout only lasts what, like 3-4 seconds? While the Marines also have a flashlight so they can still technically see, but then the emergency lights come on right after. So yes, it sets the mood brilliantly, but it's not much of a strategy factor unless they increased the blackout time.

  • Thanks for the video sport, that's pretty damn awesome

  • Ahh, so the aliens don't need power nodes to expand, only tech points?

  • @SwissTopper Correct

  • Incredible work. Thanks for keeping the NS world alive.

  • I think the power node is an awesome idea.

  • Lol @ burning Command Station

  • HOLY FUCK THAT LIGHT THING WOULD BE SCARY FOR HUMANS!!!!!

  • Good video, thanks for this channel, good luck at exams.

  • So when the power node was disabled, it was pitch black (sans the flashlight)...until the emergency red lights come on?

  • @pirkid01 Exactly.

  • @pirkid01 That is correct. After the power node is destroyed the room goes completely black for a few seconds and then the red emergency lights kick on and they fade up and down which gives it a creepy look and gives aliens an advantage in those areas. Also, when an alien damages the power node down to below 40% health the regular lights also fade up and down so marines know the power is almost lost. I think in the final game the lights will flicker instead of fading but I may be wrong on that.

  • @Waremonger We're still tweaking the effects but the blackout time is mostly for dramatic effect. The main gameplay effect is that all structures in that room stop functioning until it's repaired. Extractors don't gather resources, sentries don't fire, IPs don't spawn players, Armories can't be used (and research stops!), etc.

  • My eyes.....

    I swear this video has made sweet sweet love to them....

  • thats freakin awesome. should make the power-down whirl louder to make it scarier/more intense. looks great though. the more effects the better :)

  • i like hd

  • u good guy

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