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.
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?
@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.
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.
@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.
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
@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. :(
@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.
@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.
@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.
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.
@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.
@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.
I hope the fire is just a placeholder, it looks totally out of place.
Otherwise damn! this looks awesome.
deathwraith1234 11 months ago
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.
jackoneill45 1 year ago
great engine, great game (first one), looks promising
skat0r 1 year ago
awesome
wasdwhut 1 year ago
YES !! they used my idea :D
VJTunes 1 year ago
@VJTunes which idea is that
KoolDudester 1 year ago
The engine is about much more than just about some flashing lights, trust me.
koskorax 1 year ago
nice intro sound
aeroripper 1 year ago
Comment removed
ehsayrey 1 year ago
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?
tntlink 1 year ago
Comment removed
tntlink 1 year ago
This could be rendered in most engines since idtech4
dfgfhg 1 year ago
Does the flamethrower flame itself produce dynamic light? 3:23
MerlinRoy 1 year ago
source and udk cant do LIGHTS FLASHING ? wtf does he think his engine is ?
Cobac 1 year ago
@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.
TheGreatMrKite 1 year ago
These videos really worry me because even on the developers' systems the framerates are terrible.
ChestyMcGee 1 year ago
@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.
DirtJuice 1 year ago
@ChestyMcGee this is an alpha!
AffigesEtwas 1 year ago
This has been flagged as spam show
Yes power node isreally important, because... who cares about lagging skulks hitboxes, all we need is features not gameplay
botelhorui 1 year ago
@botelhorui UWE is in the process of fixing bugs. Idiot.
0zwy 1 year ago
@0zwy ya bugs calleg powernodes -.-
botelhorui 1 year ago
@botelhorui learn the difference beetween alpha and beta. and educate yourself about "feature complete".
AffigesEtwas 1 year ago
@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..
botelhorui 1 year ago
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 1 year ago
@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.
Wolfwood34 1 year ago
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.
scorpydude 1 year ago
Very well explained and portrayed! Nice. :D
itzmattoX 1 year ago
Just a quick note, lights start flickering after 40%.
JimBobNo1 1 year ago
NS2 is great, i can't wait to play it, i hope they released Mac version soon after Win version. Have fun!
ikiret 1 year ago
That battle scene in the hive room with the red light reflecting off the umbra looked like an amazing inferno.
aeroripper 1 year ago
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
Sebal007 1 year ago
Who is this British accented man?
shankvale 1 year ago
@shankvale Australian actually.
Tigregalis 1 year ago
@shankvale He's Australian you fool!
JimBobNo1 1 year ago
@shankvale Try the other side of the world, mate
SomaXu 1 year ago
@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 1 year ago
@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 1 year ago
@MechaGai The PHD I did on cultural speech patterns in recorded history says otherwise.
shankvale 1 year ago
@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.
MechaGai 1 year ago
@shankvale And by Phonetics, I actually meant Historical Linguistics.
MechaGai 1 year ago
@shankvale I've read many a book and lived in England all my life.
SomaXu 1 year ago
@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.
HanKyeolYoon 1 year ago
Awesome.
beninsky12 1 year ago
@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.
Bretzel42 1 year ago
really awesome this spark shizzle but the flames from the flamethrower arent nice D:
mueck16 1 year ago
@mueck16 Very true. They beat the TFC flamethrower though XD
karandras1988 1 year ago
@mueck16 it's in alpha it's not a finish product by any means yet...
DrWorm1337 1 year ago
@DrWorm1337 just sayin :P
mueck16 1 year ago
Nope. It is still in the works.
starhezthet 1 year ago
can't wait
bnobu 1 year ago
Comment removed
Kaervan 1 year ago
Comment removed
rofldinho 1 year ago
@rofldinho
That's really what an Alpha is, once it's not a laggy mess it'll be beta.
tw33kr 1 year ago
@tw33kr
That and they are still adding features to the game.
tw33kr 1 year ago
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 1 year ago
@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 ! ;)
sifory 1 year ago
Wow 3:07 can't wait to try that out
spida1989 1 year ago
I just pre-ordered
Grimreaper905 1 year ago
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).
CharlieCleveland 1 year ago
Is the map shown at the first(the marine base) of this video different from map ns2_tram?
HanKyeolYoon 1 year ago
@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.
pirkid01 1 year ago
Thanks for the video sport, that's pretty damn awesome
TirailleurSorel 1 year ago
Ahh, so the aliens don't need power nodes to expand, only tech points?
SwissTopper 1 year ago
@SwissTopper Correct
Militarized 1 year ago
Incredible work. Thanks for keeping the NS world alive.
KonjakChe 1 year ago
I think the power node is an awesome idea.
doohuh 1 year ago
Lol @ burning Command Station
PsiWarp 1 year ago
HOLY FUCK THAT LIGHT THING WOULD BE SCARY FOR HUMANS!!!!!
social3ngin33rin 1 year ago
Good video, thanks for this channel, good luck at exams.
Jz1dE 1 year ago
So when the power node was disabled, it was pitch black (sans the flashlight)...until the emergency red lights come on?
pirkid01 1 year ago
@pirkid01 Exactly.
NuEM78 1 year ago
@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 1 year ago
@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.
CharlieCleveland 1 year ago
My eyes.....
I swear this video has made sweet sweet love to them....
BarerRudeROC 1 year ago
thats freakin awesome. should make the power-down whirl louder to make it scarier/more intense. looks great though. the more effects the better :)
machogun 1 year ago
i like hd
dja9891721 1 year ago
u good guy
dja9891721 1 year ago