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Author Topic: Natural Selection 2  (Read 4026 times)

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Re: Natural Selection 2
« Reply #50 on: August 27, 2009, 12:41:38 am »
Got an email today...Still no news on when I get to use it :P


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I THINK I finally fixed our mail server problems. Sending a whole bunch of NS2 game keys for people that never got them. Sorry!about 21 hours ago from TweetDeck


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Mail server fixed! If you never received or NS2 game key or need it re-sent just go here: http://www.unknownworlds.co... #fbabout 3 hours ago from TweetDeck

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Re: Natural Selection 2
« Reply #51 on: August 27, 2009, 04:48:54 am »
Yep, saw those. Though that still doesn't answer my question on when I can use it :P

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Re: Natural Selection 2
« Reply #52 on: September 02, 2009, 04:44:32 am »
http://natural-selection.pl/viewtopic.php?t=2628

Hi Max, thank you for giving me the possibility of asking You few questions. Last months we saw few interviews with Charlie released on community sites . Today I've decided to talk with you, Technical Director at Unknown Worlds Entertaiment, because the questions gonna be about the engine. Can you tell us, are you gonna continue to work on it, after releasing the NS2 and maybe using it for another game?

Our plan is to continue to support Natural Selection 2 after the release with periodic updates. These updates will include new maps, new game play features, and most likely engine and tool enhancements. I don't know what those will be yet, but like any game, we've got a huge "wish list" of features that we probably won't be able to complete for the initial release.

Because we have such a small team (and we want to stay that way in the future), we plan to reuse and built upon our existing technology for future games. One of our core tenets when developing anything is to constantly gain momentum by building upon what we've already created. To this end, our "engine" is actually composed of two layers. The lower level is the bigger of the two and contains very general functionality that any game or 3D application would need. The upper layer is what we call the "shooter engine" and ties that general code into a first-person shooter engine. To complete the picture, on top of that is the game layer, written in Lua, that has all of the Natural Selection 2 specific code. For future games, we'd replace the top or top two layers, but maintain the lowest layer.

When the promo site was released, we saw the information about the system requirements, which were actually very low. We all know that the minimal ones never gives you the comfort of playing. I know that might be hard questions but what are your predictions for requirements, assuming medium details to run the game smoothly? (with 32 players on server)


For most games, the published minimum spec usualy means that the game will technically run, but your experience is going to be horrible. I have to admit that I've also been guilty of this for games I've worked on in the past.

When we set the minimum spec for Natural Selection 2 I really wanted to make sure that we did better than that. So my goal is that someone with DirectX 9 class hardware will have a great experience with the game, even if they have to turn down the graphics or other settings a bit. I posted the 3D Mark score for my development machine in one of our blog entries ( http://www.unknownworlds...._video_followup ); whenever people ask me what they should buy to play NS2, I give them that.

When you decided to write completely new engine for NS2 lots of players haven't believe you will succeed but also many of then were happy of your decision to abandon source engine (which can't be called perfect) I'm gonna ask you about the big advantage of hl and source engine, about the HLTV and sourceTV. Are you planing to implement something similar to it in NS2 and if so, will it be ready for the release of final versions or will we have to wait for it a bit more? (like for hltv up to NS 2.0)


There can be a lot of challenges with using an existing engine, but obviously there are a lot of benefits too. When we gave up Source, we gained a lot of flexibility, but we lost all of the great features that Valve has added over the years to their engine.

Competitive matches and large scale spectating are really important to us, but unfortunately we won't have support for that in the initial release of Natural Selection 2. Generally when we're evaluating features, we ask ourselves "would we hold up releasing the game to get that in?". If the answer is no, we plan that for post-release.

This type of spectating functionality is one of those wish list tasks, and a prime candidate for and early update. In fact, there's a host of competitive-related functions that we've talked about rolling out in an update. You'll have to wait to hear more about that though.

Many players already pre-ordered NS2 and will be able to participate in alpha and beta. What is your opinion, as a programmer about making public( but not open) alpha version and what are your expectations from the testers around the world? Are you looking for opportunity to find the bugs or maybe help in balancing the game?


A big group of testers is really important for shaking out exploits, bugs and compatibility issues. But getting useful bug reports is hard enough from experienced and dedicated testers, so I don't expect anything out of people in the alpha/beta -- just that they play, try to have a good time, and to understand that there will inevitably be bugs and other problems.

We have an automatic crash reporting system that we'll use with Natural Selection 2 to help gather accurate information about problems people are having during the testing phase. Most likely we'll extend this to capture other types of issues as well.

Balancing will definitely be a big part of the alpha/beta. Charlie mentioned to me that for Natural Selection 1, it was hard to evaluate the balance until a considerable number of people were playing. The wide scale testing of the alpha will really be his first opportunity to adjust things based on those real-world playing conditions, and I'm sure he's looking forward to that. I personally find releasing anything terrifying!

Thank you for those answers, I'm looking forward for the next interview.

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Re: Natural Selection 2
« Reply #53 on: September 02, 2009, 09:46:43 pm »
Forggeh do U find everything about this game or something?

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Re: Natural Selection 2
« Reply #54 on: September 02, 2009, 10:35:45 pm »
He has a background task devoted to keeping his database synced with all known information on NS2.

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Re: Natural Selection 2
« Reply #55 on: September 03, 2009, 03:38:33 am »
The interview was conducted by froggeh, in fact.

I'll call myself a conspiracy theorist if you call yourself a coincidence theorist.

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Re: Natural Selection 2
« Reply #56 on: September 03, 2009, 03:47:44 am »
The interview was conducted by froggeh, in fact.

Are you insulting my writing ability?

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Re: Natural Selection 2
« Reply #57 on: January 09, 2010, 02:01:00 pm »
It's our pleasure to announce the "Organic Indie Preorder Pack" (re-tweet)! For the next week only, you can pre-order both Overgrowth and Natural Selection 2 Special Edition for $39.95 (40% off).

Organic Indie Preorder Pack


What makes this bundle so awesome is that essentially all the sales (~98%) will directly support our game development. The bundle gets you immediate access to early tools and builds of our games. So you can get an early look at our tech and even start building levels and content. We'll also be releasing our alpha to pre-orderers soon!

If you've already purchased NS2...you are awesome! You will still get a free copy of Overgrowth as well. To get your free copy, go here (you'll need your NS2 game key):

http://www.wolfire.com/pack?ns2=1

To order the Indie Preorder Pack, go here within the next 7 days:

http://www.wolfire.com/pack

Thanks again for your support everyone, we wouldn't be here without you!

-The NS2 Team



Sounds like the perfect time for those of you who haven't preordered to do so!
« Last Edit: January 09, 2010, 02:26:45 pm by chrisinajar »

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Re: Natural Selection 2
« Reply #58 on: January 09, 2010, 03:44:24 pm »
I need to find some money...

Did you remember to feed your gigapet as well? Pokemon...seriously? I'm not that old but... get off my lawn

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Re: Natural Selection 2
« Reply #59 on: January 13, 2010, 12:08:45 pm »
It's our pleasure to announce the "Organic Indie Preorder Pack" (re-tweet)! For the next week only, you can pre-order both Overgrowth and Natural Selection 2 Special Edition for $39.95 (40% off).

Organic Indie Preorder Pack

What makes this bundle so awesome is that essentially all the sales (~98%) will directly support our game development. The bundle gets you immediate access to early tools and builds of our games. So you can get an early look at our tech and even start building levels and content. We'll also be releasing our alpha to pre-orderers soon!

If you've already purchased NS2...you are awesome! You will still get a free copy of Overgrowth as well. To get your free copy, go here (you'll need your NS2 game key):

http://www.wolfire.com/pack?ns2=1

To order the Indie Preorder Pack, go here within the next 7 days:

http://www.wolfire.com/pack

Thanks again for your support everyone, we wouldn't be here without you!

-The NS2 Team



Sounds like the perfect time for those of you who haven't preordered to do so!

1 hour left!

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Re: Natural Selection 2
« Reply #60 on: February 02, 2010, 07:12:57 pm »
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Man, we're cranking on the alpha! Our next goal is to release something small, polished and playable. It's starting to come together! #fb

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Re: Natural Selection 2
« Reply #61 on: February 03, 2010, 12:48:48 pm »
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We often get questions about the technology we're building for Natural Selection 2. With this in mind, I've written up the first of a several part blog post to answer some of the more common and interesting questions. My initial call for questions generated quite a few, which I intend to address in depth, but first I'll start with two of the more general questions.

Andreas asks: What is the Spark engine? Is it the whole game engine or just the graphic part?

This is a great question to start with. Spark is the entire game engine and tool set we're using to build Natural Selection 2. This includes the graphics, sound, networking, physics, scripting, path finding and effects system (probably others too). It also includes tools like the Editor, Builder, Viewer and Cinematic Editor.

When Charlie and I started working on Natural Selection 2, we weren't planning on building an engine. Creating technology is a lot of work and it's also very challenging to build a game - both in terms of gameplay and artwork - when the engine isn't finished. When we ultimately decided that we were going to create our own engine, we wanted to make sure the technology was flexible enough that we wouldn't have to start again from scratch for the next game. We also wanted to make sure that other people could use our engine to make their own games. To this end, the technology is designed to be largely independent of the game. Spark is coded in C++ and provides the core functions of managing a virtual world. But Natural Selection 2, which is entirely programmed in Lua, adds the common elements of first-person shooters (players, weapons, score, etc.) and the Natural Selection-specific pieces like commander mode, tech trees, wall walking, etc.

The division of labor for the coding has always been very straightforward – Charlie writes the Natural Selection 2 code and I write the engine/tools code. A few months ago, Kurt Miller, a great programmer and a good friend of mine, joined Unknown Worlds to work on the engine and tools code as well.

For the past two months we've released weekly patches to the editor. Often people interpret these editor-specific updates to mean that we're not making progress on the game. In fact, even when we were crunching the hardest on the Editor - right before the initial release – Charlie was still devoted full-time to the game code. Now-a-days, Kurt and I spend most of our time enhancing the engine, with Kurt spending a small amount of his time implementing new features and bug fixes in the editor.

Beat Wolf asks: What platforms will be supported? (Linux, OS X, XBox, etc..) The web page still mentions Linux and OS X as target platforms, but there have been many doubts with the inclusion of Steamworks and because the question seems to be avoided for some time now.

Well let the issue be avoided no longer! Currently our engine and tools only work on Windows, and that will be the only platform Natural Selection 2 will be available on at release. However, most of the engine is not platform specific. The largest Windows-specific piece is the low level rendering code which is built on Direct3D. In the interest of having our engine run on Linux and OS X someday, this low level rendering code is wrapped up so that it's mostly separate from the rest of the engine. With a small amount of effort, we can swap out this piece with an OpenGL implementation that will work on Linux and OS X. All of our tools are built using the cross-platform wxWidgets framework, so once we get the engine working on another platform, bringing the tools over won't be too much work.

Now that I've convinced you that we've taken steps to allow us to bring our engine to other platforms, you might be wondering why we don't just go ahead and do it. The answer is simple; we don't have the time right now. As an alternative to doing it ourselves, we've considered "open sourcing" or publishing the low-level APIs for the pieces that are Windows specific and inviting community members to contribute their own implementation. If you like this idea let me know in the comments.

Now the issue of Steamworks. For those of you who don't know, Steamworks is the core technology of Steam, like the friends list, server browser and voice chat. We've integrated Steamworks into Natural Selection 2 because it saves us the effort of implementing these things ourselves, and gets the game into your hands faster. Unfortunately Steamworks (which essentially is the Steam client) only works on Windows. We've setup Natural Selection 2 to work without Steamworks, but you lose the services that it provides. For example, instead of being able to browse for a server you'd have to type in its address in the console to connect to it. For an OS X or Linux client, we'd have to substitute in our own implementation of those missing services. This certainly isn't out of the question for a post-release update to the game, but it's not something we'd delay the initial Windows release to incorporate.

I should add to this discussion, that none of this applies to running dedicated servers on Linux. Dedicated servers don't require graphics, input or any of those other platform specific things. And one of the great things about writing all of the game code in Lua is that it's inherently platform agnostic. Dedicated Linux server support will be in the initial release.

If you have more questions you'd like to see answered, feel free email me at max@unknownworlds.com. The more specific the better!

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Re: Natural Selection 2
« Reply #63 on: March 04, 2010, 09:55:21 pm »



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Re: Natural Selection 2
« Reply #64 on: March 05, 2010, 09:38:02 am »
That looks good!

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« Last Edit: March 29, 2010, 09:13:18 pm by froggeh »

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Re: Natural Selection 2
« Reply #67 on: April 03, 2010, 05:47:02 am »
____, Reveal

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Re: Natural Selection 2
« Reply #68 on: April 11, 2010, 01:16:41 pm »
sup

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Re: Natural Selection 2
« Reply #69 on: April 11, 2010, 10:27:16 pm »
I'm playing with the Lua coding. It's cool.

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Re: Natural Selection 2
« Reply #70 on: April 12, 2010, 05:54:43 am »
I'm playing with the Lua coding. It's cool.
Fix the jumping.

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Re: Natural Selection 2
« Reply #71 on: April 12, 2010, 08:08:39 am »
I'm playing with the Lua coding. It's cool.
Fix the jumping.
Haha, yeah, it's really weird. There aren't any player physics at all... The Lua code isn't simple and isn't documented yet, so it'll be a while before I can do anything with it :P

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Re: Natural Selection 2
« Reply #72 on: April 12, 2010, 04:40:44 pm »
Why would any self respecting game developer waste time and resources developing for Linux. I mean Linux servers is one thing, but who seriously plays games on Linux?
http://www.isxkcdshittytoday.com/

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Re: Natural Selection 2
« Reply #73 on: April 12, 2010, 05:26:08 pm »
So I played it and yeah I can see this game will be good, the controls are tight especially for an pre-alpha and its got good textures and lighting.

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Re: Natural Selection 2
« Reply #74 on: April 13, 2010, 08:12:28 am »
Yeah, the art is awesome. It's clear none of the gameplay stuff is in there, the player has no physics on it. It'll be awesome to see what the actual play feels like when the alpha comes out. I can't wait!!!
Why would any self respecting game developer waste time and resources developing for Linux. I mean Linux servers is one thing, but who seriously plays games on Linux?
Linux is for servers, not for gaming. Any game that comes out on Linux is a favor to the Linux community. Some games, such as HoN, use their Linux ports as a way to get more popularity... Their post on slashdot about their Linux port gained them thousands of players, and this was long before the big Facebook giveaway...

As a side note, every Quake game has a Linux version, and NS2 will have a Linux version after launch.

Why did you say that anyway, we weren't even talking about Linux...?