Eternal-Silence Beta 2

Eternal-Silence Beta 2

Re: Eternal-Silence Beta 2 Posted by omegaslayer on Mon Feb 5th 2007 at 12:44am
omegaslayer
2481 posts
Posted 2007-02-05 12:44am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Yeah so some of you might know... ES beta 2 has been released. Go on over and check the website (www.eternal-silence.net) and get the l.atest version. Its 260 MB big this time (30 of them being my map). In any-case we all could sue some more intelligent people on the forums (aka: useful feedback).

And if you were wondering... I did es_asteroid, and did some last minute changes on es_athera.

Download and enjoy :biggrin: .
Posting And You
Re: Eternal-Silence Beta 2 Posted by Agent Smith on Mon Feb 5th 2007 at 12:46am
Agent Smith
803 posts
Posted 2007-02-05 12:46am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I noticed it was out the other day, I'll give it a go tonight. Many servers running?
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Mon Feb 5th 2007 at 1:40am
omegaslayer
2481 posts
Posted 2007-02-05 1:40am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
When I got it (about 2 hours before the release) there were about 3 servers up and running. We can only hope it'll attract more.
Re: Eternal-Silence Beta 2 Posted by Stadric on Mon Feb 5th 2007 at 2:18am
Stadric
848 posts
Posted 2007-02-05 2:18am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I'll give it a try.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Eternal-Silence Beta 2 Posted by ReNo on Mon Feb 5th 2007 at 8:45am
ReNo
5457 posts
Posted 2007-02-05 8:45am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well I know how I'm spending my lunch break now :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Eternal-Silence Beta 2 Posted by ReNo on Mon Feb 5th 2007 at 11:24pm
ReNo
5457 posts
Posted 2007-02-05 11:24pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Spent some time with it over my lunch break, and it seems like a polished release. I was in a server with just 6 people at the peak, so it wasn't exactly a fun-filled session given the size of some of the maps, but it was enough to get a feel for the gameplay. Personally I sucked with the spacecraft, which obviously takes a bit of time (and preferrably a joystick) to get used to, and that did hinder my enjoyment of it a bit. I can picture it being a fairly hectic and exciting game with a full server of people who know what they are doing though. Very impressive change in scale between the interiors and exteriors - how did you achieve that?
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Mon Feb 5th 2007 at 11:38pm
omegaslayer
2481 posts
Posted 2007-02-05 11:38pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Im not familair with the specifics, but the coding masters altered the skybox code, as well as camera/teleportation.

Essentailly the space area is 1/40 of the scale of regualr maps (so
your really flying a 1/40 scale model around in a 1/40 space area.
Posting And You
Re: Eternal-Silence Beta 2 Posted by Agent Smith on Tue Feb 6th 2007 at 10:51am
Agent Smith
803 posts
Posted 2007-02-06 10:51am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Looks pretty good. Haven't had a chance to play online yet, maybe later.

I did have some quick suggestions, things I noticed from a quick run around.

One thing that really felt lacking was ambience. Visually most of the levels are good, yours in particular omega, but they all lack ambient sounds. Sure space is in a vacuum, but the insides of the ships aren't. A low base rumble of engines, machine sounds, klaxons, doors, gas jets, whatever would all make the environments so much more engaging. You guys might also want to consider some music tailored for the environments ala UT. When in space when there are limited sounds a suspensful soundtrack will really heighten the experience.

Also texture wise it might be worthwhile creating some specific sets of textures, rather than using such a jumble. The map other than the two es_ ones in particular felt like it had used a jumble of textures without any consideration for consistency. Actually that map was the one that I felt needs the most work. It needs a lot more detail (particularly ceilings), a lot more consideration for texture usage, and like all the maps ambient noise.

Also the static ship models base texture material needs to be changed to metal. A concrete ship isn't that awesome :smile: .

Otherwise its looking really good, and the scale seems incredible, really well done. I'm looking forward to seeing what you guys will achieve in future updates. It seems a lot of core stuff like the coding is well under way, just needs more attention to the other details now.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Tue Feb 6th 2007 at 7:22pm
omegaslayer
2481 posts
Posted 2007-02-06 7:22pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Yeah the sounds area of the game has been lacking a bit in terms of
level sounds (it was only 2 weeks before the release we started workign
on them), but we're looking into making a lot of custom soundscapes.

The textures have always been my bane. We have a great deal more now,
but when I started this project I didn't have much to work with (Plus I
was told to use what we had, as to not tie up the already overworked
art department).

Thanks for the feed back, ill be relaying this onward. Any sugestions
on some of the gameplay hang-ups? (aka: hangar congestion?)
Posting And You
Re: Eternal-Silence Beta 2 Posted by Fjorn on Wed Feb 7th 2007 at 4:54am
Fjorn
250 posts
Posted 2007-02-07 4:54am
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
WAAAY back when, when hl2 was announced, but not yet released, and BF 1942 wasn't even in rumors, on #snarkpit I was explaining my multiplayer mod idea.

It was a mod based on ship to ship combat between capital ships, where one ship was sending a boarding party to invade and capture another ship... You were to fly a Troop Transport into the opposing ship and capture areas (starting with the hanger, so you can spawn there instead of in your ship)

Then I see this mod, being endorsed by people of the Snarkpit, so I download it and play it.

And lo and behold, its my idea!

Needless to say, I am quite pissed about this
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Wed Feb 7th 2007 at 6:37am
omegaslayer
2481 posts
Posted 2007-02-07 6:37am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Needless to say, I am quite pissed about this
so....Your gonna sue? heh

The snarkpit had nothing to do with the mod (except KFDM and I were on the dev team) so please dotn think less of the snarkpit.
Posting And You
Re: Eternal-Silence Beta 2 Posted by Fjorn on Wed Feb 7th 2007 at 8:19am
Fjorn
250 posts
Posted 2007-02-07 8:19am
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
No, I'm not going to do anything

Its a great mod, and if they did steal the idea (instead of coincidence) They did it good

Its just... nobody likes having their ideas stolen, ya know?
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by Agent Smith on Wed Feb 7th 2007 at 8:31am
Agent Smith
803 posts
Posted 2007-02-07 8:31am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Well f**k me! YOUR the person who
thought up the unthinkable! An idea so obscure, so revolutionary, and
certainly never seen before, that no other person in the history of
time itself could have possibly conceived it without having heard it
from you first!

Get of your high horse mate.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Eternal-Silence Beta 2 Posted by Fjorn on Wed Feb 7th 2007 at 8:38am
Fjorn
250 posts
Posted 2007-02-07 8:38am
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
And you can f**k off

I already said that it might be coincidence

and its the EXACT SAME IDEA

so yes, I'm justified in wondering if it was stolen, I'm justified in being pissed at the possibility, and its all without getting on "my high hourse"
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by Agent Smith on Wed Feb 7th 2007 at 11:27am
Agent Smith
803 posts
Posted 2007-02-07 11:27am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Considering omega is looking for useful comments about their mod, I
don't really see how claiming they possibly stole your idea is that
helpful. Not really the place to do it either. If you have a legitimate
issue take it up with the creators on their forums or by email.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Eternal-Silence Beta 2 Posted by Fjorn on Wed Feb 7th 2007 at 3:53pm
Fjorn
250 posts
Posted 2007-02-07 3:53pm
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
Usefull comments... hmm

The only useful comments I can think of belong in the bug reporting forums

unless you mean comments like 'looks good' I can give those
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by ReNo on Wed Feb 7th 2007 at 8:10pm
ReNo
5457 posts
Posted 2007-02-07 8:10pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well not really - useful comments are more along the lines of "The flamethrower was overpowered and made most other weapons redundant", or "With larger player loads this map didn't provide nearly enough ships". Bug reports would no doubt be useful too, but comments on gameplay are, I assume, what Omega was looking for.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Eternal-Silence Beta 2 Posted by fishy on Wed Feb 7th 2007 at 9:39pm
fishy
2623 posts
Posted 2007-02-07 9:39pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
why does it want me to install the base sdk?
i eat paint
Re: Eternal-Silence Beta 2 Posted by Crono on Wed Feb 7th 2007 at 10:03pm
Crono
6628 posts
Posted 2007-02-07 10:03pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Because, most mods are built on the Base SDK. So you don't need to actually have something like HL2SP or HL2DM installed to play mods. So, for HL2 stuff the mod will use the Base SDK Cache instead.
Blame it on Microsoft, God does.
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Wed Feb 7th 2007 at 11:08pm
omegaslayer
2481 posts
Posted 2007-02-07 11:08pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Because, most mods are built on the Base SDK. So you don't need
to actually have something like HL2SP or HL2DM installed to play mods.
So, for HL2 stuff the mod will use the Base SDK Cache instead.
Bingo!
Posting And You
Re: Eternal-Silence Beta 2 Posted by Bewbies on Wed Feb 7th 2007 at 11:12pm
Bewbies
413 posts
Posted 2007-02-07 11:12pm
Bewbies
member
413 posts 41 snarkmarks Registered: Sep 10th 2003 Occupation: IT Dude Location: US-of-A
making a resident evil mod was actually my idea originally.. =(

<-- cheated
the players tried to take the field
the marching band refused to yield
Re: Eternal-Silence Beta 2 Posted by Fjorn on Thu Feb 8th 2007 at 12:42am
Fjorn
250 posts
Posted 2007-02-08 12:42am
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
well, I wouldn't say the flamethrower is overpowered, a lone guy with a flamethrower dies, but its good for blocking off cooridors and the like

I havn't tried all the weapons so far, but I like the MG > flamethrower, unless I'm stuck defending a node
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by ReNo on Thu Feb 8th 2007 at 1:15am
ReNo
5457 posts
Posted 2007-02-08 1:15am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Oh yeah, meant to mention that my example comments were just that - examples. I haven't played the mod enough to give any really detailed balance suggestions like that, so don't actually take them as real comments. I died without killing anybody when I tried the flamethrower...
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Eternal-Silence Beta 2 Posted by Fjorn on Thu Feb 8th 2007 at 3:13am
Fjorn
250 posts
Posted 2007-02-08 3:13am
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
Well, I have good practice with the flamethrower

I like to play pyro in TFC :razz:
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by FatStrings on Thu Feb 8th 2007 at 3:17am
FatStrings
1242 posts
Posted 2007-02-08 3:17am
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
/me downloads, sounds amazing
Re: Eternal-Silence Beta 2 Posted by Crono on Thu Feb 8th 2007 at 3:58am
Crono
6628 posts
Posted 2007-02-08 3:58am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I thought up this idea where you used a program to organize your music and listen to it in whatever order. I got completely screwed on that one.

Give me a break.

Stealing an idea on simple concepts, that are more of a natural progression of design, is a ridiculous notion. (It so ridiculous that, in fact, if you can prove in a US court that this is the case, the extension would not necessarily be patentable material!)

Making a game with many players in a MP environment is not a unique idea. Nor has it been for the last 30 years. Whether or not it's realistically implementable is a completely different topic.

And as for crying about your mod idea being stolen when it's based on someone else's idea ... that's even more ridiculous.
I've never understood the novelty of needing to associate your idea (which could be completely unrelated besides basis of some aspect) with a well known franchise. The money aspect withstanding, of course.

You should strive to make whatever you're doing unique. You want to know why all Resident Evil mods fail? Because they're associated with a well known product. Try forming your own thing, even if it's almost identical to the RE plot/characters/companies, it will have a unique flare that will put everyone using it on even ground. Not to mention you wouldn't be constrained by a pre-existing universe of characters.

/tangent

I'll grab the mod sometime this weekend if I can. I don't think I'll be able to play it any time soon though.
Blame it on Microsoft, God does.
Re: Eternal-Silence Beta 2 Posted by Stadric on Thu Feb 8th 2007 at 4:36am
Stadric
848 posts
Posted 2007-02-08 4:36am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I found two bugs in es_aertha
There's an exposed bit of nodraw in the space station:
http://img521.imageshack.us/img521/6196/esaethra0000mc6.jpg
Specific enough for ya?
and once when I flew one of the red cargo ships into the blue docking bay, I went through the walls of the hanger, and ended up outside of the map. My ship's computer told me I was outside of the mission area.

A few times I spawned firing, that's happened to me in Dystopia too.

You guys are probably all over this one already, but you really do need another prop for dropped weapons, something like a satchel.

There was some major bottle-necking in aertha because of the flamethrower,specifically here:
http://img407.imageshack.us/img407/9474/esaethra0002kj4.jpg
People would spray the lighter fluid and ignite it, effectively blocking the hallway. Then they kept on doing it. An extra hallway or something would help ease that problem.

I thought the broken font used for the chat was more annoying than anything, the size should be increased, IMO. Text with holes in it works better with bigger text.

I don't have a joystick, so I wasn't able to use the fighters as effectively as I wanted to. Using the mouse with the fighters is pretty bad for turning, and turning up my mouse sensitivity didn't help. Was there another options menu for the ships?

I like the concept of the ion cannon, but the primary fire beam doesn't last long enough. If there's a balance problem with an ion cannon that lasts longer, then you could balance it by decreasing its damage.

Over all the mod looked pretty slick, the concept was nicely executed, the space ship models were great (that transport one looks derived from the Pelican in Halo), except for the bottle necking, the game seemed balanced, and the game was fast enough, but not like a crazy UT deathmatch. That skybox in aertha was incredible, give your texture artists a pat on the back for me.

I played the mod on a populated server, so I can't comment on a lack of sound, I wasn't given an idle moment to listen in.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Eternal-Silence Beta 2 Posted by Fjorn on Thu Feb 8th 2007 at 6:32am
Fjorn
250 posts
Posted 2007-02-08 6:32am
Fjorn
member
250 posts 25 snarkmarks Registered: Jun 5th 2004 Occupation: Student/Amateur Writer Location: California - USA
someone flew a troop transport into the red team's capital ship in es_aertha (think it was that map)

and I don't mean into the hanger, I mean the crashed into the hull and passed into the exterior

Server went poof D:
Signature? What signature!?
Re: Eternal-Silence Beta 2 Posted by FatStrings on Thu Feb 8th 2007 at 3:20pm
FatStrings
1242 posts
Posted 2007-02-08 3:20pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
checked it out offline, so i have no idea as to gameplay but the ships are nearly impossible to fly with a mouse and keyboard
also, there were some texturing problems on es_aertha, it couldn't find the textures for the ramps near the hanger on the red teams ship or something because i was seeing black and purple squares
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Fri Feb 9th 2007 at 3:00am
omegaslayer
2481 posts
Posted 2007-02-09 3:00am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
hmmm - check the console for a "missing material file esmod/bla/blabla.vmt"?
Posting And You
Re: Eternal-Silence Beta 2 Posted by Forceflow on Sun Feb 11th 2007 at 8:55pm
Forceflow
2420 posts
Posted 2007-02-11 8:55pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Is it just me or is the destroyer map full of mapping errors ? I can see the wireframe in the hangar, and the purple/black checker texture is all over.
:: Forceflow.be :: Nuclear Dawn developer
Re: Eternal-Silence Beta 2 Posted by Natus on Mon Feb 12th 2007 at 12:31am
Natus
570 posts
Posted 2007-02-12 12:31am
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
Is it just me or is the destroyer map full of mapping errors ? I can see the wireframe in the hangar, and the purple/black checker texture is all over.
Same goes for me, i stopped after seeing that, but if it's only that map then i might as well check the others.

ps i like the ion gun thing :sailor:
Re: Eternal-Silence Beta 2 Posted by omegaslayer on Mon Feb 12th 2007 at 2:14am
omegaslayer
2481 posts
Posted 2007-02-12 2:14am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Lets just say patch 2.1 was....well...rushed. Good news was we got rid
of server crashes, but gained graphical ones (neither are related). Its
merely Hammer beign lame and referencing the incorrect textures (you
may notice the .SVN textres, these are "back-ups" for our version
managing software).
Posting And You
Re: Eternal-Silence Beta 2 Posted by Forceflow on Mon Feb 12th 2007 at 10:18am
Forceflow
2420 posts
Posted 2007-02-12 10:18am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Subversion can be a pain in the you-know-what when it f**ks up. :smile:
:: Forceflow.be :: Nuclear Dawn developer