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We've been keeping a close eye on the community's modding projects and we have a few things planned for the next patch to make life a little bit better for them.

Posted by _Xero_ on Apr 24th, 2010

In the two weeks since the release of the engine test it's been super busy around here; this week we wanted to give you an update on what exactly we've been doing.

Just like when we released the first version of the editor, our first step has been to address any crash bugs that showed up.

Most of the crash reports from the built-in reporter were related to situations where the graphics device was lost. This happens when you alt-tab away from the game in fullscreen mode, or when the screen saver comes up. This week Kurt added proper handling of these cases in the engine. This was a complex change so we plan to release that next week after some more testing.

SgtBarlow's in-progress NS2 map

In addition to the crash reports, with this release we've also been using Get Satisfaction to get feedback on the problems you are having with the engine test (the praise is nice too!) One of the more common issues is performance, so Max has been working on improving that, especially on lower end graphics cards or when running at high resolutions. We're also working on adding in support for multisample anti-aliasing (MSAA).

We've been keeping a close eye on the community's modding projects and we have a few things planned for the next patch to make life a little bit better for them. The biggest thing for modders will be the documentation on the Lua scripting API exposed by the engine. The first release of the documentation won't be complete, but hopefully it will help explain some of the less obvious features.

One of the cool community projects we spotted in the new NS2 mapping forum is SgtBarlow's in-progress map. It's looking really fantastic and we can't wait to munch some marines on it!

In addition to improving the performance of the game, we're also working on improving the performance in the Spark Editor. Currently the Editor doesn't take advantage of occlusion culling or other optimizations in the game. We're working on converting the Editor to the game's system and having everything unified.

That's what we're working on and have planned for the engine in the near future. Meanwhile, Charlie and the rest of the team are working towards the Natural Selection 2 alpha. We'll have more information on that for you in the coming weeks.

Post comment Comments
Radu_IceMan Apr 24 2010 says:

One step forward to a release. Keep it up!

+3 votes     reply to comment
Flazor Apr 24 2010 buried:


One big leap for NS2, one small step for indie games :)

-5 votes     reply to comment
impcnrd Apr 24 2010 says:

thats insane!! imagine how the map, and the game for that matter, would look with DX 11 support o.O

0 votes     reply to comment
Cyahnidde Apr 24 2010 replied:

Looks amazing so far. I can see a huge step in mapping just from this. Now let's just get this far with modding.

+1 vote     reply to comment
Radu_IceMan Apr 24 2010 replied:

Imagine all the people without directX 11 support.

+4 votes     reply to comment
sbnewsom Apr 24 2010 replied:

Imagine the option to turn on/off DX11.

+1 vote     reply to comment
dakorma Apr 25 2010 replied:

Remember how OpenGl has had HWtessellation since oh' six.

+1 vote     reply to comment
moci Apr 25 2010 replied:

What's this talk about dx11? it will look exactly the same.

Have you tried creating a simple hello world gfx app? Wether you target it to dx7-8-9-10-11 your triangle will be the same triangle.

This dx11 talk will only matter if they create special draw calls and optimizations/enhancements for that platform.

+1 vote     reply to comment
TuskenRaider Jul 5 2010 replied:

dx11 would run smoother with more enhancements, I say go for it (not that lag would be a problem but still) just add the option dx7 - dx11, and alot of people will be happy :)

+1 vote     reply to comment
xXMaNiAcXx Apr 24 2010 says:

Sweet and neat. I can't wait for the release of this game, I will do anything I can to buy it, but I can't promise.

+1 vote     reply to comment
Togranigdo Apr 24 2010 says:


+1 vote     reply to comment
moci Apr 24 2010 says:

At around 0:26 when the marine is in the "open" he doesn't have a shadow. Making it look like he's floating on the ground.

Is this a bug or is it just that the dynamic shadows aren't taking the ambient light/direction in account?

+3 votes     reply to comment
Gnostic Apr 24 2010 replied:

I also noticed that.

+1 vote     reply to comment
lethal_vortex Apr 24 2010 says:

would love if thirdperson was implented ^-^

+1 vote     reply to comment
Pallorwag Apr 24 2010 says:

Good job, now I need to buy this game. cause I love mapping. /sigh I should have bought it with overgrowth.

+2 votes     reply to comment
SDKD Apr 24 2010 says:

RELEASE IT NOW!!!!!!(i just can't wait :D)

+1 vote     reply to comment
56er Apr 24 2010 says:

Can't be source! Yes it is! pwned! lol

-1 votes     reply to comment
Awesome_ninja Apr 26 2010 replied:

dude, wtf?... It's Spark Engine!

+1 vote     reply to comment
Jeffman12 Apr 24 2010 says:

Are the feet gonna reposition while turning in the future? Hardly necessity, just a nice little bit of polish.

What's that about Source? The only link this has to Half-Life is this game's predecessor.

+1 vote     reply to comment
ThoughTMusic Apr 25 2010 says:

The music in the game is lacking. I could do NS2 justice...

+1 vote     reply to comment
HounderKnight Apr 25 2010 says:

One goddamn sexy map

+2 votes     reply to comment
Awesome_ninja Apr 26 2010 says:

@Jeffman12: no, NS2 is on Spark Engine. THe first Natural Selection was a Half Life 1 mod, but this one is an indie game.

+1 vote     reply to comment
Flayra Apr 30 2010 says:

Yes Awesome_ninja is right: we're using our own engine ("Spark"), not Source.

+1 vote     reply to comment
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