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Comment History
tigersmith
tigersmith - - 12 comments @ Natural Selection

nice explanation

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tigersmith
tigersmith - - 12 comments @ NS2 Tech Preview: Dynamic Infestation

Im really excited to see this. NS2 is on its way!

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tigersmith
tigersmith - - 12 comments @ Natural Selection

Some good stuff just got posted on the NS Site.

Unknownworlds.com

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tigersmith
tigersmith - - 12 comments @ Natural Selection

NS 3.2 Public Beta is out.

www.naturalselection.com

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tigersmith
tigersmith - - 12 comments @ Natural Selection

San Francisco, California. October 31st, 2006 - Unknown Worlds Entertainment, Inc. today announced plans for Natural Selection 2, a sequel to its Natural Selection game for Half-life.

Natural Selection 2 is the next wave in the war for survival between humankind and the Kharaa. Natural Selection 2 is the next evolution in multiplayer action/strategy gameplay and will be targeted for both competitive and public play. New features include dynamically changing environments, a new resource model, flexible game scripting and modes, and new weapons, abilities and upgrades. Natural Selection 2 will be a stand-alone commercial game for release on VALVe software's digital distribution service called Steam (https://www.steampowered.com).

Natural Selection was released on October 31st of 2002 and since then has been played by 300,000 players for over a billion player-minutes. It won Gamespy's Mod of the Year and became the most popular independent "mod" for Half-life. Natural Selection v3.1 is available for download free from the Natural Selection site (http://www.unknownworlds.com/ns). Unknown Worlds Entertainment, Inc. (http://www.unknownworlds.com) is a self-funded independent game company based in San Francisco, CA.

We'll be releasing lots more information on the game, the features and the technology via our site news and frequent updates to our new game development blog.

Also, as you have now noticed, the site is baaack! Not only is it back but it's been completely redone. After well over a year and half a dozen programmers, it's finally operational. It's not perfect, but is completely functional. Please let us know if you find a problem with the site so we can fix it. Don't spread it around to your buddies so they can have their way with us and put us out of commission for another year. It was a huge amount of work, but you'll see every message from the past 4 years is still here. We just couldn't bear to let 1.5 million posts get flushed down the drain. There are new YouTube trailers, mailing lists and much better admin tools to keep the riff-raff out. Let's hope it was worth the wait.

As promised, we are going to start testing NS v3.2 with Constellation members later today. You will receive an e-mail today or tomorrow with full instructions. Remember to try to withhold judgment on changes until you've played a few games! The Constellation system isn't functional yet so if you haven't donated previously I'm afraid you're out of luck and you'll have to wait until the public release.

One of the big problems that we had when the site went down was funding. Primary funding for future NS development came from the Constellation program and when the site went away so did that. I had to put future NS work on hold to pay the bills. I also wrote a small game called Zen of Sudoku to bring in some money more quickly. Zen is feature complete and will go live on some big portals (including Steam) shortly. Between Zen and some other funding we've secured, we can safely announce our next game! It's taken a long time, but it's great to be in a position to self-fund our own games instead of relying on publisher or investor interests. We'll be able to make the game we want to make and won't have to compromise for anyone.

It's also my pleasure to announce the new Technical Director for Unknown Worlds! Max McGuire helped out on NS in v2.0 days, but his day job was writing the engine, tools and technology for Titan Quest. Max has been writing game engines since his early days in high school and was the Lead Engine programmer on Titan Quest. He was also the first employee at Iron Lore. Max will now apply his formidable talents to Natural Selection 2 and our future games. Welcome, Max!

We are also planning on releasing a technology demo (like we did with NS) as soon as possible so level designers can start making maps for official inclusion in the game. We know that you die-hard players will download that and probably figure out some way to play it as well (Skulk racing, anyone)?

At long last, we're excited and optimistic about the future...again!

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tigersmith
tigersmith - - 12 comments @ Natural Selection

As development of NS 3.2 draws to a close and we begin to prepare for constellation testing, we want to share a selection of the changes with you.

The patch will contain balance changes, useability improvements, map updates, new maps and a list of bugfixes and exploit preventions. This is just a selection of the changelog, the full changelog will be announced along with the final details for constellation testing.

In the next preview, we will focus on the map changes and additions in Natural Selection 3.2.

All of the information detailed in this preview is subject to change.

Gameplay Changes

* "Ghost" placement model for marine structures:
o When a marine structure is first placed by the commander, it will be a ghost structure.
o A ghost structure is partially transparent (but still solid) and will be immediately recycled if touched by an alien player returning 90% of the structure cost.
o A ghost structure can be attacked and damaged without triggering an immediate recycle.
o The commander can choose to recycle a ghost structure in the same manner as an unbuilt structure.
o When a marine player starts to build a ghost structure, it will turn into a normal unbuilt structure.
* When redemption chooses a destination hive, it will not choose a hive under attack unless no other active hive is available.
* Removed telefragging by adding pushback to IPs and PGs.

User Interface and Game Asset Improvements

* Updated HUD icons to more clearly indicate the level of marine weapon and armor upgrades.
* The minimap can now be displayed during the pregame.
* Hive sight HUD text:
o Added transparency effect: the farther from the center of the screen the HUD text is, the more transparent it will be.
o Added cl_labelhivesight cvar (default 1) to allow players to disable hive sight labels on the alien HUD.
* Modified the hitboxes of certain structures to more closely match their visual counterpart.

Bugfixes

* Fixed commander keyboard scrolling ( +scrollleft, +scrollright, +scrollup and +scrolldown ).
* Heavy armour and jetpack are now visible in the readyroom.
* Fixed bug where the commander didn't see an accurate representation of alien health.
* Fixed a bug where the lerk flight animation did not play with the crouch key held down.
* Fixed a bug where some alien attack animations didn't play when the attacking alien was crouched.

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tigersmith
tigersmith - - 12 comments @ co_silence

Good stuff man. like the layout

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tigersmith
tigersmith - - 12 comments @ Trailer & Release Date

WOOT 8 HRS TO GO!

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tigersmith
tigersmith - - 12 comments @ Eternal Silence

Eternal Silence is one of the best mods out for HL2 hands down, You dont have to spam posts for people to know that.

All they have to do it download and play(and see for themselves)

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tigersmith
tigersmith - - 12 comments @ C&C Auraxis

its back up..woot

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tigersmith
tigersmith - - 12 comments @ C&C Auraxis

Just here to say keep it up.

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