Eternal Silence mod released

Bakurei so you hate that this mod is released too early but you want mod teams to release earlier. Interesting concept.

You obviously didnt take the time to test the game and just decided it was buggy and laggy...


Krenzo, oh right didnt think of that *slaps forehead* Well its mostly the astroids thats really low resolution at the moment, most likely just WIP, and its not like you need to cuddle the stones anyway
 
I tried playing, on 3 different servers. What I got from the game is complete lag. Every server (even regardless of good ping or not) it was so laggy. Everybodys movement was so choppy, I couldn't kill ANYBODY because they were just jumping all over the place.

I did really like the space flight, but not like I could shoot anybody, because of the lag.
 
I played on a 30 person server for a bit. It was a little laggy but I could kill people alright. Tried a few different weapons and was fun. I think I was on defense and they had a hanger so we were fighting back and forth on the 1 ship. I'll definately be playing it some more and maybe then I'll understand the game a little better. I'll need to get out my joystick for the flying.
 
GREAT! Finally one of the "big" mods has released their mod. Started downloading now, should be awesome. And for you people that are actually complaining about the bugs etc. just remember its only Beta 1.0. I mean, at least they've released a mod at all, be happy!

And btw, this mod got me thinking, what ever happened to that other space themed mod, HullBreach? Anyway's thanks for the mod guys will comment after I've played it.
 
This is the slickest total-conversion release yet. A much tighter package than the original Dystiopia and Empires combined. Its confusing at first but very fun, espcially space combat. Here's hoping we get more ships and maps in the near future
 
I finally played it after having to download the SDK BASE, and wow! Great mod! It was very fun to play and I just loved it. The gameplay was awesome! And yes, at first it was quite confusing as to what I was supposed to be doing, but after a while I "got it" and I had great fun.

There was of course things wrong with it as you can expect with a beta. Firstly, the gun fire was a bit mundane. It was hard to tell if I was actually hurting the guy that I was shooting at. For eg. in CS:S you would see blood come off the guy and you would just "know" if you had hit him or not. I didnt get the same feeling from this mod and sometimes Id be having a gun battle with just one guy for AGES.

Next I think that the ships are very fun to fly and all but there are some minor flaws in them. Firstly, I think they are too responsive. This makes it feel and look unrealistic as you see ships just crash about and fly straight into your Hanger, crashing into everything as they go, and just zipping around your ship. This generally only happens at the hangers and near the ships, and I think boarding the Hangers should require more precision and patience then just banging your ship in there.

Not much other problems here, but maybe include some sought of tutorial with the mod for beginners and also tell them that you need to actually HOLD DOWN the 1st mouse button to use the hacking tool. Lol, took me ages to figger that one out.

Also, some of the textures look pretty low in quality, but I understand this is beta and plus, they dont detract from gameplay and the mod looks awesome anyway. Oh and for all the people saying the text is hard to read, what have you been smoking lately?

Anyways, GREAT JOB GUYS!
 
About lag: We already know about it, and we know the general problem... We're shoving too much data down the tubes of the client... They have to process all of the bullets, vehicles, missles, subsystems, etc. I'ts lots of work for the client. We're going to implement a Network LOD to fix this. No ETA on patch, but we're already hard at work :)

About maps, one of our guys has already started another ES map (Destroyer vs Destroyer... These Destroyer's are nearly double the size of the current NGM Frigate in the game, and each features two hangers... 4 Hanger's total... This map will be insane when we put it out)

About textures, not really sure about this... I have noticed that our textures aren't as clear as others, so I'll just see what's going on in that arena (doubtful anything will get fixed in the next patch or two however, so for now deal with it ;) )

Weapon balancing is something we will work on infantry-wise.

Text being hard to read is something we've read about and are looking into... Not sure but we'll try to get it in for the first patch.


Keep giving us your feedback guys! We're listening.
 
Wow nice fast response. About the textures, yeah they arent really bad or anything its just that some of them would look a little blocky, but the mod still looks very pretty.

And with the lag, I didnt experience any when I was playing, it was all smooth.
 
Iced_Eagle, do a testing with a friend where someone sits crouched on a server and see if the hitboxes are screwed up (chest level and up) like they were in HL2DM when it first came out.

To fix text being hard to read just switch to higher resolution + turn off AA/AF. I did that and my text is fixed.
 
No probs here with text or textures...there was a lot of lag but it was playable most of the time...all it needs is a bit of polising up, another map or two, it will kick ass!
lol I still feel like I'm rolling around in that ship as I type this :LOL:

One idea I'm thinking about deals with the way ships leave and enter the hangars...after barrelling into the hangar at full speed and freezing the game, I decided it would be neat to make some kind of towing system thingy that could pull/push/manipulate ships in order to properly land or send them out. If you fly into this tow area, it's activated (or you press a button to activate it), it pulls you into line with the hangar, adjusts the ship's position, and lands you.
And for leaving the ship, just something that pulls the ship straight out and pushes it out of the towing area before giving the player control.

Would that be hard/impossible to do :p?
 
I played a bit of it, seems pretty decent. Firstly sounds need to be changed, the setting and style feels unique but the sounds are HL2 and it is really off putting at least for me. The turrets on the ships were doing crazy spins often. I kept getting stuck on the ship when leaving which then caused lag. Weapons aren't too bad but it feels pretty spammy.
 
Keep giving us your feedback guys! We're listening.

I've got a question about the overall gameplay:

Have you considered making it not possible to enter the hangers right from the start and making the hangers harder to defend once they're in? Sometimes I find myself just completely bypassing all the dogfights and just going straight for the hanger, it might be cool if there was some kind of target to take down first and it might encourage more people to get in the ships and defend their base rather than just all waiting in the hangers and raping whatever comes through. So far I've only been part of one successful team in infiltrating the red base because of how easy their hanger is to defend, especially with the flame throwers.

EDIT: I also thought it would be cool if the ships could take two people, one flying and one on a turret, but this was mostly because of how hard I find the red hanger.
 
so, i just played the game.
took a while to get it figured out, but once i had it setup i thought it ran pretty good. no lag, unlike most here seem to have? even in high resolutions. the flight controls are a bit hard to get used to, but i was starting to get the hang of it.. didn't kill anyone though :/ this mod has a lot of potential, and i hope/think things will get only better after each release. Congrats to the team for delivering such a polished mod for a first release aswell, nice work!

bugs i found were:

* as i was in my space ship, i went to my controls menu to set some things up, during which i got killed, after i set up my controls i went back into the game and i had an empty menu and was stuck in it. i had to disconnect and rejoin the server. i took a screenshot of the menu:

http://www.wesleytack.com/upload/es_bug.jpg

* second bug, probbly already known? when you type something it's typed twice, two lines.

* also, i set up my say on insert and say_team on pgup, they didn't work. after that i set up say on T and say_team on Y.. after which the T didn't work, and say was binded on Y (so i guess your controls still need some work)

then i had a "user login is being used by a second person" error.. or whatever.. and i had to get out of hl2/steam... yaaay
 
How about create some point on the ship can if destroyed the ship explodes or something.
 
Well, after playing it for a while this past weekend, my thoughts that I held prior to release still stand: They should have stuck to Space combat only.

Don't get me wrong, I think they did a very nice job with the infantry combat (although the hit detection seems very random). I think, though, the problem is one of scale. Unlike some engines, Source doesn't scale well with a large number of players -- and thats EXACTLY what this mod needs. Playing on mostly 16 player maps, there seems very little point to the infantry combat. You spend 75% of your time traveling to your destination, and very possibly blow up before you get there. Once in infantry combat, the ships are so big you spend all your time playing cat & mouse on giant empty ships, which doesn't invoke the idea of tense ship combat. This whole scenario would work well on 64 or 128 player servers, but I SERIOUSLY doubt this game (or Source) will scale that well, considering the only Source game that seems to run at 64 players is CS:S, which is far simpler and far more streamlined than ES.

If perhaps they did a UT assault type of thing, in which at some point you swtich from space combat to infantry only, then maybe this would fly. But honestly, I think the space combat is what ES does best and it should stick with that. I somehow doubt they'll change their current direction, which is unfortunate because I think the mod plays more complicated then it needs to (same problem Dystopia has).

Regardless though, GJ on your first release ES team, looking forward to future releases :D
 
I flew to the enemies base and had fierce gun battles with lots of enemies NUMEROUS times. Maybe your server was full of noobs or something i dunno.

And about that "tractor beam landing" idea. I dont like that cause it takes away the freedom of flying yourself a bit.

To see how that Space Ships should REALLY handle and fly, i suggest you guys play A LOT of FREESPACE 2. PLAY IT NOW, and get the space combat exactly like this. Thanks! PLEASE. just make the ships handle like FREESPACE 2 and I will love you all forever.
 
This game is seriously taking all of my time. I'm breaking long enough to post this, and then I'm going to hop into another game.

ES is amazing. I have to admit that while I'd been hearing about the game for some time now I didn't pay that much attention to it, as I've never been a fan of spaceflight games. Just couldn't get behind them. The ideas presented by the mod sounded interesting but it was more of a passing interest, if anything. But I always try to give things the benefit of the doubt, so I DLed it as soon as it was released.

Holy crap, Iced Eagle, the ES team has done an amazing job. Congratulations to all of you for putting out a mod that shows this kind of promise in its first release. It's fun, easy to get into (at least for me it was...I've heard some people, including friends, saying it's hard to control the ships, but I have no idea what they're talking about), and the split gameplay between flying and infantry fighting really makes it feel like you're playing two games in one.

Now time for the constructive criticism. There's going to be some rehash here since everyone has the same issues:

1. You guys are working on the lag, I know, but I can't write this post without at least mentioning it. :p

2. Visual clues that you're actually hitting the enemy. Make them jerk or have blood splatter, or extend the same crosshair flashes that ships have as hit confirmation to infantry crosshairs.

3. A better radar. I was talking to [ES]Tweek about this the other night; the radar is, as I believe he put it, "weird." It'd be nice if it were easier to read; currently I can't tell where I am in proximity to other ships aside from when I lock onto them and their indicators turn white. I suggested a 3D radar, one that would show not only your position in the center, but also the XYZ axis of every target in the vicinity. It'd make missiles a lot easier to dodge, which brings me to my next point:

4. Countermeasures. A lot of people have been asking for this one on servers I've been in. Flares or some type of defense against missiles. It's easy enough to shoot missiles down when you're facing them, and you can dodge missiles from one, maybe two ships, but when you've got four guys dogging you from different directions, it becomes just a little tricky. :p

5. More infantry-centric maps. As carbontree mentioned, you spend a lot of your gametime traveling from one point to the other. A lot of people spend their time dogfighting rather than trying to secure subsystems. While I personally find that the layout of the ships are good, and infantry fighting on aethra_scenario can be VERY intense, and not just "cat and mouse games," this map mostly focuses on ship flight (which is actually pretty good for this release considering you'd want to show off that aspect). Future maps should have more focus on ground combat, maybe some that are ONLY ground combat.

6. This is just a cosmetic suggestion, also something I mentioned to Tweek; more computer personalities in the ships. Hearing "Welcome, I'm your onboard computer Nillia" was awesome the first few times, but after awhile it's like, "Yes, yes, I know who you are. Let's go." It'd be cool if there were more names, maybe random, maybe ship and/or faction specific, but having more AI personalities would add a little bit of...well, personality...to the otherwise repetitive welcome message.

7. This game requires shotgun.

That's all the things that I can think of for now. Again, great work guys. I'm off to go find a server now.
 
It's late and I'm tired so I'll make it quick.

About the lag, we actually already have most of it figured out. It's possible that we MAY (emphasis on may) release a hot fix this weekend just for the lag.

We're also going to be working on a few other things for our first patch. Should be coming out early October (1st maybe 2nd week) that should include most of the major complaints (mostly game-stopping bugs, crashes, and other things which sort of get in the way of the game). We're also looking into improving the laser graphic and trying to work on the font issue. Also, expect a more expanded Aethra for the full patch.
 
Heres hoping your work on the lag problem does wonders :thumbs:

I wasn't trying to be overly critical of the infantry element, I in fact enjoyed it very much. I just think that of the two game's "halves", space combat seems a lot more fun and engaging to me. Perhaps we could have maps both ways, where some people spend all their time on foot and others spend all their time in space (ie transport ships carrying troops with fighter escort while bombers target outside subsystems). While I don't know how well that would work based on the vehicle code you've created, I think being able to specialize a bit in combat area would help create the feel of a larger battlefield (BF2:Source in Space? Yes PLEASE).

Theres so much potential here in ES its scary...in a good way :imu:
 
Go to your SourceMods folder, Right click the ES folder, uncheck read-only and make sure its for all files and folders...

Restart Steam and it should work.
 
Err, there is a clipping error when entering a space dock if you hit a wall or something like that... This causes extreme lag too
 
Err, there is a clipping error when entering a space dock if you hit a wall or something like that... This causes extreme lag too

Yup, we know. That's going to be one of the things we'll be working on for patches.
 
Yup, we know. That's going to be one of the things we'll be working on for patches.

Good stuff, hope it all gets sorted out!

I'm like...addicted to this game or something...usually doesnt happen with freshly released mods :p
 
Im only gone for a week, and two mods have been released! Downloading now...
 
Soo, when is the 1.1 patch release news going to be announced on hl2.net?
 
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