Ns For Hl2 Or Other Engines

djsic2djsic2 Join Date: 2003-02-02 Member: 12988Members
<div class="IPBDescription">Any plans for port to a better engine</div> Thsi is mostly directed towards the dev team or any intellegent programmers out there.

Is there any chance for NS to be ported over; a better engine would impact gameplay many times over not to mention small inconsistancies such as marine-vent bug.

I'd love to see this mod in UT2003, HL2, or possibly Doom3; talk about creepy...

Thanks!

Comments

  • R0x0r_Mc0wnageR0x0r_Mc0wnage Join Date: 2003-04-03 Member: 15168Members
    Actually now that you mention it Flay is porting to the Doom 1 code <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> omgz "elite"

    Seriously now,
    Why be jumping the gun? We've got a great product in NS on HL.. Let's actually see this HL2 released before suggesting "OMFGZ PORT 2 TEH HL2 PLZ KKTHXBI" I'm skeptical about Valve's releases.. TF2 anyone? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Me thinks the work required would make it unlikely
  • djsic2djsic2 Join Date: 2003-02-02 Member: 12988Members
    yeah I mean... I love HL... I'd say one of the best engines ever due to number of mods that have come out. The physics are a little odd, especially with shotgun ranges, but great nonetheless.

    If you have played to Doom 3 Alpha, you'd see exactly how scary NS could be. As for jumping the gun.. I have no idea what you are talking about. Its not like Flayra and the rest of the crew are busy with anything.
    JK... haha, can't wait til 1.1.

    It would be nice if some of the HL code was similar to HL2; it could make for an easy port.
  • R0x0r_Mc0wnageR0x0r_Mc0wnage Join Date: 2003-04-03 Member: 15168Members
    edited April 2003
    <!--QuoteBegin--djsic2+Apr 16 2003, 08:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (djsic2 @ Apr 16 2003, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah I mean... I love HL... I'd say one of the best engines ever due to number of mods that have come out.  The physics are a little odd, especially with shotgun ranges, but great nonetheless.

    If you have played to Doom 3 Alpha, you'd see exactly how scary NS could be.  As for jumping the gun.. I have no idea what you are talking about.  Its not like Flayra and the rest of the crew are busy with anything.
    JK... haha, can't wait til 1.1.

    It would be nice if some of the HL code was similar to HL2; it could make for an easy port. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    We'll see, when the time comes. Be patient.. Truth be told, when 1.1 comes out you'll be too busy 'oohing' and 'ahhing' to worry about porting to another engine <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    BTW: The complete reason NS is for HL or didn't do anything like wait for ut2k3 was because of all the extra people that could play without concerning to much about graphic specs. Which comes to mind the fact that Flay would have implemented NS with software mode but unluckily..
  • djsic2djsic2 Join Date: 2003-02-02 Member: 12988Members
    <!--QuoteBegin--JediYoshi+Apr 16 2003, 10:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JediYoshi @ Apr 16 2003, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->BTW: The complete reason NS is for HL or didn't do anything like wait for ut2k3 was because of all the extra people that could play without concerning to much about graphic specs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    good point... but I think it's be nice for the current NS team to overlook another team working on a port to another engine. I mean hell, I'd do anything I could to help out this mod. With my continuing education into the computer animation field, I'm sure I could do some sort of modelling or twiddle my thumbs really fast. My 1st project for school will definately be modelling a skulk with a larger number of polygons.

    IF worse comes to worse, I'll be stuck with NS for HL. Wait... thats not so bad after all!
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited April 2003
    Natural Selection-
    gameplay > graphic engine

    that is all.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Oh man, I'd love to see NS ported to the doom 1 engine. Not sure how skulks would work, though...
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    Go ahead and port it to another engine if you want. There are already mods with similar concepts in development on Quake 3 and UT2003 engine. You can do a search for them at www.moddb.com

    AFAIK, the HL NS dev team is devoting all its time on NS 1.1, so you won't be seeing Flayra announcing the porting in the near future.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    This whole thread is improbable. For 1 hl2 has yet to be announced. For 2, even if it is announced it means nothing. Team Fortress 2 was announced at e3 of 99 and we all know where that went. Don't lift your hopes yet.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i've been trying to make my own engine that will hopefully be host to all mods some day, where i will be doing all the coding for all the mods, however nobody will take me seriously at the moment coz i don't really have any subject material to show off it's features. it's basically impossible to find someone willing to let me borrow their model that uses diffuse,specular,gloss, and bump maps. i've asked so many top modelling people and they all refused. meanwhile my engine just rots away, a decade of work dissapearing into oblivion. pity.
  • zipperzipper Join Date: 2002-11-03 Member: 5590Members
    <!--QuoteBegin--Kenichi+Apr 16 2003, 08:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Apr 16 2003, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Team Fortress 2 was announced at e3 of 99 and we all know where that went. Don't lift your hopes yet. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yep we do. To the new engine instead of being just another HL mod. Props to Valve for not bowing to pressure and demand.

    GG Valve
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    edited April 2003
    <!--QuoteBegin--ViPr+Apr 16 2003, 10:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Apr 16 2003, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've been trying to make my own engine that will hopefully be host to all mods some day, where i will be doing all the coding for all the mods, however nobody will take me seriously at the moment coz i don't really have any subject material to show off it's features. it's basically impossible to find someone willing to let me borrow their model that uses diffuse,specular,gloss, and bump maps. i've asked so many top modelling people and they all refused. meanwhile my engine just rots away, a decade of work dissapearing into oblivion. pity. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Right, after a decade spent writing a 3D engine, you still have nothing substantial. Let's say you actually have a decade old engine, what makes your engine so special compared to all the open source/commercial engines out there like APOCALYX 3D, Genesis 3D and Torque?
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    those are old engines. i'm going for something more Doom3'ish or Tenebrae'ish. anyway, nobody has anything to lose by helping me out. i'm not making contract deals with people where i play legalese tricks on them and make exclusivity deals.

    gimme a break it's hard developing an engine with hardly any data files to test it with.

    don't you guys want there to be a 3d engine in the future where all the mod code is done by the engine author? well that's what i'm gonna try to do and if it fails, no problem; none of the artists will have wasted their time coz they can just port all their work to some other engine with basically no alteration needed.
  • DaddenDadden Join Date: 2003-01-08 Member: 12015Awaiting Authorization
    <!--QuoteBegin--Merkaba+Apr 16 2003, 10:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Apr 16 2003, 10:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh man, I'd love to see NS ported to the doom 1 engine. Not sure how skulks would work, though... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    oww man that avatar is disturbing :/
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    edited April 2003
    <!--QuoteBegin--ViPr+Apr 16 2003, 11:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Apr 16 2003, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> those are old engines. i'm going for something more Doom3'ish or Tenebrae'ish. anyway, nobody has anything to lose by helping me out. i'm not making contract deals with people where i play legalese tricks on them and make exclusivity deals.

    gimme a break it's hard developing an engine with hardly any data files to test it with.

    don't you guys want there to be a 3d engine in the future where all the mod code is done by the engine author? well that's what i'm gonna try to do and if it fails, no problem; none of the artists will have wasted their time coz they can just port all their work to some other engine with basically no alteration needed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ahh I see, so you are talking about a <b>Doom3</b>ish engine that has been in development for a decade. Is that the one that has bump mapping, specular lighting and real time shadow and took Carmack 3 years to develop? May I know what hardware you have been using to develop this engine of yours in the past decade?

    By the way do you have any kind of demo for your engine? I am very interested to see your <b>Doom3</b>ish engine in action.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    If Sierra have any intelligence, porting a mod to the HL2 engine should be really easy, (hopefully copy and paste <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->). However from what Flayra has said in the past he has not plans to port ns to another engine. (I wonder, If HL2 supports volumetric flamethrowers, maybe that would make Flay change engine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    <!--QuoteBegin--ViPr+Apr 16 2003, 11:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Apr 16 2003, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> don't you guys want there to be a 3d engine in the future where all the mod code is done by the engine author? well that's what i'm gonna try to do and if it fails, no problem; none of the artists will have wasted their time coz they can just port all their work to some other engine with basically no alteration needed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You know, the whole point of mods is that others than the engine author can make changes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Also, it is, IMHO, a waste of time to try to compete with the big engine companies for general-purpose engines. It makes more sense to make your own if you have some specific game idea that requires engine capabilities not in the general-purpose engines (for example, if you were trying to do a flightsim, the Doom 3 engine probably wouldn't be good).
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Such topics are a dime a dozen. Use search, please.

    <span style='color:red'> ***Locked.***</span>
This discussion has been closed.