Half-life 2

ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
<div class="IPBDescription">Natural Selection?</div> Hey with the official confirmation that Half-Life 2 is making its way possibly september of 2003.. if im not wrong...

will that mean in the future.. whether it be near or distant.... lets say a year or 2 or three, that NS will be on the Half-Life 2 engine? omg... that would be sooooo sweeeeettt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> hahaha jus wondering... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Comments

  • localhost2600localhost2600 Join Date: 2002-12-04 Member: 10448Members
    just a tip: search the forums before posting new thread, this has already gotten a few new threads....


    yes its been confirmed that hl2 is expected instores sept '03
    there has been no word from the dev team about moving to the hl2 engine
    =======


    /me waits for mod to lock/delete this thread
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    We just need to sticky the other HL2 post..
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I can't speak for Flayra and the rest of the devs, but I can't think of any earthly reason they'd want to re-do all the innumerable hours of hard work completely recoding and reworking everything in the whole game just to port it to a new engine. Besides, if you're playing NS for eye candy you're playing the wrong game.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    It would be a couple years if anything happened.

    And Flay is excited about HL2 just like the rest of the civilized world.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    hopefully they've designed hl2 to be as portable from hl as possible.
    If the interfaces are similar enough . . . maybe? <pleese?> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    I'm gonna have to wait and see if it runs on my computer before I can decide if I want them to port it to HL2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Yeah if the HL2 dev team have any sense you should just be able to copy and paste it in.

    Even better would be if, HL2 could play mods (designed for HL1) along side people playing with the HL1 engine.
  • PanzerOxPanzerOx Join Date: 2003-04-22 Member: 15754Members
    I'm not the technical type, but I think you wouldn't be able to copy + paste code from one engine to a COMPLETELY different engine. But, I have no idea, they may have made it specially so that you can do that. *shrugs*
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    *sigh* if only they were programmed in java <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    edited April 2003
    Java.... *snicker*. If C++ is object oriented assembler, Java is Pascallised C++ <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Getting back on topic, I guess it's quite possible for them to have backwards compatibility... to an extent. I mean, if you create a new object by deriving from CBaseEntity, it shouldn't matter how CBaseEntity is implemented.

    *shrug*. Anyone who understood what I just said didn't need the explanation, so I guess it was a bit pointless...
  • SpceM0nkeySpceM0nkey Join Date: 2003-01-19 Member: 12480Members
    I am sure they made the coding as portable as possible. Cant see how declaring a variable can change that much from engine to engine.

    but all the art. I mean we have like a 450pixel model of a skulk or someting, if that we just cut and pasted into the new engine it would stil look ****.

    I think the dev team has to redo all the textures and all the models and that would take ages.

    Of course i have no idea what is actually involved.

    However if NS was on HL2 I would play it on HL2 and I would buy HL2.


    Thats the upside. Maybe valve needs to work with the mod devs to bring them to the current engine.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    it looks to me like HL2 doesn't have bump-mapping, gloss maps, specular maps, etc so it is really not worth porting over to it. i think the HL2 engine is the exact same engine as HL1 with the RAM restrictions made more lenient so you get more texture maps with more color depth and resolution and more polygons. it looks like they haven't even added in curve shading to the architecture coz you can count all the facets that make up that cylindrical pillar in the screenshot. the curve shading you do see is probably on models that are independant from the map files.

    btw don't listen to minimum requirements. if you play any game at minimum requirements you will get motion sickness from the low frame rate and your hard disk will probably break from wear and tear and overheating from the constant memory swapping due to having low ram.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    why shouldnt HL2 have bump mapping and all the rest? its even written in the article of PC Gamer or the other one.. stop to say things like that, the new HL engine has all possible gimicks... it will be fun to map for it :-)
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Though I think Flayra would definitely consider working on the HL2 engine, I suspect he'd have no interest in making a straight port. No matter how easy it is to code for the new engine, producing all the models, levels, textures and other artwork would be a tremendous undertaking. Why go to all that work just to create a game that's already been made? Just for prettier graphics, or a flamethrower, or AvP-style motion tracking?

    No, I think he would switch only if it meant he could make a true sequel to NS. If the advanced engine allowed him to really flesh out the variety and breadth of gameplay; to create an almost tactile atmosphere; to make the interface wonderfully slick and intuitive. Considering the amazing lengths Flay has gone haX0ring the HL engine, I can scarcely imagine the features he could provide with HL2.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    it is only worth porting NS to a new engine if it can do bump-mapping and all those new types of texture mapping and i doubt HL2 can do any of those. i'll have a look at the screenshots again when i get the magazine since it's no longer online so i might be able to confirm for all of you if it has bump mapping. but i doubt it since they said something about half-life 2 being designed to be runnable for a few people who couldn't be bothered enough about computer games to get better than TNT2 graphic cards.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited April 2003
    Seriously, the amount of work involved in porting a mod from Hl1 to HL2 is probably staggering. Unless Half-Life 2 prevents me from having Half-Life 1 installed next to it, I see no reason to ask for a port of NS for HL2. In any case I am sure Valve has thought out something that would expedite the growth of new mods. Even if the designing is now much easier as they claim, there's still absolutely 0 mods out for HL2 when it releases. Those take time. So Valve will perhaps include a mod conversion tool to allow a relatively painfree shift from HL1 to HL2 of many mods, in order to seed the new mod environment quickly.

    Again, think about it. What fun would a Counter-strike mod for HL2 be if you could'nt play Counter-Strike vs HL1 opponents? Unless it is possible to make HL1 mods run in HL2 in a kind of sandboxed mode being "COMPATIBLE" with HL1, I think you will find that HL2 will be vanilla deathmatch play for the foreseeable future. There are so many people with HL1 and systems capable of running HL1 mods fine. There's not many of us with 2+ GHz P4's and GeForce 4s.

    I think that hoping for a HL2 games that runs vintage HL1 mods while being compatible witht them for netplay is dreaming of too wild things. I'll take the much more solemn approach that says "HL1 for HL1 mods. HL2 for HL2 mods". You'd basically ask HL2 to "emulte" HL1. I am sure nothing good would come out of that. At least _I_ wont be disappointed when it turns out it isn't possible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Not worth it? Wrong. Wrong wrong wrong.
    Among other stuff that we haven't heard about yet, with HL2 you can pick up a grate and protect yourself from a turrets bullets, and then throw it at the turret to make it topple over, rendering it useless.
    I'd like to push a box over an unsuspecting marine.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i DONT KNOW how you can doupt that HL2 will have bump mapping.. i mean, its standart!!! but when you would read some aticles about HL2 you would know that it supports it but read that:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    The Half Life 2 press conference yesterday was nothing less than the pinnacle of my PC Gaming career. Remember the first screenshots of Quake? Half Life 2 will bring back that genre redefining feeling all over again.

    The first, obvious change is the graphics engine. Built in house for Half Life 2 easily rivals the videos of Doom 3 we've seen – especially in terms of the enemy. Yes, shadows are realistically cast on the characters, yes the animation prioritisation means that there are none of the odd movements we saw before. More about the enemies later. The engine scaled beautifully - we were shown the game running on High end, medium and low end systems, and all ran flawlessly. The dynamic Level of Detail shifting meant that the whole game (not just the number of polygons per enemy) changed to suit the PC - High End users will see extra details in the levels themselves. Fully dynamic lighting, cinematic motion blur, high resolution detail and bump map textures - you will not fail to be amazed when you see screenshots or videos.

    While we can't reveal any of the storyline, we can say that it does follow on from the original ending (there was a small choice, it’s easy to tell which Gordon took), you will be playing as Gordon Freeman again, and story development will be just as important in the game as it was in the original - but with multiple paths through the game. This is more than what we saw in Deus Ex, Valve have gone the whole hog and made a fully dynamic story.
    "On any run through the game the player will only see around 50% of the levels", Valve announced at the conference. This is the first FPS that can boast such replayability. The levels themselves are beautifully crafted, ranging from Scientific Research laboratories to decaying spaceships (think Aliens here), via the most beautifully rendered alien forest we have ever seen. This is not Xen - the developers have taken on board the complaints about "Jump puzzles" and have all but totally eliminated these. While many other games have had the player running through forest, none of them had the same atmosphere of tension and fear that Half Life 2 can create. The "missions" themselves, if they can be called that, are a huge step up from the first game. While at times you felt like you were shooting your way from point A to B to achieve your goal, in Half Life 2 you will always know what you are doing and how it relates to your overall progress through the game.

    Some of the original weapons have made it in to the sequel mostly boasting some form of upgrade, while 1 or 2 have been dropped. We can say that there will be around 25 weapons in the final game, but only a fraction of that was available in the demo. Standard "real world" guns will play a major part, but once again high tech research weaponry will make itself available throughout the game.

    There is the same variety of enemy as there was in the original game – you will have to wait before finding out exactly what they are, but we can say that once again you will not be fighting a single race. The damage system is also based on an in-house engine, Similar to GHOUL seen in Soldier of Fortune. While it is stunning enough on it’s own, when combined with the Havok physics engine you have the most realistic enemy reactions yet to grace our screens. The AI is a step up from the original again – you will see the enemy run for cover or flee to find an ally – leaving anything left alive could come be the worst decision you ever make.

    Multiplayer is typically well catered for – the game WILL feature a Co-op mode, a step that will please gamers across the world. Also included are around 30 deathmatch and capture the flag levels. We were also told to expect “Something big” to be released as a free multiplayer addon soon after release – could it be that Valve will be giving us Team Fortress 2 for free? While this is wild speculation, one thing is true – Half Life is guaranteed to redefine Single Player gaming. Any multiplayer feature is a bonus, but with the number of mod teams Valve have talent to borrow from, even that cannot fail to be spectacular. Expect an end of year showdown between Doom 3 and Half Life 2. Whichever wins, this is an exciting time to be a PC gamer.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Well even if they start work on a new HL2 project, I'm going to keep playing NS on good ol' Half-Life One. I don't really give a hoot for fancy graphics, what NS is right now is fine for me.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--SoulSkorpion+Apr 24 2003, 12:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Apr 24 2003, 12:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't speak for Flayra and the rest of the devs, but I can't think of any earthly reason they'd want to re-do all the innumerable hours of hard work completely recoding and reworking everything in the whole game just to port it to a new engine. Besides, if you're playing NS for eye candy you're playing the wrong game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I wouldn't say that the graphics are bad, they are quite pleasent at some parts actually :-\ Even if it is an old engine.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--SoulSkorpion+Apr 24 2003, 01:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Apr 24 2003, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Java.... *snicker*. If C++ is object oriented assembler, Java is Pascallised C++ <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Getting back on topic, I guess it's quite possible for them to have backwards compatibility... to an extent. I mean, if you create a new object by deriving from CBaseEntity, it shouldn't matter how CBaseEntity is implemented.

    *shrug*. Anyone who understood what I just said didn't need the explanation, so I guess it was a bit pointless... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    *Nods pretending he understands*

    Uh-huh... *Scratches head*

    I think I'm going to have a cup of tea now, care for one?
  • zipperzipper Join Date: 2002-11-03 Member: 5590Members
    edited April 2003
    Asraniel, That article has already been proven to be false, anything it says that is true is coincidence. The author even admitted to it.

    Vipr, Umm, no. There are more reasons to switch to an upgraded engine than just for bump-mapping and other eye candy - not that eye candy is bad mind you. Don't be so foolish. On the subject of bump-mapping, HL2 does support it as was mentioned in the the PC Gamer article on Half-Life 2.

    As for porting NS to the HL2 engine. All the code is there so it's not really difficult to convert it, it's just tedious is all. The fun of programming is in creating something, when things become tedious is when your drive dissipates. I'd love NS in HL2 but I wont be expecting it until Flayra is completely ready for that process, which if he is lazy a programmer as myself, will take quite a while. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    [edit] typos typos typos, I should be asleep.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    despite what all the articles say i still doubt that HL2 can do bump-mapping. i'll be very happy if it can do it though. anyway in a few weeks i'll be able to tell with more certainty.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    ok... how could i explain it.. tell me ONE engine today of a new shooter that DOESNT support bump mapping... and then think about all the money valve has... and then think about the thing that its REALY easy to implement bump mapping (every little engine of hobby programmers has bump mapping).. common, bump mapping is standard!!!
  • SilentMurdererSilentMurderer Join Date: 2002-10-30 Member: 1751Members
    umm... Can someone explain to me what bump mapping means? (We sweds are not so good at english hard words =))
This discussion has been closed.