To Devs: Why Hl?

djsic2djsic2 Join Date: 2003-02-02 Member: 12988Members
Hey there guys... great game you got here. Just wondering why you all chose the Half-Life engine to create this mod? At the time, it seems that could have used Q3, Unreal, UT. Although I'm an avid NS to HL2 fanboy, I am in no way promoting it in this post...

::Flame Shield up::

thanks Devs.. can't wait for 1.1

Comments

  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    edited June 2003
    1) player base
    2) Easy modding, good modding support etc.
    3) low computer requirement

    Not 100% sure on #3 there(if that was a reason) but anyway, there ya go.
    P.S. nice sig.
  • GlideGlide Join Date: 2002-12-11 Member: 10545Members
    edited June 2003
    HL engine is pretty ugly IMO

    But of course, why develop a mod for a game that anyone hardly plays.. ?
    HL has a perfect player base for mod making, and its 56k friendly..

    (EDIT) And of course the NS team did a great job to utilize the features of the HL engine to the fullest...
    Wow they really went far make NS as cool as it is today <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Khaim hit it on the nose.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    Let's just say if it wasn't on HL I wouldn't be playing <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    True dat, lightning.
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    Half-Life player base = Quake3 player Base * 100 (if that is enough)
    The above formula might already be true for Counterstrike alone.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Because HL is easly the most moddable of them all. Remeber, NS' development started two years ago, that was before UT2K3, the only other engine avliable right now with any sort of high-end moddable support.

    Thusly, perhaps the techical aspects of an engine can outweigh the graphical ones?
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    edited June 2003
    <!--QuoteBegin--Redford+Jun 29 2003, 11:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Jun 29 2003, 11:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because HL is easly the most moddable of them all.  Remeber, NS' development started two years ago, that was before UT2K3, the only other engine avliable right now with any sort of high-end moddable support.

    Thusly, perhaps the techical aspects of an engine can outweigh the graphical ones? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't think hl is the most modable engine out there. That award goes easily to the quake3 engine, just think of MOHAA, RtCW, Soldier of Fortune 2, Noone Lives Forever 2, Jedi Knight 2. That is all q3. And then take the really great variety of free q3 mods like Urban Terror, Quake 3 Fortress, CPMA etc, whilst on the HL side you have X CS clones with hitscan based weapons, some exceptions like TFC (I think that the HL engine is really bad at handling such mods), and a few special mods like NS, still having the CS touch.

    Quake3 is still the modder's engine. But if you want to make a mod that loads of people play then you'll go with HL, as numbers speak for themselves.
  • smokingwreckagesmokingwreckage Join Date: 2003-02-10 Member: 13364Members
    I think that while Q3 was a more flexible engine, HL had a lot more development tools available for makers of mods rather than full-blown commercial games
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    <!--QuoteBegin--smokingwreckage+Jun 29 2003, 11:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (smokingwreckage @ Jun 29 2003, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that while Q3 was a more flexible engine, HL had a lot more development tools available for makers of mods rather than full-blown commercial games <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Of course, more players => more mods => more developers => more support

    That all can be tracked back to the fact that every twerp has hl.
  • smokingwreckagesmokingwreckage Join Date: 2003-02-10 Member: 13364Members
    It was an awesome game, once I got good enough at jumping for it not to be a dismal game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    ok, just to beat the horse a few more times:
    (stats taken from www.csports.net) unique player ids in the last 31 days:
    1 Half Life 9,996,755
    2 Medal Of Honor 1,269,043
    3 Battlefield 1942 864,398
    4 Quake III Arena 839,355
    5 Unreal Tournament 632,147
    6 Unreal Tournament 2003 552,169 (hehe, gotta love that, UT still beats out UT2k3)
    7 Wolfenstein Enemy Territory 474,520
    8 Soldier Of Fortune II 409,343
    9 Return to Castle Wolfenstein 400,538
    10 Jedi Knight II 274,585

    Thats the Top 10, so yah <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    And as for why HL is mor modable: B/C Valve Does a VERY good job of supporting them, flat out.

    Oh and as for 'every thing is a CS clone':
    Day of Defeat, Team Fortress Classic, Natural Selection, FireArms, Digital Paintball, Vampire Slayer, Earth Special Forces, The Specialists, Sven Co-op

    And that is just going down the list till #12 of the most players, none of those are CS clones (I skiped HLDM and HLTP b/c they are the originals so waht ever <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    Something else HL provides which is pretty crucial is voice communication. Commanding without it is hell...
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    I was talking of CS clones not only for the weapons, also for the movent. You'll see most hl mods put aiming skills way over movement skill, in most cases moving arround will even penalize you. I dunno if it was like that all the time in hl or if that is just the CS influence. Most q3 mods have a completely different approach, most weapons are not instanthitting thus dodging incoming projectiles is an important skill.

    I have to admit that I do not know all hl mods out there, but the only one I know of that really awards movement/trickjumps is TFC. Or is there any other mod out there where people use grenades to jump across maps, or shoot themself through the air with rocket jumps? I don't think so.
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    Chack, stop showing off
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    That isn't an issue of the engine used, that is an issue of the MOD developers own inate (and unfounded) fear of entirely new ideas. I posted a rather lengthy rant about it on a HL2 website. I would link it but the site is being renovated.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    edited June 2003
    <!--QuoteBegin--Chack+Jun 29 2003, 05:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chack @ Jun 29 2003, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Redford+Jun 29 2003, 11:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Jun 29 2003, 11:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because HL is easly the most moddable of them all.  Remeber, NS' development started two years ago, that was before UT2K3, the only other engine avliable right now with any sort of high-end moddable support.

    Thusly, perhaps the techical aspects of an engine can outweigh the graphical ones? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't think hl is the most modable engine out there. That award goes easily to the quake3 engine, just think of MOHAA, RtCW, Soldier of Fortune 2, Noone Lives Forever 2, Jedi Knight 2. That is all q3. And then take the really great variety of free q3 mods like Urban Terror, Quake 3 Fortress, CPMA etc, whilst on the HL side you have X CS clones with hitscan based weapons, some exceptions like TFC (I think that the HL engine is really bad at handling such mods), and a few special mods like NS, still having the CS touch.

    Quake3 is still the modder's engine. But if you want to make a mod that loads of people play then you'll go with HL, as numbers speak for themselves. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Just to clarify, most of what you described are not modded games: they are purchased copies of the engine with full access to source. iD and John Carmack games are rather legendary for being difficult to mod, with poor support, missing tools, disorganized messy code, and just generally unfriendly interfaces. Getting access to the engine is entirely different than working within the confines of an SDK, and there the VALVe guys are completely unparalleled.
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    <!--QuoteBegin--eggmac+Jun 29 2003, 03:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ Jun 29 2003, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Chack, stop showing off <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    eggmac, when the cakes are talking the crumbs have to be quiet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I am currently working on a mod for UT2003, and there is stuff that an engine can handle well and other stuff it can't. I found that out while trying to add certain moves like bunnyhop or trickjumps using ramps. While the engine can mostly handle it pretty well it comes down to netcode/prediction limitations. I have actually no idea how hl modding is like, but looking at the hl mods out there it seems that the hl engine suits games with a fixed limited set of movement options with hitscan weapons.
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    <!--QuoteBegin--MonsieurEvil+Jun 29 2003, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Jun 29 2003, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just to clarify, most of what you described are not modded games: they are purchased copies of the engine with full access to source. iD and John Carmack games are rather legendary for being difficult to mod, with poor support, missing tools, disorganized messy code, and just generally unfriendly interfaces. Getting access to the engine is entirely different than working within the confines of an SDK, and there the VALVe guys are completely unparalleled. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sure they are licensed games you cannot download for free. And yes they are no 'mods', but still I'd describe making a game like JK2 out of the basic Q3 as "modding", as it's entirely the same just going deeper into the source.

    I did not say q3 modding was easier than hl modding. My point was that the q3 engine is way more versatile than the hl engine (which is actually a modded q2 engine).
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--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-->I was talking of CS clones not only for the weapons, also for the movent. You'll see most hl mods put aiming skills way over movement skill, in most cases moving arround will even penalize you. I dunno if it was like that all the time in hl or if that is just the CS influence. Most q3 mods have a completely different approach, most weapons are not instanthitting thus dodging incoming projectiles is an important skill.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I would hardly call restrictions on movement, or concentrating more on aim than on movement a CS clone. That really is an extreme overgeneralisation. You might as well say that all mod's with weapons are CS clones. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

    <!--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-->Sure they are licensed games you cannot download for free. And yes they are no 'mods', but still I'd describe making a game like JK2 out of the basic Q3 as "modding", as it's entirely the same just going deeper into the source.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It really isn't the same. They aren't "just going deeper into the source", they have full access to it, and can change whatever they want, and also tend to use thier own tools, or at least they usually don't rely on the same SDK as the modder's, as they aren't as limited.

    There's also the matter of having some sort of funding behind the game, which generally enhances the development process a bit.

    <!--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 hl engine (which is actually a modded q2 engine).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's actually a heavily modified Quake I engine.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    There's alot you can do with the HL engine really. Mod authors can change the player physics, all the code you need is in the SDK. Q3 easier to mod than HL? I don't know, but I know HL is easier to mod than Q2. So I'd think HL would be easier to mod than Q3 aswell. And if you want a mod with trickjumping besides TFC try SI.
    PS NOLF2 uses the jupiter engine (advanced Lithtech engine). s:p
  • Virus_comVirus_com Join Date: 2003-06-27 Member: 17731Members
    edited June 2003
    <!--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-->MOHAA, RtCW, Soldier of Fortune 2, Noone Lives Forever 2, Jedi Knight 2<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think theres a major difference between creating commercial game using an engine and converting an existing game into a "mod." Especially these games you listed. They are all highly anticpated games from major companies with enormous amounts of funding and a huge dev base.

    Also, NOLF2 was LithTech I believe.

    And honestly, would all of us be playing NS if it was a Q3 mod? I know I wouldn't.

    [edit]damn sp errors
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    <!--QuoteBegin--Insane+Jun 29 2003, 05:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Jun 29 2003, 05:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's actually a heavily modified Quake I engine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sorry for being not accurate, but HL is actually a mix of q1 and q2 (i think the gfx/renders are q2)

    @Virus.com
    <!--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-->And honestly, would all of us be playing NS if it was a Q3 mod? I know I wouldn't.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I am really interested why you wouldn't?

    Are you getting bad fps? Are you using 56k? You played a bit of q3a and got totally destroyed by veteran players? (one of the bad things about q3, there's only really good players so new guys get frustrated) Or did you just not like the 'feel' of q3?
  • MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
    NS seems to be just fine with HL . so WHY not?
    i bet that HL modding is a way more easier than anything out there, it has to be, just the amount of mods out there for HL should ring a bell <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .

    cheers
    Mystiqq
  • joevjoev Giving grief... With a smile. Join Date: 2002-07-20 Member: 977Members, Retired Developer, NS1 Playtester, Contributor, Constellation, Reinforced - Shadow
    edited June 2003
    <!--QuoteBegin--Chack+Jun 29 2003, 10:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chack @ Jun 29 2003, 10:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am really interested why you wouldn't?

    Are you getting bad fps? Are you using 56k? You played a bit of q3a and got totally destroyed by veteran players? (one of the bad things about q3, there's only really good players so new guys get frustrated) Or did you just not like the 'feel' of q3? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    More than likely because HL is a game almost every gamer on the planet has.

    Its computer requirements, even at release time 4.5 years ago were not massive.

    q3a has a much higher machine requirement and a much lower player base.

    To be honest with you, people can rave about engine X (noone mentions torque! 100 bucks for Tribes 2 engine core!) all you want but in my experience (and that's extensive) I have not seen a single mod for Q3A, UT/2K3 etc etc that does not 'feel' like the original game re-skinned. And almost all of the 'released' games come into the same category.

    HL has at least a dozen mods that I'm aware of that are completely unique in gameplay feel from the original engine (and any of the other mods using that engine).

    Lets look at the list you had...

    MOHAA - Q3 with WW2 skins.
    RtCW - Q3 with ridiculous WW2 skins and a flamethrower.
    ET - An attempt to make RtCW not suck, failing cos it still feels like Q3 with comic-book ww2 skins
    BF1942 - Probably the only game based on Q3 that actually *has* a unique non-q3 feel. Plyd DICE.

    SOF2 - Q3 with 'modern' skins
    JK2 - Q3 with starwars skins (and completely spoiling the game experience from JK)

    Rave all you want about your 'engine' of choice, but what's important is how much the engine in question constrains or promotes the creativity of the modders (be they true modders or source licensees). Q3 *obviously* doesn't have the flexibility of HL in this respect.

    joev.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Because this question has been answered many times, and because I don't feel like having to police a "my engine is better than your engine" argument, I'm locking this. Yes, Q3 does some things better than HL. Yes, HL does some things better than Q3. The bottom line is that in terms of player base, system requirements, developer support, and modability, HL won in Flayra's opinion.
This discussion has been closed.