<!--QuoteBegin-UKchaos+Sep 13 2004, 08:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Sep 13 2004, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <u>Terrain Deformation</u> -Unbuilt hive rooms look brand new, when you build a hive the terrain gradually deforms as its built - defined by the mapper. Same for alien res towers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> it would also be nice to see the near by terrain change when chambers are built
<!--QuoteBegin-align+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (align)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Then again, mappers can put pushables in the map right now, and look how many have done that? The lack of limits is probably the biggest change anyone will notice, should the port happen. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They are b0rked in NS and they never really behaved nicely to begin with.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it would also be nice to see the near by terrain change when chambers are built<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Texture shaders - Dynamic infestation. Alien Chambers splatter the surroundings with that um.. green stuff. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you mean actually deformation, then that wouldnt be possible. It would have to be pre-set places defined by the mapper.
You can bet a game like ns (which is a bit heavy on the juice) would need a fair amount of power to run well. the prefered system would be more like it...
<!--QuoteBegin-Me+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Me)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Along comes the promise of Half Life 2 (and later the Source engine with CS:S) and suddenly one hears a LOT of people going: OMG NS2 ON HL2 ENGINE OMG OMG OMG DO IT NOW!!!11 I disagree.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hehe. I'm one of said "people", lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> That's cool we can disagree on this one thing and still be friends.
I agree what your saying (Me<---) and I think that moveable objects in the game really could mess things up.
Im sure enough as it is that the Devs won't start working until they are actually sure of ways how to cure all the problems that could occur, so I don't really need to argue for or against anything in this thread
Think carefully about who controls the multiplayer future of HL/HL2. Yes it's Valve. And what did they do to the good ol' WON servers. They swatted them outta the way virtualy killing CS 1.5 and forcing people to start playing CS 1.6.
Now what's stoping them to do the exact same thing when HL2/CS: Source comes out. Swat away all the HL + it's Mods and what does that do well that makes all the Third-Party HL mods to port to Source Engine or say goodbye to multiplayer all together.
Think about it, porting NS to Source is inevitalble in my opinion.
Oh <i>please</i>, stop the Valve hate. People can only complain about their move from WON to Steam because they supported HL and its mods for longer than any other FPS in existence. Even today, they are releasing patches to HL on our request (take the PSHB incident). The fact that they made a few bad decisions regarding the Steam move shows that they are only human, not that they are evil monsters bent on world domination.
WON was shut down because Vivendi forced them to IIRC. Not because "OMG LOL NOW YOU CANT PLAY THE OLD VERSION SO WE LOSE TONS OF PLAYERS AND CASH BUT WE'RE DOING THIS JUST TO SPITE YOU ANYWAY"
Comments
-Unbuilt hive rooms look brand new, when you build a hive the terrain gradually deforms as its built - defined by the mapper. Same for alien res towers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
it would also be nice to see the near by terrain change when chambers are built
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They are b0rked in NS and they never really behaved nicely to begin with.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Texture shaders
- Dynamic infestation. Alien Chambers splatter the surroundings with that um.. green stuff.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you mean actually deformation, then that wouldnt be possible. It would have to be pre-set places defined by the mapper.
or webbing a marine corpse to a wall that would be funny
* 1.2 GHz Processor
* 256MB RAM
* DirectX 7 level graphics card
* Windows 2000/XP/ME/98
* Mouse
* Keyboard
Preferred System
* 2.4 GHz Processor
* 512MB RAM
* DirectX 9 level graphics card
* Windows 2000/XP
* Mouse
* Keyboard <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can bet a game like ns (which is a bit heavy on the juice) would need a fair amount of power to run well. the prefered system would be more like it...
I disagree.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hehe. I'm one of said "people", lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> That's cool we can disagree on this one thing and still be friends.
Im sure enough as it is that the Devs won't start working until they are actually sure of ways how to cure all the problems that could occur, so I don't really need to argue for or against anything in this thread
Now what's stoping them to do the exact same thing when HL2/CS: Source comes out. Swat away all the HL + it's Mods and what does that do well that makes all the Third-Party HL mods to port to Source Engine or say goodbye to multiplayer all together.
Think about it, porting NS to Source is inevitalble in my opinion.