Ns For Hl2 Is Moe Of Reality Then Some Think

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Comments

  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited May 2004
    the biggest thing for maps, i think, would be redoing the textures... Giving them all touch ups, but not changing them. But, to start, lets just keep everything and get ns working on source and keep with the times.

    yes, coding will probably be the biggest pain.

    but, if u were flayra, do u really think you could resist not doin it.
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    It's interesting to see people predicting here and there, pretty much everywhere. Does it really matter if it takes 1 or 6 months to port? Personally I wouldn't mind waiting for the new oppertunites that come with the new engine. I would like to see the current NS taken and overdosed, yes go through all the S&I posts, find all the "we could do this if the engine/weapon limit/entity limit/hud sprite limit/etc let us" threads and re-evaluate them. I want mech's, large open battles, flying vehicles. I want Tribes [marines] vs AvP [aliens]. Now that's a thought.
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    version91x hath hit the nail on the head.
    open battles with mechs and pterodactyl stlye lerks (i.e. massive)
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    It was very much implied in the video that porting everything over would not be very difficult for mod makers. The mere fact that he said "we expect a lot of mods to do this" means that it must obviously be a lot easier to port over than the recode everything. The mod SDK probably has some kind of helpful software built in to help with porting HL1 mods over.

    Concerning models/skins/textures/maps, of course you'd want to redo them all so that they can take full advantage of HL2's source. This is a HUGE community, probably the 4th largest mod in existence right now. Certainly many of these people can help build models and skins for Natural Selection, and they can pick the best ones. Think of the Onos model and skin in Half Life 2, ripping apart a turret factory (and I mean you can see the TF being torn apart) and that is motivation enough to port Natural Selection over to Half Life 2.
  • ahhoahho Join Date: 2003-02-22 Member: 13854Members
    damn i wish i was smart and learn higher level of programming. so i can help out
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    <!--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-->Last I checked they are still all volunteers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Yes, but Flay is trying to get his new company up and running with real, paid employees who are going to develop his games from now on.
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    Right, but I believe he's said somewhere along the line that Natural Selection will not be being developed by the paid employees.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    (Nothing on this tangent has been confirmed at this point, though, so everyone, keep your calm.)
  • RikimaruRikimaru Join Date: 2003-10-19 Member: 21789Members, Constellation
    Yea NS on the source would look sweet. The only issue I would have with it would be the maps themselves. The way the maps are designed right now it mostly due to HL limitations. To me, it would feel silly to still be playing the same narrow hallways and small rooms again.

    If NS does get moved over everything should be made from scratch. Imagine having huge open areas to fight in. Maybe having vehicles of some kind, lerks soaring high in a darkened open sky above you, a onos charging through a wall to kill you. The possibilities alone would make me want to wait, instead of just doing a port.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    edited May 2004
    Narrow hallways and cramped rooms are part of the design of the game: these are cramped spaceship environs. Huge open spaces are instant death to most of the lower evolutions and not so great for the higher ones either.

    <!--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-->If NS does get moved over everything should be made from scratch.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    In which case it wouldn't be an NS port, it would be NS2, which would require tons more time and definately have to be handled by Flay's company in which case we might not even see it for quite awhile if they decide to start with a different project.

    <!--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-->Imagine having huge open areas to fight in. Maybe having vehicles of some kind, lerks soaring high in a darkened open sky above you...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    In which case it wouldn't be much like the NS we know and love, but more like a different game with NS characters in it.

    The way NS works now can be graphically and gameplay improved without making it pretty much a different type of game. Not that that wouldn't be cool also, but surely there is room for an advanced version of what NS currently is: cramped and suspenseful.

    Furthermore, doing a port of the current NS game wouldn't seriously preclude doing an NS2 (especially if the port is done by the NS devs who are volunteers while the actual company works on NS2)
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I've learned how to make human forms with certain characteristics on XSI|EXP for Half Life 2.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    It would be nice to have some open battlefield maps for Ns. I doubt all fights between Human and Alien would take place in a spaceship. Of course NS has some station maps, but there must be a battle outside of the station to keep more from coming in or to prevent raiding. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • EspressoEspresso Join Date: 2003-12-03 Member: 23916Members
    Imagine bump mapping, ps 2.0, vertex shading, oooh *creams*.

    Steam would actually look real coming out of pipes and models could be bump mapped and high detailed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.

    Imagine all the possibilities that could come from it, all the new game types and strategies.

    Would be so interesting.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Oh! The physics! Think of the PHYSICS?!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I'd gladly update nancy for HL2. And why do you guys keep saying NS2... we're already at NS3 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    We would all love a ported version of NS to HL2, but like Flay said, he doesnt want to have NS be a mod again.
  • mikal_206mikal_206 Join Date: 2004-05-15 Member: 28698Members
    [/B][COLOR=red]Are we forgetting the specialists that game rox if any one has played it ns started out unfamilier to so try and get innot specialists to more infomation and forums go to <a href='http://www.gamesgunsguttingchildren.tk/' target='_blank'>Gamer Paradise</a>

    TS ROX i still like ns beta need updtae though im on 56 k if u want the update its on my site so go there rely fast i linked it hats why i dont have it so check out my sites with downloads forums and u can submit your clan for free if you are looking for members <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->

    MaRiNeS <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> ?ule By MiKaL ?
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    Yeah, TS uses the physics engine A LOT more than any other mod, I think. It'll be the most improved mod on Source, I think.

    But I still think NS owns all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • booogerboooger Join Date: 2003-11-03 Member: 22274Members
    If they can really do a lot of physics in HL2, I want to see the trench coats on the player models swoosh around as you dive and shoot. That would be totally awesometastic. NS on source would also be beautiful.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    You know, I wouldn't mind seeing a direct-port of NS. By which I mean, absolute minimum of work. The maps, models, and textures can be converted directly with little or no changes, from what I understand. Getting NS working, plain and simple, should be the first priority, not redoing the artwork or maps.

    You see, a direct port of NS has several advantages:

    1) By using a newer engine, you don't get the extremely low framerates that Half-Life's ancient engine produces. NS would actually run a lot faster on Source as a direct port.
    2) You get the benefits of the new lighting and water, among other things
    3) You get a working base extremely fast, and can then procede to update textures, models, and maps.

    I've seen the HL1 single player running in Source, and at the point I saw it, it was pretty much a direct port with no changes; the same textures, maps, models, all low-res HL1 content, in HL2. But it had the new lighting engine, physics engine, and water.

    I'm sure by the time HL1 SP is officially released for HL2, they will have updated all the content. But the point is they had a direct port working first. Just like how the early versions of Counter-Strike for Source used the old maps/models/textures, and the version they're showing these days use new everything.
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    Wasn't Flay looking for a coder to take over the reigns of ns development to free him up for other things.. maybe this is what this new coder should be tasked with.

    i'm sure all the artist (old and new ones) would jump at the chances to bring NS onto a next gen engine. there would probally have to be a bigger team cuz i think the content creation workload at least quadruples becasue of higher detail requirements.

    the proven gameplay of ns shouldnt be abandoned. and ther would be oppurtunities
    to expand the game by adding things like the flamethower. and think what the physics would do to alien game play ..landing on a marines face from a high ceiling.. being charged by an onos..etc
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i think NS should definately be a mod of Half-life2 except that Valve should pay him for it like they did for CS ,TFC, and DOD
  • JPPJPP Join Date: 2003-09-26 Member: 21221Members
    well there's certainly no doubt that ns on the hl2 engine would own and im sure flayra and the dev's would love nothing more than to exploit its modern features. however, the real issue in whether or not ns should be moved to source is if it's really worth the effort?

    we have to face the fact that hl1 is an old engine, pretty soon its gonna drown in all this new technology bringing new gameplay experiences and ns will go down with it, especially now that hl1's most popular mods have already been ported taking a chunk of their playerbase with them. I know im not gonna stick around playing ns on hl1 when i see all the fancy stuff being developed in the sequel and many others wont either.

    true, it will be heaps of work to shift but i think this should be seen as an <b>opportunity</b> more than a burden. when is it ever easy to move a mod to another engine? it isnt. it is, however, far easier to move from hl1 to hl2 than <u>any other</u> platform, effectively saving it from inevitable doom, bringing it out of the dark ages and giving it the potential to be experience in all its glory.

    so it's not hard to ask whether or not ns should be moved. do you want ns to live, or do you want it to die?
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    <!--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-->well there's certainly no doubt that ns on the hl2 engine would own and im sure flayra and the dev's would love nothing more than to exploit its modern features. however, the real issue in whether or not ns should be moved to source is if it's really worth the effort?

    we have to face the fact that hl1 is an old engine, pretty soon its gonna drown in all this new technology bringing new gameplay experiences and ns will go down with it, especially now that hl1's most popular mods have already been ported taking a chunk of their playerbase with them. I know im not gonna stick around playing ns on hl1 when i see all the fancy stuff being developed in the sequel and many others wont either.

    true, it will be heaps of work to shift but i think this should be seen as an opportunity more than a burden. when is it ever easy to move a mod to another engine? it isnt. it is, however, far easier to move from hl1 to hl2 than any other platform, effectively saving it from inevitable doom, bringing it out of the dark ages and giving it the potential to be experience in all its glory.

    so it's not hard to ask whether or not ns should be moved. do you want ns to live, or do you want it to die?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Good point and good post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    <!--QuoteBegin-Guspaz+May 16 2004, 06:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 06:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know, I wouldn't mind seeing a direct-port of NS. By which I mean, absolute minimum of work. The maps, models, and textures can be converted directly with little or no changes, from what I understand. Getting NS working, plain and simple, should be the first priority, not redoing the artwork or maps.

    You see, a direct port of NS has several advantages:

    1) By using a newer engine, you don't get the extremely low framerates that Half-Life's ancient engine produces. NS would actually run a lot faster on Source as a direct port.
    2) You get the benefits of the new lighting and water, among other things
    3) You get a working base extremely fast, and can then procede to update textures, models, and maps.

    I've seen the HL1 single player running in Source, and at the point I saw it, it was pretty much a direct port with no changes; the same textures, maps, models, all low-res HL1 content, in HL2. But it had the new lighting engine, physics engine, and water.

    I'm sure by the time HL1 SP is officially released for HL2, they will have updated all the content. But the point is they had a direct port working first. Just like how the early versions of Counter-Strike for Source used the old maps/models/textures, and the version they're showing these days use new everything. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ^^ listen to the man
    i don't want to have to chage programs to switch between HL2 and NS, i wan't to do it without quitting out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin-raz0r+May 16 2004, 08:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (raz0r @ May 16 2004, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Guspaz+May 16 2004, 06:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 06:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know, I wouldn't mind seeing a direct-port of NS. By which I mean, absolute minimum of work. The maps, models, and textures can be converted directly with little or no changes, from what I understand. Getting NS working, plain and simple, should be the first priority, not redoing the artwork or maps.

    You see, a direct port of NS has several advantages:

    1) By using a newer engine, you don't get the extremely low framerates that Half-Life's ancient engine produces. NS would actually run a lot faster on Source as a direct port.
    2) You get the benefits of the new lighting and water, among other things
    3) You get a working base extremely fast, and can then procede to update textures, models, and maps.

    I've seen the HL1 single player running in Source, and at the point I saw it, it was pretty much a direct port with no changes; the same textures, maps, models, all low-res HL1 content, in HL2. But it had the new lighting engine, physics engine, and water.

    I'm sure by the time HL1 SP is officially released for HL2, they will have updated all the content. But the point is they had a direct port working first. Just like how the early versions of Counter-Strike for Source used the old maps/models/textures, and the version they're showing these days use new everything. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ^^ listen to the man
    i don't want to have to chage programs to switch between HL2 and NS, i wan't to do it without quitting out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed. Do a cheap arse port to keep us held over while we wait for a more major release from Flay <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin-CommunistWithAGun+May 16 2004, 11:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ May 16 2004, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Agreed. Do a cheap arse port to keep us held over while we wait for a more major release from Flay <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That was the other reason I was thinking of <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    But I also feel that the direct-port followed by content updating is a much more efficient method of porting. And, as you said, it gives you a playable game all throughout the porting process, that is as soon as the direct port is done.
  • badebade Join Date: 2003-10-27 Member: 22040Members, Constellation
    I was just wonerding, if u say remade all the textures in ns couldnt u theoreticly just take out all the old textures and put in the new ones with out having to remake the entire map, just wondering. also, i dunno why some of you would leave the ns community when hl2 comes out, i for one will always play ns i dont really care what engine its on i just would *like* to see it progress onto better engines. but realisticly the ns team shouldnt have to change the code at alll, they should be able to directly port the code, then they could let the ns community make the textures the models etc etc etc, that way ns could still get ported without the dev team having to stray from ns2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> also the dev team wouldnt need to release the source code since it shouldnt need to be changed.
  • DoofusDoofus Join Date: 2004-05-16 Member: 28714Members
    edited May 2004
    I'm hosting the 40 meg low-quality video on my site, if anyone cares to see it.

    <a href='http://www.sempervictrix.com' target='_blank'>www.sempervictrix.com</a>

    Also, pretty much everything can be "ported" to the Source, everything but code. Models can be easily ported, maps too, but the game code itself will have to be redone. I would imagine NS:Source to look a lot like their concept art, like the Steam Background does.

    Very detailed, and a lot more creepy. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    (Also, if you care to know where I get my information, read this FAQ, released quite some time ago, almost a year ago actually <a href='http://collective.valve-erc.com/index.php?faq=source_mod_faq' target='_blank'>HERE</a>)

    Added Later: More Specifically, this portion here: <a href='http://collective.valve-erc.com/index.php?faq=source_mod_faq&section=106159035033544900&question=106159124050453000' target='_blank'>http://collective.valve-erc.com/index.php?...159124050453000</a>
  • badebade Join Date: 2003-10-27 Member: 22040Members, Constellation
    edited May 2004
    well i am pretty sure that the code could be directly ported,i mean half life 2 is
    really simmilar to half life 1,
This discussion has been closed.