Supporting Ns:source

Steve_RSteve_R Join Date: 2005-01-18 Member: 36304Members, Constellation
Hey all. I've been playing NS a lot lately and really appreciate all the work that's gone into it. I like the stripped down nature of the FPS play and the focus on tactics and planning. I think the HL1 engine really holds NS back and a port to source would let us see where map makers and modelers/animators can take the NS concept.

I'm considering donating to support the port effort, is there some way to indicate the I want my donation to specifically support that effort? I know it's a donation and not a purchase, but I'd still like to make it known that I'd like to see a source port and willing to pay to support it.

Comments

  • ZunniZunni The best thing to happen to I&S in a long while Join Date: 2002-11-26 Member: 10016Members
    So if we decide to port to the Doom3 or FarCry engine, that just won't do?
  • MattzoballMattzoball Join Date: 2003-10-27 Member: 22051Members
    IF ns ports to anything other than hl2 I will cry. NOT enough people bought farcry, and doom 3 is too laggy.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Zunni+Jan 18 2005, 07:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Jan 18 2005, 07:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So if we decide to port to the Doom3 or FarCry engine, that just won't do? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Do you expect the current mappers to learn a new editor/engine?
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    <insert joke about revolving stuff in other engines>
  • Steve_RSteve_R Join Date: 2005-01-18 Member: 36304Members, Constellation
    Speaking just for ns1, is anything other than source a possibility?

    I'm under the impression that the two SDK's are similar enough that just getting the mod up and running requires relatively low effort. Source also seems to be much more mod-friendly than doom3 or farcry, at least as far as available docs and openness.

    I'll go wherever the gameplay and community go (expect for WoW <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->) honestly. If NS:S never materializes or gains following, so be it. If it's on another engine and gains mommentum, I'll buy it. If NS2 comes out and is all-singing all-dancing, then I'll buy that too.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Steve R+Jan 18 2005, 07:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steve R @ Jan 18 2005, 07:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm under the impression that the two SDK's are similar enough that just getting the mod up and running requires relatively low effort. Source also seems to be much more mod-friendly than doom3 or farcry, at least as far as available docs and openness. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    *Hollow laughter.*

    You know, Valve <i>does</i> offer a very interesting package with the new SDK, but the talk about 'instantly portable' mods was sheer PR, as DoD:S's development time should demonstrate. Yes, moving to Source would save us some gruntwork. It wouldn't make a port much quicker or easier, though.
  • InFlamesInFlames Join Date: 2004-10-22 Member: 32396Members, Constellation
    port to source, show those other mod teams how it should be done <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    <!--QuoteBegin-Zunni+Jan 18 2005, 08:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Jan 18 2005, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So if we decide to port to the Doom3 or FarCry engine, that just won't do?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, with all respect due to you Zunni, that just won't do. Both farcry and doom3 have very good engines, but we need a solid playerbase as well.
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    <!--QuoteBegin-Nemesis Zero+Jan 18 2005, 08:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jan 18 2005, 08:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Steve R+Jan 18 2005, 07:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steve R @ Jan 18 2005, 07:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm under the impression that the two SDK's are similar enough that just getting the mod up and running requires relatively low effort.  Source also seems to be much more mod-friendly than doom3 or farcry, at least as far as available docs and openness. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    *Hollow laughter.*

    You know, Valve <i>does</i> offer a very interesting package with the new SDK, but the talk about 'instantly portable' mods was sheer PR, as DoD:S's development time should demonstrate. Yes, moving to Source would save us some gruntwork. It wouldn't make a port much quicker or easier, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's only one aspect in my eyes.

    - The large playerbase is the second one.
    - and you have contact to the HL community ( e.g. websites ), which are interested in NSS news.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I'm not arguing in favor of another engine here, I'm just pointing out that the port will be one hefty chunk of work, with all the time that'll take.
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    <!--QuoteBegin-Nemesis Zero+Jan 18 2005, 08:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jan 18 2005, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not arguing in favor of another engine here, I'm just pointing out that the port will be one hefty chunk of work, with all the time that'll take. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I recommand on using the "power" of the NS community to create a good and fast port.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-tankefugl+Jan 18 2005, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Jan 18 2005, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <insert joke about revolving stuff in other engines> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    please we cant use doom III it wont have as cool revolving doors <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    I think the only realistic port would be to the source engine. Source is new, and as mentioned before the SDK isn't that foriegn to Half-Life's. The way I see it, A port to any other engine at the moment would be not worthwhile. Doom3 & Farcry don't have nearly as good of a mod community as it is, n'or do they have a player base like Half-life. Not to mention Doom3 & Farcry are both resource hogs which would limit alot of players. I don't feel like listing all the pro's & cons, that's up the devs; however, I'am sure you'l find that nothing would compare to this games potential if ported to source.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    right now sourse is still kinda well, hyped up.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    go look around in mapping and artwork if you want to see NS community support for NSS. NSS is somthing to "grind away" at.

    *ends with a preposition*

    I think that, at least interms of gameplay, source has the most to offer (speaking as a mapper).
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    in case you havent noticed, there is a community effort started in porting to source.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=86672' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=86672</a>

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=86537&st=0&#entry1352653' target='_blank'>http://www.unknownworlds.com/forums/index....0&#entry1352653</a>
  • AlienBreedAlienBreed Join Date: 2002-11-07 Member: 7508Members
    i honestly think ns2 ought to give teh d3 engine a try
    after playing cs:s can you really imagine any other game on source?
    sure its a nice enough engine but it seems liek it was with cs in mind
    tfc source? i dont think so and i dont think it would suit ns either
    no more steam is another reason to use something other than source <!--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-->
    d3 is dark and atmospheric and seems made for an ns type game
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    look at regular counter strike. could you see natural selection on that engine? i sure as hell couldnt. but it is, and its fantastic.
  • Gerald_R_FordGerald_R_Ford Join Date: 2003-11-11 Member: 22544Members
    <!--QuoteBegin-AlienBreed+Jan 18 2005, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienBreed @ Jan 18 2005, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i honestly think ns2 ought to give teh d3 engine a try
    after playing cs:s can you really imagine any other game on source?
    sure its a nice enough engine but it seems liek it was with cs in mind
    tfc source? i dont think so and i dont think it would suit ns either
    no more steam is another reason to use something other than source <!--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-->
    d3 is dark and atmospheric and seems made for an ns type game <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The doom 3 engine barely supports multiplayer. The source engine was designed to fully support multiplayer. If you play the levels "we don't go to ravenholm" and "nova prospekt", the source enginge is qualified enough to add atmosphere to the desired game
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    d3 has a 32 player mod, so im sure NS can do the same thing. While at the same time I pretty sure NS can also enable Parallax mapping for all thier textures as well, which would realy make everything look awsome. You can also enable self shadowing and such with D3, and play with the bumpmaps of d3s textures and such. Which would make it a little similar to that of U3. Also the hitboxes are basic the modles themselves as well (though I would think its the same for hl2).

    while HL2 you can throw a can into a garbage can, stack boxes, and have floating barrals and such. I guess thats pretty cool. But it does have more player base and a huge hype right now. and more people are building thier computers mainly to run hl2 source engine games.

    I honestly dont care which engine it goes on, I think eather d3 or SourCe can accomplish the same goals.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    <!--QuoteBegin-Nemesis Zero+Jan 18 2005, 03:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jan 18 2005, 03:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Steve R+Jan 18 2005, 07:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steve R @ Jan 18 2005, 07:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm under the impression that the two SDK's are similar enough that just getting the mod up and running requires relatively low effort.  Source also seems to be much more mod-friendly than doom3 or farcry, at least as far as available docs and openness. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    *Hollow laughter.*

    You know, Valve <i>does</i> offer a very interesting package with the new SDK, but the talk about 'instantly portable' mods was sheer PR, as DoD:S's development time should demonstrate. Yes, moving to Source would save us some gruntwork. It wouldn't make a port much quicker or easier, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nem, the thing is. I don't think many of us care if it takes a year or year and a half, as long as we know its coming in that direction, a source port.

    It would most likely be the only smart move.
  • AlienBreedAlienBreed Join Date: 2002-11-07 Member: 7508Members
    <!--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 you play the levels "we don't go to ravenholm" and "nova prospekt", the source enginge is qualified enough to add atmosphere to the desired game <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Much is made of that ravenholm lvl and yeah its a bit "resident evil" but for those of you that have played doom 3 remember walking into that room and seeing that shadow that made you c**p yourself as that thing walked across the glass celing?

    the 1 and only reason to choose source is the fact that its hl and has the player base
    imo it has little chance of being teh sucess that hl1 was simply because valve stopped caring what the gamers think
    Personally i would be inclined to pay money for a Natural Selection 2 retail game that was dark and disturbing and didnt have "rag doll" physics:D
    i know the NS team have a no gore policy etc but having an 18 rating did no harm at all to GTA or Doom 3 and tbh plenty of younger gamers own those games anyway,these days that seems to be a marketing ploy as much as anything else
    With new engines out already and whatever the future may hold there is an opportunity to make something really special of NS2 if not quite film quality than certainly a nod in that direction
    Put side by side the Doom3 engine is obviously superior graphically to source altho sinse Doom3 was all darkness its hard to say if thats all it can do
    i really feel that source is not the way for NS2 to reach the potential of what it could be
  • Omega_DeathOmega_Death Sith apprentice to a box of Cereal Join Date: 2003-08-06 Member: 19042Members
    Doom3? Let me put it this way.

    Current NS.
  • Omega_DeathOmega_Death Sith apprentice to a box of Cereal Join Date: 2003-08-06 Member: 19042Members
  • GoodpancakesGoodpancakes Join Date: 2003-08-10 Member: 19322Members
    Eh, in my humble opinion I never liked the way things looked in doom3. It has a strange gloss to it
  • AlienBreedAlienBreed Join Date: 2002-11-07 Member: 7508Members
    cmon omega death thats just silly <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    agreed parts of doom3 was pitch black but thats why you got a flash light
    and hey...you couldnt hold the light and a gun at the same time so you was constantly in fear of attack
    for me doom3 was a clear picture of a dark room not a dark picture of a ligth one
    maybe you had something wrong with yout monitor? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    d3 has actualy darkness, so if a modle is halfway through a light, only half shows while rest is darkness, Unlike HL and hl2. In which the whole modle is shaded according to how much light the modle is in.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    no, doom3 is a bad idea. Not only would it take forever to convert htings to it (talking about a port or ns2) but it isn't suited to massive environments. It has way too high requirements for most here, realistically, and would cost a ton to liscence. The best for what ns2 seems to desire would be crytek, the next UE, or something that really doesn't exist right now. NS 1 would best be ported to source because 1. most of the people that have halflife1 have halflife2. 2. It runs well and scales, can look great too. 3. Grunt work already done, its just a matter of porting... 4. Renewed interest.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I'm sure you can up the lights in Doom3. But I still think Source is a better choice.
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