Half Life 2 To Be Released
<div class="IPBDescription">Any impact on NS?</div> total, complete, shot in the dark: will HL 2 support HL 1 mods ? just plug n play sorta type deal? i can't imagine it will. is it a simple matter of retooling to the new engine? or is it strictly a no go?
has valve contacted Flayra about the possibilty/difficulty of porting?
has valve contacted Flayra about the possibilty/difficulty of porting?
Comments
i think it would have a completly new engine of some type but i think ns and other mods, depending on what value. would have to be reworked from code to make it fit.
unless value does things really amazing like a hl1 to hl2 converter kit <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
direct link to image: <a href='http://dynamic4.gamespy.com/~view/images.php?g=5' target='_blank'>http://dynamic4.gamespy.com/~view/images.php?g=5</a>
I mean, it is possible, because that's how most console emulators for PC's work. They just recompile the stuff on the fly.
It won't happen any time soon.
However there IS a possibility Flay and the team will make NS for HL2
After all the HL engine is already old...
It's be like pong when HL2 eventually comes out...
hehe
I hate the fastmoving computerdevelopment...
EDIT:MeLeNkO..... *cough*<a href='http://www.half-life2.com' target='_blank'>www.half-life2.com</a>*cough*
Don't think it's official though...
But after the success of HL1 it would be pretty dumb not doing a sequel
Probably not.
My guess is that TF2 was pretty whack and every trailor for it was complete animation taken ingame.
My guess is that TF2 was pretty whack and every trailor for it was complete animation taken ingame. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think it's just common sense that HL2 won't be compatiple with HL As far as I know it's an entirely new engine which means old mods would have to be retooled entirely for it.
And the stuff they released for TF2 is outdated. I read in an interview awhile back that they scrapped everything they had done soon after all that media was released to start on a new engine.
The proof lies in that HL2 uses a different engine, and probably has completely different names for environmental variables, trace functions, initialization, network functions, draw functions, render functions, graphic formats, model formats, bsp structure, and many other new/modified functions/routines. And not to mention the nightmare of syncronizing the syntax each game uses.
Best example I can give is that QuakeWorld mods don't work for HalfLife, even though they use the same geometry engine, same commands, and same map structures. They're just so drastically different even though they're similar in play. Hell, most QuakeWorld mods don't even work with WinQuake.
Why would most names be different ?
hehe
If I were to make a sequel I would keep as many names as possible the same
Silly to have to tell everyone on the team "So this RenderBallz() function is exactly the same as HL1's RenderCubzors() except I was bored with that name"
How can you really say anything doesn't belong in the off topic board? The only thing I might say is if it was NS related or something, like "NS should have giant laser beems!" wouldn't belong here cuz its a suggestion, but anything else is a go.
I'm not believing anything I read that isn't announced on an official ValvE website. And no, that does not include PHL.
I don't think it would be entirely impossible for HL2 to support HL1 mods, it would just take some very ingenious coding and ValvE seems to have no problems in that area.
I guess all we can do it wait.
--Scythe--
Best example I can give is that QuakeWorld mods don't work for HalfLife, even though they use the same geometry engine, same commands, and same map structures. They're just so drastically different even though they're similar in play. Hell, most QuakeWorld mods don't even work with WinQuake. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
thanx avarin, that' clears things up a bit more for me.
couldnt' they just set up a a TON of interfaces and implement them as HL2 code, and have the HL1 mods talk to it? dunno.
and yes, Berge, he posted that BEFORE this was moved to off-topic. i originally put this in General. so it did deserve to be moved, i suppose.
ABTM: sorry, i thought posting about something on PHL wasn't rumour milling. i'm well aware of the NWNedness of HL2. my apologies.
information on shacknews....im going to have to get that pc gamer mag!