Ns For Hl2 Or Other Engines
djsic2
Join Date: 2003-02-02 Member: 12988Members
<div class="IPBDescription">Any plans for port to a better engine</div> Thsi is mostly directed towards the dev team or any intellegent programmers out there.
Is there any chance for NS to be ported over; a better engine would impact gameplay many times over not to mention small inconsistancies such as marine-vent bug.
I'd love to see this mod in UT2003, HL2, or possibly Doom3; talk about creepy...
Thanks!
Is there any chance for NS to be ported over; a better engine would impact gameplay many times over not to mention small inconsistancies such as marine-vent bug.
I'd love to see this mod in UT2003, HL2, or possibly Doom3; talk about creepy...
Thanks!
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Comments
Seriously now,
Why be jumping the gun? We've got a great product in NS on HL.. Let's actually see this HL2 released before suggesting "OMFGZ PORT 2 TEH HL2 PLZ KKTHXBI" I'm skeptical about Valve's releases.. TF2 anyone? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you have played to Doom 3 Alpha, you'd see exactly how scary NS could be. As for jumping the gun.. I have no idea what you are talking about. Its not like Flayra and the rest of the crew are busy with anything.
JK... haha, can't wait til 1.1.
It would be nice if some of the HL code was similar to HL2; it could make for an easy port.
If you have played to Doom 3 Alpha, you'd see exactly how scary NS could be. As for jumping the gun.. I have no idea what you are talking about. Its not like Flayra and the rest of the crew are busy with anything.
JK... haha, can't wait til 1.1.
It would be nice if some of the HL code was similar to HL2; it could make for an easy port. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
We'll see, when the time comes. Be patient.. Truth be told, when 1.1 comes out you'll be too busy 'oohing' and 'ahhing' to worry about porting to another engine <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
good point... but I think it's be nice for the current NS team to overlook another team working on a port to another engine. I mean hell, I'd do anything I could to help out this mod. With my continuing education into the computer animation field, I'm sure I could do some sort of modelling or twiddle my thumbs really fast. My 1st project for school will definately be modelling a skulk with a larger number of polygons.
IF worse comes to worse, I'll be stuck with NS for HL. Wait... thats not so bad after all!
gameplay > graphic engine
that is all.
AFAIK, the HL NS dev team is devoting all its time on NS 1.1, so you won't be seeing Flayra announcing the porting in the near future.
Yep we do. To the new engine instead of being just another HL mod. Props to Valve for not bowing to pressure and demand.
GG Valve
Right, after a decade spent writing a 3D engine, you still have nothing substantial. Let's say you actually have a decade old engine, what makes your engine so special compared to all the open source/commercial engines out there like APOCALYX 3D, Genesis 3D and Torque?
gimme a break it's hard developing an engine with hardly any data files to test it with.
don't you guys want there to be a 3d engine in the future where all the mod code is done by the engine author? well that's what i'm gonna try to do and if it fails, no problem; none of the artists will have wasted their time coz they can just port all their work to some other engine with basically no alteration needed.
oww man that avatar is disturbing :/
gimme a break it's hard developing an engine with hardly any data files to test it with.
don't you guys want there to be a 3d engine in the future where all the mod code is done by the engine author? well that's what i'm gonna try to do and if it fails, no problem; none of the artists will have wasted their time coz they can just port all their work to some other engine with basically no alteration needed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahh I see, so you are talking about a <b>Doom3</b>ish engine that has been in development for a decade. Is that the one that has bump mapping, specular lighting and real time shadow and took Carmack 3 years to develop? May I know what hardware you have been using to develop this engine of yours in the past decade?
By the way do you have any kind of demo for your engine? I am very interested to see your <b>Doom3</b>ish engine in action.
You know, the whole point of mods is that others than the engine author can make changes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Also, it is, IMHO, a waste of time to try to compete with the big engine companies for general-purpose engines. It makes more sense to make your own if you have some specific game idea that requires engine capabilities not in the general-purpose engines (for example, if you were trying to do a flightsim, the Doom 3 engine probably wouldn't be good).
<span style='color:red'> ***Locked.***</span>