NS Classic
<div class="IPBDescription">would you like it?</div>
I am wondering why nobody create a topic or say something about it, or did i don't see the thread?
Do you think NS classic would be nice?
If yes, why?
Was it realy balanced?
With like old Lerk bite attack, old fade blinking and stuff?
I like NS2 but if somebody create after ns2 is final, a classic mode, it would be fun to have the old feeling.
I am wondering why nobody create a topic or say something about it, or did i don't see the thread?
Do you think NS classic would be nice?
If yes, why?
Was it realy balanced?
With like old Lerk bite attack, old fade blinking and stuff?
I like NS2 but if somebody create after ns2 is final, a classic mode, it would be fun to have the old feeling.
Comments
Sure you wouldn't watch a old movie if a new movie is better?
Sorry but totaly stupid!
Ns 1 classic is a nice game and ns2 will maybe fun too but it is totaly diffrent game.
It can't be compared to ns1 classic.
For example it uses power nodes, alien commander, onos can't eat marines, minigun(maybe like hmg), flamethrower and stuff...
its not ns1 classic anymore, and i am 99% sure, people would play a ns1 classic mode, because the community love ns1.
maybe 1-2 new features + Dynamic Infestation.
This topic has come up on numerous occasions, and I'm sure eventually someone will spend the time to make it happen. The platform/Engine/etc is (as player said) entirely too fluid right now and probably will be for a long time to come. Hell, they just finished putting in a new FX system. Long story short, serious speculation about making mods (or NS1 remake) are fruitless right now. Give UWE at least two more months, then you might be able to start looking at it seriously.
I concur given that there is virtually no information on custom content pipelines available for modders to work with
I was trying to make a simple DM game re-using some of the NS2 lua but the lack of documentation just ate me, I can't keep on top of the lua system created by and still being changed / refactored / improved by a professional team in my free time.
I'm going to be waiting for either UWE or someone with more free time / intelligence / patience to from the community to produce some documentation before I seriously attempt any spark mods.
<!--quoteo(post=1821859:date=Jan 6 2011, 02:35 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Jan 6 2011, 02:35 AM) <a href="index.php?act=findpost&pid=1821859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then it wouldn't be NS "Classic"....<!--QuoteEnd--></div><!--QuoteEEnd-->
is your car not the same car, if you only add heated seats?
No you would say "oh its not my car anymore, it wouldn't be my car..."
Do you understand?
The new features doesn't mean its not ns classic anymore, only if you remove "old" features or some new weapons like flamethrower.
Anyway, patience for final product but a ns1 classic would be nice, with all the great old maps and stuff.
Even a "liberal" definition allows for different assets, but the exact same gameplay and interface type must be retained.
<!--quoteo(post=1821877:date=Jan 5 2011, 10:07 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 5 2011, 10:07 PM) <a href="index.php?act=findpost&pid=1821877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I concur given that there is virtually no information on custom content pipelines available for modders to work with<!--QuoteEnd--></div><!--QuoteEEnd-->
Some of what you're wanting to know is automatically handled by the Builder program. The trouble comes in setting it up and knowing how to define materials and the various layers in a photoshop file, etc. The basics of the art pipeline will remain the same from here on (cautious assumption there, but likely). The real problem comes in the lack of information surrounding animations, specifics of model format, and most importantly...lack of a Spark Lua API. If you are wanting to to just do some textures or static models, you can do that right now fairly easily. I'm pretty sure the wiki is up to date for that stuff. I can't speak for anything else tough.
Yes, there is some information on basic stuff. No, there is not a documented pipeline for art, which is a huge obstacle to finding 3d artists willing to provide content for mods. Considering the effort UW has made to make Spark moddable, this seems like a huge mistake but I am optimistic that they are merely waiting until the right time to release the documentation.
I just wish they were using something like <a href="http://www.oracle.com/technetwork/java/javase/documentation/index-jsp-135444.html" target="_blank">Javadoc</a> or <a href="http://www.stack.nl/~dimitri/doxygen/" target="_blank">Doxygen</a>, but I guess we can't have everything. *shrugs*
I'm sure it will come in time.
I just wish they were using something like <a href="http://www.oracle.com/technetwork/java/javase/documentation/index-jsp-135444.html" target="_blank">Javadoc</a> or <a href="http://www.stack.nl/~dimitri/doxygen/" target="_blank">Doxygen</a>, but I guess we can't have everything. *shrugs*
I'm sure it will come in time.<!--QuoteEnd--></div><!--QuoteEEnd-->
While you may be able to parse the Lua-files of NS2 and generate a reasonable documentation, you have to realize that parts of the Lua-functionality are bridged over from C++-code using Luabind, which you can't just run through a parses willy-nilly. In the mean time, you can deduce A LOT from the NS2 Lua-files.
I still play ns1 even though I own ns2.
UWE could not do the things they wanted to do with NS1 because of Engine limits, NS2 probably has some of those original ideas the engine would not allow plus some new ones thought up along the way. The current development target is to add those, test them and if they are phoo then they get removed, you cant complain about something that is not there or incomplete.
NS2 is also supposed to be a different game but not totally different form the original. There is hardly any point in making an exact clone of a mod as a full retail product. A lot has been learned about from NS1, New gadgets to attract new people to the game is a must as well as old problems from NS1 need to be addressed using new game play mechanics to solve them so that NS2 does not suffer the exact same problems.
Also, NS1 used to have lerk spikes but they where flawed because they had no fall off so they where ubber super range rapid fire attackers that where too effective at taking bases out. Relaced with Lerk bite along with a huge amount of complaints raised for its removal, later accepted somewhat but was a class that ended up being played less.
Problem with NS1 lerk bite was the need to get close and personal, the lerk is not cheap and its too powerfull to make cheap and too easy to kill and is hardly something that would have a lot of health like a fade or onous so it got wasted a lot. Back to ns2 solution was to give lerk its old spikes back wiht the fall off we can now have applied in this engine. This comes with complaints because there is no lerk bite.... No win situation there will always be complaners so we will satisfy the majority or find a balance between both, Like for example now the lerk has a beack instead of a jaw there is always the possibility of the view model came bringing that into view allowing you to switch to pecking marines to death in the face... I like the sound of that :)
UWE could not do the things they wanted to do with NS1 because of Engine limits, NS2 probably has some of those original ideas the engine would not allow plus some new ones thought up along the way. The current development target is to add those, test them and if they are phoo then they get removed, you cant complain about something that is not there or incomplete.
NS2 is also supposed to be a different game but not totally different form the original. There is hardly any point in making an exact clone of a mod as a full retail product. A lot has been learned about from NS1, New gadgets to attract new people to the game is a must as well as old problems from NS1 need to be addressed using new game play mechanics to solve them so that NS2 does not suffer the exact same problems.
Also, NS1 used to have lerk spikes but they where flawed because they had no fall off so they where ubber super range rapid fire attackers that where too effective at taking bases out. Relaced with Lerk bite along with a huge amount of complaints raised for its removal, later accepted somewhat but was a class that ended up being played less.
Problem with NS1 lerk bite was the need to get close and personal, the lerk is not cheap and its too powerfull to make cheap and too easy to kill and is hardly something that would have a lot of health like a fade or onous so it got wasted a lot. Back to ns2 solution was to give lerk its old spikes back wiht the fall off we can now have applied in this engine. This comes with complaints because there is no lerk bite.... No win situation there will always be complaners so we will satisfy the majority or find a balance between both, Like for example now the lerk has a beack instead of a jaw there is always the possibility of the view model came bringing that into view allowing you to switch to pecking marines to death in the face... I like the sound of that :)<!--QuoteEnd--></div><!--QuoteEEnd-->
then the win situation would be to have spike attack as primary and bite as secundary :P
UWE could not do the things they wanted to do with NS1 because of Engine limits, NS2 probably has some of those original ideas the engine would not allow plus some new ones thought up along the way. The current development target is to add those, test them and if they are phoo then they get removed, you cant complain about something that is not there or incomplete.
NS2 is also supposed to be a different game but not totally different form the original. There is hardly any point in making an exact clone of a mod as a full retail product. A lot has been learned about from NS1, New gadgets to attract new people to the game is a must as well as old problems from NS1 need to be addressed using new game play mechanics to solve them so that NS2 does not suffer the exact same problems.
Also, NS1 used to have lerk spikes but they where flawed because they had no fall off so they where ubber super range rapid fire attackers that where too effective at taking bases out. Relaced with Lerk bite along with a huge amount of complaints raised for its removal, later accepted somewhat but was a class that ended up being played less.
Problem with NS1 lerk bite was the need to get close and personal, the lerk is not cheap and its too powerfull to make cheap and too easy to kill and is hardly something that would have a lot of health like a fade or onous so it got wasted a lot. Back to ns2 solution was to give lerk its old spikes back wiht the fall off we can now have applied in this engine. This comes with complaints because there is no lerk bite.... No win situation there will always be complaners so we will satisfy the majority or find a balance between both, Like for example now the lerk has a beack instead of a jaw there is always the possibility of the view model came bringing that into view allowing you to switch to pecking marines to death in the face... I like the sound of that :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Tell me one thing that could not done with hl1 engine istead of ns2 spark engine?
Except physics and Dynamic Infestation...
NS1 was more a "create a community" thing.
Which is not a bad thing, its a good thing, ns1 was free and was just the best mp mod i ever played.
NS2 is some kind of fun MP Game, but its not finished.
Maybe im wrong but in the latest developer video charlie say something about the flamethrower just take down the energy and not the health of the aliens, maybe i just translate or hear it wrong.
But if the flamethrower will not be changed soon, its a totaly fail.
I have faith in UWE to deliver a well balanced fun game that isn't just da ja vu, I have previously voiced my concern over some of the design decisions I have seen but we can't tell until the product is in a much more complete state, we are still several alien structures and lifeforms short and the marines are still to get the ARC and the Exo in, then they need to debug and balance the game, once that's complete THEN it's time to give if ia roasting if it sucks, given past form if there is any valid and constructive criticism to be levelled UWE will listen, take it onboard and act on it.
1. NS1 isn't played much now
2. Why installing old ns1 if you can use the new features of the spark engine?
3. HD-Remake models, not the ns2 ones because they are to diffrent.
4. Sounds are good enough from ns1.
and on :P
1. Transferring the gameplay does have a point as a mod; because NS2's gameplay is significantly different; but you don't need to necessarily change the assets, there's not really much point to it... People would play this.
2. A slightly more "ambitious" project would be to transfer the current NS1 art over; but I personally don't see much point in this as it'll just be the <b>exact</b> same game as NS1, which already exists and is dated. People would play this less - why play with such low-poly models and low-res textures in our shiny new generation?
3. An even more ambitious project would be to re-model all the old NS1 models, with new textures and such; giving NS the HD treatment. I do see a point in this, and would support this, as it will be NS1 updated for a new generation. People would play this most.