Ns2

BadKarmaBadKarma The Advanced Literature monsters burned my house and gave me a 7 Join Date: 2002-11-12 Member: 8260Members
<div class="IPBDescription">hopefully not what you think</div> Ok. This is pretty much a nonsense topic but hell, dont read it if you dont wanna. Any way. So lets say that Flay decided, hell im gonna put NS on HL2. Well I got done watching those movies and Im thinking that it would be hard. The advanced physics thing would be super, but there would be problems. For one thing, the turrets wouldnt even bother an onos, hed knock em down. A shotgun blast would knock a fade out off its feet. These are just a few of the things I thought about. So, can you think of any other things that would get in the way? Other than coding and all that stuff, duh.

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    It's not arbitrary to follow every single thing from the original engine. Remember, in Half-Life, grenades were different from NS. That's why it's a mod: you can CHANGE stuff.
  • kiwi_3kiwi_3 Join Date: 2003-04-23 Member: 15787Members, Reinforced - Supporter
    NS is laggy enough as it is with its poly consuming, high detailed model thingamajigys. IF all of that were converted into NS...jus pray u get a new computer by then.
    And another thing...imagine turret farming on an HL2 engine!!! that would create massive amounts of lag
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    turrets would be changed to be stout heavy little lumps on the ground so they cant be knocked over.

    but yer right, hl2 is mroe realism and it might be difficult for sci-fi or fantasy mods to be written.

    mmmm... gravity gun the onos carcas into the hive till its dead!
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    I had a discussion with a certain someone "very close" to the game about this very thing the other night on irc. He seemed very excited about the prospect. Unfortunately I was too immature to press the issue, offering only that "matress throwing" should be a major part of NS2. I may have even suggested that it should be renamed to Matress Selection (I was very excited by the HL2 vids)
  • marksman_not_newbiemarksman_not_newbie Join Date: 2003-05-02 Member: 16009Members
    Just thought i would add to this intersting thread.

    in my PC gamer mag it says that characters actualy use inverse kinetics and stuff so that they can walk on any uneven surfaces with real time animation alterations.
    In theory this means that wall running as a skulk in half life 2 would be far less impeded by uneven ground as would the rest. I mean can u imagine a NS2 map being inside City17 in the part from the video with the striders. There could be skulks everywhere running up the buildings and the like and you could make it so that fades could jump really high as a special attack so they can escape(me goin wacky) Hell nethin could be possible


    i do hope that they do a conversion just for those who plan to get a new PC especialy for HL2 (me included)
    becuase it would be amazzing so say the least
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    That onos idea is good, since marines would'nt be able to turtle as well as they can if a onos' stomp/charge knocked turrets down.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    This is mildly off-topic, but I was just thinking wouldn't it be funny if they used the Max Payne engine to make NS2.

    I mean it would be really cool if you could get bullet time as a skulk or even a gorge! Imagine that.

    Or if you were a marine, you do a bullet time dodge, and dive away as the skulk leaps past you, and you pump a few rounds of your pistol into it as it does.

    Man that would be totally kewlll.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    But back onto topic.

    Yeah NS2 <b>would</b> be way cool, considering that the HL2 engine supports mods, it may mean that AI is easier to program into the mod, so you could in theory have a complete human side versus a complete alien team, which means <b>even larger player games!!</b>.

    Awesome d00d.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    I'm sure there will be a way to change the physics in HL2.
    Look at that gravity gun: it's not realistic at all and I'm sure it's "moddable".
  • LokeLoke Join Date: 2003-02-25 Member: 13988Members
    Lets se how Half-Life II will be at first. Although I think that NS2 will be awesome to Half-Life II.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    I'm 99% sure NS is going to HL2 because I read somewhere that mods for HL will be transferable to HL2 without any work...what I see happening most likely is NS moving directly to HL2 a few days after its release, then patches come out slowly after that updating the models and code to use the full potential of the new engine.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    Immediately transferable? Can you give me a link to that article then, that sounds interesting.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Knocking a fade off his feet with a shotgun blast... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Now that really does sound like it would <i>own.</i>
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    I really doubt it:
    How the code would be transferrable without any work?
    Maps? Perhaps. Models? Ok. Sounds? Ok.
    But the code? No way.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    thats what i was thinking... unless they somehow made it possible for the new engine to read the code as well, that would be impossible, there's no way they would be using 5 year old code for a cutting edge game.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited May 2003
    Apparently, the PCGames (a German gaming mag) spilled the beans about a tool that makes HL1 mod <i>code</i> transferrable to Source. This does <i>not</i> mean that a port would be a drag&drop action, it only means that not everything would have to be recoded.

    As for graphics - HL2 will work with hi-res textures and five to six times the polys of HL1. Maps, models, animations, and the rest would have to be reworked from scratch, or look like something that came out of a rather dirty orifice.
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