A Note On Hl2 Port

TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
<div class="IPBDescription">OMG I'm baaaaack</div> Hey. I haven't been here in a few months <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I just wanted to make a quick note on this. On the recent Ingaming interview with Flayra, he recently stated this when asked the following question:

<i>InGaming : With the imminent release of Half Life 2 [and all the anticipation for its release], will Natural Selection be getting a port to Half Life 2 in the future? Will that allow you to add the extra features into NS that was being held back by the Half Life engine?

Flayra : I'm dying to experiment with that engine. The problem is, it's not a simple "port". To really take advantage of it, the game would have to be completely redone. The artwork and levels would have to be thrown out and started over. The game itself would want to take advantage of all these new features, so just moving the core gameplay over to something prettier wouldn't be worth the effort either. Considerable effort would be needed to get NS running on HL2. That said, the team is anxiously hoping to work with it, when it's available. We aren't announcing what we're doing with the engine at this time. </i>

Well, I just read another one of those Gabe Newell interviews, and you might not believe this...

<i>Trepid: Will it be possible for levels designed in the current Valve Hammer Editor to be converted into Half-Life 2 levels?

Gabe: It should be pretty simple. We have taken a lot of existing content and made sure it migrates easily to Source.</i>

The rest of the interview can be found here: <a href='http://www.trepid.net/interviews/2003-06-13-gabenewell.shtml' target='_blank'>http://www.trepid.net/interviews/2003-06-1...abenewell.shtml</a>

Just thought I'd make a quick note on the subject, maybe to let people know that porting it may not prove to be that difficult after all.

Comments

  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Tzarcon+Jun 14 2003, 01:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tzarcon @ Jun 14 2003, 01:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>Trepid: Will it be possible for levels designed in the current Valve Hammer Editor to be converted into Half-Life 2 levels?

    Gabe: It should be pretty simple. We have taken a lot of existing content and made sure it migrates easily to Source.</i>

    The rest of the interview can be found here: <a href='http://www.trepid.net/interviews/2003-06-13-gabenewell.shtml' target='_blank'>http://www.trepid.net/interviews/2003-06-1...abenewell.shtml</a>

    Just thought I'd make a quick note on the subject, maybe to let people know that porting it may not prove to be that difficult after all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sure, you can port the level.. but it'll still look the same as this engine... What good will that do? If you want to take advantage of the new mapping options of the engine, you'll need to completely make new levels.
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    Don't forget applying existing NS code to the Source engine and making it work with new Engine API functions and such.

    It'd be basic trial-and-error.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    All the models would definetely have to be redone and probably the wall-climbing part..... but it wouldnt be as bad as starting over cause u got the basic idea on what they say is a harder engine to mod for than HL2
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    edited June 2003
    Probably just a matter of art (2k x 2k textures, yes!) and new coding. But all the balance values (as if we haven't heard enough abou them) and basics are down, and that's one big bird down (bad analogy, no relations to Sesame Street).

    Do we have an official dev's comment on the interview? or is it the same "not thinking about it right now" at this time (understandable).
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    What would the point of a mere port be?

    It would be the same game with less players.
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    New engine features. New possibities. More weapons, maybe outdoor maps with vehicles. Marine dropships landing down on a Kharaa infested forest, where marines drop down in APCs, drive to facility in forest fighting off the Kharaa evolutions (onos vs apc gg) , build a base in one of the floors of the facility. Then begin fighting their way down and fight hives, all with new abilties, no hitbox problems, no bhopping, and sweet graphics.

    Imagine a mission, where the marine team started on a dropship. The dropship (script sequenced) would land down on a city sector. On a roof. from there you would work your way down to the command center, then build a base and stuff. You would find maybe buggies lying around in the city. Maybe a factory building to build buggies? 1 Player drives, another chainguns? All while the aliens make their hives in warehouses. Imagine planning down and hitting a warehouse by the sides, then having 4 jetpackers crash through the roof, while fighting off lerks.

    GFG. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    <!--QuoteBegin--Agkelos+Jun 14 2003, 07:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Agkelos @ Jun 14 2003, 07:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New engine features. New possibities. More weapons, maybe outdoor maps with vehicles. Marine dropships landing down on a Kharaa infested forest, where marines drop down in APCs, drive to facility in forest fighting off the Kharaa evolutions (onos vs apc gg) , build a base in one of the floors of the facility. Then begin fighting their way down and fight hives, all with new abilties, no hitbox problems, no bhopping, and sweet graphics.

    Imagine a mission, where the marine team started on a dropship. The dropship (script sequenced) would land down on a city sector. On a roof. from there you would work your way down to the command center, then build a base and stuff. You would find maybe buggies lying around in the city. Maybe a factory building to build buggies? 1 Player drives, another chainguns? All while the aliens make their hives in warehouses. Imagine planning down and hitting a warehouse by the sides, then having 4 jetpackers crash through the roof, while fighting off lerks.

    GFG. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sure that's cool. But it needs completly new coding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Ahh lets just hope Flay will do it! PLSPLSPLSPLSPLSPLS <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    Agkelos: What you describe is a completely new game, not a port. And except for the theme, it seems to have little in common with NS.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    You guys make it sound so easy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Sure NS2 would be totally awesome on the new engine, but 1.1 has taken months to get even close to completion, and this is Flayra working on it <i>everyday</i>.
    What you are asking him and the dev team to do is spend another year or two working for <i>free</i> may I add, just because it would be "cooler".

    The only way i see this possible is if either NS goes retail or more people start donating, because its not easy programming an entire game without a job and little money. I know where some of my birthday money is going, straight to Flayra. He deserves it more than me, and i'd only spend it on something stupid anyway. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    You guys seem to be missing something.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->To really take advantage of it, the game would have to be completely redone. The artwork and levels would have to be thrown out and started over. The game itself would want to take advantage of all these new features, so just moving the core gameplay over to something prettier wouldn't be worth the effort either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    As easy as it may be to port levels and such, Flay wouldn't do that.
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