Would Flayra Give Permission
Stavesacre
Join Date: 2003-09-13 Member: 20816Members, Constellation
<div class="IPBDescription">for a mod team to mod his mod?</div> This is a just out of the blue question, I read a post about how "easy" it would be to port HL games to the new source engine. However easy it may be, the NS dev team is looking forward to newer and bigger things for Unknown Worlds, so I doubt they would do any port of NS to a new engine.
But if a group of people wanted to port NS over to source, how would the Dev team react to that? Would they allow it? Or would it be something they would frown upon? Im just curious. And wanted to see what everyone thought.
*note, im not volunteering or anything, I was just curious. There is not a iota of programming skill in me*
But if a group of people wanted to port NS over to source, how would the Dev team react to that? Would they allow it? Or would it be something they would frown upon? Im just curious. And wanted to see what everyone thought.
*note, im not volunteering or anything, I was just curious. There is not a iota of programming skill in me*
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Comments
Too bad Gearbox hasn't been carrying its weight lately, eh? *cough* HALO PC.
No more bugs of the good old & prehistoric Half Life engine.....
Well I'm sure HL2 has bugs although they have been working on it a LONG time...
Like...shock horror Marine reload animations?
Oh wait...HL can already handle that! But NS doesn't include it. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
so while flayra is working on uwe, development of ns is still going on with different faces
so if the new team thinks a port is possible and rewarding i dont doubt they would try it
Which begs the question why they're not implemented in the game, as you said.
Surely it can't be that hard to do...
Actually it's more than likely because HA has none (AFAIK).
Um reloading very much affects gameplay. In cs, you hear that click and see a guy ducking to reload, you pull out your pistol/knife and go get him. Likewise, you see a teammate retreating and reloading, you know that 1) he needs cover 2) guys are probably going to come, with half empty weapons, to get him, and you can get some easy kills.
This would all be true in ns. A reloading heavy is a very vulnerable heavy, but the only way to tell is that he isn't shooting at you. I've had guys fake reloads and then blast me. If you have 10 hp as a skulk and the marine runs out of ammo, and you see him reloading, and you know you only need 1 more bite to get him, that's when you charge in and finish him. But if you know he's still got ammo, you get the hell outta there and heal.
Reload = one of the marines' main vulnerabilities, but because of the anims you can't spot it.
I don't see why they can't put it in for la's and then later add it for heavies.
Id like to know where you heard that from...
Id like to know where you heard that from... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<a href='http://www.halflife2.net/forums/showthread.php?threadid=1298&perpage=15&pagenumber=1' target='_blank'>http://www.halflife2.net/forums/showthread...15&pagenumber=1</a>
Read it all.
Id like to know where you heard that from... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.halflife2.net/forums/showthread.php?threadid=1298&perpage=15&pagenumber=1' target='_blank'>http://www.halflife2.net/forums/showthread...15&pagenumber=1</a>
Read it all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Awsome, thanks. Obviously I was a bit skeptical, coming from a mapping point of view, telling every item whether or not to be able to be "physical" would take an enormous amount of time.
Id like to know where you heard that from... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.halflife2.net/forums/showthread.php?threadid=1298&perpage=15&pagenumber=1' target='_blank'>http://www.halflife2.net/forums/showthread...15&pagenumber=1</a>
Read it all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
thanks, good stuff
He *might* assign some UWE coders to it once the dev house really gets going, the HL2 SDK comes out, AND he decides that it'd be a worthwhile pursuit. No plans for an NS on HL2 have yet been officially discussed, given that there's nothing *substantial* available to determine how easy or difficult it'd actually be for a mod team to make the switch... rather than a Valve-funded-and-programmed port.
Now then. This one joins the thousand and one 'Will there be an HL2:NS?!' threads in being <span style='color:red'>*LOCKED.*</span>