engine?

GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
<div class="IPBDescription">which engine use NaSe 2 ???</div>which engine use NaSe 2 <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
I think half-life 2, but you move the NS:source thread to NaSe 2...so maybe not <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
no half-life 2 engine isnt good for NaSe2...but we will see what do you use. <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
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Comments

  • carlgmcarlgm Join Date: 2004-08-26 Member: 30907Members, Constellation
    Unreal3 or Source. Either would be good.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    I hope Source:Engine! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    i think its easyer to became the source engine, the unreal engine is very costly.
    And the NaSe team dont know the unreal engine, so i think they have more experience with halflife / quake engine
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    I hope it's Source. Huge playerbase, and Flayra has already spoken to Valve.

    As for Unreal3- well that SP game "Roboblitz" has a recommended system requirements of:

    Athlon 3800+ (or equivalent)
    1GB RAM
    256Mb 7800 (or equivalent).

    I'd be surprised if Source's recommended specs were more than:

    2000xp+
    512Mb RAM
    ATI 9800 pro

    Plus I hear Epic charge huge amounts to license their engine. And let's not forget Steam's huge player base.
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    edited November 2006
    Source would definitely be the best option. That's what I'd choose anyway, but at the end of the day it's their decision, not ours.
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    it is our decision, so if we dont want, we dont buy <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    hope you know what i mean, half-life engine was a legend.
    so dont let a legend die.
    Wake up Half-life source, wake up.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    We are 90% sure we're going to end up using Source, but we need to make sure it can do what we need it to do. We know Half-life engine and VALVe has offered a great deal for using it. We're evaluating it now.
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    Good news, then. I can't imagine NS without HL, really...

    Incidentally, it's nice to see you on the forums more. I remember it used to be a very rare day when Flayra made a post.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    <!--quoteo(post=1575839:date=Nov 11 2006, 07:23 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Nov 11 2006, 07:23 AM) [snapback]1575839[/snapback]</div><div class='quotemain'><!--quotec-->
    I hope it's Source. Huge playerbase, and Flayra has already spoken to Valve.

    As for Unreal3- well that SP game "Roboblitz" has a recommended system requirements of:

    Athlon 3800+ (or equivalent)
    1GB RAM
    256Mb 7800 (or equivalent).

    I'd be surprised if Source's recommended specs were more than:

    2000xp+
    512Mb RAM
    ATI 9800 pro

    Plus I hear Epic charge huge amounts to license their engine. And let's not forget Steam's huge player base.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Well seeing that i can play it on high with a GF4 Ti 4800 128MB, it would indeed suggest a low spec recommendation.

    hence why source should be used
  • Drone_FraggerDrone_Fragger Join Date: 2006-11-11 Member: 58545Members
    If I remember correctly, theres two ways of developing for source, the Modding way, and the full game license way. For the modding way It doesn't cost anything (other than your time)to make a full game for source, It just requires Valve to think that your prodiuct is worth selling. Which NS obvoiusly is. If they do decide it worth selling it though, You have acces to the hl2 source code, and Valve gets 50% of what the game makes, whivch you get the other 50%. The other way is the teaditional "Buying a license and then making the game from scratch using the engine" which costs lots, but you get 100% of the profits.

    As I said, Thats what I can remember about using Source... I thinik its all right...
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    U3. After seeing GoW, it can't be beat.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    <!--quoteo(post=1576120:date=Nov 12 2006, 06:27 AM:name=Drone_Fragger)--><div class='quotetop'>QUOTE(Drone_Fragger @ Nov 12 2006, 06:27 AM) [snapback]1576120[/snapback]</div><div class='quotemain'><!--quotec-->
    If I remember correctly, theres two ways of developing for source, the Modding way, and the full game license way. For the modding way It doesn't cost anything (other than your time)to make a full game for source, It just requires Valve to think that your prodiuct is worth selling. Which NS obvoiusly is. If they do decide it worth selling it though, You have acces to the hl2 source code, and Valve gets 50% of what the game makes, whivch you get the other 50%. The other way is the teaditional "Buying a license and then making the game from scratch using the engine" which costs lots, but you get 100% of the profits.

    As I said, Thats what I can remember about using Source... I thinik its all right...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    well that answers a question in a topic i made <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    if they use the source engine, theres less time to learn it (already have HL1 under thier belts) therfor less time to release. Source engine ftw!
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Having had no first-hand experience of the games industry,

    I'd imagine... [/disclaimer]

    If you're looking to get significant funding from investors you'll want to be able to tell them that you have access to upcoming technology as it's developed and that you have the right to fiddle with the source code to help convince them that you're gonna be able to work around problems with the code and that you demonstrably have the scope to develop what you're aiming for. You'll have more sway with Valve if there's something in hush-hush development that you need for the game and you'd like to see it prioritised, and you won't have to rely on workaround 'hacks' to the source code if something doesn't work quite how you'd want it to.

    The profit margin is considerable not only for the ~50-50 split (or whatever it is) but also for the content delivery system that comes with it, meaning you wouldn't lose a huge portion of sales revenue to publisher's fees (including shipping and distribution costs).

    If NS2 is as good as NS (even if you take into account the balance flaws at the core of the Alien tech tree) Valve would be insane to turn down a proposal. Reasons below:<ul><li>Established player base (Forum members are a good indication, NS player minutes are proof of this)</li><li>Proof that the NS concept sells (the Constellation donation program)</li><li>Awards from the gaming/modding community</li><li>A no-gore policy that would place NS2 in the 'Teen' age bracket for the ESRB in the US and the 16+ age bracket for the PEGI in Europe (and mandatory submission to the BBFC in the UK and to similar organisations in other European countries), maximising market potential to include most gamers who would be interested in playing the game.</li></ul>
    On the other hand, if NS2 is <i>better</i> than NS, game on! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

    And so that's why I disagree with Quaunaut on using the U3 engine.
  • NeroNero Join Date: 2002-12-20 Member: 11236Members
    edited November 2006
    UE3 offers for 5% of the market a new visual experience. 95% will experience lag and/or poor visual, because they can´t get high-end hardware.
    The Hardware needs to evolve more for NS use UE3.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Use source.

    With source; you can still get a good looking game without alienating %95 of people (*Coughunreal3enginecough*) who want to play the game.
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    edited November 2006
    <!--quoteo(post=1575901:date=Nov 11 2006, 05:51 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Nov 11 2006, 05:51 PM) [snapback]1575901[/snapback]</div><div class='quotemain'><!--quotec-->
    We are 90% sure we're going to end up using Source, but we need to make sure it can do what we need it to do. We know Half-life engine and VALVe has offered a great deal for using it. We're evaluating it now.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    great to hear that, sounds like you will made new features...maybe vehicles <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
    We will see, i hope...no im sure you choose the right engine <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> .

    greetings
    Lerkman
    goldenprize <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    Whats this I hear about no gore?
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    <!--quoteo(post=1576341:date=Nov 12 2006, 10:27 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Nov 12 2006, 10:27 PM) [snapback]1576341[/snapback]</div><div class='quotemain'><!--quotec-->
    Whats this I hear about no gore?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1576341:date=Nov 12 2006, 09:27 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Nov 12 2006, 09:27 PM) [snapback]1576341[/snapback]</div><div class='quotemain'><!--quotec-->
    Whats this I hear about no gore?
    <!--QuoteEnd--></div><!--QuoteEEnd-->Official NS maps have always had to abide by a 'no excessive gore' policy that (IIRC) was designed to make the mod more accessible to younger audiences. It seems likely that NS2 will continue this for the reason I mentioned; that more people will <i>legally</i> be able to buy the game.

    Link: <a href="http://www.unknownworlds.com/uwe/static/portfolio/web/Mapping_Guidelines.html#Avoid_Terror_and_Gore" target="_blank">http://www.unknownworlds.com/uwe/static/po...Terror_and_Gore</a>
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Avoid Terror and Gore</b> - Natural Selection is about lush, atmospheric sci-fi environments, cooperative strategy, and intense battles. It isn't about scaring the player or horrific environments. The aliens will still be scary, but very dark environments, flickering florescent lights, bodies slumped on rafters, and other staples of the horror genre don't help Natural Selection achieve its goals. Don't place dead colonists anywhere (slumped against walls, in piles, etc.). Pools of blood and dismemberment are also to be avoided. The game doesn't avoid blood and gore completely, but doesn't display lingering dead bodies and gibbed alien flesh. In fact, NS is less gory than Half-Life. This may seem like a senseless guideline, but it will help the game appeal to more people--hopefully resulting in more players, more add-ons, and a broader community.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I really hope they at least add blood decals to marines\aliens when they get hit. Imagine seeing an onos running back to the hive full of blood marks from the bullets <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Members
    About the Unreal3 engine bashing, don't forgot that NS was originally pushing the hardware to it's max and wasn't expected to work flawlessly on every computer.

    Whatever engine is chosen really doesn't matter to me, as long as half of the amazing art direction used in NS1 is kept and the net code is good I'm happy.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1576448:date=Nov 13 2006, 11:56 AM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Nov 13 2006, 11:56 AM) [snapback]1576448[/snapback]</div><div class='quotemain'><!--quotec--> I really hope they at least add blood decals to marines\aliens when they get hit. Imagine seeing an onos running back to the hive full of blood marks from the bullets <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> . <!--QuoteEnd--></div><!--QuoteEEnd-->
    The worst part of HL2 for me was when you were fighting alongside the rebels in the city. One time I turned to look at one of the rebels who had just followed me through a skirmish and she had this gaping bullet wound in her cheek. For a brief moment I felt bad for letting her get shot.

    So yeah, bullet decals on players for the win.
  • NeroNero Join Date: 2002-12-20 Member: 11236Members
    edited November 2006
    <!--quoteo(post=1576516:date=Nov 13 2006, 02:05 AM:name=wnn)--><div class='quotetop'>QUOTE(wnn @ Nov 13 2006, 02:05 AM) [snapback]1576516[/snapback]</div><div class='quotemain'><!--quotec-->
    About the Unreal3 engine bashing, don't forgot that NS was originally pushing the hardware to it's max and wasn't expected to work flawlessly on every computer.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Only NS servers required a really good rig. NS is HL1 engine and any GeForce 3 or better gives you 100fps.
    Epic doesn´t want UT and other Unreal games to be top selling. They want to sell their Unreal Engine and show to the public what they can do.
    NS2 *needs* to sell well. Using Unreal Engine will forbid you to have good results at market.
    I´m not saying that future NS versions can´t be one of the pioneers of the next engine revolution that will come. But to make something like Epic, you need to have some good cash flow into your company.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1576644:date=Nov 13 2006, 12:07 PM:name=Nero)--><div class='quotetop'>QUOTE(Nero @ Nov 13 2006, 12:07 PM) [snapback]1576644[/snapback]</div><div class='quotemain'><!--quotec-->
    Only NS servers required a really good rig. NS is HL1 engine and any GeForce 3 or better gives you 100fps.
    Epic doesn´t want UT and other Unreal games to be top selling. They want to sell their Unreal Engine and show to the public what they can do.
    NS2 *needs* to sell well. Using Unreal Engine will forbid you to have good results at market.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I could say the same about the source engine as well, but everyone has their own opinions. I'm starting to lean towards the source engine, but if they wont be using the multi-core part of the source engine id say meh, find another one.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited November 2006
    The sheer volume of tools, technology, and support offered by the Unreal engine (even as of 2K3/2K4) is pretty much unparalleled. That said, given the experience of the NS team, established player base/audience, available distribution, and general affordability (a relative term, I'm sure <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ), Source would still seem to be the best option (and still a very good one at that).
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    kfs for the win! i vote source.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    heh, for whatever my opinion is worth. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Charlie's going to come out of it all with the best answer, of course, but I figure as long as there's a debate raging... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    KFS is quite correct that the UT2.5 (even 3) engine has massive amounts of support and a very nice work flow (more true for UE3) however Source has steam and the NS community is already on steam, and the NS mapping community (one of THE strongest out there) is based around hammer (while many have probably branched out somewhat). Not to mention that source looks significantly better that 2.5 (and gives you much more bang for your buck than UE3) and the team has previous experience working with valve technology <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    I would like to see NS 2 on the source engine. But the unreal engine seems to be a good choice too.
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    <!--quoteo(post=1576422:date=Nov 13 2006, 01:58 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Nov 13 2006, 01:58 AM) [snapback]1576422[/snapback]</div><div class='quotemain'><!--quotec-->
    Official NS maps have always had to abide by a 'no excessive gore' policy that (IIRC) was designed to make the mod more accessible to younger audiences. It seems likely that NS2 will continue this for the reason I mentioned; that more people will <i>legally</i> be able to buy the game.

    Link: <a href="http://www.unknownworlds.com/uwe/static/portfolio/web/Mapping_Guidelines.html#Avoid_Terror_and_Gore" target="_blank">http://www.unknownworlds.com/uwe/static/po...Terror_and_Gore</a>
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    So basically they want to cripple their game just to appeal to a wider audience?

    Basically, with a new graphics engine comes a whole bunchload of awesome special effects. If some of those effects are left out, it will severely damage it's graphical appeal.

    Take for example a next-generation game with perfect graphics and all that. The only graphical fault would be that there's no blood decals. Man that would suck so much!

    NS is a sci-fi game. Don't dumb down the blood just because of that.

    <!--quoteo(post=1576448:date=Nov 13 2006, 02:56 AM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Nov 13 2006, 02:56 AM) [snapback]1576448[/snapback]</div><div class='quotemain'><!--quotec-->
    I really hope they at least add blood decals to marines\aliens when they get hit. Imagine seeing an onos running back to the hive full of blood marks from the bullets <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah if I don't see that in NS2 I'm gonna...
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