ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i agree that UE3.. technically.. is the better choice. but the entire community, the mappers, everyone is so familiar with hammer and such.. switching engines you would have to either learn all over again or find new people to do the work.
it's a clear upgrade path from NS/HL1 --> NS2/source
I'm not convinced that all these incredible abilities of the UE3 engine are at all necessary or even appropriate for NS2. Also, I'm pretty sure we haven't seen the half of what source can do.
well for my 2c, and because it hasn't been mentioned before, i'd love to see ns on the Doom3/Quake 4 engine. The ambience and feel is perfect, and the visuals put Source to shame. I don't think NS would really benefit from the few advantages Source has (Physics can be coded in/modified relatively easily, and HDR is just a GL shader away [and it doesn't need craploads of extra content to work])
Realistically i think Flay will go with Source, because Valve will cut him a great deal with a good distribution package included, and it will make the Source fanboys happy. I honestly believe Flayra and the NS team could/will work some real magic with Source, just like they did with HL, and i look forward to seeing it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
exploder, when they talk about less gore for the mapmakers, they just mean on the map itself.they have blood decals and spray, but on the map they dont want like blood streaks and dead marines or aliens. im pretty sure blood for hits and stuff is def. in.
A good reason for sticking with source is that there are so many people already used to the controls and environment steam has to offer. Also, the content delivering system will be great for a retail HL2 game. I don't doubt at all in Flayra's ability to use the source engine to its full potential and even coming close to par with some of the next-gen engines.
I hope Unreal, bacause of portability. Source us Windows only. Anyway i play from Mac OS X thanks to Crossover... but a native game would be better :-P
I cant say that much about the technical issues, but I vote for Source, too. The HL1 Engine and the Source Engine both got this unique, incredible "mousefeeling" and "movementfeeling" no other engine can offer. It just feels good to play everything on these Engines. Everytime, i.e. i do a jump in UT, i feel a bit like the gravity is a bit too low, it makes a bounce that doesnt feels good while playing. Source is just allright. Know what I mean? ^^
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
<!--quoteo(post=1577459:date=Nov 15 2006, 08:00 AM:name=n0oNE)--><div class='quotetop'>QUOTE(n0oNE @ Nov 15 2006, 08:00 AM) [snapback]1577459[/snapback]</div><div class='quotemain'><!--quotec--> The HL1 Engine and the Source Engine both got this unique, incredible "mousefeeling" and "movementfeeling" no other engine can offer. It just feels good to play everything on these Engines.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's pure quake engine heritage. id nailed the movement on Quake, which carried through fantastically into HL and on into HL2.
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--quoteo(post=1577554:date=Nov 15 2006, 04:09 PM:name=KungFuSquirrel)--><div class='quotetop'>QUOTE(KungFuSquirrel @ Nov 15 2006, 04:09 PM) [snapback]1577554[/snapback]</div><div class='quotemain'><!--quotec--> That's pure quake engine heritage. id nailed the movement on Quake, which carried through fantastically into HL and on into HL2.
But yes, it's always felt 'right.' <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--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--> As for Unreal3- well that SP game "Roboblitz" has a recommended system requirements of:
Not really MrBomb, with the new tri and quad processors coming out soon and the new line of next gen graphics cards from Nvidia released already, and the upcoming cards line from ATi, you can expect things to get a steep price drop in the near future.
<!--fonto:Verdana--><span style="font-family:Verdana"><!--/fonto-->You're all right.
But I think in the end its still Source, because we're all used to it, has less sys reqs and so more players are attracted.
Btw: Even if unreal engine is better, would we really need that functions? I think not. HDR Lightning rules, physics are also realistic... so what? Water looks great in source, too.
But PLEASE, VALVE, PORT STEAM TO LINUX *crying*<!--fontc--></span><!--/fontc-->
Haha, typing this from linux, I feel your pain, but sadly d3d and directX would probably have to come first.
Source with all the new nifty lighting (dynamic shadowing, self shadowing, hdr, phong, etc.) can create some pretty amazing looking environments. Infestation will look amazing with displacement mapping <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Heck, the number of artistic things that can be done with source makes me, as a mapper drool.
Have you guys seen Gears of War? That game runs on the Unreal Engine 3. I agree that UE3 is more demanding, but the graphical power it outputs cannot even be compared to Source. Source is best for medium-low computers. The problem here though is that you need a license to have a game on the UE3, and I don't think Flayra has the financial power to do that right now. It is expensive, but you get what you pay for. Anyways it all good, source is good too.
Really, this thread should have ended after KungFu's post. The U3 engine has an amazing set of tools, looks fantastic, and the system requirements would be about right when NS2 was finally released, but the Source engine is the better choice in every other respect.
Start with source for this one - VALVe from what I've heard is offering a good 'package,' so what a better way than getting the word out even more than it already is? Use source to get your 'marketing feet' under you and establishing the (commercial) natural selection game as a real good brand, giving your company a great reputation along with it, then you can probably branch out into further engine's with a bit more security. I only speak in terms of a fanbase on steam thats already so large you'll get an immediate hit within that, which will slowly spread outside of the community, whereas other engines dont really sport that (yet).
From a mappers perspective, it would be a nightmare to jump from HL1 to the Unreal engine. I have been attempting to learn the Unreal engine for years, but I just can't cope with a subtractive engine and the editor is so cluttered with useless buttons and windows that it's hard to get even the simple things done.
The Source engine is just as capable at doing things as the Unreal engine is, if not better because of the physics engine. The ability to interact with the world in Source is by far much better than in Unreal. You won't see people pushing rocks off a cliff to crush someone below in the Unreal engine as it's just not possible.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Unreal shipped with an included physics solution in 2002 and has continued to do so since... Half-Life's physics engine at its core is Havok, which can be purchased and integrated into any engine solution. That interactivity is a design decision, not a tech limitation.
I'm spending pretty much all of my gaming time on NaSe2. After a bumpy start the game really grew on me, as did the community and the devs for that matter. Having never played NaSe1 and having bought it's successor a year ago, I figured I missed alot of the game's history and that some digging would be in order.
So i dug these forums. And I have to say: it was very worth it's while, I can recommend doing the same to everyone who's gotten attached to this biome. It was funny reading about ppl speculating about which engine is going to be used, like in this thread (HL: Source or UE3? But UE3 is SO demanding!:), or others asking if anyone would still be interessted in the game if it's developement took longer than 2 years (that was in 2006).
Unfortunately the very first post "Test post" was locked "already", because it would have offered itself to say something along the lines of:
"I really felt the need to revive this very first post, to show people who might not be aware of it, what a long way this game, community and developer have come. The road travelled might not have come to an end yet, but looking back at this "Test post", I think it is consesus: the test was a success! And also, looking forward from this and considering the winding path this story took and it's bright present, I'm sanguine: we're facing a glorious future! To arms, marines!"
I'm spending pretty much all of my gaming time on NaSe2. After a bumpy start the game really grew on me, as did the community and the devs for that matter. Having never played NaSe1 and having bought it's successor a year ago, I figured I missed alot of the game's history and that some digging would be in order.
So i dug these forums. And I have to say: it was very worth it's while, I can recommend doing the same to everyone who's gotten attached to this biome. It was funny reading about ppl speculating about which engine is going to be used, like in this thread (HL: Source or UE3? But UE3 is SO demanding!:), or others asking if anyone would still be interessted in the game if it's developement took longer than 2 years (that was in 2006).
Unfortunately the very first post "Test post" was locked "already", because it would have offered itself to say something along the lines of:
"I really felt the need to revive this very first post, to show people who might not be aware of it, what a long way this game, community and developer have come. The road travelled might not have come to an end yet, but looking back at this "Test post", I think it is consesus: the test was a success! And also, looking forward from this and considering the winding path this story took and it's bright present, I'm sanguine: we're facing a glorious future! To arms, marines!"
Thank you, I now have to wash the schmaltz of...<!--QuoteEnd--></div><!--QuoteEEnd-->
Eh, who are you responding to? This thread is from 2006.
<!--quoteo(post=2058763:date=Jan 10 2013, 10:33 AM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ Jan 10 2013, 10:33 AM) <a href="index.php?act=findpost&pid=2058763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eh, who are you responding to? This thread is from 2006.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
it's a clear upgrade path from NS/HL1 --> NS2/source
I'm not convinced that all these incredible abilities of the UE3 engine are at all necessary or even appropriate for NS2. Also, I'm pretty sure we haven't seen the half of what source can do.
UE3 would alienate ( >.>) a lot of users.
Realistically i think Flay will go with Source, because Valve will cut him a great deal with a good distribution package included, and it will make the Source fanboys happy. I honestly believe Flayra and the NS team could/will work some real magic with Source, just like they did with HL, and i look forward to seeing it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
A good reason for sticking with source is that there are so many people already used to the controls and environment steam has to offer. Also, the content delivering system will be great for a retail HL2 game. I don't doubt at all in Flayra's ability to use the source engine to its full potential and even coming close to par with some of the next-gen engines.
<a href="http://www.ikirsector.it/im/mac/steam.jpg" target="_blank">http://www.ikirsector.it/im/mac/steam.jpg</a>
The HL1 Engine and the Source Engine both got this unique, incredible "mousefeeling" and "movementfeeling" no other engine can offer. It just feels good to play everything on these Engines.
Everytime, i.e. i do a jump in UT, i feel a bit like the gravity is a bit too low, it makes a bounce that doesnt feels good while playing.
Source is just allright. Know what I mean? ^^
The HL1 Engine and the Source Engine both got this unique, incredible "mousefeeling" and "movementfeeling" no other engine can offer. It just feels good to play everything on these Engines.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's pure quake engine heritage. id nailed the movement on Quake, which carried through fantastically into HL and on into HL2.
But yes, it's always felt 'right.'
That's pure quake engine heritage. id nailed the movement on Quake, which carried through fantastically into HL and on into HL2.
But yes, it's always felt 'right.'
<!--QuoteEnd--></div><!--QuoteEEnd-->
Unreal engine has that too.
Renderware...ugh.
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
<!--QuoteEnd--></div><!--QuoteEEnd-->
Woah system requirements of Unreal 3 engine is insane.
But I think in the end its still Source, because we're all used to it, has less sys reqs and so more players are attracted.
Btw: Even if unreal engine is better, would we really need that functions? I think not. HDR Lightning rules, physics are also realistic... so what? Water looks great in source, too.
But PLEASE, VALVE, PORT STEAM TO LINUX *crying*<!--fontc--></span><!--/fontc-->
Source with all the new nifty lighting (dynamic shadowing, self shadowing, hdr, phong, etc.) can create some pretty amazing looking environments. Infestation will look amazing with displacement mapping <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Heck, the number of artistic things that can be done with source makes me, as a mapper drool.
I know my opinion sucks. xD
The Source engine is just as capable at doing things as the Unreal engine is, if not better because of the physics engine. The ability to interact with the world in Source is by far much better than in Unreal. You won't see people pushing rocks off a cliff to crush someone below in the Unreal engine as it's just not possible.
I'm spending pretty much all of my gaming time on NaSe2. After a bumpy start the game really grew on me, as did the community and the devs for that matter. Having never played NaSe1 and having bought it's successor a year ago, I figured I missed alot of the game's history and that some digging would be in order.
So i dug these forums. And I have to say: it was very worth it's while, I can recommend doing the same to everyone who's gotten attached to this biome. It was funny reading about ppl speculating about which engine is going to be used, like in this thread (HL: Source or UE3? But UE3 is SO demanding!:), or others asking if anyone would still be interessted in the game if it's developement took longer than 2 years (that was in 2006).
Unfortunately the very first post "Test post" was locked "already", because it would have offered itself to say something along the lines of:
"I really felt the need to revive this very first post, to show people who might not be aware of it, what a long way this game, community and developer have come. The road travelled might not have come to an end yet, but looking back at this "Test post", I think it is consesus: the test was a success! And also, looking forward from this and considering the winding path this story took and it's bright present, I'm sanguine: we're facing a glorious future! To arms, marines!"
Thank you, I now have to wash the schmaltz of...
I'm spending pretty much all of my gaming time on NaSe2. After a bumpy start the game really grew on me, as did the community and the devs for that matter. Having never played NaSe1 and having bought it's successor a year ago, I figured I missed alot of the game's history and that some digging would be in order.
So i dug these forums. And I have to say: it was very worth it's while, I can recommend doing the same to everyone who's gotten attached to this biome. It was funny reading about ppl speculating about which engine is going to be used, like in this thread (HL: Source or UE3? But UE3 is SO demanding!:), or others asking if anyone would still be interessted in the game if it's developement took longer than 2 years (that was in 2006).
Unfortunately the very first post "Test post" was locked "already", because it would have offered itself to say something along the lines of:
"I really felt the need to revive this very first post, to show people who might not be aware of it, what a long way this game, community and developer have come. The road travelled might not have come to an end yet, but looking back at this "Test post", I think it is consesus: the test was a success! And also, looking forward from this and considering the winding path this story took and it's bright present, I'm sanguine: we're facing a glorious future! To arms, marines!"
Thank you, I now have to wash the schmaltz of...<!--QuoteEnd--></div><!--QuoteEEnd-->
Eh, who are you responding to? This thread is from 2006.
Maybe read my post?
I agree that UWE has gone far with NS2 and that it is a success.
But please don't needlessly thread necromance, thanks.
Locked.