Would Flayra Give Permission

StavesacreStavesacre 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*

Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    NS is protected by Copyrights IIRC. If you wanted to make a port you would at least need to change the names of everything, including the title of course.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    err it does'nt matter if its copyrighted or not... i think what he was saying was that since flay and the team are going to be busy, why not offset the workload of porting ns to source by having others do it isntead of them.... then releasing the final product.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Flayra hasn't dismissed the possibility of bringing NS over to Source now that he's heard about what Valve is doing. It's possible that it won't be as easy for NS though since it stretches the HL engine so much, it's possible that things would have to be done totally differently in Source.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    im guessing/hoping that if it is ported over there will be new models made. these ns models are good, but hl2 will be able to handle much more.
  • Boy_who_lost_his_wingsBoy_who_lost_his_wings Join Date: 2003-12-03 Member: 23924Banned
    edited May 2004
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    Hmm... That would absolutely kick ****.

    Too bad Gearbox hasn't been carrying its weight lately, eh? *cough* HALO PC.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Yeah, would b great.
    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...
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    <!--QuoteBegin-6john6doe6+May 16 2004, 03:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ May 16 2004, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but hl2 will be able to handle much more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    The models do actually have reload animations for all the weapons, I wonder why they aren't in the game.
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    you forgot that flayra is looking for some programmers?

    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
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    <!--QuoteBegin-moomin.+May 16 2004, 12:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moomin. @ May 16 2004, 12:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The models do actually have reload animations for all the weapons, I wonder why they aren't in the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Which begs the question why they're not implemented in the game, as you said.

    Surely it can't be that hard to do...
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    It's a longstanding bug/feature request that the community has had since day 1. I assume there's some reason why Flayra hasn't fixed it in the nearly 2 years that NS has been out. There's probably some difficulty with adding them that's stopping him from doing it, and he's spending his time on more important things. After all, this is only cosmetic and there are many bugs that actually affect gameplay that are more important.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    I'm not sure a HL1-HL2 port would do justice to the NS experience. It would also change balance a huge amount I'm sure, what with the new physics engine and all. BHopping would be impossible, hives and CC's could be knocked over by big pipes... you know, odd stuff.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    You do realize that objects have to be tagged to be affected by the physics engine, right? And that the movement code (Read: bunnyhopping) is entirely part of the mod in both HL1 and HL2?
  • StavesacreStavesacre Join Date: 2003-09-13 Member: 20816Members, Constellation
    I think that for one Flayra knows what he is doing. And i wouldnt be surprised if the other coders he is looking to take on board would do something along these lines. The new HL game is going to be a huge thing, and a great way to get more people into the NS universe would be to have it there for them when they buy HL2, as opposed to waiting forever for the new project by UWE to be released. (of course i for one wouldnt mind waiting for NS2, something I like to call , "The Second Coming")
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    edited May 2004
    <!--QuoteBegin-Guspaz+May 16 2004, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's a longstanding bug/feature request that the community has had since day 1. I assume there's some reason why Flayra hasn't fixed it in the nearly 2 years that NS has been out. There's probably some difficulty with adding them that's stopping him from doing it, and he's spending his time on more important things. After all, this is only cosmetic and there are many bugs that actually affect gameplay that are more important. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually it's more than likely because HA has none (AFAIK).
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin-Guspaz+May 16 2004, 12:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's a longstanding bug/feature request that the community has had since day 1. I assume there's some reason why Flayra hasn't fixed it in the nearly 2 years that NS has been out. There's probably some difficulty with adding them that's stopping him from doing it, and he's spending his time on more important things. After all, this is only cosmetic and there are many bugs that actually affect gameplay that are more important. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Ballisto you make a very valued point.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    I dont really see what would stop people making a source version of maps like nothing and bast, once flayra sees what NS could look like it might convince him :/
  • IvokIvok Join Date: 2004-02-07 Member: 26174Members
    <!--QuoteBegin-Guspaz+May 16 2004, 02:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 02:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You do realize that objects have to be tagged to be affected by the physics engine, right? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Id like to know where you heard that from...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-Ivok+May 18 2004, 01:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ivok @ May 18 2004, 01:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Guspaz+May 16 2004, 02:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 02:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You do realize that objects have to be tagged to be affected by the physics engine, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • IvokIvok Join Date: 2004-02-07 Member: 26174Members
    <!--QuoteBegin-Align+May 17 2004, 07:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ May 17 2004, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ivok+May 18 2004, 01:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ivok @ May 18 2004, 01:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Guspaz+May 16 2004, 02:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 02:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You do realize that objects have to be tagged to be affected by the physics engine, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • SalvationSalvation Join Date: 2003-11-21 Member: 23300Members
    <!--QuoteBegin-Align+May 17 2004, 07:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ May 17 2004, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ivok+May 18 2004, 01:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ivok @ May 18 2004, 01:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Guspaz+May 16 2004, 02:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 16 2004, 02:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You do realize that objects have to be tagged to be affected by the physics engine, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • ChezChez Join Date: 2004-01-05 Member: 25074Members, Constellation
    After seeing the half life e3 demo of counter-strike on the new half life 2 engine, just thinking about natural selection being added to this would be by far amazing. If flayra put some effort into making ns a stand alone game as well, a physics engine all that some updated graphics this would be 10x better game then it already is now – still best mod out their for hl without a doubt.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    I can say almost certainly that he would not hand over the (entire) NS source code to out-of-house programmers. Which you'd kind of need to port NS to HL2, once it's out.
    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>
This discussion has been closed.