When it comes to physics, I think a major overhaul would have to be done. For one thing, physics are calculated client side, so what you see might be different from what other people see.
Say there's a dead onos. In your screen, the body is blocking a hallway, and you can't move through it. Your teammate's computers calculated the onos's death differently, and it's not blocking the hallway. You watch as your teammates walk straight through the onos while it's not letting you pass it.
And then besides those kinds of strangities, the CPU usage would be horrendous. As of now the CPU load is quite extreme for an HL mod, but then add physics and a beefy engine... If there was a way to disable physics (and I'm sure there is) then NS:S would be very possible, but then in a way that's contradicting the reason why you'd be porting in the first place.
Out of all honesty, as cool as porting to source would be, I'm fine with how ns looks and plays already.
NS:S = prettier version of what we have now. NS2 = next chapter in the NS universe. This is going to be a retail product. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> there always remains a few who just skim through it instead of reading...
As for the hitboxes, wouldn't it be possible to just make a custom hitbox for each alien\marine so it would move with them? Or does that only work for per-poly hitboxes? Or is it code as well?
If somebody get give a in-depth explanation of how hitboxes work that'd be awesome :-P
EDIT: Also doom3 has better hitboxes is because they use per-poly instead of the bounding boxes half-life(s) have <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They actualy do use custom hit boxes for aliens. but the problem is that the hit boxes also say where the player can and can't fit into....Coniquently if the fade hitbox is made to be the same as what the modle represent while crouching, The fade would be unable to fit into vents.
<!--QuoteBegin-Invader Scoot+Apr 13 2005, 09:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Apr 13 2005, 09:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When it comes to physics, I think a major overhaul would have to be done. For one thing, physics are calculated client side, so what you see might be different from what other people see.
Say there's a dead onos. In your screen, the body is blocking a hallway, and you can't move through it. Your teammate's computers calculated the onos's death differently, and it's not blocking the hallway. You watch as your teammates walk straight through the onos while it's not letting you pass it.
And then besides those kinds of strangities, the CPU usage would be horrendous. As of now the CPU load is quite extreme for an HL mod, but then add physics and a beefy engine... If there was a way to disable physics (and I'm sure there is) then NS:S would be very possible, but then in a way that's contradicting the reason why you'd be porting in the first place.
Out of all honesty, as cool as porting to source would be, I'm fine with how ns looks and plays already. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> basicly, all that will happen is way better graphics.. and maybe a few gameplay things, like the fade ability to teleport n stuff. Thats about it. Adding xtra physisc would be Psyco
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Say there's a dead onos. In your screen, the body is blocking a hallway, and you can't move through it. Your teammate's computers calculated the onos's death differently, and it's not blocking the hallway. You watch as your teammates walk straight through the onos while it's not letting you pass it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Client-side physics objects do not block players. The Onos body would not block you unless they made it server-side. Nobody's sure how it's going to be done. I'd love to see Onos bodies blocking hallways for a brief period. Having them disappear is going to be odd, though, even though were used to it in NS now.
well still it be cool if atleast SOME veicles would be there...
another video upgrade card... god... im still with my old G Force 2 MX with 32 mb ram... Im surprized that it can handle lcd's and luqid displays... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
The thing with source is that it allows for bigger maps then the first hl... so things like scenes from straship troopers are bit closer achived... though we can only dream of that many things to shoot at...
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin-Gecko God Of Dooom+Apr 13 2005, 10:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of Dooom @ Apr 13 2005, 10:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actualy, for a death animation, they could do something like thier body evaporating into nanites...
Like what happens to demons in Doom3 or any monsters in FF10
It would make logical sense, AND look cool <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That would be okay as long as they ragdolled first
but i wouldn't make it cheesy and have little "ducts" in the ceilings where tiny nanites come out of the floor and eat away at the body... that would be very cool
<!--QuoteBegin-LokeTheSleekPeruvian+Apr 14 2005, 01:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LokeTheSleekPeruvian @ Apr 14 2005, 01:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NolSinkler+Apr 13 2005, 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NolSinkler @ Apr 13 2005, 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It would be cool if the hive could be controlled by aliens and moved around!!!1 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Aliens would need a slug to move the hive around. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Golden locked threads ftw!
/me blows Windlewhilstle
Windlekron, we need your book of links to educate the lesser forumites. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Edit: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=46566' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=46566</a> Gotya. --
As for the thread... Vehicles? Exploading corpses? Old fade blink?
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Windlekron, we need your book of links to educate the lesser forumites. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well still it be cool if atleast SOME veicles would be there...
another video upgrade card... god... im still with my old G Force 2 MX with 32 mb ram... Im surprized that it can handle lcd's and luqid displays... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
The thing with source is that it allows for bigger maps then the first hl... so things like scenes from straship troopers are bit closer achived... though we can only dream of that many things to shoot at... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> A port is a port; they aren't planning a new game here. That would be NS:2. I highly doubt the devs add a lot of new features to NS:S, because that would require a LOT more time for testing and balancing.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
i don't see any problem with porting to source
they finally got to a point where the game is nicely balanced (maybe some slight alien adjustments or small things) but the big work is done. NS:S will give the team something new to work on for the next few years. Besides, NS2 doesn't even have major funding yet so i'm sure not a ton of work can get done on it.
IIRC, the crew that'll be doing NS2 is completely different from the devs working on NS right now, so there's no reason not to do source (at least in terms of delaying NS2)
Besides, NS:Source would increase the playerbase ==>> more people will know about UWE and NS2, whereas if they didnt port eventually the game would die out from people moving to other source mods...
it'd be foolish to not port, if they have the capability (I guess they still have to do a lot of research from a coding perspective, since a lot of the hacks that make NS work with HL won't work on the new engine...this is the only valid reason I can think of not to port)
<!--QuoteBegin-monopolowa+Apr 15 2005, 06:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monopolowa @ Apr 15 2005, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if they didnt port eventually the game would die out from people moving to other source mods... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Have you had your eyes closed for the past 9 years?
Thousands of people still play quake and quake 2 online. A good game lasts until the sequel, a great game lasts a generation.
AHH wait, I see, your one of those GFX > playability guys?!
<!--QuoteBegin-DarkFrost+Apr 14 2005, 08:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Apr 14 2005, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shouldn't waste their time with source full stop =/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, I'd imagine that if they ended up 'leasing' the source code for NS:2, they could use the code for NS:S to make the project go faster. Or even if they used a completely different engine. At the very least, they'd have models and sounds and such. It wouldn't all be a 'waste'.
<!--QuoteBegin-Mintman+Apr 15 2005, 12:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Apr 15 2005, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bunny hopping is possible on source. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know bunnyhopping works, because I used it extensively when I played HL2. However, I recall that it acts very different. I don't think you don't have to do any turning or strafing. All you have to do is continuously jump.
<!--QuoteBegin-Verdale+Apr 14 2005, 04:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verdale @ Apr 14 2005, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My computer would explode if it tried to run NS:Source. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ahh it appears we live in the same nightmare.
i still think source would not reap the benefits of a retail game, on an engine that doesnt have any restrictions. Also people have to bear in mind that alot of people in the ns community will have problems running NS:S. Its true that most people can run hl2dm or cs:s with 30 fps or more but just imagine the strain on their systems when it comes to all the extra models and psychics that might be involved with ns:s.
<!--QuoteBegin-theclam+Apr 15 2005, 08:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Apr 15 2005, 08:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mintman+Apr 15 2005, 12:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Apr 15 2005, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bunny hopping is possible on source. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I know bunnyhopping works, because I used it extensively when I played HL2. However, I recall that it acts very different. I don't think you don't have to do any turning or strafing. All you have to do is continuously jump. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> then it isnt bunny hopping???
The thing about online games compared to single player is, online fancy doesn't matter, all it needs is the force of gravity and for it to be easy to determine one team from the other.
Single Player is where fancy graphics and effects live. Dawn of War is a good example of this, no matter what settings you chose, the multiplayer side of the game is played one low detail. The effects make no difference to anything.
Look at HL1 breakable glass, and now HL2. HL2s glass gets a few holes in it and you can walk thru it like it wasn't there, where HL1's just breaks completely, nice for singleplayer, pointless for multiplayer.
Not to mention all the errors with havok, even when compared to the free physics engines (thats free to public, some are more expensive than havok to the companies), and its ability to completely confuse a CPU sometimes, its ragdoll effects are sub par, and its vehicles "feel" fake.
There have only been a few games I have sat down to and thought "wow" about, in the last 15 years, HL2 wasn't one of them, it was full of "seen that before"'s, I expected a new engine, not a mod of the HL one.
*Edit* - I realise this is'nt even going to get believed, as the majority of online gamers are in the valve fan club.
I think alot of the graphical stuff you can pull off in Source doesn't matter, because "playability" has been taking a back seat to "atmosphere" lately, and anyone who claims to be good at the game is going to jack their gamma up and their graphics down so they can squeeze 1,000 frames per second out of an engine that wasn't designed to handle near as many, while their eyes can't even handle as many as the engine can.
I would like to see cloaked aliens modeled out of the water, though. I heard in an old old interview for the Havok engine that you can assign any texture or effect to any model.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited April 2005
<!--QuoteBegin-DarkFrost+Apr 16 2005, 02:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Apr 16 2005, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The thing about online games compared to single player is, online fancy doesn't matter, all it needs is the force of gravity and for it to be easy to determine one team from the other.
Single Player is where fancy graphics and effects live. Dawn of War is a good example of this, no matter what settings you chose, the multiplayer side of the game is played one low detail. The effects make no difference to anything.
Look at HL1 breakable glass, and now HL2. HL2s glass gets a few holes in it and you can walk thru it like it wasn't there, where HL1's just breaks completely, nice for singleplayer, pointless for multiplayer.
Not to mention all the errors with havok, even when compared to the free physics engines (thats free to public, some are more expensive than havok to the companies), and its ability to completely confuse a CPU sometimes, its ragdoll effects are sub par, and its vehicles "feel" fake.
There have only been a few games I have sat down to and thought "wow" about, in the last 15 years, HL2 wasn't one of them, it was full of "seen that before"'s, I expected a new engine, not a mod of the HL one.
*Edit* - I realise this is'nt even going to get believed, as the majority of online gamers are in the valve fan club. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I disagree
(IMO) i feel multiplayer graphics are as important to the single player element. So the glass breaking is more realstic instead of just shattering glass, it helps the immersion so leave it in. Also i don't agree with the generalization that <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the multiplayer side of the game is played one low detail. The effects make no difference to anything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->. Mostly because whenever i play multiplayer on games i crank up the graphics to a point that my computer can handle and don't worry about trying to get the best fps all the time so i can shoot better. Sometimes the better graphics makes it funner to look at and play in. Not all of us play in low detail for multiplayer and yes it does make a difference IMO.
As havok goes i'll hafta agree with ya in that its not really that impressive. I think megon (i think that's what it was called) is way more impressive than havok is. Half-Life2 is a good game, a worthy sequel, but not the best game ever. It's impossible to have a genre re-inventing when your having a sequel to a game that did the same thing. THat's the way it is with sequels, they have to stay somewhat true to the original for continuality purposes but usually arn't that groundbreaking like the predecessor since everybody has their own idea of what it should be.
EDIT: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think alot of the graphical stuff you can pull off in Source doesn't matter, because "playability" has been taking a back seat to "atmosphere" lately, and anyone who claims to be good at the game is going to jack their gamma up and their graphics down so they can squeeze 1,000 frames per second out of an engine that wasn't designed to handle near as many, while their eyes can't even handle as many as the engine can.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well that doesn't mean you should just throw out all good graphics from now on just because some people's computers can't handle them. If that was the case we'd still have doom graphics but best gameplay for the past 15 years. I'm sure some people do that but a considerable number of people probably try to get the best looking multiplayer their computer can handle as well. I dunno about you but i thought half-life 2 was pretty "playable", IMO doom3 was not playable because it was all atmosphere and old, but classic early 90's gameplay. For me that style of gameplay was great because its all there was back then and it was damn fun, but i've come to expect more out of modern games.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you had your eyes closed for the past 9 years?
Thousands of people still play quake and quake 2 online. A good game lasts until the sequel, a great game lasts a generation.
AHH wait, I see, your one of those GFX > playability guys?! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Do graphics make a game? No Does playability make a game? Yes Does it help if it has good graphics AND playability? Yes, they can form 2 parts of the whole. In Half-Life2's case, i think they struck a good balance between good (not great) looking graphics and solid gameplay while still reminiscent of HL1 gameplay. NS:S could also make this happen in time.
Eventually people will want to have better graphics with their games. Though having all the glitter and shine on a crappy game is still going to be a crappy game but with good graphics. People won't play it cause it sucks.
NS has great playability, but it also has good graphics for the HL engine. In fact, i'd say its the best looking mod for the engine that has come out. Eventually people will probably get tired of the old HL engine capabilities and want something new to look at and more realistic. You and I are on other sides of the fence on this one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would like to see cloaked aliens modeled out of the water, though. I heard in an old old interview for the Havok engine that you can assign any texture or effect to any model. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The source engine, and IIRC you can apply water, wood, concrete and others. Dunno about wood and concrete but definitely water.
<!--QuoteBegin-Cloist+Apr 15 2005, 09:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cloist @ Apr 15 2005, 09:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Agreed they should move onto ns2 or another UWE production. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The problem here is they need to pay people if they plan on producing a comercial UWE project. Currently the whole NS team is volenteer basis, and they have niether the funds nor the concept to create a comercial product and pay those people to work for them. Hence NS:S is a realistic project ATM, while NS2 simply is not.
This is MORE than just a graphical update. NS maps are hardly a matter of visuals at this point, it's more of a "LIMIT BATTLE". Which means that we're sick of trying to get around the countless number of HL limits we've hit by now. Cagey's tools have helped getting around those, NS mapping would be 150 times harder if we didn't have those WONDERFUL compiling tools.
Porting, for the casual player, only means a "simple" graphics update, although we (I think the coders will have the hardest job if we do port it) will be able to work in a more "comfortable" way, since we don't have to worry (for now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) about the limits.
Comments
Say there's a dead onos. In your screen, the body is blocking a hallway, and you can't move through it. Your teammate's computers calculated the onos's death differently, and it's not blocking the hallway. You watch as your teammates walk straight through the onos while it's not letting you pass it.
And then besides those kinds of strangities, the CPU usage would be horrendous. As of now the CPU load is quite extreme for an HL mod, but then add physics and a beefy engine... If there was a way to disable physics (and I'm sure there is) then NS:S would be very possible, but then in a way that's contradicting the reason why you'd be porting in the first place.
Out of all honesty, as cool as porting to source would be, I'm fine with how ns looks and plays already.
NS:S = prettier version of what we have now.
NS2 = next chapter in the NS universe. This is going to be a retail product. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
there always remains a few who just skim through it instead of reading...
As for the hitboxes, wouldn't it be possible to just make a custom hitbox for each alien\marine so it would move with them? Or does that only work for per-poly hitboxes? Or is it code as well?
If somebody get give a in-depth explanation of how hitboxes work that'd be awesome :-P
EDIT: Also doom3 has better hitboxes is because they use per-poly instead of the bounding boxes half-life(s) have <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They actualy do use custom hit boxes for aliens. but the problem is that the hit boxes also say where the player can and can't fit into....Coniquently if the fade hitbox is made to be the same as what the modle represent while crouching, The fade would be unable to fit into vents.
Say there's a dead onos. In your screen, the body is blocking a hallway, and you can't move through it. Your teammate's computers calculated the onos's death differently, and it's not blocking the hallway. You watch as your teammates walk straight through the onos while it's not letting you pass it.
And then besides those kinds of strangities, the CPU usage would be horrendous. As of now the CPU load is quite extreme for an HL mod, but then add physics and a beefy engine... If there was a way to disable physics (and I'm sure there is) then NS:S would be very possible, but then in a way that's contradicting the reason why you'd be porting in the first place.
Out of all honesty, as cool as porting to source would be, I'm fine with how ns looks and plays already. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
basicly, all that will happen is way better graphics.. and maybe a few gameplay things, like the fade ability to teleport n stuff. Thats about it. Adding xtra physisc would be Psyco
Like what happens to demons in Doom3 or any monsters in FF10
It would make logical sense, AND look cool
well still it be cool if atleast SOME veicles would be there...
another video upgrade card... god... im still with my old G Force 2 MX with 32 mb ram... Im surprized that it can handle lcd's and luqid displays... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
The thing with source is that it allows for bigger maps then the first hl... so things like scenes from straship troopers are bit closer achived... though we can only dream of that many things to shoot at...
Like what happens to demons in Doom3 or any monsters in FF10
It would make logical sense, AND look cool <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That would be okay as long as they ragdolled first
but i wouldn't make it cheesy and have little "ducts" in the ceilings where tiny nanites come out of the floor and eat away at the body... that would be very cool
Aliens would need a slug to move the hive around. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Golden locked threads ftw!
/me blows Windlewhilstle
Windlekron, we need your book of links to educate the lesser forumites. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Edit: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=46566' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=46566</a>
Gotya.
--
As for the thread... Vehicles? Exploading corpses? Old fade blink?
Aaaaaaaa. It's the pre-Zunni I&S all over again.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
well still it be cool if atleast SOME veicles would be there...
another video upgrade card... god... im still with my old G Force 2 MX with 32 mb ram... Im surprized that it can handle lcd's and luqid displays... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
The thing with source is that it allows for bigger maps then the first hl... so things like scenes from straship troopers are bit closer achived... though we can only dream of that many things to shoot at... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A port is a port; they aren't planning a new game here. That would be NS:2. I highly doubt the devs add a lot of new features to NS:S, because that would require a LOT more time for testing and balancing.
they finally got to a point where the game is nicely balanced (maybe some slight alien adjustments or small things) but the big work is done. NS:S will give the team something new to work on for the next few years. Besides, NS2 doesn't even have major funding yet so i'm sure not a ton of work can get done on it.
Besides, NS:Source would increase the playerbase ==>> more people will know about UWE and NS2, whereas if they didnt port eventually the game would die out from people moving to other source mods...
it'd be foolish to not port, if they have the capability (I guess they still have to do a lot of research from a coding perspective, since a lot of the hacks that make NS work with HL won't work on the new engine...this is the only valid reason I can think of not to port)
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Have you had your eyes closed for the past 9 years?
Thousands of people still play quake and quake 2 online. A good game lasts until the sequel, a great game lasts a generation.
AHH wait, I see, your one of those GFX > playability guys?!
Well, I'd imagine that if they ended up 'leasing' the source code for NS:2, they could use the code for NS:S to make the project go faster. Or even if they used a completely different engine. At the very least, they'd have models and sounds and such. It wouldn't all be a 'waste'.
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I know bunnyhopping works, because I used it extensively when I played HL2. However, I recall that it acts very different. I don't think you don't have to do any turning or strafing. All you have to do is continuously jump.
ahh it appears we live in the same nightmare.
I know bunnyhopping works, because I used it extensively when I played HL2. However, I recall that it acts very different. I don't think you don't have to do any turning or strafing. All you have to do is continuously jump. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
then it isnt bunny hopping???
Single Player is where fancy graphics and effects live. Dawn of War is a good example of this, no matter what settings you chose, the multiplayer side of the game is played one low detail. The effects make no difference to anything.
Look at HL1 breakable glass, and now HL2. HL2s glass gets a few holes in it and you can walk thru it like it wasn't there, where HL1's just breaks completely, nice for singleplayer, pointless for multiplayer.
Not to mention all the errors with havok, even when compared to the free physics engines (thats free to public, some are more expensive than havok to the companies), and its ability to completely confuse a CPU sometimes, its ragdoll effects are sub par, and its vehicles "feel" fake.
There have only been a few games I have sat down to and thought "wow" about, in the last 15 years, HL2 wasn't one of them, it was full of "seen that before"'s, I expected a new engine, not a mod of the HL one.
*Edit* - I realise this is'nt even going to get believed, as the majority of online gamers are in the valve fan club.
I would like to see cloaked aliens modeled out of the water, though. I heard in an old old interview for the Havok engine that you can assign any texture or effect to any model.
Single Player is where fancy graphics and effects live. Dawn of War is a good example of this, no matter what settings you chose, the multiplayer side of the game is played one low detail. The effects make no difference to anything.
Look at HL1 breakable glass, and now HL2. HL2s glass gets a few holes in it and you can walk thru it like it wasn't there, where HL1's just breaks completely, nice for singleplayer, pointless for multiplayer.
Not to mention all the errors with havok, even when compared to the free physics engines (thats free to public, some are more expensive than havok to the companies), and its ability to completely confuse a CPU sometimes, its ragdoll effects are sub par, and its vehicles "feel" fake.
There have only been a few games I have sat down to and thought "wow" about, in the last 15 years, HL2 wasn't one of them, it was full of "seen that before"'s, I expected a new engine, not a mod of the HL one.
*Edit* - I realise this is'nt even going to get believed, as the majority of online gamers are in the valve fan club. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I disagree
(IMO) i feel multiplayer graphics are as important to the single player element. So the glass breaking is more realstic instead of just shattering glass, it helps the immersion so leave it in. Also i don't agree with the generalization that <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the multiplayer side of the game is played one low detail. The effects make no difference to anything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->. Mostly because whenever i play multiplayer on games i crank up the graphics to a point that my computer can handle and don't worry about trying to get the best fps all the time so i can shoot better. Sometimes the better graphics makes it funner to look at and play in. Not all of us play in low detail for multiplayer and yes it does make a difference IMO.
As havok goes i'll hafta agree with ya in that its not really that impressive. I think megon (i think that's what it was called) is way more impressive than havok is. Half-Life2 is a good game, a worthy sequel, but not the best game ever. It's impossible to have a genre re-inventing when your having a sequel to a game that did the same thing. THat's the way it is with sequels, they have to stay somewhat true to the original for continuality purposes but usually arn't that groundbreaking like the predecessor since everybody has their own idea of what it should be.
EDIT: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think alot of the graphical stuff you can pull off in Source doesn't matter, because "playability" has been taking a back seat to "atmosphere" lately, and anyone who claims to be good at the game is going to jack their gamma up and their graphics down so they can squeeze 1,000 frames per second out of an engine that wasn't designed to handle near as many, while their eyes can't even handle as many as the engine can.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well that doesn't mean you should just throw out all good graphics from now on just because some people's computers can't handle them. If that was the case we'd still have doom graphics but best gameplay for the past 15 years. I'm sure some people do that but a considerable number of people probably try to get the best looking multiplayer their computer can handle as well. I dunno about you but i thought half-life 2 was pretty "playable", IMO doom3 was not playable because it was all atmosphere and old, but classic early 90's gameplay. For me that style of gameplay was great because its all there was back then and it was damn fun, but i've come to expect more out of modern games.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you had your eyes closed for the past 9 years?
Thousands of people still play quake and quake 2 online. A good game lasts until the sequel, a great game lasts a generation.
AHH wait, I see, your one of those GFX > playability guys?! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Do graphics make a game? No
Does playability make a game? Yes
Does it help if it has good graphics AND playability? Yes, they can form 2 parts of the whole. In Half-Life2's case, i think they struck a good balance between good (not great) looking graphics and solid gameplay while still reminiscent of HL1 gameplay. NS:S could also make this happen in time.
Eventually people will want to have better graphics with their games. Though having all the glitter and shine on a crappy game is still going to be a crappy game but with good graphics. People won't play it cause it sucks.
NS has great playability, but it also has good graphics for the HL engine. In fact, i'd say its the best looking mod for the engine that has come out. Eventually people will probably get tired of the old HL engine capabilities and want something new to look at and more realistic. You and I are on other sides of the fence on this one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would like to see cloaked aliens modeled out of the water, though. I heard in an old old interview for the Havok engine that you can assign any texture or effect to any model. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The source engine, and IIRC you can apply water, wood, concrete and others. Dunno about wood and concrete but definitely water.
The problem here is they need to pay people if they plan on producing a comercial UWE project. Currently the whole NS team is volenteer basis, and they have niether the funds nor the concept to create a comercial product and pay those people to work for them. Hence NS:S is a realistic project ATM, while NS2 simply is not.
Porting, for the casual player, only means a "simple" graphics update, although we (I think the coders will have the hardest job if we do port it) will be able to work in a more "comfortable" way, since we don't have to worry (for now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) about the limits.
*edit* - wrote 2x instead of 2.5 xD