Ns On The Ut2k3 Engine
littlewild
Join Date: 2002-11-20 Member: 9467Members
We were discussing the possibilities of porting NS to the UT2k3 engine, any way the idea is not new as there are already a few UT2k3 mods that have the "Commander mode" planned.
The mods that I have found are:
Battle Command : <a href='http://www.planetunreal.com/mentallic/' target='_blank'>http://www.planetunreal.com/mentallic/</a>
Unreal Command: <a href='http://www.unreal-command.com/' target='_blank'>http://www.unreal-command.com/</a>
Go take a look.
The mods that I have found are:
Battle Command : <a href='http://www.planetunreal.com/mentallic/' target='_blank'>http://www.planetunreal.com/mentallic/</a>
Unreal Command: <a href='http://www.unreal-command.com/' target='_blank'>http://www.unreal-command.com/</a>
Go take a look.
Comments
NS may move to another engine but thats something only time will tell.
(BTW nice avatar!)
-still supported and patched (after 5 Years!!!!)
-lots of anti cheating tools
-voice comm
-voting system and other cool stuff (nearly everything can be changed ingame easily by the players)
-lots of expert modders
-lots of people being able to run the game
-only needs 56k connection to run unless new games that want nearly a T3 to run smooth *cough* BF1942 *cough* and a military style supercomputer to set up a server. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
No other engine has nearly half the stuff listed above. Modern games are dumped out, supported a few weeks then forgotten by the devs. And modders need constant engine support to fix bugs cheats ... And the high requirements especially connection wise stop a lot of players from using newer engines.
The sad thing is that Unreal does not have the active and vibrant community that Half Life has, not to mention that it has a much smaller user base as well.
Thanks Venmoch.
I'm hoping that HL2 will make it out, and be just as rock-out-whatever as HL has been, much less five _years_ after release. VALVe really stick to their products.. fix the bugs, make it run solid. I mean, for a counterpoint just take a look at Tribes/Tribes2. Each successive patch just made things suck WORSE.. in T2, for example, they upgraded the light armors' ski speeds so they can easily outdistance a Wildcat. Wildcats were supposed to be the fastest ****ing things in the game with a good rider, with the _possible_ exception of a Shrike. And only light armors could ride them. What point do they have now? (Yes, I'm one of the few who still ride the Wildcat, just to pull Eval Knieval jumps over the enemy base while someone else goes for the flag, and stun the enemy team with my reckless daring and supreme ability to smack into the cliff face BEHIND the base)
Just hope that VALVe will drop the stupid CS2 thing in favor of HL2. Not likely, with the gibbering legions of idiot-flesh trailer trash navel-necked children out there slobbering all over the front of their OshKoshes at the very *thought* of getting their parents to buy it for them, but we can hope anyway. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
Well, that is the general idea of all FPS engines. Half Life was designed to be a shoot-them-up as well. It is based on a heavily modified Quake2 engine.
UT2k3 can do with more support from the developers, modding keeps a game alive.
i love the geomod idea works wonders....
i love the geomod idea works wonders....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yeah...!! No door? No Problem! ::BOOM::
If devs would port it to the Q3 engine for example it would be a hard job but it would be possible, because the HL engine is based on Quake. But porting it to UT is nearly impossible. They'd have to do another mod...
I agree with that too, but there are plenty of other engines out there that support great physics. Operation Flashpoint, was awesome. THe thing, and Mafia, was great, max payne.. they are not FPS but still better than Unreal or Q3. And if any of you played the E3 Doom 3 demo, you know what that engine will be capible of.
Quake 1 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
doom3 + ns = unf.
just imagine cloaking and laughing at a marine in 5.1 SOUND!!!! XD!!! anyways...
<ul><li>Better lighting engine
<li>Shaders
<li>Higher resolution textures
<li>Better support for higher res world and models
<li>Fog
<li>Awesome physics engine</ul><b>Benefits of Half-Life engine:</b>
<ul><li>Frequently updated
<li>Huge userbase
<li>FAST FAST FAST FAST FAST
<li>Latency-correction</ul><b>Downfalls of Unreal engine:</b>
<ul><li>Mods are not truely compiled (UnrealScript)
<li>Much higher client-side requirements (Doesn't run very well on my GeForce 3 + Athlon XP 1900+)
<li>Higher detail requires more and better work, Unreal is less forgiving on poor artwork.</ul><b>Downfalls of Half-Life engine:</b>
<ul><li>Horrible collision detection
<li>Only has Windows client (Correct me if I'm wrong)
<li>Several annoying bugs that have yet to be fixed despite game's age (alt-tab bugs, loading-in-corner-of-screen bug, titlescreen-covering-game <li>bug, several server-browser and WON bugs)</ul><b>Ways a mod can overcome Half-Life's downfalls and gain some of Unreal benefits</b>
<ul><li>Mods can use 512x512 textures. However, due to the age of the game it will not resample the textures for cards that do not support this resolution. Users of Voodoo cards will be left out, but on the other hand these users are few and far between. I've also heard that not only do you have to ignore the edges of the texture, limiting you to 480x480, but Half-Life cuts up polys with high-res textures into multiple polys, slowing things down more. However, this might mean it works on those Voodoo cards... Someone would have to check it out.
<li>Mods can use higher poly models. The engine is not designed for very high detail models, this would slow down things more than higher poly models would in another engine.
<li>Collision detection can be modified in a mod (I think). I would think it possible and highly reccomended for Natural-Selection to re-work collision detection in v1.1
<li>Physics engines can be written. I suppose Unreal's rag-doll physics could be implemented in a mod, but it'd be kind of silly.</ul>
I think this is everything. If anyone has anything to add I'll stick it in. Personally I think an NS-style game in the newest Unreal engine would be incredible, but so long as it doesn't happen before I buy a GeForce FX ;p Realisticly, it's not going to happen, nor should it. The Natural Selection team should stick with Half-Life, and if they need improvements, they can implement some of the stuff I mentioned.
Oh, and DooM 3 supports more than 4 players multi, Carmack only said current computers couldn't <i>handle</i> any more.
Umm... Has HL2 even been announced yet? That's like saying "We shouldn't port Q3F to Quake 4 because of Quake 5!"
One date, 2020
Are those Valve chaps still working on that TeamFortress 2 that got lost in oblivion a few years back? Havnt heard squat... But i hear DukeNukem Forever is commin out next week... you think?
Edit:
wow.. three posts while i wrote thet... right.. 2020 then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lost in oblivion a few years back<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Quake 1 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Exactly.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Remember this engine is the foundation for what Valve did with Half-Life, and the software and OpenGL rendering is still as fast as it ever was.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<a href='http://www.idsoftware.com/business/home/technology/techlicense.php' target='_blank'>http://www.idsoftware.com/business/home/te...techlicense.php</a>
Scroll down to: C The GPL'd Quake Engine
It really buggs me when people think its the Q2 engine
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lost in oblivion a few years back<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think their big mistake was trying to write their own engine from scratch. In the mean time, Team Fortress has been improved beyond even what TF2 would have been able to produce (See Unreal Fortress 2003, Q3F, or the RtCW expansion). Instead they should have licenced an engine like Q3 and belted out a TC. It would have got them to market in time to sell.
One date, 2020<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
LOL <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Quake 1 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Exactly.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Remember this engine is the foundation for what Valve did with Half-Life, and the software and OpenGL rendering is still as fast as it ever was.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<a href='http://www.idsoftware.com/business/home/technology/techlicense.php' target='_blank'>http://www.idsoftware.com/business/home/te...techlicense.php</a>
Scroll down to: C The GPL'd Quake Engine
It really buggs me when people think its the Q2 engine
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The common misconception comes because Valve added to the Quake 1 engine everything that Quake 2 had and more; people assumed this meant that Valve had used Quake 2 as a base when instead they used Quake 1 and surpassed Quake 2's quality.
Umm... Has HL2 even been announced yet? That's like saying "We shouldn't port Q3F to Quake 4 because of Quake 5!"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Check out PHL. They have a little blurb about how HL2 is going to be on Xbox and PC.
By the time those Mod are done the rig it takes to run ut2k3 good will have become much more affordable so I think their timing is pretty good.