What Was Natural Selection Written With?

MrSNEAKYMrSNEAKY Join Date: 2003-03-28 Member: 14968Banned
<div class="IPBDescription">C++,Visual C++?</div> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> I was just curious on what Natural Selection was written with like C++,Visual C++ or something?
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Comments

  • thejackalthejackal Join Date: 2003-02-15 Member: 13575Members
    the same thing half-life is, c++, allthough half-life's engine is a hybrid between quake and quake 2
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    Half Life was written with Visual C++ 6.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Note, however, that HL and mods of HL usually compile on Linux too. Obviously, Microsoft isn't going to release Visual Studio for Linux. The most common Linux C++ compiler is gcc, although there are others.
  • CronoSergeCronoSerge Join Date: 2003-03-02 Member: 14228Members
    I'm just curious, how many of the people who responded to this thread are actual programmers? What's it matter what the mod was coded in as long as the wad files are in the correct format, same for the bsp's, and sprites, and icons, and jiggamahoozits.
  • FrictioNFrictioN Join Date: 2002-11-05 Member: 7211Members
    its written with javascript ^-^ -nt
  • MrSNEAKYMrSNEAKY Join Date: 2003-03-28 Member: 14968Banned
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> The reason I asked is if you can't get the source to NS maybe ya could findout what it was written with and any programmer/coder/designer that can model etc. can maybe add stuff to it,like plugins other stuff sniper rifles,lightning guns etc.
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Umm, I understand that Flay wouldn't release the Ns source code, however, I was wondering if there could be a Linux HL/NS build made... it'd be a project, and I'd be willing to work on it. but I love linux, and the only reason I use windows is NS, actually... Any clue who I should talk to about this? Any ideas/comments?
  • Savag3Savag3 Join Date: 2003-03-05 Member: 14336Members
    A Mod SDK? Has that been done before? Sounds a bit pointless to me, and not worth the effort.

    And yes, I'm a programmer in my own poor way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited June 2003
    Half-Life's engine has nothing to do with Quake 2, it is an improved version of the Quake 1 engine, why do so many people think its Quake 2 or "A hybrid between the two?" And no, the source code will probably never be released, why not make your own mod from scratch?
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Half life is a beefed up Quake 1 engine. The confusion of the Q1/Q2 hybrid arises as some of the HL netcode was derived from Quake 2.

    So, in summary: Beefed up Q1 graphics with a sprinkling of Q2 netcode...
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2003
    NS, just like all other mods started as Valve's Half-Life Software Dev Kit. It contains source code for original single player halflife and bits for teamgames and tfc. Codewise, it's all C/C++ and compiles immediately with no source changes in Visual C++ 6.0. Linux and VC.net have also been used to compile it.
    The SDK has been part of the reason why the Half-Life engine has been used so much. Valve's been really good about it.

    Edit: for adding your own little bits to the engine without using the actual source code, sneaky... talk to voogru. He's pretty much mastered that for NS.
  • MrSNEAKYMrSNEAKY Join Date: 2003-03-28 Member: 14968Banned
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Thanx E-Th33ph I'll have to try that.
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    NS is coded in C++, Just like every other Half-Life mod.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Lies ! Flayra did it all from Microsoft Paint.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    dont knock MS Paint!!!

    that = teh pwn!
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    <!--QuoteBegin--Sirus+Jun 9 2003, 06:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Jun 9 2003, 06:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lies ! Flayra did it all from Microsoft Paint. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    and programmed it with visual basic!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    You can code a HL mod with Visual C++ version 5.5 or above. I guess NS was coded with VC++6.
  • CreepieCreepie Join Date: 2003-02-19 Member: 13734Members
    <!--QuoteBegin--littlewild+Jun 8 2003, 06:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (littlewild @ Jun 8 2003, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life was written with Visual C++ 6.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I didn't think vc6 was that old.

    Creep.
  • CrystalSnakeCrystalSnake Join Date: 2002-01-27 Member: 110Members
    Natural Selection is a batch file.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    <!--QuoteBegin--_Creep_+Jun 9 2003, 03:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_Creep_ @ Jun 9 2003, 03:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--littlewild+Jun 8 2003, 06:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (littlewild @ Jun 8 2003, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life was written with Visual C++ 6.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I didn't think vc6 was that old.

    Creep. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It is that old.
  • xectxect Join Date: 2002-11-24 Member: 9807Members
    <!--QuoteBegin--CronoSerge+Jun 9 2003, 01:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CronoSerge @ Jun 9 2003, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's it matter what the mod was coded in as long as the wad files are in the correct format, same for the bsp's, and sprites, and icons, and jiggamahoozits. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, I can tell you for sure it's pretty hard to make a halflife mod in anything but c++. You even need special workarounds if you want to use anything different from visual c++ or compatible compilers (though it's possible, someone modified the sourcecode to be able to compile on borland c++ builder, think it was on thewavelength.net somewhere)
  • Raw_EvilRaw_Evil Join Date: 2003-01-05 Member: 11903Members
    <!--QuoteBegin--CrystalSnake+Jun 9 2003, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrystalSnake @ Jun 9 2003, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Natural Selection is a batch file. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    lol
  • predatory_kangaroopredatory_kangaroo Join Date: 2003-01-12 Member: 12225Members
    <!--QuoteBegin--xect+Jun 9 2003, 04:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xect @ Jun 9 2003, 04:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--CronoSerge+Jun 9 2003, 01:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CronoSerge @ Jun 9 2003, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's it matter what the mod was coded in as long as the wad files are in the correct format, same for the bsp's, and sprites, and icons, and jiggamahoozits. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, I can tell you for sure it's pretty hard to make a halflife mod in anything but c++. You even need special workarounds if you want to use anything different from visual c++ or compatible compilers (though it's possible, someone modified the sourcecode to be able to compile on borland c++ builder, think it was on thewavelength.net somewhere) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That would be Botman.
    He has two patches, both for SDK 2.2, to run on borland compiler and another compiler i can't remember the name of.
    <a href='http://www.planethalflife.com/botman' target='_blank'>Here</a>'s his site.

    I've used them myself, before i bought me a copy of VC6, and they work fine
  • predatory_kangaroopredatory_kangaroo Join Date: 2003-01-12 Member: 12225Members
    <!--QuoteBegin--xect+Jun 9 2003, 04:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xect @ Jun 9 2003, 04:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--CronoSerge+Jun 9 2003, 01:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CronoSerge @ Jun 9 2003, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's it matter what the mod was coded in as long as the wad files are in the correct format, same for the bsp's, and sprites, and icons, and jiggamahoozits. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, I can tell you for sure it's pretty hard to make a halflife mod in anything but c++. You even need special workarounds if you want to use anything different from visual c++ or compatible compilers (though it's possible, someone modified the sourcecode to be able to compile on borland c++ builder, think it was on thewavelength.net somewhere) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That would be Botman.
    He has two patches, both for SDK 2.2, to run on borland compiler and another compiler i can't remember the name of.
    <a href='http://www.planethalflife.com/botman' target='_blank'>Here</a>'s his site.

    I've used them myself, before i bought me a copy of VC6, and they work fine
  • CreepieCreepie Join Date: 2003-02-19 Member: 13734Members
    <!--QuoteBegin--littlewild+Jun 9 2003, 03:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (littlewild @ Jun 9 2003, 03:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--_Creep_+Jun 9 2003, 03:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_Creep_ @ Jun 9 2003, 03:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--littlewild+Jun 8 2003, 06:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (littlewild @ Jun 8 2003, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half Life was written with Visual C++ 6.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I didn't think vc6 was that old.

    Creep. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It is that old. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yikes - that's scary.

    Creep.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin--SiLeNcEr-7+Jun 9 2003, 02:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SiLeNcEr-7 @ Jun 9 2003, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Half-Life's engine has nothing to do with Quake 2, it is an improved version of the Quake 1 engine, why do so many people think its Quake 2 or "A hybrid between the two?" And no, the source code will probably never be released, why not make your own mod from scratch? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    um, it is the Quake 2 engine, I've debated this many times, BUT if you look at the back of your HL CD case it will tell you "contains software technology licenced by ID Software, Inc. 1996"
    Now look at your quake 2 CD it was released 1996, BUT quake 2 engine is an updated quake 1 engine, albeit there is like one line of code still the same.

    ALSO Half-lifes reviews state things such as "Just look what Valve have done to ID's quake 2 engine"
    Yes i do still have the mags from then.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited June 2003
    Valve has already stated that HL uses the Quake 1 engine, that should be considered ultimate proof.

    <!--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-->um, it is the Quake 2 engine, I've debated this many times, BUT if you look at the back of your HL CD case it will tell you "contains software technology licenced by ID Software, Inc. 1996"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That would be the netcode (or part of it at least).
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    When will it be converted to COBOL so it runs on mainframes?
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited June 2003
    <!--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--><a href='http://www.avault.com/reviews/review_temp.asp?game=half&page=3' target='_blank'>From a Halflife review</a>you can't beat the Quake 2 engine for all-around killer visuals with a very fast frame rate. Even better is that that's the bad news. The good news is that this is the Quake 2 engine like you've never seen it before.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sorry i had to....
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    You don't seem to get it... <b>Valve</b> said that HL uses the Quake 1 engine.
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