<!--QuoteBegin--OneSneakYmousE+Jan 2 2004, 12:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jan 2 2004, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, I know it's a mod, but we are talking about two different things here.
A MOD that you need the original game to play on--a modification of the game--these are basically games that use the SDK to build a MOD over the MAIN game.
Or, or MOD where you License the engine and make a new game out of it where you don't need the MAIN game to play--thus making it a stand alone game.
It would take lot's of time and money for a developer to make their own engine, so developers License already made engines--and work on top of that.
So, it's not considered a MOD in the consumers eye if it's a stand alone product. It's sold and bought as a game (Not A MOD).
You'll never see a game like, Star Wars Jedi Knight: Jedi Academy a MOD for the Quake 3 Engine, but if it's a small company trying to make it big, or a NO NAME game trying to sell more copies, then they might use the Engine's name on the front cover of the box--if popular to help BOOST sales; such as,
OneSneakYmousE Universe: Using Quake 3 Technology!
However it is, the engine is almost always credited somewhere--depending on the license requirements. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I just wanted to point out though that many stand alone games are still mods of other games. They just have some special considerations and the license to sell it as a retail product.
The CloakNT engine is extreamly impressive in the demo they previewed.
I would really hope that NS goes to the DOOM III engine though, its got great features going into it, like since the fact that they didnt include a use button in the engine (yes, they said it was a gimmick), whenever you near a panel, you look at it for like two or one seconds, then your dude automatically lowers his gun/weapon, and his hand comes up, your mouse controls his hand and your mouse button his actions.
Now thats just plain cool and something I wouldnt have thought of in a million years. The engine sounds like it has a lot going for it.
The_Real_QuasarHas the I.Q. of 12,000 P.E. TeachersJoin Date: 2002-11-26Member: 9998Members
On the other hand they could probably get the HL2 engine for "free" (I don't actually know) if they enter into the same kind of partnership with Valve as Gearbox did. The HL2 engine's physics would add a lot to the gameplay, and I predict physics will be the next big thing in games. Within about 2 years, every new game will have accurately modelled physics.
<!--QuoteBegin--Ha.ze+Jan 2 2004, 02:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Jan 2 2004, 02:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The CloakNT engine is extreamly impressive in the demo they previewed.
I would really hope that NS goes to the DOOM III engine though, its got great features going into it, like since the fact that they didnt include a use button in the engine (yes, they said it was a gimmick), whenever you near a panel, you look at it for like two or one seconds, then your dude automatically lowers his gun/weapon, and his hand comes up, your mouse controls his hand and your mouse button his actions.
Now thats just plain cool and something I wouldnt have thought of in a million years. The engine sounds like it has a lot going for it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> As long as the mapping is like hammer, im happy.
The Unreal Engine uses CSG (constructive solid geometry). Basically, you start with a solid universe. To create the map, you "subtract" parts of this solid to create open space (i.e. where players can move around in). To make walls and other solids, you "add" to the world. Theoretically, this would get rid of those BSP holes that plague HL maps. In reality, I have no idea. Maybe someone experienced in Unreal mapping can fill me in here.
I bet some other engines use CSG, but I have no clue what they are.
<!--QuoteBegin--Ha.ze+Jan 2 2004, 02:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Jan 2 2004, 02:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The CloakNT engine is extreamly impressive in the demo they previewed.
I would really hope that NS goes to the DOOM III engine though, its got great features going into it, like since the fact that they didnt include a use button in the engine (yes, they said it was a gimmick), whenever you near a panel, you look at it for like two or one seconds, then your dude automatically lowers his gun/weapon, and his hand comes up, your mouse controls his hand and your mouse button his actions.
Now thats just plain cool and something I wouldnt have thought of in a million years. The engine sounds like it has a lot going for it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> CloakNT engine is definately impressive, and I'm sure affordable. I believe the engine came out in 1999, but not really sure, but definately nice for NS2.
It's also nice knowing that you won't have to buy an expensive vid card to get impressive grafix. I ran Chaser on my Geforce 3ti200 and it's amazing.
You guys should really try out the Chaser MultiPlayer Demo. It's only DM and one Team Match game, but defainately fun and impressive nonetheless.
<!--QuoteBegin--Maian+Jan 2 2004, 04:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Jan 2 2004, 04:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Unreal Engine uses CSG (constructive solid geometry). Basically, you start with a solid universe. To create the map, you "subtract" parts of this solid to create open space (i.e. where players can move around in). To make walls and other solids, you "add" to the world. Theoretically, this would get rid of those BSP holes that plague HL maps. In reality, I have no idea. Maybe someone experienced in Unreal mapping can fill me in here.
I bet some other engines use CSG, but I have no clue what they are. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, it sounds something like HL mapping.
Because I KNOW half-life mapping uses CSG construction in it.
Ya, that looks like half-life mapping to me......well simalar, but with more features <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Unreal still has BSP holes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Course, with the transition to primarilly static meshes (not CSG), holes are very few and far between. The original Unreal and UT had more problems with BSP holes, HOMs, and stuff... but an experienced mapper could avoid them quite easilly (stay on the @#*& grid, nubs! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Oh, and for whoever was wondering... an Unreal Tournament license costs somewhere around the $350,000 mark, last I heard.
The somewhat intimidating <a href='http://www.cafenapali.com.br/UnrealED/UnrealED3.jpg' target='_blank'>UED3</a>
<a href='http://www.tomshardware.com/business/20020529/images/unreal2.jpg' target='_blank'>Unreal 2</a>, which is based on the UT2003 engine. It does have some changes though, like a more robust animation system, and a far sexier (albet more resource intensive) particle system. Mmmm... <a href='http://www.games4mac.it/articoli/imm_unreal2/Flamethrower_1024x768-big.jpg' target='_blank'>Flamethrower.</a> As an interesting side note, someone mentioned XMP... well, XMP is a bit of a weird breed. Its the UT2003 engine, but its got parts of the Unreal 2 engine pasted onto it. Especially that <a href='http://members.shaw.ca/evil-kiwi/XMPBetaPics/Shot00454.jpg' target='_blank'>sexy</a>, <a href='http://members.shaw.ca/evil-kiwi/XMPBetaPics/Shot00453.jpg' target='_blank'>sexy</a> <a href='http://members.shaw.ca/evil-kiwi/XMPBetaPics/Shot00486.jpg' target='_blank'>particle system</a>. (Shots taken from a Beta tester's private gathering. Yeah, I am one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
It is a very, very nice engine though. And the mod support for it is... Unreal! <img src='http://www.unknownworlds.com/forums/style_images/2/icon6.gif' border='0' alt='user posted image'> Sorry, I couldn't resist <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> That Make Something Unreal Contest IS giving away a million bux in cash and prizes though. Top spot gets a free engine lisence. There's still a few months left too.... think Flay and co. and port NS over in time? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yeah HL2 uses the Havok engine and website is www.havok.com ... For some reason no sites that have engines state the price of the engine on the site. Meh you can try it though.
NS2 would be nice, but at the moment it's unfeasible. Not possible. The NS team I believe is running on contributions, obviously, money is probably scare so if there is a license, it probably is out of reach. Also, NS3.0 isn't even done yet. How can you expect or even hope for NS2 using the HL2 engine? Or any other engine?
Well I see you lot are concerned about the future of NS, but there are really 2 ways of pulling this off. The first would be to sign a contract with valve using the HL2 engine and release it as an add on/retail version/full game of NS(there would have to be a lot of work behind this to create a great single player game). The second would be to find a completely new engine and to get a new developing company(epic/ID and so on) in order to release NS2 as a completely new game. I would personally recommend the HL2 engine, as most of the NS community uses the HL engine to map/skin/model, the team is used to using HL, so the transfer would be easier(if what I've heard is true) and the HL2 engine will be more capable than most other engines as far as physics,graphics,partricle systems and editing options go and besides it would be a sequel based on a sequel <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Smite+Jan 2 2004, 01:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smite @ Jan 2 2004, 01:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How can you expect or even hope for NS2 using the HL2 engine? Or any other engine? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Using money from investors and the profit from the as yet to be confirmed retail sale of NS.
<!--QuoteBegin--Smite+Jan 2 2004, 08:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smite @ Jan 2 2004, 08:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NS2 would be nice, but at the moment it's unfeasible. Not possible. The NS team I believe is running on contributions, obviously, money is probably scare so if there is a license, it probably is out of reach. Also, NS3.0 isn't even done yet. How can you expect or even hope for NS2 using the HL2 engine? Or any other engine? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> We are discussing it because www.unknownworlds.com is forming a company and looking for $10K+Investors, Employees, etc for the next stand alone project.
Negativity is frowned upon, anything is possible.
It's good to talk about it, or you go nowhere.
Please read and understand before posting.
I for one will help and do what I can to support this project because it's such a great game, and awsome contributing community.
You'll need 35 $10,000 investors and you got yourself an engine, or just win the contest <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> !
Then you'll need the overhead, or just some people that will work for Pro Bono! Why not? If I lived near the new office, I'd work Pro Bono, because I believe in the project--and so would everone else.
Any ideas of how much the CloakNT engine? I tried a search, couldn't find a thing.
The HL2 engine would be nice, but I hear it's gonna be somewhere over $1,000,000+ to license it now, or wait 5 more years after release and swoop it up for $50k.--but this would mean we'd have to wait till 2010 to get NS2 Stand Alone Retail! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .--But by then everyone would want to see NS2 on HL3 engine.
Get yourself 100+ $10K investors and you got a HL2 engine. Anyone know anyone wealthy here? Anyone win the lottery?
<!--QuoteBegin--KungFuDiscoMonkey+Jan 2 2004, 01:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Jan 2 2004, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm curious as to where everyone is reading that the HL2 license is $1 million. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> VERC, VERC is a forum that has some employees that work for Valve, as well as, a close community to VALVe. I'm supprised not many people know of this since, NS is built on Half-Life.
These questions have come up in the past, and have been answered.
But I want to see the Cloaknt's engines product too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--OneSneakYmousE+Jan 2 2004, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jan 2 2004, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Smite+Jan 2 2004, 08:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smite @ Jan 2 2004, 08:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NS2 would be nice, but at the moment it's unfeasible. Not possible. The NS team I believe is running on contributions, obviously, money is probably scare so if there is a license, it probably is out of reach. Also, NS3.0 isn't even done yet. How can you expect or even hope for NS2 using the HL2 engine? Or any other engine? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> We are discussing it because www.unknownworlds.com is forming a company and looking for $10K+Investors, Employees, etc for the next stand alone project.
Negativity is frowned upon, anything is possible.
It's good to talk about it, or you go nowhere.
Please read and understand before posting.
I for one will help and do what I can to support this project because it's such a great game, and awsome contributing community. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Sorry I'm in vet forum mode (lots of crap in there), yea sure talk about it. But trying to do this now would take a long time.
<!--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-->First we'd like to get Natural Selection into retail as a stand-alone product. NS is gaining players every day, but it's still a modification without a PR-budget, so a retail launch would gain many more players and reviews. The game has been tested, played casually and played competitively by many thousands of players, so a retail release is relatively low-risk. This release would build the franchise name and build an even larger audience for our next offering.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> They're talking about NS, the NS that we play as of right now. If the statement, "the game has been tested, played casually and played competitively by many thousands of players" doesn't point to NS, then I'm fully psychotic.
<!--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-->After releasing NS into retail, we'd like to keep maintaining it while we work on our next, more ambitious, project. We'd like to build on what we've learned in our experience with RTS, FPS and social games, we want to build a next-generation, mass-appeal, <u>retail</u> smash-hit.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That underlining was my emphasis. What' they're saying is NS2 is going to be a full-blown retail project.
NS will show up as a retail game eventually (like counter-strike. I know you guys hate comparison to CS, but it's an effective comparison), and NS2 is going to be a retail game. I took all of the quotes for the unknown worlds site, so it's up there for all of you to read!
Anyway, continue discussion of engines. I would like to see the source engine, but the cost is something else...
But I want to see the Cloaknt's engines product too <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No doubt, I'd write them to find out how much they license it for, but I wouldn't know where to begin. Perhaps someone, with some experience could write them and find out. I'll check around the Chaser forums to see if anyone mentioned anything about how much they payed for it, but I think I'll find nothing.
I just saw Savage's budget on the following, so one could imagine how much it would cost NS2 to use something like Quake3 or better, since Savage is using the Quake 3 engine: <a href='http://www.indiegames.com/php-bin/entries.php?entry_id=42' target='_blank'>http://www.indiegames.com/php-bin/entries....php?entry_id=42</a>
Here are their stats:
Developer: S2 Games (Rohnert Park, CA, United States)
Category: Open
Description: Savage combines FPS and RTS gameplay into one cohesive experience. As commander you lead a team of real human players, while managing resources, developing a tech tree, organizing, and implementing strategy. As a warrior you personally battle in a primal struggle against extinction. It's Man against Beast, Technology versus Magic.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
I believe semi-psychotic has struck closer to the truth than most in this thread. With that in mind, the amount of wild speculation, argument, and general 'facts' that have been pulled in here are prompting a closure. It'd be best to let the new company get on its feet before recommending alternative (aka: your favorite) engines; and that's assuming that they aren't going to do their own engine.
<span style='color:red'>*LOCKED.*</span>
(And the $1M price tag on the Source license is <b>pure rumor</b>. There is nothing to substantiate that which is actually linked to Valve... just 'my friend at Valve told me'.)
Comments
A MOD that you need the original game to play on--a modification of the game--these are basically games that use the SDK to build a MOD over the MAIN game.
Or, or MOD where you License the engine and make a new game out of it where you don't need the MAIN game to play--thus making it a stand alone game.
It would take lot's of time and money for a developer to make their own engine, so developers License already made engines--and work on top of that.
So, it's not considered a MOD in the consumers eye if it's a stand alone product. It's sold and bought as a game (Not A MOD).
You'll never see a game like, Star Wars Jedi Knight: Jedi Academy a MOD for the Quake 3 Engine, but if it's a small company trying to make it big, or a NO NAME game trying to sell more copies, then they might use the Engine's name on the front cover of the box--if popular to help BOOST sales; such as,
OneSneakYmousE Universe:
Using Quake 3 Technology!
However it is, the engine is almost always credited somewhere--depending on the license requirements. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I just wanted to point out though that many stand alone games are still mods of other games. They just have some special considerations and the license to sell it as a retail product.
I would really hope that NS goes to the DOOM III engine though, its got great features going into it, like since the fact that they didnt include a use button in the engine (yes, they said it was a gimmick), whenever you near a panel, you look at it for like two or one seconds, then your dude automatically lowers his gun/weapon, and his hand comes up, your mouse controls his hand and your mouse button his actions.
Now thats just plain cool and something I wouldnt have thought of in a million years. The engine sounds like it has a lot going for it.
I would really hope that NS goes to the DOOM III engine though, its got great features going into it, like since the fact that they didnt include a use button in the engine (yes, they said it was a gimmick), whenever you near a panel, you look at it for like two or one seconds, then your dude automatically lowers his gun/weapon, and his hand comes up, your mouse controls his hand and your mouse button his actions.
Now thats just plain cool and something I wouldnt have thought of in a million years. The engine sounds like it has a lot going for it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As long as the mapping is like hammer, im happy.
I tried bf1942 mapping, UGH. Horrid.
As long as something has entitys
I bet some other engines use CSG, but I have no clue what they are.
I would really hope that NS goes to the DOOM III engine though, its got great features going into it, like since the fact that they didnt include a use button in the engine (yes, they said it was a gimmick), whenever you near a panel, you look at it for like two or one seconds, then your dude automatically lowers his gun/weapon, and his hand comes up, your mouse controls his hand and your mouse button his actions.
Now thats just plain cool and something I wouldnt have thought of in a million years. The engine sounds like it has a lot going for it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
CloakNT engine is definately impressive, and I'm sure affordable. I believe the engine came out in 1999, but not really sure, but definately nice for NS2.
It's also nice knowing that you won't have to buy an expensive vid card to get impressive grafix. I ran Chaser on my Geforce 3ti200 and it's amazing.
You guys should really try out the Chaser MultiPlayer Demo. It's only DM and one Team Match game, but defainately fun and impressive nonetheless.
I bet some other engines use CSG, but I have no clue what they are. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, it sounds something like HL mapping.
Because I KNOW half-life mapping uses CSG construction in it.
lemme see that tutorial for a seccccond......
Terrain especially.
The unreal II engine would be nice.
Course, with the transition to primarilly static meshes (not CSG), holes are very few and far between. The original Unreal and UT had more problems with BSP holes, HOMs, and stuff... but an experienced mapper could avoid them quite easilly (stay on the @#*& grid, nubs! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Oh, and for whoever was wondering... an Unreal Tournament license costs somewhere around the $350,000 mark, last I heard.
<a href='http://dynamic.gamespy.com/~polycount/ubb/Forum2/HTML/007227.html' target='_blank'>Effigy</a> (Best model, Make Something Unreal Contest - Phase 1)
The somewhat intimidating <a href='http://www.cafenapali.com.br/UnrealED/UnrealED3.jpg' target='_blank'>UED3</a>
<a href='http://www.tomshardware.com/business/20020529/images/unreal2.jpg' target='_blank'>Unreal 2</a>, which is based on the UT2003 engine. It does have some changes though, like a more robust animation system, and a far sexier (albet more resource intensive) particle system. Mmmm... <a href='http://www.games4mac.it/articoli/imm_unreal2/Flamethrower_1024x768-big.jpg' target='_blank'>Flamethrower.</a>
As an interesting side note, someone mentioned XMP... well, XMP is a bit of a weird breed. Its the UT2003 engine, but its got parts of the Unreal 2 engine pasted onto it. Especially that <a href='http://members.shaw.ca/evil-kiwi/XMPBetaPics/Shot00454.jpg' target='_blank'>sexy</a>, <a href='http://members.shaw.ca/evil-kiwi/XMPBetaPics/Shot00453.jpg' target='_blank'>sexy</a> <a href='http://members.shaw.ca/evil-kiwi/XMPBetaPics/Shot00486.jpg' target='_blank'>particle system</a>. (Shots taken from a Beta tester's private gathering. Yeah, I am one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
It is a very, very nice engine though. And the mod support for it is... Unreal!
<img src='http://www.unknownworlds.com/forums/style_images/2/icon6.gif' border='0' alt='user posted image'> Sorry, I couldn't resist <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That Make Something Unreal Contest IS giving away a million bux in cash and prizes though. Top spot gets a free engine lisence. There's still a few months left too.... think Flay and co. and port NS over in time? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
The UT2 (also mistakenly called the Unreal Warfare) engine is powerful and easy to work with, but can get rather pricey.
here's a few more links to other amazing UT2 mods
<a href='http://www.unrealwarfarex.com/redorchestra/' target='_blank'>Red Orchestra</a> *wow!*
<a href='http://www.deathball.net/' target='_blank'>DeathBall</a>
<a href='http://dynamic4.gamespy.com/~chaotic/index.php' target='_blank'>Chaos Ut2</a>
The first would be to sign a contract with valve using the HL2 engine and release it as an add on/retail version/full game of NS(there would have to be a lot of work behind this to create a great single player game).
The second would be to find a completely new engine and to get a new developing company(epic/ID and so on) in order to release NS2 as a completely new game.
I would personally recommend the HL2 engine, as most of the NS community uses the HL engine to map/skin/model, the team is used to using HL, so the transfer would be easier(if what I've heard is true)
and the HL2 engine will be more capable than most other engines as far as physics,graphics,partricle systems and editing options go and besides it would be a sequel based on a sequel <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Using money from investors and the profit from the as yet to be confirmed retail sale of NS.
We are discussing it because www.unknownworlds.com is forming a company and looking for $10K+Investors, Employees, etc for the next stand alone project.
Negativity is frowned upon, anything is possible.
It's good to talk about it, or you go nowhere.
Please read and understand before posting.
I for one will help and do what I can to support this project because it's such a great game, and awsome contributing community.
You'll need 35 $10,000 investors and you got yourself an engine, or just win the contest <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> !
Then you'll need the overhead, or just some people that will work for Pro Bono! Why not? If I lived near the new office, I'd work Pro Bono, because I believe in the project--and so would everone else.
Any ideas of how much the CloakNT engine? I tried a search, couldn't find a thing.
The HL2 engine would be nice, but I hear it's gonna be somewhere over $1,000,000+ to license it now, or wait 5 more years after release and swoop it up for $50k.--but this would mean we'd have to wait till 2010 to get NS2 Stand Alone Retail! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .--But by then everyone would want to see NS2 on HL3 engine.
Get yourself 100+ $10K investors and you got a HL2 engine. Anyone know anyone wealthy here? Anyone win the lottery?
VERC, VERC is a forum that has some employees that work for Valve, as well as, a close community to VALVe. I'm supprised not many people know of this since, NS is built on Half-Life.
These questions have come up in the past, and have been answered.
But I want to see the Cloaknt's engines product too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
We are discussing it because www.unknownworlds.com is forming a company and looking for $10K+Investors, Employees, etc for the next stand alone project.
Negativity is frowned upon, anything is possible.
It's good to talk about it, or you go nowhere.
Please read and understand before posting.
I for one will help and do what I can to support this project because it's such a great game, and awsome contributing community. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sorry I'm in vet forum mode (lots of crap in there), yea sure talk about it. But trying to do this now would take a long time.
<!--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-->First we'd like to get Natural Selection into retail as a stand-alone product. NS is gaining players every day, but it's still a modification without a PR-budget, so a retail launch would gain many more players and reviews. The game has been tested, played casually and played competitively by many thousands of players, so a retail release is relatively low-risk. This release would build the franchise name and build an even larger audience for our next offering.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They're talking about NS, the NS that we play as of right now. If the statement, "the game has been tested, played casually and played competitively by many thousands of players" doesn't point to NS, then I'm fully psychotic.
<!--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-->After releasing NS into retail, we'd like to keep maintaining it while we work on our next, more ambitious, project. We'd like to build on what we've learned in our experience with RTS, FPS and social games, we want to build a next-generation, mass-appeal, <u>retail</u> smash-hit.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That underlining was my emphasis. What' they're saying is NS2 is going to be a full-blown retail project.
NS will show up as a retail game eventually (like counter-strike. I know you guys hate comparison to CS, but it's an effective comparison), and NS2 is going to be a retail game. I took all of the quotes for the unknown worlds site, so it's up there for all of you to read!
Anyway, continue discussion of engines. I would like to see the source engine, but the cost is something else...
But I want to see the Cloaknt's engines product too <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No doubt, I'd write them to find out how much they license it for, but I wouldn't know where to begin. Perhaps someone, with some experience could write them and find out. I'll check around the Chaser forums to see if anyone mentioned anything about how much they payed for it, but I think I'll find nothing.
Here are their stats:
Developer: S2 Games (Rohnert Park, CA, United States)
Category: Open
Description: Savage combines FPS and RTS gameplay into one cohesive experience. As commander you lead a team of real human players, while managing resources, developing a tech tree, organizing, and implementing strategy. As a warrior you personally battle in a primal struggle against extinction. It's Man against Beast, Technology versus Magic.
URL: <a href='http://www.s2games.com' target='_blank'>http://www.s2games.com</a>
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> Budget: Close to $1,000,000 ? 1,500,000 (US).
Dev. Time: Roughly since 9/13/01. Approximately two years.
So, if NS used the Quake3 engine, we could probably guesstamate how much it would cost. Using the HL2 engine, well, that figure could be doubled.
<span style='color:red'>*LOCKED.*</span>
(And the $1M price tag on the Source license is <b>pure rumor</b>. There is nothing to substantiate that which is actually linked to Valve... just 'my friend at Valve told me'.)