<div class="IPBDescription">Just curious...</div>So has Natural Selection reached the state where it can be considered a Total Conversion, i.e. nothing from the original Half-Life (sounds, sprites, textures, models) remains?
Well, I can't come up with a place in which I saw HL texes (except you count NULL and a generic water tex to them). There are however HL sprites used in some of the particle systems. Still, for what it's worth, if NS is no TC, it's so near that you'll need an electron microscope to figure the difference.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Yeah... I'd wager at least one map uses an HL texture, but damned if I could point it out to you. And a couple of the sprites. But I'd consider it a TC... there's really nothing HL about it. Even the movement/weapons are completely different from HL. I mean they *feel* different -- anyone who picks up an LMG thinking they're holding a re-skinned mp5 is in for a BIG surprise.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
<!--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-->Yeah... I'd wager at least one map uses an HL texture, but damned if I could point it out to you.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
In all seriousness, NS is far <i>more</i> than a Total Conversion in my eyes. Regardless of the fact that there are indeed still little relics of the orignal HL in here, it exceeds everything else so far in terms of gameplay and design, that I don't even think it would be <i>fair</i> to simply label it as a Mod or TC.
It's a whole new game as far as I'm concerned. A damned high-quality one at that. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I thought people stopped using the terms "Total Conversion" and "Partial Conversion" back in the days of Quake 1... What's with this new rebirth of the term, rather than the now-standard term "mod"? hmm... some people...
Really, I don't think it really matters heh. NS rocks. Who cares if there is one or two HL textures in there? :P
I, being my undeducated noobie self, thought that Total Conversion meant that a mod introduced different elements to both multiplayer and singleplayer...
But a better definition would be if NS introduces totally different playing style, I spose, and so I'll conform to that definition. By that definition, NS is a TC.
its clear that u guys have given much time and probs money to making this mod and it shows. that guy is right i dont know y TC and PC are being used now cause they where used in the UKTFCL ( TFC league ) not to long ago.
Dont think any mod will be a 100% change from HL, then again why would u want to? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Rawr... I still use the term Total Conversion to mean that the original game has been modified to the point where no aspect of the original game remains (apart from the basic engine standards of course). I guess I'm just behind the times in terms of mod lingo.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Well, vent2 isn't a HL texture. So it didn't seem applicable at the time. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I use a few of the standard HL lights... I also use a generic HL metal texture on a couple pipe flanges that I doubt anyone will ever see. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Marine speed based on loadout, the fact that an alien can wallwalk, another can fly, I'd say the movement is quite different <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Actually, they HAVE to use one texture from HL. AAATRIGGER. Invisible, non-solid... It's the standard for triggers. Every mod's maps use AAATRIGGER is they want any interactivity whatsoever. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> Okay, I'll shut up and stop being a smart arse. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Merk's map is lined EVERYWHERE with some original HL light textures. I mean, merk, sheesh! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Technically, I don't think you HAVE to use AAATRIGGER. Any texture should work just fine on brush-based entities that are invisible But the fact that the texture name uses three A's (which means it's usually the first one alphabetically) and the bright purple color makes it really easy to see exactly where you use an entity. However, as for CLIP and ORIGIN...
Oh, and Merkaba, WTF is it with using that ugly red HL rock texture all over the place in NS_Hera? What a load of lerk droppings, I want you to scrap it, read some Hammer tutorials and start again! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> j/k, I think it actually looks awesome.
Da_SargeOld School SuckJoin Date: 2002-10-15Member: 1502Members
Depends on your view of what a good map is.....NAW I am just playin... AAATrigerTextureHollowCube gonna pwn all other maps.......I may be stetching the truth a bit. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Wow.... er... one or two textures... C'mon, a Total Conversion is any mod that replaces most of the graphics, has new maps, and usually new gameplay. Just because it has one or two things from the original game doesn't mean it becomes a Partial Conversion. For example, I'd even consider Counter-Strike or TFC total conversions!
Comments
There are however HL sprites used in some of the particle systems.
Still, for what it's worth, if NS is no TC, it's so near that you'll need an electron microscope to figure the difference.
<!--EDIT|coil|Oct. 21 2002,03:02-->
Ooh, I'll do it for you then! ;D
<img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/15.jpg" border="0">
The greenish metal texture above the fan here is from Half-Life.
Sorry. Couldn't resist. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
In all seriousness, NS is far <i>more</i> than a Total Conversion in my eyes. Regardless of the fact that there are indeed still little relics of the orignal HL in here, it exceeds everything else so far in terms of gameplay and design, that I don't even think it would be <i>fair</i> to simply label it as a Mod or TC.
It's a whole new game as far as I'm concerned. A damned high-quality one at that. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Really, I don't think it really matters heh. NS rocks. Who cares if there is one or two HL textures in there? :P
Anyway, people have used the term TC up until the early HL days, although the term did wane in usage around the middle of Quake 2's life.
I'm actually glad that TC isn't used anymore, it just seemed too flashy.
But a better definition would be if NS introduces totally different playing style, I spose, and so I'll conform to that definition. By that definition, NS is a TC.
Dont think any mod will be a 100% change from HL, then again why would u want to? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-=Rue---Remorse---Regret=-
Still, I side with Doom on this one, It doesn't matter.
I still use the term Total Conversion to mean that the original game has been modified to the point where no aspect of the original game remains (apart from the basic engine standards of course). I guess I'm just behind the times in terms of mod lingo.
I use a few of the standard HL lights... I also use a generic HL metal texture on a couple pipe flanges that I doubt anyone will ever see. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Oh, and Merkaba, WTF is it with using that ugly red HL rock texture all over the place in NS_Hera? What a load of lerk droppings, I want you to scrap it, read some Hammer tutorials and start again! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> j/k, I think it actually looks awesome.
Heh MonsEs (to quote RR.org) "groundbreaking"
NS_AAATriggerTexturedHollowCube
That is gonna be a real cool map!
-PD