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bliink said:maybe NS:Source would be able to better deal with the 30 weapon limit from HL, the reason they couldnt add so many weapons. does anyone know the limit for HL2?
DannoHung said:You know... I have to say, wouldn't DooM 3's engine make more sense for Natural Selection? Probablly make it too easy for the Aliens with all of the shadows though.
MjM said:There has been talk on their forums of moving NS to a new engine eventually, but im not sure if Source is confirmed?
I think the Doom3 engine might make for compelling NS maps???
But i think system resources atm for Doom3 is a big detractor, espicially for MP.
I would love to see it remain in the HL world, true to its roots.
Finger crossed it does, ... can u imagine the beutiful ragdolls wen Skulks are shotgunned in mid air, im sure it will be an amazing thing to behold.
O Cheers
FragBait0 said:You know... I have to say, WE HAVE BEEN DISCUSSING THIS ALREADY. READ THE DAMNED THREAD.
Argh.
Anyway it's started the same stream of people saying "ns is made for doom 3". No it's not. How many light sources does NS tend to have per room? Look carefully. There are quite a few. Doom 3 would not handle NS as well as Source. Better yet, why burden the devs with trying to port NS to D3? Moving the current version to Source, and/or doing NS2 on Source would be far better than having them learn D3. Source is quite different from HL1's Q1/Q2 hybrid engine yes, but it has a lot more in common with D3 and the whole thing would go a lot more smoothly in a familiar development environment.
Why, by the ownage of Source, do you think D3 would handle NS better than Source?
Maybe your suggestion comes from the similar environments. Great. Just great. But have any of you ever seen DoD? Does it have a similar environment to HL1? Hell, pun/thingy not intended, does NS have a similar setting to HL1?
The answer to these three questions is no for at least two. Some of you are probably of the no crowd for number 1.
That's enough from me for now but I would love to see someone come up with 3 good reasons that hold up to anyone that posts after you (you being any reader and then poster - no specific person) as to why NS2 (or NS1 ported) would be more suitable for D4 than Source/HL2.
stoops417 said:IMHO any popular HL1 mod that doesn't port over is doomed... i'm sorry but i don't think that many people will still be hot to play games on a 5 year old engine after HL2 comes out.
You must be joking. Have you seen the output of the nightwatch team recently? My only problem with them of course, is that it looks like HL3 is going to be released before they give us NW.IMHO any popular HL1 mod that doesn't port over is doomed... i'm sorry but i don't think that many people will still be hot to play games on a 5 year old engine after HL2 comes out.
He has a point there. But I wonder why a *research lab* on mars is so damned dark? Must be those demons sucking photons from midair...And does anyone have any proof that D3's engine cannot render outdoor environments? I only ask because if we take D3 as a be all and end all for the D3 engine, then it becomes apparant that the D3 engine can't render the colour blue...
Netcode can be changed.TBH I've been less than impressed with CS:S and therefore Source's netcode. Not that I've been impressed with Doom 3's.
I would love to know where and who this is directed at because then I might have a chance to potentially 1) participate in a flame war or 2) watch one.As for D3's lighting vs source. Just grow up, seriously, lighting is not going to make the game.
I think this is quite possibly the best statement in this entire thread. It is amazing how many people here can't tell the difference between a game and an engine. You could make a mod about cute little bunnies on a bright sunny day with the d3 engine if you wanted to....if we take D3 as a be all and end all for the D3 engine, then it becomes apparant that the D3 engine can't render the colour blue...
NS Mapping Guidelines said:Avoid Terror and Gore - Natural Selection is about lush, atmospheric sci-fi environments, cooperative strategy, and intense battles. It isn't about scaring the player or horrific environments. The aliens will still be scary, but very dark environments, flickering florescent lights, bodies slumped on rafters, and other staples of the horror genre don't help Natural Selection achieve its goals. Don't place dead colonists anywhere (slumped against walls, in piles, etc.). Pools of blood and dismemberment are also to be avoided. The game doesn't avoid blood and gore completely, but doesn't display lingering dead bodies and gibbed alien flesh. In fact, NS is less gory than Half-Life. This may seem like a senseless guideline, but it will help the game appeal to more people--hopefully resulting in more players, more add-ons, and a broader community.
The Thing said:The dark enviroment of Doom 3 doesn't really fit the NS feel....
However, Doom 3 can do outdoor enviroments.
http://www.beyond3d.com/forum/viewtopic.php?t=15452&postdays=0&postorder=asc&start=80
Yeah, some hideously textured terrain. If you're making a game there has to be stuff there. And stuff that casts fully dynamic shadows = performance hit. And 1 kilometer of trees or buildings with enemies and such = lots of stuff.The Thing said:The dark enviroment of Doom 3 doesn't really fit the NS feel....
However, Doom 3 can do outdoor enviroments.
http://www.beyond3d.com/forum/viewtopic.php?t=15452&postdays=0&postorder=asc&start=80
Revenge said:Hmm I suppose.... But he still ended up getting a job with EA and a contract that says he can't work for anybody else, even if it's for free... So basically he is contractually denied from being able to continue to work on NS or anything else mod related... Dammit...
Yes. But the devs need to take a look at the SDK first so they can make a decision (and announcement).Alty said:Wont the updated source engine courtesy a la bloodlines be perfecto mundo for the requirements of NS compared to the D3 engine?