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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
GiGaBiTe
ok i posted this a couple of months ago, but it was pretty much ignored.

for the few of you that know of spirit of half-life, a new version is out, version 1.4.

what it is:

spirit of half-life adds a bunch of new entities and scripting features to the hl engine, such as fog, the ut style sky, very odd particle systems, ect. i know a bunch of this stuff isnt wanted i ns for obvious reasons (fog doesnt currently work in direct 3d mode, and the particle system is spirit uses a different more crude method of making particle effects that isnt that great) also they dont like the idea of the ut style sky because you have to render the map twice when viewing it. so basically if you typed r_speeds 1 in a map that used the effect it would look like this

60 fps 300 w_poly 0 e_poly
90 fps 90 w_poly 0 e_poly
60 fps 300 w_poly 0 e_poly
90 fps 90 w_poly 0 e_poly

i would like to see some of these features added into the ns game so the mappers had more to work with, like the move with and locus systems. in spirit you can have func_doors that move with trains so you dont have do do some wierd ent work with func_train like on ns_stargatext9

most of the devs know about spirit (i think), and that the source code is available so you can incorperate its features into another mod without spending 6 months wondering how to code something to do an effect.

if you mappers want to look at some of spirits stuff you can go here.

i would like to make a map in ns where your on a space station orbiting the earth, that would look sweet.
BobTheJanitor
Agreed, spirit does have some very nice features. I wouldn't mind seeing some of them implemented into NS.
GiGaBiTe
the thing i dont get is why they cant make fog in direct 3d mode. i have seen it done before in other games (unreal tournament) and on most videocards have support for hardware based fog table emulation in D3D mode.
BobTheJanitor
Who knows why the HL engine has the quirks that it does? It's become so ancient at this point that the fact that it works at all for half the things that people are doing with it is amazing. I'm inclined to just be happy with what we've got and wait around for the source engine to bring us new and shiny toys to play with soon.
GiGaBiTe
yeh, the source engine is probably going to have some great features in it. but all of the "if you post a topic on when ns will be ported to source it will be nuked" makes me believe it will be a long time till it will be done. i just wanted to see if we could squeze the last bit o life out of the hl engine before its officially dead. after all the hl engine is the most customizable one i have ever seen and more mods on it than you could shake a stick at.
the_x5
Spirit of HL fanboi's unite!!! (I'm a fan of it wink-fix.gif )

Yes please, grab everythign Spirit has and more to keep NS on the edge to draw more mapping talent.
That_Annoying_Kid
I would be down to give the mappers tasty new toys
Joe2
The HL engine is a heavily modified Quake 1 (and a very little Quake 2) engine...
It is why HL is one of the most customizable game smile-fix.gif
GiGaBiTe
QUOTE
Yes please, grab everythign Spirit has and more to keep NS on the edge to draw more mapping talent.


well, i wouldnt go as far as to say add everything from spirit into ns. in certain instances ns has better something than spirit does.

for instance, particle systems. spirit may have a particle system that you can do alot with, but it has a fatal flaw, it spawns sprites to create the particles, the ns version doesnt. the bad thing about creating mass amount of sprites, is that you can have a buffer overflow rather quickly if you use more than one particle system in the map.

but there are other things that spirit has that ns dont (like volumetric fog) you can place fog in certain areas of the map. the bad thing is that you dont see it, you just walk into it and its there. but it would still be good to have if the d3d mode fog would work.
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