Nexuiz and Halo

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Nexuiz and Halo

Postby Darcshadow7 » Sat May 30, 2009 5:39 am

Oh hm.. i dont know where to put this.. Anyway...

The people at http://hce.halomaps.org want to create a Nexuiz mod for Halo. And they are asking where to get the models/textures/whatever oh, and permission too.

This is not my idea, i just thought it sounded cool and just supporting the idea.

Helpful Responses Appreciated. :)
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Postby Ed » Sat May 30, 2009 8:59 am

They only can do if they release their mod under the GPL. This is the license for Nexuiz and any derivative works need to stick to it. They should read the GPL in detail.

Why make a Nexuiz mod for Halo? What is the premise of the mod?
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Postby Sepelio » Sat May 30, 2009 9:26 am

Nexuiz mod for Halo? Why don't they just come and help with Nexuiz?

I can see why they want to mod Halo though, its a slow boring game :P
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Postby Fisume! » Sat May 30, 2009 9:29 am

Halo and boring? Go away :)
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Postby Flying Steel » Sat May 30, 2009 3:19 pm

Honestly, I think they have this backwards, they should make a Halo mod for Nexuiz.

But instead what they would be doing with this is porting the universe of a game with almost no universe (that is story, plot, etc.) into a dead-end, dying closed-source engine with a mostly inferior graphics engine (halo is only stronger when it comes to character models that pitch torsos with player aiming and maybe outdoor environments).
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Postby TVR » Sat May 30, 2009 5:13 pm

Flying Steel wrote:(halo is only stronger when it comes to character models that pitch torsos with player aiming and maybe outdoor environments).


In additiion, ragdoll physics, non-orthographic hitboxes, and directional driving, which lead to superior vehicle handling.
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Postby Darcshadow7 » Sat May 30, 2009 7:01 pm

I dont know why they want to do it, it just sounds fun i guess, and a good challenge too. But anyway, where do we get the Models and Textures?
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Postby Flying Steel » Sat May 30, 2009 7:08 pm

TVR wrote:
Flying Steel wrote:(halo is only stronger when it comes to character models that pitch torsos with player aiming and maybe outdoor environments).


In additiion, ragdoll physics, non-orthographic hitboxes, and directional driving, which lead to superior vehicle handling.


With the possible exception of ragdoll physics, those are not really graphical features though. Also I'm not sure what you mean by 'directional driving', unless you mean putting limits on turning speed/acceleration (which would be a really nice feature to have for player characters as well).

Anyway while something like Twig could give Nexuiz those features in the near future, Halo won't be getting any new features ever, because it is closed source and looks to stay that way.

Its like using a sinking ship to escape a perfect condition life raft. :)
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Postby TVR » Sat May 30, 2009 7:33 pm

Flying Steel wrote:... those are not ... graphical features ...


Consider projectile impacts, in Nexuiz projectiles will detonate even if they do not touch the model, which is especially exasperated for rectangular models due to orthographic hitboxes.

Weapon animations, such as reloading, haven't been mentioned.

Flying Steel wrote:... I'm not sure what you mean by 'directional driving' ...


The Halo series' vehicle handling can best be described as automatic driving to a direction pointed at with the reticule, the vehicles will turn and compensate automatically.

Flying Steel wrote:... something like Twig could give Nexuiz those features in the near future ...


QuakeC is too limited to implement proper physics simulation, which is why TWIG was found to be faulty and subsequently abandoned.

Flying Steel wrote:... Halo won't be getting any new features ever, because it is closed source and looks to stay that way. ...


Bungie released the sources to their previous series, Marathon, and development continues to this day with the FOSS Aleph One engine.
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Postby Morphed » Sat May 30, 2009 7:42 pm

keep in mind that halos "directional driving" was stolen from quake 1 rally mod :P
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