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Frequently Asked Questions

A Wiki

The F.A.Q for NS2

Frequently Asked Questions

Will NS2 be a mod like NS?

Nope, NS2 will be a complete stand-alone game and will not require Half-Life 2.

Are you going to beta-test NS2?

Yep. We're not sure if it's going to be with Constellation (though the Constellation system is not hooked to Steam at all so this would be a bit of administrative work), or some other way like through Fileplanet, Gamespot, etc. We'll figure that out when we get closer.

How much will NS2 cost?

Our gut says $20 but we're not sure.

When will NS2 be released?

We've learned not to give release dates until we know we can hit them so we're going to have to say "when it's done". However, we are focused on shipping NS2

sooner rather than later so don't expect it to take years.

What is the NS2TR? When will it be released?

The NS2TR stands for Natural Selection 2 Technology Release and it's a very early version of NS2 that will allow community mappers to start creating maps before the game is released.

It will likely include materials, mapping guidelines, our .FGD, Commander Mode and everything else you need to start making maps for NS2.

We will probably release just a .zip of materials first to get early feedback from the community and then release the whole thing with commander mode and some goodies after. We don't have a release date in mind at this point. Please make sure to subscribe to our Mapping mailing list if you want to know as soon as it's released.

What version of Source is NS2 based on?

We're currently working with the Counter-Strike: Source/HL2 Episode 1 source code. We will likely update our code base when VALVe releases new versions.

What are the system requirements?

We're currently thinking the same as HL2 : Episode 1. That is: 1.2 GHz Processor, 256MB RAM, DirectX 7 level graphics card, Windows 2000/XP/ME/98, Mouse, Keyboard, Internet Connection.

What languages will NS2 support?

English to start and we'll add more after.

Will there be ported versions of NS maps?

Probably, but we're not sure yet.

What's the modding situation with NS2?

You're going to be delighted. We are writing almost all of the game code in script (Lua) which means you'll be able to add your own weapons, gameplay modes, tech trees, etc. very easily. We do want to make sure people can play a "vanilla" game of NS2 easily though, so we're planning on sorting servers into two lists: regular and custom. See these blog entries for more details of our scripting system and code (overview, our debugger, scripting weapons #1, scripting weapons #2).

Will there be any outdoor environments?

We'll probably be saving any significant outdoor stuff for a future expansion or game so that we have the time and resources to do it right.

Who are the NS2 team members?


Other contributors:

Flayra and Max are working full-time and everyone else is contributing between 5 and 20 hours per week. If you're talented and are interested in helping, go here.

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