I never said that a scripting system alone would be the only way to mod, in
fact i'm pretty sure that at some point i agreed that a mix of scripting and
C++ _would_ be a good solution.
what i was in fact argueing against was teh idea that 'scripts are useless
for modding' and the general feel that 'scripts are like VB' and they are
generaly 'useless' as proven by other titles which exist.

btw, and unrelated to the reply below, someone mentioned about the Valve
guys setting up a mailing list for the modders, Epic have done the same
thing and are opening up alot of docs/tool for the modders as well :) (and
until this C++ vs scripts arguement i got alot more traffic on that list
than this one)

----- Original Message -----
From: "RDG O'Sullivan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 9:08 AM
Subject: Re: [hlcoders] c++ vs. scripts


> > On the subject of 'Half-life being the biggest mod community', yes,
> this is
> > true however it was also pretty much the first as well, it was a few
years
> > before we saw other games which could be modable. However biggest doesnt
> > mean best, look at every mod we've seen for HL, 99% of them are 'oh look
its
> > a fps we've just changed things a bit' its only recently with NS and ISO
> > that things have changed a bit. Now look at UT2K3, its not really been
out
> > that long and someone has already used UScript to produce a game which
is
> > nuffin like a fps (Marble maddness), THATS flexiblity.
>
> Half-Life has had racing mods, several Pong mods and engine upgrades -
> all years ago. It's had a viable persistent character system written
> entirely as part of a mod, though never implemented. With the Half-Life
> SDK, you could feasibly write your own networking component, your own
> renderer, your own physics engine. You can write them optimally and
> integrate them with the rest of the engine, and it'll all work - and
> fast. More and more people have done so, as with the Q3 map loader
> discussed on the list a few days back.
>
> Any scripting system alone would not allow modders to do things like
> this. I would not consider that flexible.
>
> -randomnine-
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