Starsiege and the tribes games had this ability. the language was C like and you could manually input it in the console.
On Mon, 29 Nov 2004 21:32:53 +0100, tei <[EMAIL PROTECTED]> wrote: > > > Of course, this isn't as realtime as other engines, but other engines don't > > exactly provide MOD teams with the level of tools that Valve does either. > > Most of them only release a scripting kit rather than a C++ base SDK. Makes > > me wonder what they're hiding? Parts of the HL2 code (or other games) > > maybe? > > > > in my humble opinion(*), hummm..... > > no*. Around 500 MB of CPP generated with Visual C++ ***WITH THE MFC*** > (YES, you can start a game with the project wizard of VC6, or at least > exist people FOOL enough to do that). > > You can see the src for a few modern largue projects legally. Allegiance > (Microsoft), Golgota (?), System Shock (?), Homeworld, heee.... a few > more, whas code release to able linux guys to do the conversion to his > OS... the license its restrictive, able only that, but able you to read > the src and learn a bit. > > You can also check real open source games, like FreeCiv,Battle for > Wesnoth, and try to "steal" some AI ideas, etc... IMHO its better to read > articles on Gamasutra than try to learn something from the src of other guy. > > I am really impresed by Gamasutra articles quality. > > . . . > > About scripting on games, has sense*. The gamelogic dont really need to > be C or other compiled lang, can be interpreted, bytecode, etc.. often > its faster to write scripts than apps, so can be fastest to write mods > for a scripting powered engine than for a dll based engine. BUT the fun > about engines like HL1/HL2 its you can do a lot more than other engines. > And this its WHY some people swich from Battelefield 1942 to HL2, because > feel need the extra power and can handle the extra dificult > > OF COURSE, a good idea* can be to add a small scripting engine to HL2, .. > Its that AMX?, .. other good interpreters can be Javascript, PHP, Python, > anything .NET, etc.. You can do that because you can encapsulate the > engine API on another API you provide to the interpreter lang. The > problem its: its a very long and boring process. You have to tweak type > conversions back and for from to engine/interpreter and its boooooooring. > Of course, the result can be interesting: modability on the fly, you can > edit your mod alive, adding more code, full control for debugging (pause, > step, run) etc... > > I myself like Spidermonkey (javascript) that its easy to install, but the > license its not compatible* (its GPL) and I am not a lawyer, I dont know > other license compatible with the SDK_EULA, maybe BSD?, maybe exist some > interpreter BSD licenses out here :] > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

