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 :]
>
>
>
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