> 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.
Since we're in the HL realm here, I was referring to the FPS out there. For example, BF, UT, CoD, MoH, Tron, FarCry, etc... Many games released, but Valve beats all of them with their SDK. > 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. Ha! I've seen these games, and like most open source stuff out there, they come with very poor quality or are just old. > 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 The scripting engines offer basic modification support, but are very, very limited. Many great MOD ideas have started on some of these engines and have either switched to a better one (like HL) that has true MOD support or have just closed the project completely, which is sad to watch, since the modelers and mappers have already spent time on the project. Just that the game engine and failed promise of an SDK prevent the actual coders from accomplishing what they need to. The other drawback, is due to the limitations of these scripted engines, you never see good unique MODs. Instead, you see 100s of copy-cat war-based MODs, which are just different models and sounds for a different war era. > OF COURSE, a good idea* can be to add a small scripting > engine to HL2, .. We've been here before, no need to start this one again. In the end, you're not going to have something as flexible and open as the C++ SDK. Another thing, is that 3rd party developers end up developing something like AdminMOD so that the simple addons can be created via a scripting language. For HL2, there's already a SourceMOD team working on this. Overall, I still have yet to see a decent game release a decent SDK that allow for true full and unique MODs to be created. - HoundDawg _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

