as said already... sure, CS:S would get a bunch of modifications that will flood the scene, but only a few would really survive. Others would maybe survive like mutators do on the Unreal engine that later on develop to their own style of game. What would be so wrong to have a fully working 'mod' as a base instead of a HL2DM that has only a few things made available to mod on? A mix of both worlds would be perfect of course, but the HL architecture doesn't seem to support such things unfortunately. So why use HL2DM that would only allow a few mods to develop fast instead of using CS:S that would allow the 'millions' of mods to start developing? A newbie with a cool idea will never manage to dig into a MP base that needs a new base to be developed first, before he/she can even try to get his/her new idea implemented. HL2DM looks too stripped down from what you can see in the game right now. Well, maybe it will get a big bunch of codes to play around with that do work and build a nice base for mod authors out there if it gets released as SDK MP mod base, who knows...
The thing I would like to see is a real base to mod on... reinventing the wheel simply consumes way too much time... not all modders out there are 16 years old and go to school, ya know. Some have families and a regular job, study or have to do other things that only leave a small amount of free time to be used for their 'hobby'. The more mods can show up, the more will have the chance to survive for a longer time period... and this should be the thing Valve is aming for... keeping their engine online and played on by as many as possible for as long as possible. Ideas like CS and DOD do not show up each time a company releases a new title. So someone should try to increase the chances to get such things to show up again. Easiest method... allow as many to develop their own ideas as possible, and as easy as possible.
-- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net
----- Original Message ----- From: "Knifa" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Monday, December 27, 2004 10:10 PM Subject: Re: [hlcoders] CS:S as SDK mod base
I would prefer the HL2DM Code for a base, if it started as CS:S, milions of annoying CS/T type mods would start popping up.
PS: Can anyone tell me how to make a new thread for mailing lists? I'm sort of new to these things.
Hi,
I know that you folks already discussed this stuff a bit but most of you only talked about HL2DM as a possible base for 'us' developers out there. What about CS:S ? It would by far be the more logical base for many mod ideas out there. Sure, there could be the fact that by allowing to use CS:S as a base, many modifications of the original CS:S would pop up, and this would 'split up' the CS community into a bunch of communities for sure. But on the other hand CS:S seems to be the more logical base on a quick look. The current MP SDK base looks bugged and for a HL coding newbie like me the thousands of classes are a bit much to dig in to find the missing 'parts' or fix bugs. Normally a modder would think about modding a game that works and not a ripped out version of the full thing. So, why not allow modifying a fully working base, step by step, to get as many mods out there as fast as possible. HL2DM looks ok as a base, but many things are missing it seems. CS:S has a lot of things already in place to use as examples. Sure some things are missing like the invers kinematics of the HL2 characters and things like vehicles. But I'm sure that in a 'perfect' mod base these elements could be integrated more or less bug free to let modders start developing their new content directly, instead of letting all of them reinvent the same wheels to then build their own stuff upon. The cool thing about other engines is/was to use a working game and exchange, replace or add your own stuff step by step. You do not need to develop a GUI, a HUD and stuff alike, right from the start. You 'only' need to replace some meshs and codes to ie. get your own weapons and player classes into the game... everything around it to test things out already there. As said, I'm a newbie on this engine so if this is already possible, then plz enlighten me ;)
cheers,
Beppo
PS: Hi ChessMess... you seem to be pretty active here already ... found the archives ;)
-- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net
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