"Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes."
I think a few weeks ago this was definitely the case, but the availability of fixes now is very great. I messed up my code base totally the other day and it took me 20 minutes to have a fully working MP code base with scoreboard etc, using the fixes on the net. Useful links: http://forums.thewavelength.net http://www.sourcewiki.org http://www.hl2dev.tk Admittedly though it would be nice just to use the Valve code instead of any possibly shoddy fixes :-) --------------------------------------- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Beppo Sent: 20 January 2005 21:58 To: [email protected] Subject: Re: [hlcoders] HL2DM SDK in January or February? Was nothing of all this posted on VERC? Without trying to sound rude or something alike, but you encounter these bugs within 2 minutes of playing the test map. But back on topic... some already said that many out there want a base SDK that actually works, has the basic stuff you need for a game already implemented (ScoreBoard and stuff alike) and the bugs that some already fixed themselves like the animations being fixed by Valve to get a 'standard' that you do not need to reinvent or even to reimplement by copying code from a forum or something similar. Sure you can learn a lot from doing all this yourself but the problem for many out there is simply the time needed for all this. I am pretty new to the HL/HL2 engine and so do not know right from the start where to search for specific things at all and if I encounter a bug that makes specific things unplayable then I get lost pretty fast due to me not knowing the class hierarchy out of my pocket. In addition I do not have the time needed to then try to fix these bugs myself cause my spare time for this 'hobby' is already limited. The more the MP SDK can offer to help out new folks like myself, the better. We need examples we can enhance or even exchange later on. But to implement these things yourself without knowing actually where the proper place would be is another form of reinventing the wheel or even totally worthless in the end cause the next official update will maybe have this code part implemented properly. So, many wait for the official release of HL2DM as base for the SDK, cause in HL2DM everything seems to work. You have working game modes, one for team play and one for solo, working animations with IK, working online physics, working weapons aso aso. The only part missing would be fully online working vehicles of different types (wheels, tracks, hovers, flying, swimming, diving). But maybe you guys can surprise us all by releasing an official HL2DM map with a working buggy, jeep or whatever type of vehicle you want to use and this all working in the SDK then too. :) I know I'm asking for a lot, maybe too much, but with such a MP base SDK you will get tons of new people to actually start modding. Not everyone out there has the time and/or the skill to reinvent the wheel or to fix base codes. Would be great if Valve would be able to deliver such a MP SDK. Would hook even more mod teams to this great engine, for sure! regards, Beppo -- 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: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, January 18, 2005 4:48 PM Subject: Re: [hlcoders] HL2DM SDK in January or February? > Mike Blowers wrote: >> >> Wow... Steam must have downloaded the wrong SDK for me then ! >> >> How about these "issues" then (just to start with) >> >> Go Thirdperson.... The player has 4 arms. >> >> The Physics is nothing like HL2DM....How many times have you been >> teleported >> across a level just because you happened to walk on a slope in HL2DM ?) >> >> Exit the Jeep and the weapon comes off the jeep then flies back on again. >> >> Exit the Jeep whilst it's leaning against a wall, and those angles are >> forced on the player. >> >> After throwing a grenade it's auto switches to another weapon, no matter >> how >> many grenades you have left. > > How many of these issues have you posted on VERC? > > As for Physics, Jay Stelly responded to a post on VERC about maxspeed > being handled improperly... > > http://www.chatbear.com/board.plm?a=viewthread&t=211,1104816723,4893&id= 768355&b=4991&v=flatold > > -- > Jeffrey "botman" Broome > > _______________________________________________ > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

