Also some good advice I would say is to try your best to avoid changing code
in a file of valve's. Make new classes and derive of their classes and
override functions you want to modify from base classes. Only change valve
code as a last resort. This helps with the merging process!
Chris
----- Original Message -----
From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 23, 2007 1:01 AM
Subject: Re: [hlcoders] Questions from a newbie
--
[ Picked text/plain from multipart/alternative ]
Hi Ed
On 10/22/07, Ed Kehoe <[EMAIL PROTECTED]> wrote:
1) Is there anywhere online where I can find out detailed information on
the
different mod types presented under "Create a Mod"? I'm mostly interested
in
the pros/cons of one mod project over another, especially when it comes
to
non-FPS mods.
"Modify HL2 Singleplayer" will pretty much give you a perfect version of
HL2
to mod off of. If the game you are trying to make is very similar to HL2
(for example, the Adventures of Gordon Freeman in Space, or something)
then
you should use this.
"Modify HL2 Multiplayer" is probably best if you are making a
multiplayer-only mod.
"Start a mod from scratch" is good if you are trying to do anything
avant-garde because it does not contain much HL2 or HL2MP stuff.
"Source code only" is the same as above, except you obviously only get
source code and not sources for other game content.
2) Does the selected game on the SDK main menu make any difference in
regards to the source code I receive, whether I create a mod using
existing
game code or the "scratch" code?
I don't think so. It's only for Worldcraft and HLMV and such.
3) Should I wait until the SDK is updated with the Orange Box content
before
starting at this point?
That is probably a good idea. There are a huge amount of changes and
porting
them over would be a pain. But if you're comfortable with patching it then
by all means :)
That's all I can really answer. Have fun!
--
Jorge "Vino" Rodriguez
--
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