Didn't Mike say something a while back that he was going to set-up a
read-only SVN repository of all the prior codebases that people could
use? That would certainly help.

- Jed

On 16/11/2007, Paul Peloski <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Well, I disagree with your analogy. The point is that there are still tools
> to make mods for HL1 and there's nothing for HL2. People are still modding
> Quake2 and Quake3. But HL2, because of this incremental/episodic release
> system, is left without any mod tools and there are people who have started
> and still want to start mods for vanilla HL2. Modding your favorite ("old")
> game isn't out of style. After all, HL2 was released exactly three years ago
> today (Nov 16).
>
> Regards,
>
> Paul
>
> On Nov 16, 2007 7:34 AM, Ondřej Hošek <[EMAIL PROTECTED]> wrote:
>
> > I agree that you should be able to compile, run and create content for
> > existing mods for old engines, but NEVER to create new ones (which is
> > what Christoph seemed to be trying to do, but it was probably a
> > misconception). Creating a mod for HL2 at this timepoint would be like
> > writing a Windows 3.1 16-bit program to run on the newest builds of
> > Vista. (Tip: no 16b emulation on 64b systems!)
> >
> > We can try to ask Valve to keep the EP1 Source SDK Base for an
> > indefinite amount of time (not sure how long they are planning to keep
> > it now).
> >
> > I hope Black Mesa will still be released in this century. Good luck.
> >
> > ~~ Ondra
> >
> > On 16.11.07 12:58 Uhr, Paul Peloski wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > He brings up a good point though, can you mod for HL2 anymore? Shouldn't
> > the
> > > tools come in 3 versions? There are tools and source code for HL2, EP1,
> > EP2
> > > (almost). Why not have the option to access them all. Forcing mod makers
> > to
> > > upgrade their code and assets to work on the new engine doesn't make
> > sense
> > > for some large mods that are nearly finished.
> > >
> > > For example with Black Mesa. I want to go with EP2 but by the time the
> > > source code comes out, merging with the code we have will take a very
> > long
> > > time and definitely delay and release - because not only do we have to
> > merge
> > > but we also have to test everything again. So we're stuck on the EP1
> > engine
> > > unless we commit to a lot of work.
> > >
> > > What if they shut off the EP1 SDK like they have the HL2 SDK? Does that
> > mean
> > > we either spend a lot of time merging or we can't work on the mod? Not a
> > > good solution IMO.
> > >
> > > Regards,
> > >
> > > Paul
> > >
> > > On Nov 16, 2007 4:58 AM, Ondřej Hošek <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >> Source is an engine. Engines come in builds.
> > >>
> > >> The three builds currently (and historically) in use by modders are,
> > >> IIRC, the one used in HL2, the one used in EP1, and the one used in the
> > >> Orange Box.
> > >>
> > >> At the moment, you can only make mods for EP1, which then run off the
> > >> Source SDK Base. (This removes the requirement of people having to have
> > >> EP1 to run your mod; I hear there will be a Source SDK Base for the
> > >> Orange Box engine too.) Soon(ish), the sources for the OB engine will
> > be
> > >> released too.
> > >>
> > >> I advise you not to delve too far in mod making with the EP1 engine.
> > You
> > >> can experiment, but you should probably create your first concise mod
> > >> with the EP2 engine, simply because a) it's being released soon, b)
> > it's
> > >> going to be supported longer and c) it has more features.
> > >>
> > >> The reason you had to add that switch was so that the SDK tool doesn't
> > >> try to extract the (currently non-existent) EP2 engine sources.
> > >>
> > >> Hope this clears things up.
> > >>
> > >> ~~ Ondra
> > >>
> > >> On 16.11.07 7:37 Uhr, Neuwirth Christoph wrote:
> > >>
> > >>> I just wanna create a source mod. Not ep1 or ep2 just a regular source
> > >>> mod.
> > >>>
> > >>> Adding the engine parameter made it working.
> > >>>
> > >>> Thx for the help
> > >>>
> > >>>
> > >>>
> > >>> Christopher Harris schrieb:
> > >>>
> > >>>> Oh I thought he just wanted to make a mod, not an ep2 one.
> > >>>> ----- Original Message -----
> > >>>> From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
> > >>>> To: <[email protected]>
> > >>>> Sent: Thursday, November 15, 2007 4:54 PM
> > >>>> Subject: Re: [hlcoders] Cant create source mod
> > >>>>
> > >>>>
> > >>>>
> > >>>>> Christopher Harris wrote:
> > >>>>>
> > >>>>>> It doesn't matter, you don't need ep1 to use the source sdk. You
> > just
> > >>>>>> need a
> > >>>>>> game that comes with it according to the steam store.
> > >>>>>>
> > >>>>> But you DO need EP2 SDK source code if you are going to create a mod
> > >>>>> for
> > >>>>> an EP2 based game.  No source code for EP2 has been released yet.
> > >>>>>
> > >>>>> You can use the SDK (level editor, tools), but you can't create a
> > mod.
> > >>>>>
> > >>>>> --
> > >>>>> Jeffrey "botman" Broome
> > >>>>>
> >
> > _______________________________________________
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> >
> >
> --
>
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