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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