Ditto. When we moved HaJ from the HL2 to EP1 engine that took us a long time to do it all. I'm not relishing having to do it for EP2 - we're already 6 months behind due to codebase issues.
- Jed On 16/11/2007, Paul Peloski <[EMAIL PROTECTED]> 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 > > > > _______________________________________________ > > 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

