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
> >
> > _______________________________________________
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> >
> >
> --
>
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