I concur. When I started with HL1, I remember I asked a (stupid and well
STUPID question in retrospect) 'where is the class def for CBasePlayer'...
ok I just hadn't seen player.h but the point remains, questions like "How do
you add a new client command", "how do you send a message to the client",
I don't think it'd be "stupid" at all. So you can't actually test out
anything with the source code. Who cares? You'll still be able to read
through the code to get a head-start. It's not easy starting out on a new
code base all the time. The sooner the source code is in the mod community,
the soon
Paolo,
My post may have seemed unnecessarily harsh.
For that, I apologize.
No disrespect was intended.
Clearly, I mistook your intent.
At 11:31 AM 5/31/2003 +0200, you wrote:
>> You certainly have not conducted any sort of survey of "most
>> people" to determine what their views are or what in
>> You certainly have not conducted any sort of survey of "most
>> people" to determine what their views are or what influenced them.
>...and Michael, there's no way for you to back up the assertion that Paolo
>can't back up his assertion. Kind of a pointless argument, don't you
think? :)
Anyway
Hello Phil,
Saturday, May 31, 2003, 9:54:35 AM, you wrote:
>> But releasing SOURCE CODE to a game that's not even out yet, is REALLY
>> silly.
well, I don't think so. I think they'll do something as we did with Codename: Outbreak
SDK (or VitalEngine SDK). What is needed to build simple level
rende
> But releasing SOURCE CODE to a game that's not even out yet, is REALLY
> silly.
Really? I'd assume that they would release the SDK (with source code) when
the game goes RTM or something, to make it non-stupid.
-Philip
___
To unsubscribe, edit your l
And you know that this SDK that erik spoke of, isn't the same as the tookit
that gabe had said in an interview before.. how?
Right, you don't.
We don't know what they're releasing.
But releasing SOURCE CODE to a game that's not even out yet, is REALLY
silly.
omega
Blackened Interactive - http://
Assuming they have used a sane OOP setup it shouldnt take long for a
programmer used to C++ and OOP designs etc to get their head around it all
:)
I hope this SDK is proper pure C++ and not the "C with classes added to try
to help" that the old SDK was, now i've become alot more fluant and
experian
Omega, perhaps you forgot about the information on Planet Half-Life:
Erik says: "Yes, we will be releasing an SDK for the Source engine for MOD
developers before the game is shipped."
I don't have to say anymore.
Sniper
- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTE
You could just learn your way around the files and figure out the entity
inheritance. Find out where guns are initialized/implemented. Stuff
like that. I'd rather not know what I'm looking forward to, so I'm not
going to look at it before the game is released.
On Sat, 2003-05-31 at 06:54, Ton
You missed the whole point of what R9 said.
They also said the TOOLKIT will be released, which leads *ME* to believe its
Hammer, and all other tools to make CONTENT.
Releasing the actual game source BEFORE the game ships would be rather,
well, stupid.
No-one would be able to test anything at all,
Beef wrote:
>Still, 'released' can also mean that they'll only release it to a few mod
>teams under strict NDA...
A Valve NDA never stopped leaks in the past. Many times, during beta
testing under NDA, info has been posted on news sites. It's not hard to
trace the leaks, but I haven't seen much c
yup no point releasing an SDK which will compile to some fun dlls which you
cant do anything with, it doesn't take so long to code, its more finding
those bugs, so I cant see it being much use.
Im guessing they will release maps/model sdk where people can actually make
some good progress before th
> Why would Valve do that?
> It defeats the purpose of getting the modification community jump-started.
>
> Sniper
Well, maybe they release a HL2 uplink/demo with the SDK. I don't see much
use for an SDK without a game to run it on.
To keep things quite till release, they can put those who have
> Still, 'released' can also mean that they'll only release it to a few mod
> teams under strict NDA...
> say DoD and NS team
>
What's the point of giving it to mod taems that alredy have a product, and
are in the old half life community?
The whole purpose is to get those new and shiny mod teams
Why would Valve do that?
It defeats the purpose of getting the modification community jump-started.
Sniper
- Original Message -
From: "Beef" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, May 30, 2003 6:06 PM
Subject: Re: [hlcoders] estimated release date foe hl2 sdk?
> Subje
> Still, 'released' can also mean that they'll only release it to a few mod
> teams under strict NDA...
> say DoD and NS team
>
> -Beef
I love all the paranoid speculation that's been going on surrounding
Half-Life2 and the Half-Life2 SDK.
I suspect the G-man is behind all of this! :)
Jeffrey "
Subject: Re: [hlcoders] estimated release date foe hl2 sdk?
> Valve clearly stated that the SDK will be released BEFORE the game, not
when
> it goes gold. As I recall, "some time" in August was the official word.
>
> By releasing the SDK that early, it's going to jump-start the mod
community
> fo
Valve clearly stated that the SDK will be released BEFORE the game, not when
it goes gold. As I recall, "some time" in August was the official word.
By releasing the SDK that early, it's going to jump-start the mod community
for Half-Life 2... which is probably what Valve is hoping for.
Sniper
-
The discussion has ended, C++ will be the official language for Half-Life
2's SDK. Erik Johnson replied to question at hand.
Please, no more flame-worthy/pointless "scripting VS C++" discussions.
Sniper
- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent:
> I seem to remember seeing that the SDK for HL2 will be released ahead
of the full game. Is there a target release date for the SDK?
I doubt this applies to us. A coding SDK would be basically useless
without a copy of the engine. Even with well documented APIs, though
then we'd at least be able
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I seem to remember seeing that the SDK for HL2 will be released ahead of the full
game. Is there a target release date for the SDK?
--
___
To unsubscribe, e
The dod\classes directory contains a description of each weapon, you can
get the exact weapon names from these files. Below is the defines used
to map weapon types to ids.
#define WEAPON_NONE 0
#define WEAPON_AMERKNIFE1
#define WEAPON_GERKNIFE
I will do if there is no other solution
Is there any dod header file with all weapon names then ? that would be
helpful
if not it will take some more time to get all weapon names
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Alfred
Sent: Friday, May 30, 2
Why don't you want to hard code the weapon names? I know its not
elegant, but I reckon it would be safer than any hack to pull the name
from the engine.
Punisher wrote:
Hi,
Like you all know ( or not ) , StatsMe gathers in-game realtime Statistics
from players.
So it has per-weapon stats. The p
Hi,
Like you all know ( or not ) , StatsMe gathers in-game realtime Statistics
from players.
So it has per-weapon stats. The problem now in DoD 1.0 is that i cant figure
out the weapon names.
In prior versions, or in other HL Mods ( CS / TFC ) the weapon name is send
with the WeaponList Engine
Refering to the help request i sent before, i cloned the mp5 into both the server and
the client
a detaield description is here
http://www.chatbear.com/board.plm?a=viewthread&t=801,1054221271,4594&b=590&id=467278&s=0
Thanks in advance :)
_
> Paolo,
>
> There is absolutely no way for you to backup this assertion.
>
> You certainly have not conducted any sort of survey of "most
> people" to determine what their views are or what influenced them.
...and Michael, there's no way for you to back up the assertion that Paolo
can't back up h
Paolo,
There is absolutely no way for you to backup this assertion.
You certainly have not conducted any sort of survey of "most
people" to determine what their views are or what influenced them.
At 05:54 PM 5/30/2003 +0200, you wrote:
>This could imply a scripting language, don't you agree?
mos
>This could imply a scripting language, don't you agree?
incidentally, a scripting language may well be more powerful than you'll
ever need - see Python or Ruby
most people's view of scripting language (included mine, I must admit) is
still influenced by the languages of 10 years ago
30 matches
Mail list logo