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I think someone like Alfred should just clear valves stance on this once and
for all.

Nip it in the bud please Alfred.

On 7/6/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote:
>
> I'm not sure everyone's clear on what's being suggested here.
> Botman (as did I) seems to have assumed that when you said "Make a
> clone of Valves commercial games", you meant that you or your team
> would reimplement the engine itself (heck, to design Source in 5 years
> would be a shocking accomplishment for any of us).
>
> If we assume that you mean you would reimplement just the mods
> themselves, that's a rather more realistic goal, but you're still
> playing catch up. If you aim to maintain compatibility between your
> mod and the original mod, you would have to release an update after
> each CS update, from the simple stuff (tweaking balance values) to
> figuring out the changes in internal structures.
> If you aim to merely approximate the gameplay, then you're going to
> have to realize that you're making a mod which is nearly identical to
> a publically available, very widespread mod... I hardly think the
> average user will see a reason to switch. Here, too, if you're going
> to try and match CS as closely as possible, with each CS release
> you'll be tweaking your own mod, so you still have to make changes far
> too often, which beggars the question - what's the point?
>
> In any situation, there will either be no incentive for most users to
> switch, or there will still be the same level or regular maintenance
> required. The only real hope we have is for Valve to return to their
> original stance of allowing easy metamoddability, as well as normal
> moddability.
>
> As for my own stance on the matter, I feel that by limiting the power
> of server plugins, Valve is denying Server Administrators the freedom
> that they have been long accustomed to. The idea that server plugins
> can detract from the overall online experience is rather absurd to me,
> as while it is true that the possibility of there being subtle
> differences from server to server might confuse a newcomer, it's also
> true that in limiting the power of the people to modify the game
> severely limits the replayability (as much as anyone may enjoy the
> original formula of any given mod, it eventually gets old). Through
> metamod and the like, HL1 mod players have often continued playing a
> mod long after they tired of the mod itself, instead enjoying the
> myriad extensions and modifications to the mod around there (this is
> certainly the case for me).
>
> On 7/7/05, Ronny Schedel <[EMAIL PROTECTED]> wrote:
> > If it would be need 5 years to implement the logic of like CS, then
> anyone
> > should change his job immediatly... You dont need to invent the wheel a
> > second time, the grafic stuff is already there and can be used, there is
> > only the gamelogic left. To summarize it for CS:Source: 2 teams, 2
> gamemods
> > (de, cs), a buy menu and some entities. It can be done within 1 or 2
> months
> > of constantly work.
> >
> > Ronny
> >
> >
> > > GO FOR IT! It'll be interesting to see what you have in about five
> > > years. ;)
> > >
> > > --
> > > Jeffrey "botman" Broome
> > >
> > > _______________________________________________
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> > >
> >
> >
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> >
> >
>
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>


--
- Ben Davison
- http://www.shadow-phoenix.com
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