Greetings and apologies,
Apologies if this has already been covered but I'm interested in anyone's
take on using managed code and C# to do HL2 coding. I was also curious,
being new to HL2 development if Visual C++ .Net was the preferred
development tool/environment.
Thanks for you time,
We'll I know Valve has shown interest in managed code for mod
development as they have discussed this with at least one developer
I'm aware of prior to HL2's release. I have not had the opportunity to
discuss if anything furthur has become of Valve's original interest.
On Tue, 30 Nov 2004 17:03:1
rences, or view the list archives,
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Are the SDK available anywhere online? I'd like to grab and read
during my lunch hour at work.
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Thanks!
On Wed, 1 Dec 2004 13:22:15 -0500, James Williams <[EMAIL PROTECTED]> wrote:
> On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess <[EMAIL PROTECTED]> wrote:
> > Are the SDK available anywhere online? I'd like to grab and read
> > during my lunch hour at wor
Out of curiosity, how do you feel Valve's efforts compare with Epics?
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know.
I'd also kinda like to hear what you guys think some of the
possibilities of this aspect of the physics engine could produce in
mod form or otherwise.
Thanks for reading.
Illuminati
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> > nightmare to do even the simplest things you can do in HL1. The -ONLY-
> > good thing they have over valve is the mutators, that's it.
> >
> > - Bruce "Bahamut" Andrews
> >
> >
> >
> > Che
preferences, or view the list archives, please
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hy are
> we talking Unreal? :)
>
> My 2 cents.
> D
>
> On Thu, 02 Dec 2004 09:29:50 -0600, Jeffrey botman Broome
>
>
> <[EMAIL PROTECTED]> wrote:
> > ChessMess wrote:
> > > Ahh let me clarify. I wasn't meaning the actual code and whatnot, I'm
I'd like to ask the community veterns out there what thier favorite
URLS are for modding news, tutorials, and documentation. Covering
coding specifically, and mod development in general.
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Has there been a shared repository of code setup for the HL community?
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ause I want to see how they coded
> it. And potentially fix bugs in it.
>
> Then again, does Valve's license allow such a group as the "Half Life
> Open Source Group" exist or publish their code?
>
> D
>
>
>
> On Fri, 03 Dec 2004 20:44:58 +0100, tei <[E
I'll lead it. Otherwise I
gotta feed the kids and while I can toss out the idea, I don't have
time to take follow it through. :)
ChessMess
On Fri, 3 Dec 2004 18:03:24 -0600, Childe Roland
<[EMAIL PROTECTED]> wrote:
> What if some people have different ideas on how to do the
n Sat, 4 Dec 2004 00:36:55 +0200, Vyacheslav Djura
<[EMAIL PROTECTED]> wrote:
> Hello ChessMess,
>
> Friday, December 3, 2004, 6:33:47 PM, you wrote:
> C> Yes, the wiki could work.
> I am going to start Half-Life 2 coding wiki at
> http://www.hl2source.com. Just tell me so
click
the [+] or [-] to manually show associated emails).
Just wanted to throw that out since I see several people still using
Hotmail or other email clients.
..and now back to your regularly scheduled code. :)
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for most modders. Any
> chance of seeing the HL2DM code released?
>
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&g
Is there a preferred IRC channel/server where HLCoders hang out at?
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#wavelength
>
>
>
>
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more in-depth documentation on the classes and entities that come
with HL2.
What is the best way to proceed in climbing this learning curve?
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We'll this one seems to be getting updated everyday...
http://hl2sdk.wolferix.de/index.php/Main_Page
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h at random from the list of HL2 wikis that were (a) functioning and (b)
> not promoting warez SDKs.
>
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I've read in some postings that there is net issues regarding vehicles
and multiplayer. Is there any truth to this? Has anyone had any
experience with multiplayer vehicles in thier mod?
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So basically what your saying is Vehicle based mods are a no go for
the source engine?
On Tue, 14 Dec 2004 18:40:02 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> ChessMess wrote:
> > What about a Racing boat mod?
>
> Are they flying boats? ;)
>
> -
I find this incredibly troubling considering that a main focal point
of our mod is vehicular in nature (Hydroplane Racing). Can someone
from Valve comment on this situation and what if any steps they are
taking to help address this problem?
ChessMess
HydroRacers 2
http
> If you're doing a Road Rally kind of MOD, or a Demolition Derby kind of
> MOD, best of luck to you. :)
>
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]> wrote:
> ChessMess wrote:
> > So basically what your saying is Vehicle based mods are a no go for
> > the source engine?
>
> A few ground based vehicles should be fine, I would imagine. Water
> based vehicles are probably less complex physics-wise than wheeled
> vehicle
rey botman Broome
<[EMAIL PROTECTED]> wrote:
> ChessMess wrote:
> > I find this incredibly troubling considering that a main focal point
> > of our mod is vehicular in nature (Hydroplane Racing). Can someone
> > from Valve comment on this situation and what if any steps the
ity physics data over the network to keep the
> clients and servers relatively in sync with each other.
>
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ke a water plane, or something similar) or has Jay say,
> > you can optimize the sdk for your purpose
> >
> > total conversions are much more about breaktrough than to continue
> > clonning stuff... its normal to push the limits with TC
> >
> >
> > ChessM
#x27;d be happy to
> help with any technical issues along the way.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
> Sent: Tuesday, December 14, 2004 8:13 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] N
Learning through example is much more efficient then learning by
trial. If you have the time to spare, learn by trial. If you need to
get up to speed quickly or you don't have the time to spare, learn by
example.
What ever became of that Book that was suppose to be published about
modding for HL2?
Hey Beppo! Welcome to the list!
ChessMess
UnrealScript List Owner ;)
On Mon, 27 Dec 2004 21:26:29 +0100, Beppo <[EMAIL PROTECTED]> wrote:
> am blind ... "blaming the flu"
>
> thanks guys! ;)
>
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Have someone throw a 25lb dethawed raw turkey at your head and you'll
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I agree with beppo regarding a good solid base and not having to
reinvent the wheel.
Beppo, check out this wiki... its updated on a daily basis:
http://www.sourcewiki.org/wiki/index.php/Main_Page
Also, do you need a gmail account? I can't recommend enough using
Gmail for the mailing list with its
;
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> - Original Message -
> From: "Ches
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