RE: [hlcoders] Mods on CD?

2003-05-27 Thread Geoff
Doesn't Fileplanet do this in effect anyway? Where you have the option
on the site to 'mail a cd' to yourself with the files you want. Not to
mention the plethora of Gaming magazines that regularly have mods on
their cover CDs.

-EvilGrin
http://halflife-central.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Wednesday, May 28, 2003 4:36 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Mods on CD?

On Wed, 28 May 2003, Michael Shimmins wrote:
> Yahn once said to me that making money is not a good
> driving force behind the production of a mod.  Good advice.

I think the authors original point was to distribute the mod and cover
the
costs of distrobution, not to make a profit. Some people game via slower
net connections and it is not very easy to obtain a 200 plus meg file
via
the internet.

What I'd rather see is some officially sponsored (valve) method of
distrobuting mods on cd where one might get a smathering of mods on one
CD. Come to think of it, isn't this already being done via such places
as
fileshack where you can "make your own cd" by picking the files you want
and for a small fee recieve them on CD. I believe HL mods and patches
are
a part of this program already...

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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jonathan Day
Yes, it did clear some questions up.  I'm glad C++ is still being used.  I
never thought it would be any other way, but you never know.  Well, I guess
now you know.

Jonathan Day
www.trepid.net


- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 28, 2003 1:30 AM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


> Erik Johnson wrote:
>  >The Source SDK will be similar to the existing Half-Life SDK in that it
will
>  >be C++ based, not a using a proprietary scripting language.
>  >
>  >Erik Johnson
>
> Thank you Erik for replying!  I'm sure it meant a lot to quite a few on
> this list.
>
>
> HoundDawg
> http://www.unitedadmins.com
>
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Persuter
Yeah, this is what I've been saying too. There's a time and a place for
scripting languages. Like, scripting languages for use by mappers to create
cool far-ranging effects, that type of thing. For main logic use, however,
it seems pointless. Any scripting language complex enough to use would be
just as complex as a normal programming language, with the detriment of no
one knowing it.
Persuter

At 10:09 PM 5/27/2003 -0700, you wrote:
Scripting languages belong OUTSIDE of hlds.

Take for example halfd, written in TCL (a scripting language). Wonderful
tool for hlds_l admins. It remains outside of hlds as a wrapper that
intercepts console and interacts to whats going on in hlds from outside of
the binary executable.
If we are going to have a big debate over what should and shouldn't be in
hl2 it would be more productive to discuss a better api for interacting
with hlds from outside the engine AND mod. The current hlds server
protocol (for queries) is crap, imho. A lesson could be learned from Halfd
and its "newapi" protocol. yes I probably am biased since I helped come up
with the protocol but it's not exactly new thinking. tab delimited is a
widely used format.
For what it's worth, I believe in using the best language for the job.
Sometimes I find scripting languages to be best, sometimes I find C/C++
best for the project at hand.
Ok so I didn't add much to this discussion. But I would like to see the
hlds query (aka server protocol) api discussed. I hope Valve will make
serious changes to it prior to coming up with a formal SDK for hl2.
--
   ab.
Brian A. Stummd88b.
[EMAIL PROTECTED]   8P"YP"Y88
http://www.bs-linux.com   8|o||o|88
The Choice of a Gnu Generation8'.88
  8`._.' Y8.
  #  d/  `8b.
 ###   .dP   . Y8b.
 ##   #   d8:'   "   `::88b.
 ##   ###   ### ###   ###   ###  ###   ###   d8"   `Y88b
 ##  #  ##   ###   ##  ####   ##   ##   :8P '   :888
 ## #   ##   ####  #### ###  8a.:  _a88P
 #####   ####  #### ###._/"Yaa_ :.| 88P|
 ## # #######  ###### ##   \YP"  `| 8P  `.
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread [EMAIL PROTECTED]
Alfred wrote:
>http://www.adminmod.org/alfred/SQS_v03.html
>
>This standard was produces by this list about 6 months ago. Hopefully
>something like this will appear in HL2, nothing concrete about this side
>of the engine has been decided however.
>
Actually, we had the discussion on the hlds_apps list, not this one.  So,
I'm sure many here are not aware of it.
HoundDawg
http://www.unitedadmins.com
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Alfred
http://www.adminmod.org/alfred/SQS_v03.html

This standard was produces by this list about 6 months ago. Hopefully
something like this will appear in HL2, nothing concrete about this side
of the engine has been decided however.
Brian A. Stumm wrote:

Scripting languages belong OUTSIDE of hlds.

Take for example halfd, written in TCL (a scripting language). Wonderful
tool for hlds_l admins. It remains outside of hlds as a wrapper that
intercepts console and interacts to whats going on in hlds from outside of
the binary executable.
If we are going to have a big debate over what should and shouldn't be in
hl2 it would be more productive to discuss a better api for interacting
with hlds from outside the engine AND mod. The current hlds server
protocol (for queries) is crap, imho. A lesson could be learned from Halfd
and its "newapi" protocol. yes I probably am biased since I helped come up
with the protocol but it's not exactly new thinking. tab delimited is a
widely used format.
For what it's worth, I believe in using the best language for the job.
Sometimes I find scripting languages to be best, sometimes I find C/C++
best for the project at hand.
Ok so I didn't add much to this discussion. But I would like to see the
hlds query (aka server protocol) api discussed. I hope Valve will make
serious changes to it prior to coming up with a formal SDK for hl2.
--
   ab.
Brian A. Stummd88b.
[EMAIL PROTECTED]   8P"YP"Y88
http://www.bs-linux.com   8|o||o|88
The Choice of a Gnu Generation8'.88
  8`._.' Y8.
  #  d/  `8b.
 ###   .dP   . Y8b.
 ##   #   d8:'   "   `::88b.
 ##   ###   ### ###   ###   ###  ###   ###   d8"   `Y88b
 ##  #  ##   ###   ##  ####   ##   ##   :8P '   :888
 ## #   ##   ####  #### ###  8a.:  _a88P
 #####   ####  #### ###._/"Yaa_ :.| 88P|
 ## # #######  ###### ##   \YP"  `| 8P  `.
 #### ### #  ####  ###  ###   ##   ##  / \._.d|.'
#  ###       ### ### ###   ### `--..__)88P`._.'
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RE: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread [EMAIL PROTECTED]
Erik Johnson wrote:
>The Source SDK will be similar to the existing Half-Life SDK in that it will
>be C++ based, not a using a proprietary scripting language.
>
>Erik Johnson
Thank you Erik for replying!  I'm sure it meant a lot to quite a few on
this list.
HoundDawg
http://www.unitedadmins.com
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Michael A. Hobson
Phantom,

Try quoting me next time instead of making false representations of
what I actually said, which was:
>Persons who are not up to programming in C or C++ are not up to
>programming at all and are certainly not skilled enough to produce anything
>but crappy "weapons mods".
>
I made this statement based upon the observation that these languages
require a particular level of knowledge in the subjects of computer languages,
algorithms, data structures and other fundamentals of Computer Science and
skill in their application which the "easy-to-program" scripting language, by
definition, do not require.
Any person who is not trained in the basics of programming (algorithms + data
= programs) and how to express them in a computer language is -- by definition
-- not a programmer.  This is the same distinction made between real "hackers"
and mere "script kiddies".
Such persons are limited to cutting and pasting example code from tutorials
and/or tweaking damage values, rates of fire, movement speeds and other
such readily changeable values in source code written by someone else
who can *really* program.
Implementation of totally new innovative ideas in a mod is utterly beyond
such persons, for they lack the knowledge and skills to do so.
That is what is meant by "crappy weapons mods".

>Limiting the skilled programmers with a scripting language so unskilled
>programmers can find it easier to make crappy mods is a completely
>brain-damaged idea.
I was being charitable to even call such people "programmers".

You however, crossed the line when you called me 'bigoted' and then called
into question my knowledge of the program languages in question, which
is actually completely irrelevant to the point of argument I made, as I did not
claim expertise as the reason anyone should accept my statement.
Such slimey personal attacks in debates are called 'ad hominem' and all they
demonstrate is your lack of ability at fair and reasonable argumentation.
At 05:08 AM 5/28/2003 +0100, you wrote:
btw, most of my comment was directed at the idea that unless you can code in
C or C++ you might as well not bother programming at all, which unless you
are crazy and an idiot you cant agree with :)


Michael A. Hobson
Web Programmer
IBRC, Inc.
email: [EMAIL PROTECTED]
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Phantom
I never said that a scripting system alone would be the only way to mod, in
fact i'm pretty sure that at some point i agreed that a mix of scripting and
C++ _would_ be a good solution.
what i was in fact argueing against was teh idea that 'scripts are useless
for modding' and the general feel that 'scripts are like VB' and they are
generaly 'useless' as proven by other titles which exist.

btw, and unrelated to the reply below, someone mentioned about the Valve
guys setting up a mailing list for the modders, Epic have done the same
thing and are opening up alot of docs/tool for the modders as well :) (and
until this C++ vs scripts arguement i got alot more traffic on that list
than this one)

- Original Message -
From: "RDG O'Sullivan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 9:08 AM
Subject: Re: [hlcoders] c++ vs. scripts


> > On the subject of 'Half-life being the biggest mod community', yes,
> this is
> > true however it was also pretty much the first as well, it was a few
years
> > before we saw other games which could be modable. However biggest doesnt
> > mean best, look at every mod we've seen for HL, 99% of them are 'oh look
its
> > a fps we've just changed things a bit' its only recently with NS and ISO
> > that things have changed a bit. Now look at UT2K3, its not really been
out
> > that long and someone has already used UScript to produce a game which
is
> > nuffin like a fps (Marble maddness), THATS flexiblity.
>
> Half-Life has had racing mods, several Pong mods and engine upgrades -
> all years ago. It's had a viable persistent character system written
> entirely as part of a mod, though never implemented. With the Half-Life
> SDK, you could feasibly write your own networking component, your own
> renderer, your own physics engine. You can write them optimally and
> integrate them with the rest of the engine, and it'll all work - and
> fast. More and more people have done so, as with the Q3 map loader
> discussed on the list a few days back.
>
> Any scripting system alone would not allow modders to do things like
> this. I would not consider that flexible.
>
> -randomnine-
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Phantom
And i wonder how many 'crappy weapon mods' have existed for HL and just
faded away.. probably no less.

btw, most of my comment was directed at the idea that unless you can code in
C or C++ you might as well not bother programming at all, which unless you
are crazy and an idiot you cant agree with :)

- Original Message -
From: "Sniper" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 9:21 PM
Subject: Re: [hlcoders] c++ vs. scripts


> Truth hurts, doesn't it. The average game out there IS just a bunch of
> crappy weapon mods. Take the entire Starsiege: Tribes series for instance.
> The mod community was built around a scripting engine the game featured.
> Nothing but "double warhammer shotgun flameball thrower plasma bomb
> launcher" weapon mods were created.
>
> There are several different examples of why scripting languages usually
lead
> to crappy weapon mods. Too many to list.
>
> Sniper


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RE: [hlcoders] Mods on CD?

2003-05-27 Thread Michael Shimmins
Actually I'd be very careful doing that.  Who's to say shipping didn't cost
$89.90?

My point is its not enough to be beyond reproach you have to appear to be
beyond reproach.  If you really are just charging for shipping, it may look
as though you are also making a bit on the side.

Apart from that, I don't think you can charge full stop.  I remember a few
years ago there was a discussion about this and the final answer was you
could charge for an internet distribution, but not for a distribution on
physical media.  I don't know if that has since changed.  You should email
Eric Smith and ask him.  He will pass it onto the relevant legal people.

Also on a side note, if you really want to make money from a mod, why not
look at more original ways of doing it rather than selling it perse?  Banner
ads etc for instance.  Yahn once said to me that making money is not a good
driving force behind the production of a mod.  Good advice.

Michael Shimmins
Sesechial Software

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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm
Sent: Wednesday, 28 May 2003 1:15 PM
To: [EMAIL PROTECTED]

On Tue, 27 May 2003, Jeff Katz wrote:

> Lo, list ;)
>
>   Some of my forum gnomes have been clamouring for me to sell cds
> with my mod on it. I wasn't exactly sure if this was legal as per the
> EULA. We wouldn't actually be making any profit from the sales of the cd
> - just whatever cafepress charges.
>
> Thanks for any (informed) responses...

I doubt you could charge for the mod, but could probably charge for
shipping/handling and to cover cost of producing the CD itself. Linux is
free but you can "buy" redhat in the store or download it for "free" off
the redhat's site.

You should read Valve's license carefully since HL is not GPL'ed. But I
think you would be ok with charging 5-10 bucks or something for the CD
burned with mod on it and shipping charge included in that charge.

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Re: [hlcoders] Mods on CD?

2003-05-27 Thread MoD
" Now, therefore, in consideration of the mutual promises made herein, the
parties agree as follows:

1. License.

 1.1 License Grant.  Valve hereby grants Licensee a nonexclusive,
royalty-free, terminable, worldwide, nontransferable license to:

(a) use, reproduce and modify the SDK in source code form, solely to develop
a Mod; and

(b) reproduce, distribute and license the Mod in object code form, solely to
licensed end users of Half-Life, _without_charge_."

Apparently not.

--

MoD,

Often @ your service.

- Original Message -
From: "Jeff Katz" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 10:14 PM
Subject: [hlcoders] Mods on CD?


> Lo, list ;)
>
> Some of my forum gnomes have been clamouring for me to sell cds
> with my mod on it. I wasn't exactly sure if this was legal as per the
> EULA. We wouldn't actually be making any profit from the sales of the cd
> - just whatever cafepress charges.
>
> Thanks for any (informed) responses...
>
> Jeff 'Kuja' Katz
> http://www.digitalpaintball.net
>

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RE: [hlcoders] Experienced (non-game) Programmer looking for work on an HL or HL 2 mod

2003-05-27 Thread Geoff
http://mods.moddb.com/hw/?hw=2

Flick through that list and see if you spot anything you like. :)

-EvilGrin
http://halflife-central.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jamie
Esliger
Sent: Tuesday, May 27, 2003 9:10 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Experienced (non-game) Programmer looking for work
on an HL or HL 2 mod

I posted this at planethalflife.com mod forums.  Sending it out to this
list
as well...


Hi everyone. I'm an experienced programmer looking to work on a HL or
HL2
mod. While I have very little game programming experience, I have been
programming for a living for over 10 years now, in the Telecom industry.

My game programming experience is limited only to a little fooling
around
with some 2D stuff from an old Lamothe book "Windows Game Programming
for
Dummies", as well as a tiny little bit of DirectX programming
experimentation.

I know C very well, and some C++. I can find my way around a C++ program
and
have written some small programs, but nothing major. I learn fast.

Programming itself is not the problem. I just want an interesting
project to
work on.

I'm interested in learning more about game programming, and developing a
mod
seems to be a great path to take.

I'd like to work on something with a well thought-out game design, and a
motivated team leader.

I'm willing to start from scratch on a new mod, or join an existing mod
team, even if it is just to quash those final few bugs. I just want to
get
into the guts of the game.

Thanks,
Jamie


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Philip
> c) hope, valve ppl still read our mumblings :>

Actually, I think that the response to this was in response to a post in thew
hlds_apps list about Vavle's interaction with the HL programming/server
community about HL2 (which has been quite disappointing).

-Philip

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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Oskar Lindgren
Lovely :D

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


> The Source SDK will be similar to the existing Half-Life SDK in that it
will
> be C++ based, not a using a proprietary scripting language.
>
> Erik Johnson
>
> -Original Message-
> From: Sniper [mailto:[EMAIL PROTECTED]
> Sent: Saturday, May 24, 2003 7:56 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Half-Life 2: Programming, Hmm?
>
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Just a quick thought/question.
>
> Half-Life 2 and it's modifications will be done with C/C++, as it was in
> Half-Life, correct? There's a handful of discussions blooming up on
various
> Half-Life 2 forums talking about this. Scripting languages can be very
> limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
> article said:
>
>
> "While the old system required its fair share of technical know-how,
amateur
> modders are now promised the chance to focus on content and gameplay flow
> rather than the nuts and bolts of programming."
>
>
> This could imply a scripting language, don't you agree? (Emphasis on
could)
> Hopefully this is not the case, of course.
>
> A scripting language might be neat for people new to creating
modifications,
> but it'd be nice to have C/C++ in addition. I don't think Valve would step
> away from the power C/C++ offers to modders, but nothing has really been
> confirmed.
>
> Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?
>
>
> Sniper
> --
>
>
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Tim Reynolds
There we go then.


- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 10:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


> The Source SDK will be similar to the existing Half-Life SDK in that it
will
> be C++ based, not a using a proprietary scripting language.
>
> Erik Johnson
>
> -Original Message-
> From: Sniper [mailto:[EMAIL PROTECTED]
> Sent: Saturday, May 24, 2003 7:56 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Half-Life 2: Programming, Hmm?
>
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Just a quick thought/question.
>
> Half-Life 2 and it's modifications will be done with C/C++, as it was in
> Half-Life, correct? There's a handful of discussions blooming up on
various
> Half-Life 2 forums talking about this. Scripting languages can be very
> limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
> article said:
>
>
> "While the old system required its fair share of technical know-how,
amateur
> modders are now promised the chance to focus on content and gameplay flow
> rather than the nuts and bolts of programming."
>
>
> This could imply a scripting language, don't you agree? (Emphasis on
could)
> Hopefully this is not the case, of course.
>
> A scripting language might be neat for people new to creating
modifications,
> but it'd be nice to have C/C++ in addition. I don't think Valve would step
> away from the power C/C++ offers to modders, but nothing has really been
> confirmed.
>
> Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?
>
>
> Sniper
> --
>
>
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread RDG O'Sullivan
> Assuming there is a scripting language it will have been used to
> create HL2 and to allow the engine to work with other games just as
> well. The power Valve had to create HL2 isnt enuff for you? :)

In that hypothetical case, Valve would have had the option of extending
their proprietary scripting system if they came up against a barrier
created by the limitations of that system. Modders would not, and would
have to put up with the functional limitations of that system.

As well as the undocumented quirks of that system, mind.

-randomnine-
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread RDG O'Sullivan
> On the subject of 'Half-life being the biggest mod community', yes,
this is
> true however it was also pretty much the first as well, it was a few years
> before we saw other games which could be modable. However biggest doesnt
> mean best, look at every mod we've seen for HL, 99% of them are 'oh look its
> a fps we've just changed things a bit' its only recently with NS and ISO
> that things have changed a bit. Now look at UT2K3, its not really been out
> that long and someone has already used UScript to produce a game which is
> nuffin like a fps (Marble maddness), THATS flexiblity.

Half-Life has had racing mods, several Pong mods and engine upgrades -
all years ago. It's had a viable persistent character system written
entirely as part of a mod, though never implemented. With the Half-Life
SDK, you could feasibly write your own networking component, your own
renderer, your own physics engine. You can write them optimally and
integrate them with the rest of the engine, and it'll all work - and
fast. More and more people have done so, as with the Q3 map loader
discussed on the list a few days back.

Any scripting system alone would not allow modders to do things like
this. I would not consider that flexible.

-randomnine-
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Sniper
Truth hurts, doesn't it. The average game out there IS just a bunch of
crappy weapon mods. Take the entire Starsiege: Tribes series for instance.
The mod community was built around a scripting engine the game featured.
Nothing but "double warhammer shotgun flameball thrower plasma bomb
launcher" weapon mods were created.

There are several different examples of why scripting languages usually lead
to crappy weapon mods. Too many to list.

Sniper

- Original Message -
From: "Phantom" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, May 26, 2003 10:00 PM
Subject: Re: [hlcoders] c++ vs. scripts


>
> - Original Message -
> From: "Michael A. Hobson" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, May 26, 2003 9:18 PM
> Subject: RE: [hlcoders] c++ vs. scripts
>
>
> > Persons who are not up to programming in C or C++ are not up to
> > programming at all and are certainly not skilled enough to produce
> anything
> > but crappy "weapons mods".
>
> oh, one last thing, this is the most bigoeted, short sighed and childish
> comment in this whole convasion.
> Your going to write off the work of everyone who programs in something
else
> other than C or C++ because they are 'not upto it' if they havent needed
to
> learn it?
> Tell me when you get out into the real world and discover C++ isnt 'all
> that' :)
> (btw, i'd be intrested to know just how much of C++ you really do know
:) )
>
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RE: [hlcoders] c++ vs. scripts

2003-05-27 Thread Kyle
OMFG MY EMAIL, jesus christ you guys clam DOWN!

LOL


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Monday, May 26, 2003 8:39 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] c++ vs. scripts

I'm replying to myself because I just re-read it, it may seem like I have
this thing against CS, but I don't. Anyway, more to the point, because of
something phantom said about hl being one of the first.. well, no. Quake.
I'll bring up quake any day of the week. From what I know/remember, the
majority (or at least, a large chunk.. robin with tf, yahn with BSP, steve
used to run a quake modding site (he even helped me with some stuff back in
the day for quake, thanks steve!) of valve are/were all Quake Modders. It
isn't because its written in c/c++ that the mod community is so big; its
BECAUSE THEY SUPPORT IT. I've yet to see another retail game where the TEAM
sets up a coding mailing list, and other forms of communication to keep
community interaction with their project. HL could have had its own
variation on QuakeC, and I'm willing to bet it still would have risen to the
top.

Sure, it may not have lasted AS long, with so many things being recycled,
it's the fact that valve has always supported the mod community, being
modders themselves that put them to the top.

>From what I've seen, even if hl2 used a scripting language, I'd STILL mod
for it, unlike unreal. I just don't see the support aspect there.


omega
Blackened Interactive - http://www.blackened-interactive.com
Wavelength - http://www.thewavelength.net

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> Sent: May 26, 2003 11:30 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] c++ vs. scripts
>
> No other game has counter-strike, and people wanting to clone it either.
> No other game has a huge following that thinks CS *IS* the engine, and
> that
> they want to mod it.
>
> I just felt like throwing this in for no real reason. I'm all for c/c++
> over
> scripting anyway, always have been, however its surely not because of
> c/c++
> that there are so many mods. There are hundreds if not thousands of mods
> that are by people that don't know how to program anyway, they just want a
> piece of the hl mod pie, and most of them are CS players.
>
>
>
>
> omega
> Blackened Interactive - http://www.blackened-interactive.com
> Wavelength - http://www.thewavelength.net

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[hlcoders] Mods on CD?

2003-05-27 Thread Jeff Katz
Lo, list ;)

Some of my forum gnomes have been clamouring for me to sell cds
with my mod on it. I wasn't exactly sure if this was legal as per the
EULA. We wouldn't actually be making any profit from the sales of the cd
- just whatever cafepress charges.

Thanks for any (informed) responses...

Jeff 'Kuja' Katz
http://www.digitalpaintball.net


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jeroen \"ShadowLord\" Bogers
A bit of an update on this. GamingNEXT had an interview with Gabe Newell...
This is what he had to say about the modability of the engine:

GamingNEXT - Finally, how user friendly is this engine and will modders be
able to create unique environments and maps that made the first Half-Life
last so long?
Gabe Newell - We learned a lot through our experiences with TFC,
Counter-Strike, Day of Defeat, and so on.  This engine is much more MOD'able
(if that's a word) than Half-Life 1 was, and the tool set has been improved
a lot.  We'll also be releasing a bunch of material to help MOD teams get
their existing work up and running on the new engine as a starting point.


His last line suggests that you can port existing work for HL MODs to HL2.
If this is the case, it's almost certain there will be C/C++ modding. Please
note that this does NOT exclude a scripting language.

To read the full interview, go to
http://www.gamingnext.com/articles/index.asp?id=17

Jeroen "ShadowLord" Bogers

- Original Message -
From: "Sniper" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 25, 2003 04:56
Subject: [hlcoders] Half-Life 2: Programming, Hmm?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just a quick thought/question.

Half-Life 2 and it's modifications will be done with C/C++, as it was in
Half-Life, correct? There's a handful of discussions blooming up on various
Half-Life 2 forums talking about this. Scripting languages can be very
limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
article said:


"While the old system required its fair share of technical know-how, amateur
modders are now promised the chance to focus on content and gameplay flow
rather than the nuts and bolts of programming."


This could imply a scripting language, don't you agree? (Emphasis on could)
Hopefully this is not the case, of course.

A scripting language might be neat for people new to creating modifications,
but it'd be nice to have C/C++ in addition. I don't think Valve would step
away from the power C/C++ offers to modders, but nothing has really been
confirmed.

Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


Sniper
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread botman
> I really fail to see why anyone would WANT to be forced into using a
> scripting language. Scripting languages are the equivalent of Visual
Basic.
> And the developers of Unreal Script created UnrealED with Visual Basic.
>
> I find that hilarious.

Anybody that has ever tried to modify/extend UnrealEd would find that
comment hilarious.  UnrealEd is NOT Visual Basic.  UnrealEd has it's own
bizarre confusing GUI API (in order to make it cross platform compatible
(Windows/Linux/Mac/Playstation2/Xbox/Gamecube).  I've seen the Unreal engine
source code and it ain't pretty (but it is mighty damn efficient and VERY
stable since it's been in use for years).

Tim Sweeney is a pretty sharp guy.  I'd rank him right up there with John
Carmack on game engine programming skills.  Unreal Script (created by Tim)
is simple, yet powerful, minimal, yet extensible and one of the biggest
advantages to Unreal Script is that it doesn't require you to buy any
expensive compiler or development tools to create a MOD (or a simple
mutator).  Someone can create a mutator for a weapon in just 5 minutes
following a good tutorial on the Internet.  It takes me twice that long just
to install Visual C++ (nevermind the time it takes to load a workspace,
modify a source code file, recompile the DLL, fix any syntax errors,
recompile again, then test out my changes).

There are a variety of reasons for using a scripting language (in any
environment).  Ease of use (good for beginners), no expensive/complicated
tools are required, they limit what the end user can do (which is actually a
GOOD thing for beginners to help prevent them from shooting themselves in
the foot), and they can be cross platform compatible (which reduces
development time if you have to support many different platforms and makes
your game available to a wider audience).

There are many bad reasons for using a scripting language as well.  They
aren't as efficient as native code (compiled machine code).  They aren't
always easy to interface to 3rd party libraries.  They are often more
difficult to debug and/or profile.  They require more time and effort by the
game developer to create them up front than using a non-scripted language
would.

Ultimately it comes down to a question of how easy do you want it to be for
your game customers to be able to extend your game.

I think Valve made a good choice in using DLLs instead of QuakeC or
something similar for Half-Life.  I think Epic made a good choice in using
Unreal Script for Unreal, Unreal Tournament, Unreal 2K3/Unreal Championship
and Unreal 2,(notice Epic has put out 4 games in the time Valve has put out
1, makes you go "Hmm.").  Each game has a specific type of MOD community
and people develop MODs for those games partly because of the environment
that's available for creating modifications.  Each group has things they
like and things they don't like.  One is NOT exclusively better than the
other.

Jeffrey "botman" Broome

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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Jeroen \"ShadowLord\" Bogers
> If you (or ANYONE) belive that C++ is the be all and end all of
developement
> of games then you need to take a reality check, wake up and stop being so
> blinkered.
It's not the be all and all. But it is the base for almost any AAA game. So
you can't just shove C/C++ aside without looking back.

> Anyways, I'm not going to argue this point any more, simply because i've
> been in your postion, did some reading and researching into scripting
> systems and realised just how good they are and what you can do with them,
> and frankly i've had enuff of bashing my head against a brick wall here
and
> i've better things to do (like work and make a living).
> So, go through life beliving C++ is the best if you like, but if you plan
on
> taking your skills out into the game industry be prepared for a shock and
a
> kick in the teeth when they use other things as well.
The thing is that with only a scripting language Half-Life 2 modding will
never be as big. The modders basicly need the same access to the game as the
developper had, except maybe the core engine (altho there are ways aorund
the enige too). Just like the HL SDK works now. With only scripting this is
just not feasable. The scripting would be so complex and feature rich that
it would be easier to just start coding in binary code :)

The key is a combination of scriping and C/C++, just like game developpers
use. The creative staff uses the scripting language to create whatever they
want in a simple way. If it doesn't support a certain feature, it's added
with C/C++. Just like that, the modder would need the same access. If you
want to create a 'simple' mod, you can just use the scripting language only.
And you're happy it was all so simple to mod HL. On the other hand, if you
want to make a real TC, like a rally mod, you just fire up your favorite
C/C++ editor next to the script editor and start working... If you need
extra power or a new script feature, you just switch ot your C/C++ window,
code it there and then continue with the script. This way you have the best
of both worlds. And it allows the creative staff of your mod to do a lot of
coding for you with the script, while the core coding team concentrates on
the bowels of the engine.

Jeroen "ShadowLord" Bogers


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread MoD
that gives me

a) relief, no more silly discussion.
b) confusion, how will they makej it easier for modders, documentation,
perhaps? :>
c) hope, valve ppl still read our mumblings :>

--

MoD,

Always @ your service.

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


> The Source SDK will be similar to the existing Half-Life SDK in that it
will
> be C++ based, not a using a proprietary scripting language.
>
> Erik Johnson
>
> -Original Message-
> From: Sniper [mailto:[EMAIL PROTECTED]
> Sent: Saturday, May 24, 2003 7:56 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Half-Life 2: Programming, Hmm?
>
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Just a quick thought/question.
>
> Half-Life 2 and it's modifications will be done with C/C++, as it was in
> Half-Life, correct? There's a handful of discussions blooming up on
various
> Half-Life 2 forums talking about this. Scripting languages can be very
> limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
> article said:
>
>
> "While the old system required its fair share of technical know-how,
amateur
> modders are now promised the chance to focus on content and gameplay flow
> rather than the nuts and bolts of programming."
>
>
> This could imply a scripting language, don't you agree? (Emphasis on
could)
> Hopefully this is not the case, of course.
>
> A scripting language might be neat for people new to creating
modifications,
> but it'd be nice to have C/C++ in addition. I don't think Valve would step
> away from the power C/C++ offers to modders, but nothing has really been
> confirmed.
>
> Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?
>
>
> Sniper
> --
>
>
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Sniper
Wonderful! Simply wonderful!

Sniper

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 5:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


> The Source SDK will be similar to the existing Half-Life SDK in that it
will
> be C++ based, not a using a proprietary scripting language.
>
> Erik Johnson
>
> -Original Message-
> From: Sniper [mailto:[EMAIL PROTECTED]
> Sent: Saturday, May 24, 2003 7:56 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Half-Life 2: Programming, Hmm?
>
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Just a quick thought/question.
>
> Half-Life 2 and it's modifications will be done with C/C++, as it was in
> Half-Life, correct? There's a handful of discussions blooming up on
various
> Half-Life 2 forums talking about this. Scripting languages can be very
> limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
> article said:
>
>
> "While the old system required its fair share of technical know-how,
amateur
> modders are now promised the chance to focus on content and gameplay flow
> rather than the nuts and bolts of programming."
>
>
> This could imply a scripting language, don't you agree? (Emphasis on
could)
> Hopefully this is not the case, of course.
>
> A scripting language might be neat for people new to creating
modifications,
> but it'd be nice to have C/C++ in addition. I don't think Valve would step
> away from the power C/C++ offers to modders, but nothing has really been
> confirmed.
>
> Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?
>
>
> Sniper
> --
>
>
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RE: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Erik Johnson
The Source SDK will be similar to the existing Half-Life SDK in that it will
be C++ based, not a using a proprietary scripting language.

Erik Johnson

-Original Message-
From: Sniper [mailto:[EMAIL PROTECTED]
Sent: Saturday, May 24, 2003 7:56 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Half-Life 2: Programming, Hmm?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just a quick thought/question.

Half-Life 2 and it's modifications will be done with C/C++, as it was in
Half-Life, correct? There's a handful of discussions blooming up on various
Half-Life 2 forums talking about this. Scripting languages can be very
limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
article said:


"While the old system required its fair share of technical know-how, amateur
modders are now promised the chance to focus on content and gameplay flow
rather than the nuts and bolts of programming."


This could imply a scripting language, don't you agree? (Emphasis on could)
Hopefully this is not the case, of course.

A scripting language might be neat for people new to creating modifications,
but it'd be nice to have C/C++ in addition. I don't think Valve would step
away from the power C/C++ offers to modders, but nothing has really been
confirmed.

Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


Sniper
--


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[hlcoders] Experienced (non-game) Programmer looking for work on an HL or HL2 mod

2003-05-27 Thread Jamie Esliger
I posted this at planethalflife.com mod forums.  Sending it out to this list
as well...


Hi everyone. I'm an experienced programmer looking to work on a HL or HL2
mod. While I have very little game programming experience, I have been
programming for a living for over 10 years now, in the Telecom industry.

My game programming experience is limited only to a little fooling around
with some 2D stuff from an old Lamothe book "Windows Game Programming for
Dummies", as well as a tiny little bit of DirectX programming
experimentation.

I know C very well, and some C++. I can find my way around a C++ program and
have written some small programs, but nothing major. I learn fast.

Programming itself is not the problem. I just want an interesting project to
work on.

I'm interested in learning more about game programming, and developing a mod
seems to be a great path to take.

I'd like to work on something with a well thought-out game design, and a
motivated team leader.

I'm willing to start from scratch on a new mod, or join an existing mod
team, even if it is just to quash those final few bugs. I just want to get
into the guts of the game.

Thanks,
Jamie


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