Source Engine SDK Released 54
wolrahnaes writes "It's finally available to the public. According to a post on The Valve ERC Collective, the tools needed to create maps and mods for Half-Life 2, Counter-Strike: Source, and other Source engine based titles are now available on Steam. Some documentation is available here."
Natural Selection... (Score:3, Interesting)
I sure hope to see creative mods such as Natural Selection ported from HL to HL2. That would be a dream come true.
Re:Natural Selection... (Score:1)
Unfortunatly with all the work being done to Natural Selection on the old Half-Life engine it may be some time before a port is even considered.
Re:Natural Selection... (Score:5, Informative)
I'm glad there's interest here.
If and when we do move NS over, we'll likely keep the gameplay exactly the same (at least for now) and then stop supporting the original NS. Trying to balance and support two versions would be a lot of unnecessary work.
Also, I've started design (and funding) work on a next-gen game in the Natural Selection universe, but there are no details available there yet (unless you want to help fund it).
Cheers,
-Charlie
Re:Natural Selection... (Score:1)
As a huge fan of NS (constellation member, and OldF member) I'm glad to see future work on Natural Selection is being scoped. While I'd love to see NS ported to Source, wherever NS goes, lots will follow.
We've been seeing a lot of new players recently. Just last night there were three or four newbies playing which was great to see, though made for some different style games since the servers are usually packed with regulars.
NS is truly one of the more innovative games I've seen
Re:Natural Selection... (Score:2)
I would love to see a Source NS. Is Valve offering any help to large 3rd party Mods for HL? It seems like the CS Source was a major push, is there any weight left for you guys?
Oh yeah, when I get swallowed by an Onos and I happen to have my knife out, I'd like to be able to stab that beast as I die.
Thanks.
...AND VALVE BREATH A SIGH OF RELIEF (Score:3, Insightful)
Re:...AND VALVE BREATH A SIGH OF RELIEF (Score:5, Insightful)
the original Half Life was amazing and would of been remembered as a classic without mods
what mods have done is made it stay popular to this day rather than just being remembered
Re:...AND VALVE BREATH A SIGH OF RELIEF (Score:3, Funny)
Are you sure it was half-life?
Re:...AND VALVE BREATH A SIGH OF RELIEF (Score:1, Funny)
"would have".
Learning Curve (Score:5, Interesting)
How does the increasing complexity of producing artwork/maps for a game affect the amateur scene?
Do you think the steeper learning curve makes the mods that finally come out better, or does it just make the whole process more demanding and less fun?
Re:Learning Curve (Score:5, Interesting)
In Doom 3's case the new lighting methods along with the shear level of level geometry expected of a mapper/modder has certainly slowed the rate of release for new levels and mods. It also takes quite a beast of a machine to run Doom3ed stabily and that eliminates a lot of the community from contributing.
From what we've seen HL 2 isn't quite so extreme. The basic geometry of cbble (its source is included with Hammer, so it serves as a good example) is a lot simpler than Doom 3's multiplayer maps (which were simpler than many of Doom 3's single player maps). The lighting is also more traditional in HL 2 (it's not all real time) so mappers don't have anything new to get used to there.
The prop system is much more powerful than the old pre-fab way of doing things, and not having to make any kind of serious detail with Hammer will speed things up, IMO. Instead of carefully modeling your APC out of brushes, you just import an APC model that (hopefully) someone else has already made. There's a lot of prop's included already, too, and when HL 2 is actually released it's assumed that all the models used in game will be released to the community. That's a lot of content (not just models, textures too) to sort through, though, and can definately impeed someone trying to find what they need.
The texture browser included with Hammer is pretty decent, though. It allows users to search for textures by keyword and Valve did a good job of appropriately naming each one.
Ultimately, noone can deny that creating more geometry takes more time, but the workflow of the mod tools themselves is increasing, as is the experience level of the user base. It takes more time to create a modern, good looking map, but not THAT much more...
I kind of rambled there, hopfully it all makes sense.
Forget Mods (Score:4, Insightful)
Re:Forget Mods (Score:2)
Its still far more of a memory whore than its worth, though. By that I mean the ratio of resources required to the ratio of fun just makes it not worth the $50-$80 + cost of hardware if you dont want to run the game in a mode so ugly most will consider you cheating.
Personally, I say long live QuakeWorld [quakeworld.nu]
Anything faster than a P1 can run it (and I'm not just talking x86), and its been upgraded far beyond HL
Re:Forget Mods (Score:4, Interesting)
Quake1 -> Hl1 -> Hl2.
You still see plenty of error references refering to the
HL2 is just a sequential engine update, they didnt rewrite it from the ground up, so it still has its origin in quake.
Re:Forget Mods (Score:2, Informative)
That means that the game is enjoyable on anything as low as a Radeon 7500 or Geforce2 MX. Low-end systems still get all the main content, while skipping the eye candy (like refractive water) that they can't draw.
And FYI, the new netcode in the Source engine (as seen in CS: Source) feels much more robust than what we previously had with CS 1.6.
Re:Forget Mods (Score:5, Informative)
Source is just the working name for the engine. Its not written from scratch, its based on HL1. If it wernt for the legalitys, you could easil run jwz's code comparison on the hl2 source leak and the quake1 source dir and find a ton of similarities.
I've played with the engine for a while now, and even with a DX9 card (fx5600), you're still better off using the dx7 renderer just for the fps boost, but the visual difference is huge.
As for the netcode, CS1.6 was(and is) horrible. Even on a large lan the netcode screwups were apparnt, I saw plenty of people teleporting and shots not registering at CPL Summer 04.
Then CS:S came out, and its even worse because noone has the cpu required to update with the server at a timely frequency. Its like playing against people on dialup, even when theyre only 20ms away from the server.
Re:Forget Mods (Score:2, Informative)
Re:Forget Mods (Score:1)
Re:Forget Mods (Score:2)
Ugh, moderators? The guy's name is even TROLL. (Score:1)
Re:Forget Mods (Score:1)
No, asshat, I'm saying the DX9 renderer is slow even on a decent card, and that you're better off forcing the game to use a renderer it doesnt want to.
"whatever he calls CPL is up to him"
No, asshat, The CPL [thecpl.com] is the biggest CS lan in the world. 4500 was the number of people in the byoc las
Re:Forget Mods (Score:1)
Re:Forget Mods (Score:2, Interesting)
Re:Forget Mods (Score:2)
Re:Forget Mods (Score:4, Informative)
Half-life was released in November of 1998, and it did not run well on the typical gamer system then. I had a P2 400 and 128MB RAM with a TNT2 graphics card and got about 25 FPS in 640x480 after much tweaking. There were also many serious problems with the engine. For instance, in the original netcode, your ping and framerate were directly tied to each other. Also, WON was so broken it was turned off "quietly" for a while.
Once mods like Counter-Strike came around, you really needed a GF3 class graphics card to get a proper FPS experience. This was due to the DX8 code it used and higher polygon counts for the models.
When I say "proper FPS experience", I mean the right framerate for a first person shooter. I play my best if I'm getting 60-70+ frames/sec. Sure, your eyes can't put that rate together any different, but it is a whole world of difference when "the world" is in 70 fps as opposed to 20-30 fps.
Re:Forget Mods (Score:3, Insightful)
I'm sorry, I had a P2 266 with a Permedia 2 chipset graphics card (Creative Labs Graphics Blaster Exxtreme if I recall correctly). 640x480 netted me 25 fps and when I upgraded to a TNT (NOT TNT2) I had 1024x768 at a very decent framerate (probably more than 30, it never jerked). BTW, both were at
Re:Forget Mods (Score:1)
After an insane amount of tweaking, I ended up getting an average of 50-60 fps at 800x600 without any serious loss of visual quality in CS1.3. Thats better fps average than I got when I upgraded to a p4 1.8 with a gf3ti500 (in the beginning, fixed it eventually).
Re:Forget Mods (Score:1, Insightful)
Re:Forget Mods (Score:2)
Re:Forget Mods (Score:2)
The game was an absolute pain in the ass. It took a beast of a computer to run it. My $1600 computer at the time couldn't run it very well. P2 233 32mb ram, no 3d card, you get the idea. After upgrading to 64mb of ram a 333mhz and a vodoo 1 card did I finally enjoy the HL gaming experience.
No plug and play drivers existed and you had to wait for a patch from both the video card manufacture and valve before it would support the vari
Re:Forget Mods (Score:2)
Source runs fine; better than D3 (Score:1)
Semi-Available to the public (Score:5, Informative)
Also, it isn't the "full" SDK. You cannot compile new binaries (IE, new mods) but you can start creating maps (Hammer is included, along with a model viewer) and I'm fairly certain you can compile models (made with XSI, a light version of which can be downloaded for free here [softimage.com]).
If you've worked with Hammer or Worldcraft before (or any brush based editor before) you should be in familiar territory. The Snark Pit [snarkpit.com] and The VERC [chatbear.com] boards can provide some resources for newbies (as well as other sites, I'm sure). The included documentation is actually quite good, though.
Some content of note: There are some models in a directory labeled "C17" (which I assume is City 17) that can be viewed in the model viewer/placed into maps with hammer. Interesting content, though I haven't seen any huge spoilers yet (just things like stoves and cupboards in the directory).
Re:Semi-Available to the public (Score:5, Interesting)
Well that makes sense, because it's kinda hard to test your levels without having the game. Those who preordered have CS:S to test with. Those who haven't preordered either don't have the game, and thus have no reason to make a map for it, or they have a pirated copy of CS:S and Valve shouldn't give a shit about them anyways.
Re:Semi-Available to the public (Score:2)
This is the problem that I'm having right now.
Re:Semi-Available to the public (Score:2)
How will you debug and test the map? Obviously you would need to go to your friend's computer, at which point you're almost better off just developing it straight on their rig.
Re:Semi-Available to the public (Score:2)
Re:Semi-Available to the public (Score:1)
Argh! Everyone knows that last missing piece of the previously leaked HL2 stories - the last detail before we uncover the true ending - was the matter of the cupboard and the stove! Now it's obvious that Gorden choses
Where is the SDK? (Score:1)
Re:Where is the SDK? (Score:3, Informative)
FAQ (Score:2)
Re:FAQ (Score:2)