Originally posted by AkumuX The only say that because the articles I've read about HL2 indicate they have built their new engine from the ground up to make the moding process easier to new people. HL1 owes most of its success to all the great mods that were created based off their game.
Well HalfLife was everything except mod friendly to begin with, the unreal engine however was pretty much designed to be mod friendly through UnrealScript.
The only thing Valve could to better compared to what Epic did is to provide documentation, Valve must be large enough to have some dedicated documenters around.
Originally posted by El_Muerte_[TDS]
I don't think you can say anything about Valve making their engine "way more accessible to moders". You can do about anything you want in the Unreal engine because most of the game code is open, you just need the skills to create the content you want. You can't expect Epic to include building blocks for most ideas in the engine when they don't use it in the rest of their game.
The only say that because the articles I've read about HL2 indicate they have built their new engine from the ground up to make the moding process easier to new people. HL1 owes most of its success to all the great mods that were created based off their game. Its kept HL1 sales strong many years after most products go to the $5 bin. Valve is VERY smart to give that back to the moding community by developing their product to be easier to work with. Granted, none of us have gotten to get our fingers into their new stuff yet, so for all we know it could blow compared to the Unreal engine. But so far they have a lot of my respect by A) Making a great SP game. B) Not buying into this marketing **** of building separate SP and MP boxed products (the way ID and Epic have done).
Anyway, I'm not the most experienced in this field, so I'm don't want anyone to think what I've said is all 100% accurate. I'm just going off my own experiences. I agree with you that it would be rather pointless to remove features from the Unreal Editor that don't work, but you also have to understand how having those features in there, create a lot of frustration and confusion to new moders like myself. Of course the new HL engine may be just as bad.
*EDIT*
I would like to give mad props to Epic for investing in those online training courses they had 3D Buzz do with the masteringunreal.com site. That is TOTALY awsome to give that to the moding community. That alone gives me a lot of respect for the Unreal engine.
the only thing missing in the UT2003 build of the engine to create decent SP games is the SaveGame feature.
At this moment you can only save at the beginning of a map, not in the middle of it. But iirc the SaveGame feature should return in UT2004.
As for UnrealEd not being finished, it's because it's in ongoing development. Ofcourse they could create "finished" builds of the engine (e.g. all non working feature removed), but what's the use of that.
I don't think you can say anything about Valve making their engine "way more accessible to moders". You can do about anything you want in the Unreal engine because most of the game code is open, you just need the skills to create the content you want. You can't expect Epic to include building blocks for most ideas in the engine when they don't use it in the rest of their game.
I'm not really the best suited to answer this question either, but I did want to make the comment that I'm pretty sure it will be much easier to make single player mods in HL2 than it is in UT2k3. UT being a primary multiplayer DM experience, you have to get pretty familiar with unreal script to make a SP experience. Or at least from all that I've seen you have to.
This is rather frustrating to me, because I'd like to make single player map campaigns, so that I could tell stories and also give examples of what I'm capable of, without having a lot of programming knowledge. I understand that UScript is a scripting language and not a programming language, which saves a bunch of time, but its still code, and that just makes my head ache when I write bugs. Since Valve has been designing their engine around the idea of making it way more accessible to moders, I imagine it will be very user friendly and easy to work with. When I look at the tools for Unreal it looks like a lot of pretty road concepts that are yet unfinished (IE: tools in the editor that don't work the way they should and are left in, which only creates confusion).
actually, i tihnk it's a perfectly honest question and id rather see it on this board than a flamer thread on General Discussion. lol
ive studied the "e3" video rather carefully and kept an eye on HL2 developments. generally, i dont see ANYTHING really, that cant be technically done in unreal (perhaps the deformable terrain, but i thought i heard you can do that in unreal now, somehow).
however...
they do seem to have a class of "dynamic" mesh which are neither static mesh nor merely animated mesh. seems like a whole class of objects with rather robust interactive properties available. aspects seem akin to karmalized features, but this seems to be deeper than just additional physics properties. it's like a whole entire class of objects integrated from the core.
likewise, seems that the material system is really geared towards similar interactivity. that's something i think which can be done within unreal, but... again, i get inkling that it's designed to be really easy out-of-box.
im not really knowledgeable about unreal scripting, so im not sure what's even possible from the unreal side. im just going from what ive seen from games thus far and from my general understanding.
overall, i suspect both will be "equally" powerful for modding.
depending on the mod's vision, i think the initial questions will emerge around: vehicles; netcode % num of players; size/scale of terrain/maps; physics systems.
Originally posted by nickelplate What are going to be the main differences between the two engines? What are their respective strengths and weaknesses? What kinds of mods are best suited for each engine?
I know it might be too early to talk about the HL2 engine, but since some of the most successful HL mod teams already have access to the SDK, I thought some of you may have valuable information on it.
Maybe you should be asking the HL people this question.
What are going to be the main differences between the two engines? What are their respective strengths and weaknesses? What kinds of mods are best suited for each engine?
I know it might be too early to talk about the HL2 engine, but since some of the most successful HL mod teams already have access to the SDK, I thought some of you may have valuable information on it.
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