Game Development Community

Half Life2 mods?

by Sam3d · in General Discussion · 01/08/2006 (2:35 pm) · 8 replies

Has anyone tried modding with HL2?

I'm thinking about getting it just so I can play with their SDK and see how their Source engine is to work with. (From what I can read, there doesn't seem to be a script interface. )

#1
01/08/2006 (2:42 pm)
I checked it out for about week, maybe a fraction longer. In that time I realised that it was no easier than getting into Torque, so I abandoned it. I was only really curious as to how it all worked, I had no burning desire to make a mod.

They give you the header files, to some game specific classes, and you get to basically extend the functionality that is there.
#2
01/08/2006 (3:13 pm)
I've heard that its a pain in the butt to work with from one of the more popular mod teams.
#3
01/09/2006 (4:34 am)
HL2 is based off the Quake 1 engine. The map compiling times and scripting systems have not improved since.
#4
01/09/2006 (4:44 am)
Really? I thought HL2 was based on the Source engine which Valve created.
#5
01/09/2006 (5:03 am)
The Half Life 1 (One) was based on the Quake 1 engine, at a later time on the Quake 2 engine. HL2 uses the Source Engine, which was (or is) created by Valve like Philip pointed out.
#6
01/09/2006 (8:22 am)
Source Engine is kind of a vague term in my honest opinion, its more of a "Witches Brew" of technologies that they have either liscensed or developed and brought together under one roof. What has made the "engine" shine isn't what's in it, but the hard work of the people that have used it to make a truely exceptional product out of it.

As for modding with it. No I haven't and don't ever plan on using it. Why? Well I know Torque and I like Torque. I get full access to all of the source code that I need to use and can modify and adjust to my heart's content without having to be put through a bunch of restrictive liscensing mumbo-jumbo with regards to cost, royalties and how I can release my product. Plus as I mentioned earlier its not the engine that you use that will make a great game, its what you put into it yourself through hard work, skill and determination that will give you a chance to succeed.

Logan
#7
01/09/2006 (9:19 am)
Logan - In general I agree with your argument re Torque vs. Source.

I wasn't thinking of Source for a product release but rather was curious about its capabilites and general ease of use out-of-the-box.

I'm still curious as to anyone's opinion re Source's abilities for environmental attributes - light, rain, fog, etc.
#8
01/09/2006 (2:37 pm)
Source is built ontop of the Half Life 1 engine.
Dark Places, Telejano and Tenebrae, which are all made on the Quake 1 engine aswell.