|12-22-2005 03:25 PM|
First, I think we need to seperate the toolset and the SDK.
The toolset is what is used to create assets. Tools like Hammer, HLMV and Faceposer all belong to the toolset. We use slightly modified versions of these tools when creating the levels, although if we release our FGD, there shouldn't be any problem for you to use those tools.
However, the SDK is the code used to create the gameplay associated with the engine. When I say that the number of differences between the two is bordering on the extreme, I'm not bullshitting you. In addition, we've modified parts of Source itself to add functionality.
So to reiterate: Shared toolset, yes. Shared SDK, not likely.
|12-22-2005 09:55 AM|
The developers behind GTK Radiant clearly don't see this as a difficulty, which resulted into an editor that is capable of supporting a wide range of Quake 3 based games, which ranges from Quake 3 itself to Call of Duty (2) and even the new Doom 3 engine (which is currently still in beta stages but regardless of that, I can do something with the Doom3 engine).
Seeing an answer as in "a shared SDK would be difficult to implement at best" makes me placing some (additional) question marks, since it is possible as described above unless you have ment that specific SIN elements cannot be placed within Half-Life 2 (same restrictions also go for Radiant, I cannot place Jedi Academy specific types into Quake 3), which results then into a entirely different question and answer . . .
Would you care to elaborate on this ??
|11-30-2005 11:36 PM|
I'm ready to play it! Gimme Gimme waited soooo long!
|11-30-2005 09:44 PM|
|Grandpapa||They are happy, i am happy, cause i didn't ask anything [img]/forums/images/graemlins/tongue.gif[/img] But seriously, i'm sin hungry too, now even more [img]/forums/images/graemlins/smile.gif[/img]|
|11-30-2005 07:46 PM|
|Xenogenetic||I wish I asked a better question.|
|11-30-2005 06:54 PM|
|T0ssu||this is nice..makes me more hungry [img]/forums/images/graemlins/cool.gif[/img]|
|11-30-2005 04:51 PM|
|JezzyBall||Good stuff. Thanks for the answers and the time.|
|11-30-2005 03:12 PM|
|CommanderZx2||Cool, 5 of the questions answered were from me [img]/forums/images/graemlins/smile.gif[/img]
One of the main things I was not expecting to learn is that all the weapons have an iron sight mode, which is really cool.
I also like the idea of the enemies adapting to where you shoot them, such as wearing Helmets if you are getting a lot of headshots.
|11-30-2005 01:46 PM|
|badman||If you'll remember, two weeks ago, Michael Russell's Question of the Week feature turned the tables, allowing the community to submit questions for Ritual to answer. Well, the result is this three page interview covering a wide variety of topics, including the level of interactivity in the game, the difficulty system, Elexis Sinclaire, episode 2, SiN 1 Steam and many, many more. Here's a taste to wet your appetite:
In your own words, describe the most noticeable changes coming from Sin to Sin Episodes.
The game obviously looks a ton better than the original SiN, sporting high resolution textures and models, as well as more detailed environments. SiN Episodes also has a fully fledged physics engine, so when the player (or any of the NPCs, for that matter) interacts with objects or machinery, everything reacts physically correct. Compared to SiN, this takes a huge load off the level designer’s back, since this kind of stuff no longer has to be scripted. That also allows us to have many more objects in the levels, which in turn makes them more realistic.
Overall, things have definitely evolved a bit, but at its core, the game still feels like SiN. The combat is as tight as ever and our characters are still the driving force behind the story. SiN fans will feel right at home.