It is currently Sat May 25, 2013 8:09 pm
Gary wrote:I exaggerated that a bit. Though it would be more difficult.
I assume there is more differences then just view model code, such as how the player entity is treated(sounds and physics).
atrblizzard wrote:... It would be great to have a lite AS source code skeleton, so that anyone could base their mods off (without having those AS related game mode entities and functions), so it would end up something like a regular Half-Life 2 mod but only on the AS engine...
Mess wrote:Because it's a buttload more work than modding for hl2 or orangebox. For a start you have no materials, models, NPCs, or any assets at all to base yourself off.
The Gear team is currently in the process of converting City 17: Episode One (so pretty much all of the orangebox assets and entities) to the AS codebase seeing as Valve fucked the 2009 codebase for us.
Gary wrote:Pretty much was just messing with the engine, wondered if I could make it into a FPS and throw up some neat scenes. But the codebase is so fucked it's not even worth the effort.
I'm gonna go install the June UDK once I can get it off my phone.
Saul Rennison says (11:37 AM)
Tony how hard is it to turn ASW to an FPS?
Tony Sergi says (11:38 AM)
Highlight to read:I'm great!
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