a few general questions

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VitalOverdose

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Hi there,
I've been writing maps/mods for UnrealTournament200x for the last few years and now I've decided to try my hand at something other than Uscript/unrealed.Everybody i know has recommended this game to me and i must admit its very impressive. I'd be very grateful if someone could fill me in on a few on a few questions as I'm itching to get at the code.lol
Whats the scripting language called?
is it a C++/java style programming language?
Is there an official script editor?
can you recommend a good scripting tutorial site or link?
Whats the average/Max size of a death match level + whats the Average/max players?
(forgive me for the basic nature of some of the questions I only played the game for an hour before i decided i wanted to have a go modding for it.)
Whats the preferred 3Dmodeling program for thing like static meshes
Is death match the only online game?
Is the lighting dynamic/static/both?
Are there vehicles in the game?
Can i create my own game types?

This is my first attempt at any sort of 'cross title' programming and I'm sure i'm gonna end up asking all the usual dumb questions eventually.lol
Thanks.
 
1. It doesn't use a scripting language. It uses C++.
2. C++, obviously.
3. Not really, but your best bet is MSVC++ 2003.
4. Just do a search on "C++ tutorials". There aren't many tutorials for HL2 coding. Maybe at Wavelength - http://articles.thewavelength.net/
5. Sizes aren't really limited. They can be pretty big, but I'm not much of a mapper, so I don't know. Player cound averages at 16, I think the max is about 40. Although, with a lot of coding, Source can take up to 255 players.
6. XSI is the preferred tool, although I can't stand it myself.
7. Deathmatch and Team Deathmatch are the default playstyles. With some coding, you can have anything you can dream of.
8. Lighting can be either. Dynamic lights are processor-intensive though.
9. Yes.
10. With some coding, yes.

-Angry Lawyer
 
thanks for a quick reply.
Hmm....full on C++ eh?
Oh well I'll give it ago. At least i know there is definitely some good literature on C++ games programming with uscript there was hardly any. I've been told its not a massive transition between the two. Its all still just classes and subclasses i think.
(here we go again.:rolleyes: lol)
So what Compiler is everyone using?
 
Microsoft Visual C++ 2003. Anybody who isn't is just making life harder for themselves.

-Angry Lawyer
 
Thanks..might try one of those teach yourself c++ in 21 days type courses. lol. Anyhting is worth a shot.
 
Angry Lawyer said:
Microsoft Visual C++ 2003. Anybody who isn't is just making life harder for themselves.

-Angry Lawyer

Is it possible to use the 2005 Express Beta version, as thats what I've got. I also have to 2003 Visual C++ Toolkit.
 
Am I wrong to assume you could also do some minor scripting with cfg files?

And most scripted sequences in half-life 2 are created in Hammer.
 
Agent Smith Bob said:
Is it possible to use the 2005 Express Beta version, as thats what I've got. I also have to 2003 Visual C++ Toolkit.

The license agreement on the Beta version states that you're not allowed to release any content created with it. And it expires soon.

(Very) minor scripting can be done with editing CFGs, but only to the extent of making enemies shoot harder/have more health.

-Angry Lawyer
 
I think there are tutorials using which you can get Source SDK files compiling with Dev-Cpp. (It is mingw-based). But I'm not sure. Anyway, the game is coded with Visual Studio 6.0 so I agree that is the least painful way to code.
 
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