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-   -   HL2 SDK coming, United Bot? (http://forums.bots-united.com/showthread.php?t=2937)

stefanhendriks 08-11-2004 10:06

HL2 SDK coming, United Bot?
 
The HL2 SDK is coming; i wonder how things will end up for the United Bot?

I think its easier to make a bot frame that works with HL2 and HL1. Start with something small, when that works, expand. Expand to Quake 3 for instance. Unreal is more tough.

Perhaps an idea!

Pierre-Marie Baty 08-11-2004 16:13

Re: HL2 SDK coming, United Bot?
 
Yes, I'd love to start playing around. Unfortunately I will be mostly unavailable until January, as far as serious coding is concerned. But I can help for punctual things. The first milestone is to build a simple, yet strong, template.

Or if no metamod-alike thingy exists already for HL2, build one or port it (or see if it's not being done already). I know metamod was being ported to Quake 3 some time ago.

stefanhendriks 09-11-2004 19:28

Re: HL2 SDK coming, United Bot?
 
i guess we have to wait and see. I don't have time either, hence i would love to see it working out.

BAStumm 10-11-2004 01:09

Re: HL2 SDK coming, United Bot?
 
alfred said metamod like functions would be built into the source engine when he has time to work on it and CyberMind (also on phpUA) is working on QMM (metamod type thing for Quake3 engine) which supports many games.

Pierre-Marie Baty 10-11-2004 02:21

Re: HL2 SDK coming, United Bot?
 
Then someone should tell Alfred that it would be much better if he kept a similar interface to QMM, we have a chance now to unify game plugins infrastructures, or at least make them similar, in the limits of what's possible, but heck I know a few folks by the Titan crew that would be more than interested. It would be stupid to miss it out !!!

sfx1999 10-11-2004 04:48

Re: HL2 SDK coming, United Bot?
 
Isn't that kind of problematic? I mean Quake 3 supports DLLs and compiled bytecode.

Pierre-Marie Baty 10-11-2004 06:03

Re: HL2 SDK coming, United Bot?
 
I think you're getting me wrong. I'm not talking about adding scripting support to Source or whatever, my point is: make things similar everywhere it's possible, anytime it's possible. Simply that. The plugin interface, for example, should be designed similarly (even if the exported functions must be completely different). The goal is to provide similarities in the plugin API to plugin makers ; but the implementation for that can be anything really. The point is: we must walk towards a standard, that's what counts.


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