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United Bot The ultimate beast is being given birth right here! Half-Life 2

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HL2 SDK coming, United Bot?
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stefanhendriks
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Default HL2 SDK coming, United Bot? - 08-11-2004

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!


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Pierre-Marie Baty
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Default Re: HL2 SDK coming, United Bot? - 08-11-2004

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.



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stefanhendriks
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Default Re: HL2 SDK coming, United Bot? - 09-11-2004

i guess we have to wait and see. I don't have time either, hence i would love to see it working out.


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BAStumm
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Default Re: HL2 SDK coming, United Bot? - 10-11-2004

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.






  
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Pierre-Marie Baty
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Default Re: HL2 SDK coming, United Bot? - 10-11-2004

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 !!!



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sfx1999
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Default Re: HL2 SDK coming, United Bot? - 10-11-2004

Isn't that kind of problematic? I mean Quake 3 supports DLLs and compiled bytecode.


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Pierre-Marie Baty
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Default Re: HL2 SDK coming, United Bot? - 10-11-2004

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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