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 Post subject: DEMAND!
PostPosted: Sun May 20, 2007 8:43 am 
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npc_hunter
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That someone point me to a project that involves the Half Life SDK being updated to the .Net 2.0 code (VS 2005 basically)

reason I ask is I cannot find a 6.0 (I do shit legally, thank you), and no one likes VS 7.1. Unless Skidz is using it.

So link meh.

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 Post subject:
PostPosted: Sun May 20, 2007 7:49 pm 
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Obsidian Gold
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I still have 6.0 somewhere around here. I don't mod Half-Life 1 so I cant help.


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PostPosted: Sun May 20, 2007 8:40 pm 
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npc_hunter
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>.<

Personally I think Half Life 1 is much easier to mod.

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 Post subject:
PostPosted: Wed May 23, 2007 11:19 am 
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Lead Coder
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yeah but looking much more stupid too :P


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PostPosted: Wed May 23, 2007 8:31 pm 
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npc_hunter
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Have you ever played Move In!
?
Or seen videos of Sven Co-op 3.5?
What about The Paranoia Single Player Mod which looks like Half Life 2 But was made for HL1?
UE3 is easier to Mod than HL2.

Also, your avatar can die
~desu

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 Post subject:
PostPosted: Wed May 23, 2007 8:47 pm 
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prop_physics
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Sure, Half-Life 1 is maybe easier to mod, I don't really know. I started "modding" with the Source SDK (Hammer) and the VTF File Format. I'm not familiar with Wally, .wad files etc, only a bit to know, how to extract textures out of .wad files.

Personally I prefer modding Source Engine Based Games.


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 Post subject:
PostPosted: Wed May 23, 2007 10:05 pm 
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Beta Tester
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Don't know about modding, and the little I know about worldcraft and hammer. All I know is the ability to create displacements made me never consider going back! I never finsihed my map for cs cause I was trying to make funky sand dunes and Vertex manipulation whilst has it uses is just limited!

As for coding! I'm sure Source is more complex! But im sure it allows for much more creativity!


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 Post subject:
PostPosted: Thu May 24, 2007 4:11 am 
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npc_hunter
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not really
you want to get creative
you roll your own
You can actually modify the HL1 engine to use PhysX whereas with the Source Engine not so much (it's quite easy for the PhysX actually, there's a tutorial on the net somewheres)

Also, UnrealED's way of creating maps is kinda of kooler.

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