ET:QW SDK Beta very soon!
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20 Nov 2007, 12:17
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News
SplashDamage has today announced they are almost ready to unleash the Software Development Kit among the code and design monkeys so they can start working on their very own ET:QW modifications and maps. The SDK will be released in beta state at first, which will exist out of the following components:
- All the tools used to develop the game
- Game source code
- Example maps and reference maps
- Original game scripts and definition files, which can most likely be used to completely change the way the game is played
- A selection of models and example animations
Some of you might have noticed the lack of megatexture media and regular game textures, releasing these has been delayed a bit but will surely be present in the final version of the SDK. However this does not mean there are no textures available, you can import megatextures and regular game textures which are used in the game itself.
The ET:QW SDK is currently going through some final testing and will be available for download very soon.
Source
- All the tools used to develop the game
- Game source code
- Example maps and reference maps
- Original game scripts and definition files, which can most likely be used to completely change the way the game is played
- A selection of models and example animations
Some of you might have noticed the lack of megatexture media and regular game textures, releasing these has been delayed a bit but will surely be present in the final version of the SDK. However this does not mean there are no textures available, you can import megatextures and regular game textures which are used in the game itself.
The ET:QW SDK is currently going through some final testing and will be available for download very soon.
Source
and the fact that you store an ancient screenshot of your own image-comment: cute.
It is not my site... it is decems.
And you obviously do not get the point of the image :)
how do you know what my take on the picture was?
my point is that now h4d3s can finally go make is ET:QW:ET mod.
something else then.
Any clans out there fancy testing maps when they are at a playable state?
Hopefully I can produce a decent 6 on 6 map with some support and feedback from some clans. I've already got the basic layout done in Doom3 which will be imported into new editor to start work on once the tools are out.
idd, supply would need several changes (it was the most popular one in ET so it should have a chance at least) but since fueldump was always unplayable in ET is would fit "more" to QW
dont mind adacore or other whiners
Unless someone can really convince me with a great plan for modifying ET maps and making them suitable for ET:QW then I won't be doing so but I guess other mappers out there would regardless...
You ended up playing awful maps (Base/Beach) that just did not work well in ET, with the oldschool RtCW players pushing for them simply because they were too lazy to do tactics for new maps. That was just about bearable, because RtCW and ET were so similar. With ET and ETQW, it would just be comedic in the worst possible way.
Similarly with BF2 (or other BF games), I don't know the maps as well, but most just aren't suitable.
sarcasm!
with love
Best wishes
And im not a moviemaker ;) i will never release any movie. Only screens or tests. I dont have time for movie / dont want too.. takes lots of time..and i dont have the time ;)
you mod helped u? how? your mod dont adds anything new :\.. if u want personal popups or shadowed popups u can use photshop.. takes less time that code a mod. the other features are just useless (except that scandemo feature -> broken)
theres a german saying for this:
"if the farmer isnt able to swim - it must be his trousers fault"
how about ignoring instead of critisizing since u r not Spielberg himself? ;)
+ r_usemaxvisdist 0 @ multi plzplz :X (or maybe some render changes - aka details faded but ppl/vehicles still visible......)
only thing left to do for SD = unlocking this shitty 30 fps limit 4 physics (dunno if spelt right :-X) and demo's stuff
What i meant is the netcode is almost perfect (duels, etc.)
And it might get fixed (panzerbug, sniperdelay) to be even nicer (etmain => etpro = et:qw => et:qw osp/pro/ubermod/etc.)
+ some other interesting things may come from ppl who have 2much spare time (modmakers)
Good news!
I think the main thing that could have a big impact would be a good comp mod though, enabling the tweaking of everything that can't currently be tweaked via server configs, and added features like individual player stats, speclock, etc.
Comp versions of maps are a problem, since I'd guess SD will do the same with ETQW that they did with ET, and not release most of the maps with the SDK. Thus only those maps released (and sods law says they'll be the ones you either don't want to change, or don't want to use at all) can be easily modified, the others will all need to be decompiled from the compiled version somehow, which is normally not a simple or very reliable process, afaik.
refinery is okay most of the time
There are too many objectives and too bad spawn points (not at all maps of course). There are too big differences between stroggs and gdfs which make the game unbalanced. Some things have to be removed (I have my own 'list', but it's pointless to talk about this right now).
Solve the problems with the good mod (but please, be faster than the BF players) and good maps.
Ok, I have to go, CoD 4's waiting!