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Revora source engine mod team


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#1 segwayrulz

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Posted 11 January 2009 - 10:14 AM

well i was thinking that we could start a mod on the source engine so if anyone has any experience in it then post away :p
also i can sort of model and texture and im learning the hammer editor

#2 ambershee

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Posted 11 January 2009 - 04:58 PM

There was the Insurgency guys. I don't think they're still around here anymore.

Why Source, anyway?

#3 DIGI_Byte

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Posted 11 January 2009 - 05:06 PM

I have almost all the source wiki files saved on a thumb stick
I can upload them here but it makes more sense to just visit it your self, Also you'll probably need a few people with advanced C++ and lua knowledge

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#4 ambershee

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Posted 11 January 2009 - 08:58 PM

Since when did Source use lua?

#5 DIGI_Byte

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Posted 12 January 2009 - 05:00 AM

Since ep 1

Its mainly used for addons and what not, Lua is the key power running Gmod and Gmod addons.


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#6 ambershee

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Posted 12 January 2009 - 09:43 PM

GMod isn't Source, it's a 'commercial mod'. I wasn't aware that any part of Source had any kind of soft architecture at all.

#7 Phil

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Posted 12 January 2009 - 10:00 PM

Let's ask Wikipedia.
Personally, I have no clue about "hard" modding, but from what I've heard and read I'd choose the Unreal engine over Source a thousand times.

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#8 ambershee

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Posted 12 January 2009 - 11:26 PM

It depends on what you need. Unreal 3 has a much stronger renderer, superior physics support, and decent vehicle and terrain support right out of the box. What it doesn't have, is any native access the code base, which Source does have. If you need to tie in an external library for some reason, Unreal can't do it.

In our own project, we use TCPLink to talk to an external application, to handle our custom server functionality, because of our inability to write code to handle external server interactions.

#9 segwayrulz

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Posted 18 January 2009 - 06:35 AM

well i really like what has been done with the source engine so myeah!




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