I have a few questions:
Are you going to provide the ability to have these extra features toggle-able through preprocessor defines (like HLEnhanced's
- The overall goal is to make the smallest SDK possible while maintaining full functionality, and even expanding on features by using newer language/library features, and using code generation to help eliminate redundancy in things like save game code
- All of HLEnhanced features should eventually be re-implemented in this project, along with merging the unique features from Opposing Force Updated (weapons, NPCs, game modes) and Blue Shift Updated (handful of entities). This should make EHL the one-stop-shop for making a mod that mimics any of these 3 games, aside from the issue of Op4 weapons having grunt hands only
USE_OPFOR) or separate repositories (like Half-Life Updated) to get a "HL SDK but just cleaned up"? I know this would require a lot of work but that would be nice for total conversions which do not rely or very little on existing entities.
The UI should be replaced entirely with a VGUI2 version. The code for that exists in HLEnhanced and will be ported over later on when i tackle that task. Eliminating the use of VGUI1 entirely will help to simplify things.By "the UI should be replaced entirely with a VGUI2 version", I'm guessing you are talking about all the existing VGUI elements (class menu, team menu, scoreboard, observer's control panel...) or are you extending this to other UI stuff (HUD based menu, ammo, crosshair, health...)?
I have an idea: a few days or weeks ago, I was talking with some other GoldSrc programmers about skill CVARs and how it's tedious to add them. As you know already, when you add a skill CVAR in the game code (not talking about updating
skill.cfg), you need to add a
floatvariable to the
skilldata_tstructure, create the 3 CVARs themselves (
cvar_t), register them (
CVAR_REGISTER), "link" the variable and the CVARs using
GetSkillCvarand optionally provide a multiplayer override. This is a pain in the ass because:
- If you want to add a 4th difficulty, you need to manually add a 4th CVAR and register it for every set of skill CVARs and don't forget to update the "hardcoded clamp".
- Prone to human mistakes in my opinion, especially for beginners, also known as the "did I updated the number correctly in that
CSkillCvarclass that would create the appropriate number of
cvar_t, register them automatically?