SharpLife - Dot Net Core based modding p Created 5 years ago2018-05-06 19:15:02 UTC by Solokiller Solokiller

Created 5 years ago2018-05-06 19:15:02 UTC by Solokiller Solokiller

Posted 3 years ago2020-06-08 22:00:18 UTC Post #344379
Sounds good. I was wondering whether you're still working on your project.. Good luck to you.
Posted 3 years ago2020-06-09 13:54:20 UTC Post #344383
Compatible mods?
Posted 3 years ago2020-06-09 15:35:25 UTC Post #344385
I think that initially, when/if SL gets its true release, the compatible mods will only be mods that don't use custom code.
So mini mods with maps, models and stuff would be fine out of the box, but if it's got custom code, it'd have to be rewritten in C# following Sharp-Life-specific stuff.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-06-09 23:05:31 UTC Post #344386
There will be a SL Single-Multiplayer source then?It is not that I will start anything in a near future, but it could be interesting for people to start doing something cool with the GS code using your "mod". :)
Posted 3 years ago2020-06-11 17:27:44 UTC Post #344393
There will be a SL Single-Multiplayer source then?It is not that I will start anything in a near future, but it could be interesting for people to start doing something cool with the GS code using your "mod".
No, Solokiller said in a previous post when he redesigned the engine that the game source code is gonna be a "client/server/shared" architecture where client-only stuff goes into the client part, the server-only stuff goes into the server part and everything common to the client and server goes into the shared part.

It's basically the same architecture as Source which he also used in HLEnhanced.

Unless everything changed fairly recently, there is a year gap between the mentioned post and this one.
Posted 3 years ago2020-06-14 11:31:30 UTC Post #344400
Got it, thanks!!
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