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Unread 13-03-2008, 23:33
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cbale2000 cbale2000 is offline
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AKA: Chris Bale
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Re: FIRST FRC Game Simulator for the HL2 Engine

Quote:
Originally Posted by lachoneus8 View Post
Here's a few questions:

1) What are the capabilities of Garry's Mod as it relates to Aim High? How about networking?
2) How easy or difficult is it to articulate a robot with moving parts?
3) What would it take to get this to the public? Being a Half-Life mod I would imagine it would take Halflife2 (heavy system reqs right?), plus Garry's Mod, plus whatever additional Mod info you've written for scoring, anything else?
4) What are your plans with this after you complete your senior project?

Don't think I'll be able to make the Atlanta finals... make sure to take plenty of pictures and video once you get it up and running
1. Garry's Mod is a sandbox mod that allows you to use various effects, such as physics and constraints and apply them at will to spawnable props and such. You can create your own scripted entities using one or more models (with animations if needed). It is fully compatible with online mode on Steam.

2. If needed, models with various moving parts can be implemented as several different models that just work together. Smaller features such as wheels could be done but would probably be easier (and less laggy) as animations. The other reason I picked Aim High was because most of the robots used spinning parts as opposed to arms and mechanisms that changed positions, this is a lot easier to script.

3. As far as distribution of the mod goes, I have an SVN server setup for hosting the files relating to my modification, currently it is just private access for me and my partner but it could easily be modified to share publicly. As a Half Life 2 Mod, the only thing it would require is one of the Half Life 2 Related Source programs (like HL2, CSS Source, ect.) this in it of itself is not very system intensive. Garry's mod is a cheap addition to HL2 and hopefully is only temporary for use for the Senior Project, after that is done I would like to make it into it's own Stand-alone HL2 mod so it would remove the need for Garry's mod. This mod itself would likely be less system intensive as it would not need to utilize all of the Physics and graphical effects that HL2 and Gmod use.

4. As mentioned above, after the senior project is complete (and I have a bit more free time) I would like to make the mod into it's own separate HL2 mod which would remove the need to have Garry's Mod installed as well as eliminate some of the higher level system requirements. The coding would also be converted to C (or it might be C+, haven't read the documentation in a while) to allow for this.


If you have any other questions feel free to ask, I have to go get some sleep now though, don't want to be late for the regional tomorrow.
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