Template talk:EP1 add
Time to retire this template?
I think we can assume that everyone is at least using the Ep1 codebase now. Retiring the template is easy: we just replace its contents with {{{1}}}.
Anyone feel that it still serves a purpose? --TomEdwards 08:54, 20 July 2009 (UTC)
I wouldn't rush it
I believe it does still serve a purpose. There are still games out there that use pre-EP1 version of the Source engine, most notably Half-life 2 itself; people mapping for those games will need to know which features are not available in their engine version. When (and if) HL2 has been officially ported over to the OB or L4D version of the engine, then this template could be retired. --Pa3PyX 21:15, 28 August 2009 (UTC)
- There's no reason to use HL2 any more: either of the SDK Base games provide everything it offers in a far more up-to-date build of the engine. You do have a point with third-party games, but a) they're peripheral, and b) Bloodlines is the only one that branched from the engine before Ep1 as far as I know. --TomEdwards 09:33, 29 August 2009 (UTC)
- Well, there is SiN Episode One also, but that has its own SDK (I believe). I would disagree about no reason to map/mod for HL2, however. My point is, HL2 can still be bought as a separate product, and is/was a lot more popular than episodes. There are likely to be a ton of users who have HL2, but not EP1, nor any other Orange Box games, nor L4D. On the other hand, the overwhelming majority of OB and EP1 owners are likely to have HL2 also. Orange Box (and EP1?) engines also have higher system requirements than the original HL2 (DX7-only hardware is not supported anymore). Therefore, if I'm a mapper trying to determine which game to use, there is still a good reason to choose HL2 since it delivers the widest user base. If I don't plan to use any features only available in the later versions of the engine, there's no good reason for me to require EP1 or OB for my maps (from the user's standpoint). Now if I happen to be a really careful mapper, I'll test my maps with all 3 versions of the HL2 engine to make sure that a competent user can run my maps with a version of their choosing. And in that regard, knowing upfront which features are available in which engine version, and what bugs and incompatibilities were introduced in the later versions (and there are plenty) are of real benefit.
- Although I should admit, modders wishing to mod for HL2 can still use the EP1 code base from the SDK to build the client and server DLL's, which (to my knowledge) will still work with the HL2 version of the base engine, and distribute the updated libraries with their mod. --Pa3PyX 16:18, 29 August 2009 (UTC)
- Good call on Sin Episodes. But you need to understand something: anyone who owns any of Valve's Source games, HL2 and L4D included, can access both SDK Bases. Ep1 and OB are available to players even if they've not bought any new games since 2004.
- (For the record, Ep1 still supports DX7, and unless you choose to use HDR doesn't have notably higher system requirements than plain HL2.) --TomEdwards 16:29, 29 August 2009 (UTC)
- Ah, you mean to include the SDK Base or SDK Base 2007 steam content ID's in gameinfo.txt prior to including the HL2 content ID, which should include "base source engine 2" or "source 2007 binaries" (is it "multiplayer ob binaries" now?) in the search path list, and run the mod with appropriate binaries (regardless of whether they own EP1 or OB)? If so, I got it.
- That's not quite how you do it, but yeah, essentially. :P --TomEdwards 16:45, 29 August 2009 (UTC)
- Ah, you mean to include the SDK Base or SDK Base 2007 steam content ID's in gameinfo.txt prior to including the HL2 content ID, which should include "base source engine 2" or "source 2007 binaries" (is it "multiplayer ob binaries" now?) in the search path list, and run the mod with appropriate binaries (regardless of whether they own EP1 or OB)? If so, I got it.
I think this absolutely still serves a purpose, historically. Pinsplash (talk) 12:21, 19 August 2018 (UTC)