SDK/MOD SUPPORT
From the forums:
"The devs have mentioned that they're not planning on doing mod support soon, unless the community clamours for it."
Let's clamour - vote if you care.
I can see the advantages of client-only binary releases and total control over the servers (and server configuration), but unless I am misreading the response so far, SH is niche, and will not financially carry the devs with this release alone.
SDK's are a lot of work. There are subsets in opening up the engine that could be considered one at a time. E.g.:
1. Input bindings and config file. No need to extend the UI, allows for experimentation, can be disabled with a patch in a pinch (macro cheating), client-side only (unless network protocol pushes interpretation of keys to server).
2. Map Editing: If there are tools that are not ready for release or have steep hardware requirements (lightmap generation etc.), skip those - just let the community create geometry. If there is any real interest, let's see some "orange maps" first. This, too, does not require opening the server, but it does require some kind of upload/hosting solution - popular vote? If it works out, release more tools to the community.
Then watch the dynamics - if there is a vibrant mod community, consider community-run servers or even an SDK for code mods. You don't even have to make it free-for-all releases - early access to modding for registered developers etc are a possibility. The key is "release early, release often", and encouraging the mod community to share instead of embarking their own proprietary niches.
"The devs have mentioned that they're not planning on doing mod support soon, unless the community clamours for it."
Let's clamour - vote if you care.
I can see the advantages of client-only binary releases and total control over the servers (and server configuration), but unless I am misreading the response so far, SH is niche, and will not financially carry the devs with this release alone.
SDK's are a lot of work. There are subsets in opening up the engine that could be considered one at a time. E.g.:
1. Input bindings and config file. No need to extend the UI, allows for experimentation, can be disabled with a patch in a pinch (macro cheating), client-side only (unless network protocol pushes interpretation of keys to server).
2. Map Editing: If there are tools that are not ready for release or have steep hardware requirements (lightmap generation etc.), skip those - just let the community create geometry. If there is any real interest, let's see some "orange maps" first. This, too, does not require opening the server, but it does require some kind of upload/hosting solution - popular vote? If it works out, release more tools to the community.
Then watch the dynamics - if there is a vibrant mod community, consider community-run servers or even an SDK for code mods. You don't even have to make it free-for-all releases - early access to modding for registered developers etc are a possibility. The key is "release early, release often", and encouraging the mod community to share instead of embarking their own proprietary niches.
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Inappropriate?Map editing. Yes x1000. This alone would make the game exponentially longer-lived. Especially due to the unique zero-g nature of the game, we will probably see some incredible community-made maps.
Not only should there be a map editing tool, I think there should be an official map-making contest sponsored by Futuremark. One of the few things I DON'T like about Shattered Horizon is the limited selection of maps. Futuremark, let your fans do the work for you!
2 people think
this is one of the best points
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Inappropriate?Personally, I'd rather them release a few additional maps before developing something like a map editor, which would be very very time- and effort- consuming... *thumbdown*
Maybe in 6 months or more, after 4-6 new maps?
3 people think
this is one of the best points
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Good point. -
Oh for sure. There need to be some more official maps first. But in general, there needs to be a map editor at some point. -
I agree as well. More official content before an editor is released. I do want a editor though, I would love to make some maps for this game. -
I don't really share the concern on "developing something like a map editor" - (a) a map editing tool chain exists, otherwise there would be no maps, (b) if it is commercially based (XSI), then that might be a problem for modders (costs of purchase), but that's our problem, (c) just releasing map file specs might be sufficient to co-opt existing 3rd party editors.
To rephrase: FM has information and even tools that can be released to kick-start the community (DOOM modding started with file specs, no tools at all), and if the community takes the ball and runs with it, that's an answer. If the community does not, then that's an answer, too - if we don't do anything with whatever FM can hand us, there is no point for them to put actual man hours in creating new tools.
There are reasonable concerns: legal issues (3rd party middleware used in the toolchain, proprietary file formats), cheating concerns (opening any information removes hacking delay by obfuscation, whatever that's worth to the dev), tech (absent of e.g. instancing and prefabs, modding thresholds are high for modern games), and most importantly, without player-hosted (dedicated) servers, only FM could host a map anyway. But I politely suggest that we let FM worry about whether or not this is sensible and feasible, and focus on whether there actually is enough interest.
If you are a modder (you *have* modded in the past) and would invest time to give an FM mod toolset a try, votes YES. If you are not interested, or not a modder, do not vote. Feel free to list modding credentials if you support the request for throwing us some information, however introductory. -
I disagree, but only on the assumption that FM's mappers are not also their programmers. If it's one person's job to map and another person's job to program, there is no reason additional official maps cannot be developed alongside a mapping engine. -
Inappropriate?I'd go for that map editor!
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Inappropriate?Modding or at least custom map support are must haves. As awesome as FMs maps are the game is very likely to get stale after a few months, even with occasional new maps from FM.
I agree that even if community mapping requires 3rd party tools like XSI it should be opened up so people can take a crack at it. There are a lot of serious modders and mappers out there that have access to these types of tools. And who knows, because of the uniqueness of the game it could attract a lot of mappers. I dont doubt that if FM opened it up we would see some really creative map features that even FM didn't think of.
And if the community was churning out maps that would give FM more time to focus on new game features, game modes, etc, and really unique maps with cool features. -
Inappropriate?This would be totally awesome.By no means do I feel the current map's suck but all games can use a wide variety of maps.
I’m excited
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Inappropriate?IF there is a map editor being released (which I doubt because I think most of it is hand crafted?) there must be an auto-downloader too. Else it will fail...
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Inappropriate?The UT mod made game Red Orchestra would have died out many years ago if it weren't for custom content developed by the community. I enjoy the approach that Tripwire Interactive has taken (sure they just use UT2004's SDK) that they let the community develop custom content, but client file and settings are still locked (so that nobody can make the enemies skins lime green a la Source). From past experience mapping contests always produce a plethora of maps, not all good, but most are fun. So yay SDK!
I’m excited
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Inappropriate?With some minor support in terms of XSI materials/prefabs some users could at the very least create some 'mock-up' levels and submit them as proposals to the community/Developers.
With quite a few players coming from Source engine games they could use the existing Valve tools (Hammer) and import them into XSI again with Valves plugins. All that would need to be done is the material applications & complex shapes within XSI etc.
A work-around is feasible at this stage, dedicated mod tools I can see being a large project to take on and a little out of reach for a team this small.
I’m confident
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Inappropriate?I used to be a level designer for Team Reaction. We did great stuff in the past like Jailbreak for Quake2/Quake3, QPong, Gloom, etc. I would gladly map for Shattered Horizon, given an SDK.
My $0.02
I’m hopeful
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