Games with SDKs

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6 comments, last by Daaark 16 years, 10 months ago
not sure if this goes here. Does anyone know of any games the let you drasictically change the way the game is played(ofcourse not allowing access to the rendering engine or anything like that) through use of C++ like a SDK or something. The games that I think can do it are HL2, Doom3, and Unreal, anything else?
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Serious Sam 1 (1st/2nd encounter), and Serious Sam 2. It should be noted that unless you have access to the Unreal Source code, then you have to use unrealscript, not c++.
Any games that are not FPS?
Bioware's Infinity Engine games were rather moddable, and so is Neverwindow Nights and the Elder Scrolls games (Morrowind, Oblivion). Many RTSs are pretty customizable as well (Civilization, Warcraft, Starcraft, Rise of Legends -- although you have to jump through some hoops to get at the tools of that last one, heh).

None of those really expose C++ interfaces, though. Civ uses Python. Is there a reason you need C++ support specifically?
Half-Life 2 mods and Quake 3 mods can be written in C++ if I'm not mistaken.
Quote:Original post by jpetrie
Bioware's Infinity Engine games were rather moddable, and so is Neverwindow Nights and the Elder Scrolls games (Morrowind, Oblivion). Many RTSs are pretty customizable as well (Civilization, Warcraft, Starcraft, Rise of Legends -- although you have to jump through some hoops to get at the tools of that last one, heh).

None of those really expose C++ interfaces, though. Civ uses Python. Is there a reason you need C++ support specifically?
Neverwinter Script looks just like C though.
Vampire: The Masquerade - Redemption had a pretty powerful editing toolkit based partially on Java. Was one of the big successes for game tools.

Obviously NWN/NWN2 have to be mentioned here as well.

No C++ SDKs here, but that's really a good thing.
Quote:Original post by Ravuya
Vampire: The Masquerade - Redemption had a pretty powerful editing toolkit based partially on Java. Was one of the big successes for game tools.
It actually was java. To write new stuff, you had to download the java 1.2 sdk and add the .js files to the game folder. I was big in the VTMR modding scene, and almost no one used the java stuff. It was very powerful, but highly underused. Only a few people attempted to do things with it, and all the big planned single player mods never really completed.

It's too bad. I think this happened because the publisher withdrew support for the title after the first patch, and then everyone saw the writting on the wall. Also, there was poor support for lots of this stuff. The mods and distribution were kind of messy, and if you had more than 20ish mod files in your folder, the game would crash to desktop or something like that.

Around 2003, after 3 years, everyone just left. There's like 20 dedicated players left.

NWN handles this so much better, and transparently. All your modding stuff goes in one big zip file called a module, and it's easy to load them from the game's main menu just as if you were loading the game's original content. If you can program in C, you can program NWScript. It's only different because there is custom datatypes, and you can't use arrays and stuff.

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