General question about Source SDK as a porting tool for HL total conversions, mods etc. #503
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Hey y'all! I'm basically just wondering are there any technical details that inhibit Source SDK mods/total conversions from being made linux native through Luxtorpeda? There is already a handful that work through Luxtorpeda, but the list isn't comprehensive at all. So I'm just wondering is there a technical issue that are prohibiting other titles from being "translated" like the existing ones? (ie. Minerva, entropy zero 1, half-life: downfall, resistance element etc.) PS. I can provide a more detailed list of games that might be possible candidates if there is no technical restriction. Cheers! |
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Hello! The main thing is if the mod has custom logic that gets compiled into a dll/so file. So many mods just use the source sdk as is, without any code changes. Others like Entropy Zero had someone compile the mod for linux, which is why that works. So the main limitations are that the source mod either has no dlls and relies on the sdk 2013, or has linux binaries/source available that supports linux. |
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So just to be clear we don't want the the mod to use separate Dll's and just uses the source sdk as is? (just so i'm not getting the wrong way arond :D ) Is there any quick and dirty way of finding out if the game has a separate dll or just uses the sdk as is, without diving too deep into to the file structure and figuring out how the source engine works? |
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Hello!
The main thing is if the mod has custom logic that gets compiled into a dll/so file. So many mods just use the source sdk as is, without any code changes. Others like Entropy Zero had someone compile the mod for linux, which is why that works.
So the main limitations are that the source mod either has no dlls and relies on the sdk 2013, or has linux binaries/source available that supports linux.