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Aye, I can imagine, especially if there were some language barriers when dealing with the code (IE, comments and details being in Ukranian or Russian). For all the occasional troubles I've had in modding XML's in 7Days to Die, I'm glad language barriers were not on my list of troubles (Not that XML's are as involved as actual code).
And yeah, I definitely know where you're coming from with the binds you can't reassign and other unavailable settings. These days I end up avoiding a lot of games if I can't disable or tweak the blurry effect from FXAA, and other similar kinds of minor issues that you might be forced with. A modular game/engine is such a nice thing to have.
I think you're right about the SDK, it should've included a fair bit of the source code, so I'm not sure what was holding things back then. At the very least I wouldn't be surprised if the singleplayer code straight up clashes with the multiplayer code (where maybe the multiplayer code was stripped of a lot of the core components like npc/ai behavior). Or something along those lines. If I actually had some proper coding expertise I'd almost be curious to dive into the SDK and take a look, but... I don't really know Russian or Ukranian, and only have some extremely minimal experience with LUA.
Ah, gotcha. I suspected that might've been the case but I didn't see anything to indicate it was on a delay. I imagine that's why I'll sometimes see some comments labeled "awaiting moderation" and blanked out?
And yeah, I actually hadn't realized until digging into it further a few days ago that the singleplayer source code was also largely inaccessible. I can certainly empathize with Misery and other Stalker mod-teams. That kind of a limitation definitely leaves modders with fairly limited and/or very clunky alternatives.
(Think my comment got eaten/bugged, so reposting my response regarding coop)
Sorry for the majorly late response (got sidetracked this last week, plus sleep problems.) Your response did kind of throw me off though, since CoP does have multiplayer built-into the game (and it works, provided you use a fix to deal with Gamespy's absence). The problem however is that since CoP's release, afaik, there's been little success at modding the multiplayer, particularly with coop in-mind. So as someone who's dabbled a bit with modding over the years (tweaking, fixing, utilizing, definitely not a programmer or an artist) I was just curious about the technical aspects hindering such a venture.
Dug into it a little myself though, mostly from one of my friends who dabbled with Stalker a lot more than I did, and I guess it's due to not having access to the actual source code, for either the singleplayer or the multiplayer. So the only way to try to implement singleplayer specific code and a lot of the functionality would be... through fairly hacky-job means. The only currently active project I know of working on anything close to this would be Ray of Hope:
The other mod you mentioned probably wouldn't be able to work on the coop unless they were going to tinker with the multiplayer code.
How feasible are we talking? I'm not exactly familiar with what kinds of barriers are involved in getting a proper coop mode for CoP (let alone Misery) working.
(If I were to hazard a guess, I imagine it might be script or code that needs to be converted over from singleplayer?)
If I did develop games I'd seriously consider using the Torque engine. A freelance game coder I know has been working with it for a while; it has some pretty impressive stuff.
Have you any idea how many companies started or with such a small development team? Just take a look at ID Software, and Interplay.
Just a few of the games/franchises started by these humble companies include: like Doom, Quake, Unreal Tournament, Baldur's Gate, Descent, Freespace, etc.
Most of the differences are visual, historic, and gameplay based. Trust me when I say that this is one of the best mods for the game, especially if you love the ancient period.