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#11 | |
Professor
Join Date: Dec 2010
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Also, I don't think some of you understand the Engine to the extent I do (not to be condescending). The point of me saying that is, an SDK is not really possible and/or a stable solution. As mentioned in my previous post, most of the engine and game classes are serialised from DRM files which would mean any change to that said class means a new SDK is required and all tools will need to be recompiled to support the new class data. Not only that but in relation to what I just mentioned, you'd need the source version of the said game (using official tools) to even add new content seamlessly. You'd need the source version because adding new content requires knowledge of existing assets.
Edit: Quote:
Cheers.
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#12 | |
Student
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Location: Croft Manor
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"...the mysteries of the world are to cherish more than to solve." |
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#13 | |
Professor
Join Date: Dec 2010
Posts: 2,730
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Cheers.
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#14 | |
Student
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"...the mysteries of the world are to cherish more than to solve." |
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#15 | |
Professor
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Cheers.
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#16 | |
Archaeologist
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#17 | |
Professor
Join Date: Dec 2010
Posts: 2,730
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Cheers.
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#18 |
Archaeologist
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#19 |
Explorer
Join Date: Jan 2019
Location: Outside of Outfit Restrictiti
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Yes, but no repacker is available yet, only ghost can do that and maybe they will be bless us with one someday, i live on that hope.
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#20 |
Professor
Join Date: Dec 2010
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If you can gather enough willing software programmers (preferably 10-15) I'd be willing to lead a custom SDK implementation for the current Tomb Raider games with my knowledge of the engine.
Cheers.
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