This the MP source code only. Raven has stated that the SP source code is tied into the SP exe file, and won't be released.
I dig your ideas, and you might be interested to know that the team at Wired Lamp Studios is currently working on a COOP mod, and the guys at the Kaiburr Saga are working on a serious mod that will add Team Duel to the MP game list, which is a type of COOP duel mod for MP.
About the random MP generator, I don't know. It sounds like a really good idea.
I realize that what you are saying you want to do isn't exactly random generation (of levels and or objectives), but more of "free-flow, user customability" that could be applied to both SP and MP maps as a whole (globablly).
Actually, what I'm speaking about is an SP mod only - not MP. There are so many MP mods available, but very few SP mods except for weapon and player skin replacements. Many people don't have a stable/fast enough online connection, and would rather be able to play mods locally. I've read many requests for this.
The problem with local mods in MP is that the Bot AI isn't as evolved as the NPC AI. So your original idea of starting an SP game and then loading an MP map, then spawning NPCs has really got me inspired.
What I'm proposing specifically would require a new UI menu interface for SP, that allowed a person to select Kyle replacements they have downloaded as a setup option; and allow for selection of starting Maps, and either pre-assigned or random rotation of downloaded maps, from the main menu.
You start an SP game. Then load a Mod from the Mod menu that runs an automatic config file which sets "devmapall" and loads in a new UI menu interface with extra setup selections. This config will scan for any Kyle replacements PK3s and Map PK3s that have been put in a specific dedicated folder in the base folder by the player. So now, any downloaded skin replacement or map can be loaded from the main menu.
Now, there are global scripts which immediately run that apply to any map that has been placed in that specialized folder, which setup the NPC stats for all spawnable NPCs, Kyle's force powers, weapons, etc.
Then there is a preset spwan setup, kind of like a "ladder" situation, where a certain number of player/enemy team NPCs are spawned, with only a few enabled and the rest set to "cinematic" until certain ones are killed and then spawned. There can also be mini-objectives assigned, like having to free a player NPC who is set to frozen state behind a wall of enemy NPCs; or certain actions scripted for enemy NPCs as they spawn into the map.
Next, specific if/else commands and Behavior Set scripts could be assiged to this initial script, that would cause other scripts to run depending on certain actions taken within the level. One of these scripts would automatically "devmap" a new random level that was assigned in the Main Menu setting and placed in the target folder by the player.
When this next level loads in, a new script with different NPC spawn events and mini objectives would be assigned to it. If there were around 7 global scripts loaded in a specific if/else order, with objectives that could be completed and change devmap levels before all NPC spawn events occurred in a script; if there were enough levels placed in the target folder, a wide amount of random playability could be achieved.
This is just in the idea stage, and I might work on it here soon. It's basically a customizable random "ladder" mod, that utilized small mini-objectives to make the battles a little more dramatic. It would require quite a bit of scripting and config editing, with the biggest obstacle being the UI Menu customization.
It's only one idea I have, and I'm not sure if I'll work on it yet or not. I'm bascially interested in SP mods that are more open ended. But without the SP code, anybody who attempts these will have to get really creative in their approach.
Right now, I'm working on a simple SP conversion that keeps the original SP adventure, yet replaces almost all of the player/enemy NPCs with more dangerous Jedi-like opponents and teammates. Plus, the dialogue for some of the cutscenes is being changed to create a more unique storyline using the same elements. After some of the new models are completed, I'm hoping to add them into the mix. And there will be a couple of variation for the player - lightside, darkside, and female. This what I'm working on right now, and if it goes well I'll probably tackle the idea I mentioned above.
It really just came up after trying out your SP to MP idea on a few levels with some NPCs. The battles with the NPCs were much cooler than with the MP bots; and being able to enable some of the SP cheat codes (like all five saber stances) and use some of the tweaked enemy NPC settings I've done was really fun. Much better than just playing an MP duel or ffa with the standard bots.
I know this kinda strayed from the original post, but your suggestion really inspired me. Thank you so much. I'd be open to any other ideas/suggestions you have.