Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Harry Jeffery
Cloverfield had great viral marketing. Very good film too.

2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
 Releasing a Game in secret is also known as viral marketing, but with
 steam the second it gets out the whole would will know and it will make
 the g mod sale look tiny

 On 9/10/2009 11:52 a.m., Adam Buckland wrote:
 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:


 I heard they're aiming to raise the bar by not only developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrookjscarsbr...@gmail.com

 wrote:


 Well what we want to know is what are the next features that are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:

 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:


 This list is for programming in Source, not complaining about

 Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Cory de La Torre
Gmod already has tiny sales. If not for the demographic it's targeting 13-15
year olds.

On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 Cloverfield had great viral marketing. Very good film too.

 2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
  Releasing a Game in secret is also known as viral marketing, but with
  steam the second it gets out the whole would will know and it will make
  the g mod sale look tiny
 
  On 9/10/2009 11:52 a.m., Adam Buckland wrote:
  Only the chosen few who believe will be able to play it...
 
 
  On 8 Oct 2009, at 22:48, Garry Newman wrote:
 
 
  I heard they're aiming to raise the bar by not only developing HL3
  in secret
  - but also releasing it in secret.
  garry
 
  On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook
 jscarsbr...@gmail.com
 
  wrote:
 
 
  Well what we want to know is what are the next features that are
  going
  to be added to source.
  Also an company as big as valve is going to tell the world of hl3
  at E3.
 
  On 9/10/2009 5:31 a.m., botman wrote:
 
  On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
 
 
  This list is for programming in Source, not complaining about
 
  Source.
 
  Aren't they the same thing?  ZING!  :)
 
 
 
 
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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Joshua Scarsbrook
Worth noting that most of the larger projects where developed by 
engineers(in garrysmod) aside from source has kinda gone dormant unlike 
other engines, valve still gets a lot of sales but the engine has gone 
to sleep

On 10/10/2009 10:21 a.m., BananaSandbags wrote:
 To better iterate on that though, I'm speaking of tiny sales compared to
 some Large titles, though gmod still does well all on it's own.
 http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
 http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpgAnd
 the demographic isn't that much of a problem, we all know how 13 year olds
 can be :/. Either way, the gameplay style attracts younger people more
 often, only because they seem to have a getter imagination than older people
 do.

 On Thu, Oct 8, 2009 at 11:42 PM, Cory de La Torregear@gmail.comwrote:


 Gmod already has tiny sales. If not for the demographic it's targeting
 13-15 year olds.


 On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

  
 Cloverfield had great viral marketing. Very good film too.

 2009/10/8 Joshua Scarsbrookjscarsbr...@gmail.com:

 Releasing a Game in secret is also known as viral marketing, but with
 steam the second it gets out the whole would will know and it will make
 the g mod sale look tiny

 On 9/10/2009 11:52 a.m., Adam Buckland wrote:
  
 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:



 I heard they're aiming to raise the bar by not only developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook
  
 jscarsbr...@gmail.com

  
 wrote:


  
 Well what we want to know is what are the next features that are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:


 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:


  
 This list is for programming in Source, not complaining about


 Source.


 Aren't they the same thing?  ZING!  :)



  
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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Christopher Harris
Postal 3 seems fine and it is going to be using source engine

Sent from my iPhone

On Oct 9, 2009, at 6:45 PM, Rodrigo 'r2d2rigo' Diaz  
r2d2r...@gmail.com wrote:

 To sleep? Yeah, because there are no differences between vanilla  
 Source,
 and the Ep1 and OB revisions. And who knows what are the changes for  
 Ep3 or
 future versions.

 Joshua, sometimes (always?) you give the impression that you are  
 talking
 about something without knowing a crap on the subject. Just my 2  
 cents.



 2009/10/10 Joshua Scarsbrook jscarsbr...@gmail.com

 Worth noting that most of the larger projects where developed by
 engineers(in garrysmod) aside from source has kinda gone dormant  
 unlike
 other engines, valve still gets a lot of sales but the engine has  
 gone
 to sleep

 On 10/10/2009 10:21 a.m., BananaSandbags wrote:
 To better iterate on that though, I'm speaking of tiny sales  
 compared to
 some Large titles, though gmod still does well all on it's own.

 http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
 
 http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
 And
 the demographic isn't that much of a problem, we all know how 13  
 year
 olds
 can be :/. Either way, the gameplay style attracts younger people  
 more
 often, only because they seem to have a getter imagination than  
 older
 people
 do.

 On Thu, Oct 8, 2009 at 11:42 PM, Cory de La Torregear@gmail.com
 wrote:


 Gmod already has tiny sales. If not for the demographic it's  
 targeting
 13-15 year olds.


 On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:


 Cloverfield had great viral marketing. Very good film too.

 2009/10/8 Joshua Scarsbrookjscarsbr...@gmail.com:

 Releasing a Game in secret is also known as viral marketing,  
 but with
 steam the second it gets out the whole would will know and it  
 will
 make
 the g mod sale look tiny

 On 9/10/2009 11:52 a.m., Adam Buckland wrote:

 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:



 I heard they're aiming to raise the bar by not only  
 developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook

 jscarsbr...@gmail.com


 wrote:



 Well what we want to know is what are the next features that  
 are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world  
 of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:


 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:



 This list is for programming in Source, not complaining  
 about


 Source.


 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread botman
I called 911.  The wambulance is on the way.

On 10/7/2009 9:15 PM, Nick wrote:
 still no reply, im not surprised though

 On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:
 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Palomadrunkenf...@hotmail.com:
 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botmanbotman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.comwrote:
 I like how valve has absolutely no response to make regarding this
 subject.
 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com
   wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
 including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a
 wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the
 whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on
 my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think
 it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you
 are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made
 Valve
 a
 lot
 of
 money and brought huge success but they were also developed
 around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent
 an
 engine
 change then do so rather than hanging about wanting Valve to add
 the
 feature, as big as the previous

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Jonathan Murphy
Hahaha..

I'm pretty sure most of Valve is busy finishing up what they can on L4D2.

On Friday, October 9, 2009, botman botman.hlcod...@gmail.com wrote:
 I called 911.  The wambulance is on the way.

 On 10/7/2009 9:15 PM, Nick wrote:
 still no reply, im not surprised though

 On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:
 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Palomadrunkenf...@hotmail.com:
 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botmanbotman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com    wrote:
 I like how valve has absolutely no response to make regarding this
 subject.
 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com
   wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
 including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: --
 Jeffrey botman Broome

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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Richard Slaughter
Don't be silly, they're off in the bahamas relaxing in hammocks and 
sipping mojitos...

Rich

Jonathan Murphy wrote:
 Hahaha..

 I'm pretty sure most of Valve is busy finishing up what they can on L4D2.

 On Friday, October 9, 2009, botman botman.hlcod...@gmail.com wrote:
   
 I called 911.  The wambulance is on the way.

 On 10/7/2009 9:15 PM, Nick wrote:
 
 still no reply, im not surprised though

 On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:
   
 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Palomadrunkenf...@hotmail.com:
 
 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry 
 Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botmanbotman.hlcod...@gmail.com:
   
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.comwrote:
   
 I like how valve has absolutely no response to make regarding this
 
 subject.
   
 On Sun, Jul 26, 2009 at 12:21 PM, Saul 
 Rennisonsaul.renni...@gmail.com
 
   wrote:
   
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

   
 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
 
 including
   
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 
 My only wish for updates to the tools is to update Faceposer to work
   
 fully
 
 with Vista. Currently it is not possible to do auto-generation of 
 the
 lip-synch data in Vista, and furthermore another dev and I both had
   
 trouble
 
 on his XP machine locating a working link to the Speech SDK that
   
 Faceposer
 
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
   
 lemons,
 
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: --
   
 Jeffrey botman Broome

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 please visit:
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
And I just pre-ordered L4D2 too :(

The source engine does it's job well, valve don't have the time or
manpower to make it as commercially feasible as UE3 is. Anyway, valve
are making plenty of cash with their own games on their own engine.

I'm moving onto XNA after I've finished working on the mods I
currently code for =]

XBL Marketplace should get me a bit of cash on the side as source
modding certainly wont without betraying valve or buying a license.

2009/10/8 Richard Slaughter slau...@vault13.co.uk:
 Don't be silly, they're off in the bahamas relaxing in hammocks and
 sipping mojitos...

 Rich

 Jonathan Murphy wrote:
 Hahaha..

 I'm pretty sure most of Valve is busy finishing up what they can on L4D2.

 On Friday, October 9, 2009, botman botman.hlcod...@gmail.com wrote:

 I called 911.  The wambulance is on the way.

 On 10/7/2009 9:15 PM, Nick wrote:

 still no reply, im not surprised though

 On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Palomadrunkenf...@hotmail.com:

 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry 
 Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botmanbotman.hlcod...@gmail.com:

 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:

 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com    wrote:

 I like how valve has absolutely no response to make regarding this

 subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul 
 Rennisonsaul.renni...@gmail.com

   wrote:

 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com


 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of

 including

 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:


 My only wish for updates to the tools is to update Faceposer to 
 work

 fully

 with Vista. Currently it is not possible to do auto-generation of 
 the
 lip-synch data in Vista, and furthermore another dev and I both had

 trouble

 on his XP machine locating a working link to the Speech SDK that

 Faceposer

 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely

 lemons,

 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: --

 Jeffrey botman Broome

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Jorge Rodriguez
Guys guys guys. If they are working on Half-Life 3, do you think they're
going to announce it on this list?

Guys guys guys. Do you really think that Valve is sitting idly by letting
their engine get old? Use your head. They developed Half-Life 2 for years in
secret, and chances are they're doing the same thing with the next
groundbreaking technology right now.

This list is for programming in Source, not complaining about Source.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread botman

On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

  This list is for programming in Source, not complaining about Source.

Aren't they the same thing?  ZING!  :)

-- 
Jeffrey botman Broome

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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Joshua Scarsbrook

Well what we want to know is what are the next features that are going 
to be added to source.
Also an company as big as valve is going to tell the world of hl3 at E3.

On 9/10/2009 5:31 a.m., botman wrote:
 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

 This list is for programming in Source, not complaining about Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
They told us that L4D2 was coming.

Next year had better have a better announcement then we're working on
it and a leaked vid of deaf people. =[

2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:

 Well what we want to know is what are the next features that are going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:
 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

     This list is for programming in Source, not complaining about Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Garry Newman
I heard they're aiming to raise the bar by not only developing HL3 in secret
- but also releasing it in secret.
garry

On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:


 Well what we want to know is what are the next features that are going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:
  On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
 
  This list is for programming in Source, not complaining about
 Source.
 
  Aren't they the same thing?  ZING!  :)
 
 


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 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Adam Buckland
Only the chosen few who believe will be able to play it...


On 8 Oct 2009, at 22:48, Garry Newman wrote:

 I heard they're aiming to raise the bar by not only developing HL3  
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.com 
 wrote:


 Well what we want to know is what are the next features that are  
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3  
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:
 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

 This list is for programming in Source, not complaining about
 Source.

 Aren't they the same thing?  ZING!  :)




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 To unsubscribe, edit your list preferences, or view the list  
 archives,
 please visit:
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Harry Jeffery
What I would give for a sneak peek at Ep3.

Hell, I'd even sign an NDA.

2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:

 I heard they're aiming to raise the bar by not only developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.com
 wrote:


 Well what we want to know is what are the next features that are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:
 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

 This list is for programming in Source, not complaining about
 Source.

 Aren't they the same thing?  ZING!  :)




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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Matt Hoffman
I'm sure most of us would Harry. :P

On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 What I would give for a sneak peek at Ep3.

 Hell, I'd even sign an NDA.

 2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
  Only the chosen few who believe will be able to play it...
 
 
  On 8 Oct 2009, at 22:48, Garry Newman wrote:
 
  I heard they're aiming to raise the bar by not only developing HL3
  in secret
  - but also releasing it in secret.
  garry
 
  On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com
  wrote:
 
 
  Well what we want to know is what are the next features that are
  going
  to be added to source.
  Also an company as big as valve is going to tell the world of hl3
  at E3.
 
  On 9/10/2009 5:31 a.m., botman wrote:
  On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
 
  This list is for programming in Source, not complaining about
  Source.
 
  Aren't they the same thing?  ZING!  :)
 
 
 
 
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  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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  archives, please visit:
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 please visit:
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Stephen Swires
Start a boycott group, see it for free.

On Thu, Oct 8, 2009 at 10:59 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 What I would give for a sneak peek at Ep3.

 Hell, I'd even sign an NDA.

 2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
  Only the chosen few who believe will be able to play it...
 
 
  On 8 Oct 2009, at 22:48, Garry Newman wrote:
 
  I heard they're aiming to raise the bar by not only developing HL3
  in secret
  - but also releasing it in secret.
  garry
 
  On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com
  wrote:
 
 
  Well what we want to know is what are the next features that are
  going
  to be added to source.
  Also an company as big as valve is going to tell the world of hl3
  at E3.
 
  On 9/10/2009 5:31 a.m., botman wrote:
  On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
 
  This list is for programming in Source, not complaining about
  Source.
 
  Aren't they the same thing?  ZING!  :)
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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-- 
- Stephen Swires
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Joshua Scarsbrook
Releasing a Game in secret is also known as viral marketing, but with 
steam the second it gets out the whole would will know and it will make 
the g mod sale look tiny

On 9/10/2009 11:52 a.m., Adam Buckland wrote:
 Only the chosen few who believe will be able to play it...


 On 8 Oct 2009, at 22:48, Garry Newman wrote:


 I heard they're aiming to raise the bar by not only developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrookjscarsbr...@gmail.com
  
 wrote:

  
 Well what we want to know is what are the next features that are
 going
 to be added to source.
 Also an company as big as valve is going to tell the world of hl3
 at E3.

 On 9/10/2009 5:31 a.m., botman wrote:

 On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:

  
 This list is for programming in Source, not complaining about

 Source.

 Aren't they the same thing?  ZING!  :)


  

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 archives,
 please visit:
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Doeke Wartena
I would even cut of my thumb for it.
Or just cut my nails.
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Re: [hlcoders] whats happening with this engine

2009-10-07 Thread Nick
still no reply, im not surprised though

On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Paloma drunkenf...@hotmail.com:
 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botman botman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com  wrote:
 I like how valve has absolutely no response to make regarding this
 subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com
  wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
 including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a
 wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the
 whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on
 my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think
 it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you
 are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made
 Valve
 a
 lot
 of
 money and brought huge success but they were also developed
 around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent
 an
 engine
 change then do so rather than hanging about wanting Valve to add
 the
 feature, as big as the previous mentioned mods are you'd need to
 really
 prove you're up to their popularity before

Re: [hlcoders] whats happening with this engine

2009-08-06 Thread Harry Jeffery
They use their tools to make their games to make lots of money and
game of the year... again.

2009/8/6 botman botman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com  wrote:
 I like how valve has absolutely no response to make regarding this subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com  
 wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
 a
 lot
 of
 money and brought huge success but they were also developed around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent an
 engine
 change then do so rather than hanging about wanting Valve to add
 the
 feature, as big as the previous mentioned mods are you'd need to
 really
 prove you're up to their popularity before Valve would make a
 drastic
 change
 for you.  So either accept the engine's features before you get
 underway
 or
 be prepared to encounter the fact you can't do certain things
 without
 a
 lot
 of work, if not at all.

 The Tools Capabilities I think is what Jed was really getting at, I
 don't
 mean like adding features to hammer and stuff but specifically
 allowing
 the
 chance for modders to by pass say model exporting to smd and just
 use
 a
 common format.  The tool would need to have the importer and
 converter
 written but I personally think that approaching Valve

Re: [hlcoders] whats happening with this engine

2009-08-06 Thread Tony Paloma
I think you missed the sarcasm.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

They use their tools to make their games to make lots of money and
game of the year... again.

2009/8/6 botman botman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com  wrote:
 I like how valve has absolutely no response to make regarding this
subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com
 wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a
wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the
whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on
my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think
it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you
are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made
Valve
 a
 lot
 of
 money and brought huge success but they were also developed
around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent
an
 engine
 change then do so rather than hanging about wanting Valve to add
 the
 feature, as big as the previous mentioned mods are you'd need to
 really
 prove you're up to their popularity before Valve would make a
 drastic
 change
 for you.  So either accept the engine's features before you get
 underway
 or
 be prepared to encounter the fact you can't do certain things
 without
 a
 lot
 of work, if not at all.

 The Tools Capabilities I think is what Jed

Re: [hlcoders] whats happening with this engine

2009-08-06 Thread botman
I have no idea what you are talking about, so here's a picture of a 
bunny with a pancake on his head...

(G.  I would attach a picture of a bunny in Hammer with a pancake on 
his head but every time I try to attach the pancake model to the bunny 
model the editor crashes.)

God dammit VALVe, fix your code!!!1!  :)

On 8/6/2009 12:24 PM, Tony Paloma wrote:
 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botmanbotman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.comwrote:
 I like how valve has absolutely no response to make regarding this
 subject.
 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com
   wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
 including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a
 wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the
 whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on
 my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think
 it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you
 are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made
 Valve
 a
 lot
 of
 money and brought huge success but they were also developed
 around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent
 an
 engine
 change then do so rather than hanging about wanting Valve to add

Re: [hlcoders] whats happening with this engine

2009-08-06 Thread Harry Jeffery
Yeah, I guess it makes much more sense if I treat it as sarcasm.
Meh.

2009/8/6 Tony Paloma drunkenf...@hotmail.com:
 I think you missed the sarcasm.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Thursday, August 06, 2009 2:53 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 They use their tools to make their games to make lots of money and
 game of the year... again.

 2009/8/6 botman botman.hlcod...@gmail.com:
 How else is VAVLe going to be successful unless they listen to our
 helpful comments?  It's obvious they don't know what they are doing and
 need our help.

 On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com  wrote:
 I like how valve has absolutely no response to make regarding this
 subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com
  wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of
 including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a
 wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the
 whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on
 my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think
 it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you
 are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made
 Valve
 a
 lot
 of
 money and brought huge success but they were also developed
 around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent
 an
 engine
 change then do so rather than hanging about wanting Valve to add
 the
 feature, as big as the previous mentioned mods are you'd need to
 really
 prove you're up to their popularity before Valve would make a
 drastic
 change
 for you.  So either accept the engine's features before you get
 underway
 or
 be prepared

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Garry Newman
They're probably too busy doing actual work to respond to a list of
scatterbrain pipe dream demands from a bunch of lazy modders.

garry

On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com wrote:
 I like how valve has absolutely no response to make regarding this subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com 
 wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

  My only wish for updates to the tools is to update Faceposer to work
 fully
  with Vista. Currently it is not possible to do auto-generation of the
  lip-synch data in Vista, and furthermore another dev and I both had
 trouble
  on his XP machine locating a working link to the Speech SDK that
 Faceposer
  requires, all the MS links were 404, etc.
 
  I will just say that doing the lip synch data yourself is extremely
 lemons,
  not to mention that I am a coder not an artiste :D
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
  Pidcock
  Sent: Saturday, July 25, 2009 9:32 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] whats happening with this engine
 
  Whitespace should be easy to embed in the engine if you create a wrapper
  that works with the feature I presented before. Whitespace is a very
 visual
  language that is great for particle effects and shaders(it is then
  translated into complex hlsl).
 
  --
  From: Harry Jeffery harry101jeff...@googlemail.com
  Sent: Sunday, July 26, 2009 4:40 AM
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] whats happening with this engine
 
   I thought it looked so clean and easy, then I selected the whitespace.
 =[
  
   2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
   I like this one better.
  
   http://compsoc.dur.ac.uk/whitespace/
  
  
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com
   [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
   Sent: Saturday, July 25, 2009 10:54 AM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] whats happening with this engine
  
   Its a good job you used tinyurl, otherwise it wouldn't have fit on my
   screen!...
  
   2009/7/25 Harry Pidcock haz...@tpg.com.au
  
   Valve contacted me yesterday to tell me they have successfully
   implemented
   a
   new feature.
  
   http://tinyurl.com/4f6mt
  
   I hope to see more of these innovations in the future.
  
   --
   From: Andrew Ritchie gotta...@gmail.com
   Sent: Saturday, July 25, 2009 10:21 AM
   To: Discussion of Half-Life Programming
   hlcoders@list.valvesoftware.com
   
   Subject: Re: [hlcoders] whats happening with this engine
  
Surely this topic could be split into several different points.
   Personally
I
see 4 different ones here.
   
1) Engine features
2) Tools Capabilities
3) Tools Availability
4) Tools Presentation
   
The first is ignorable, Valve is clearly only going to add new
features
   or
change things, like BSP and displacement maps, when they think it's
important.  It's their engine and it needs to do what their games
  need
doing.  If you choose to use Source then you have to accept you are
modding
their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
 a
   lot
of
money and brought huge success but they were also developed around
  the
constraints of the engine rather than the engine being built FOR
  these
mods
to be made.  If a technical limitation is big enough to warrent an
   engine
change then do so rather than hanging about wanting Valve to add
 the
feature, as big as the previous mentioned mods are you'd need to
really
prove you're up to their popularity before Valve would make a
 drastic
change
for you.  So either accept the engine's features before you get
underway
or
be prepared to encounter the fact you can't do certain things
 without
a
lot
of work, if not at all.
   
The Tools Capabilities I think is what Jed was really getting at, I
   don't
mean like adding features to hammer and stuff but specifically
allowing
the
chance for modders to by pass say model exporting to smd and just
 use
a
common format.  The tool would need to have the importer and
  converter
written but I personally think that approaching Valve with a
 specific
   and
industry accepted intermediate format might be a good cause

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread botman
How else is VAVLe going to be successful unless they listen to our 
helpful comments?  It's obvious they don't know what they are doing and 
need our help.

On 8/5/2009 5:47 PM, Garry Newman wrote:
 They're probably too busy doing actual work to respond to a list of
 scatterbrain pipe dream demands from a bunch of lazy modders.

 garry

 On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com  wrote:
 I like how valve has absolutely no response to make regarding this subject.

 On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com  
 wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work
 fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had
 trouble
 on his XP machine locating a working link to the Speech SDK that
 Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely
 lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a wrapper
 that works with the feature I presented before. Whitespace is a very
 visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jefferyharry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the whitespace.
 =[
 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on my
 screen!...

 2009/7/25 Harry Pidcockhaz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchiegotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points.
 Personally
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new
 features
 or
 change things, like BSP and displacement maps, when they think it's
 important.  It's their engine and it needs to do what their games
 need
 doing.  If you choose to use Source then you have to accept you are
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
 a
 lot
 of
 money and brought huge success but they were also developed around
 the
 constraints of the engine rather than the engine being built FOR
 these
 mods
 to be made.  If a technical limitation is big enough to warrent an
 engine
 change then do so rather than hanging about wanting Valve to add
 the
 feature, as big as the previous mentioned mods are you'd need to
 really
 prove you're up to their popularity before Valve would make a
 drastic
 change
 for you.  So either accept the engine's features before you get
 underway
 or
 be prepared to encounter the fact you can't do certain things
 without
 a
 lot
 of work, if not at all.

 The Tools Capabilities I think is what Jed was really getting at, I
 don't
 mean like adding features to hammer and stuff but specifically
 allowing
 the
 chance for modders to by pass say model exporting to smd and just
 use
 a
 common format.  The tool would need to have the importer and
 converter
 written but I personally think that approaching Valve with a
 specific
 and
 industry accepted intermediate format might be a good cause.
 Especially
 if
 it makes life easier for getting the raw

Re: [hlcoders] whats happening with this engine

2009-07-28 Thread cathal mc nally
Hehe this all seems like an over grown Kettle of Fish
Well heres my take on itYup the tools are old looking and all but the engine 
works fine I only played Halflife for the first time there last Easter i have 
only been a member of steam Since christmasBasically Hl2 and both episodes blew 
me awayIm a gamer at heart and i have played lots of games in my time but no 
other Engine has grabbed me by the balls like this one did
I think that Alternative to Hammer you speak of is hereIts really only good for 
making structures and PrefabsIts called MicroBrushSeems hard to use but then 
again everything is on a first 
tryhttp://www.intercomm.com/shrinker/projects/Microbrush/
Well anyway i wanted to finish on a simple hard fact
VALVe dont Hire Zed outZED hires them outZing!!


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Re: [hlcoders] whats happening with this engine

2009-07-28 Thread Jonas 'Sortie' Termansen
Sorry, but you need to use a bit more punctuation in your mails, you don't 
use periods to stop your sentences making them really hard to read.

Sorry for spamming your mailbox on another spam topic on this list. Sorry!

- Original Message - 
From: cathal mc nally mcnallycat...@yahoo.ie
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, July 29, 2009 12:58 AM
Subject: Re: [hlcoders] whats happening with this engine


Hehe this all seems like an over grown Kettle of Fish
Well heres my take on itYup the tools are old looking and all but the engine 
works fine I only played Halflife for the first time there last Easter i 
have only been a member of steam Since christmasBasically Hl2 and both 
episodes blew me awayIm a gamer at heart and i have played lots of games in 
my time but no other Engine has grabbed me by the balls like this one did
I think that Alternative to Hammer you speak of is hereIts really only good 
for making structures and PrefabsIts called MicroBrushSeems hard to use but 
then again everything is on a first 
tryhttp://www.intercomm.com/shrinker/projects/Microbrush/
Well anyway i wanted to finish on a simple hard fact
VALVe dont Hire Zed outZED hires them outZing!!


Send instant messages to your online friends http://uk.messenger.yahoo.com
___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] whats happening with this engine

2009-07-28 Thread cathal mc nally
Thats definetly not the way i wrote it so i apologise for Yahoos mail 
Chrachterisation Screw up on the part of the Return key:(


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Re: [hlcoders] whats happening with this engine

2009-07-26 Thread Matt Hoffman
I for one would also like a fix for the ATI Hammer text... jaggies.

Or should I make a separate hlcoders email about that instead of including
all my hard-earned research in this one?


On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had trouble
 on his XP machine locating a working link to the Speech SDK that Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a wrapper
 that works with the feature I presented before. Whitespace is a very visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jeffery harry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Subject: Re: [hlcoders] whats happening with this engine

  I thought it looked so clean and easy, then I selected the whitespace. =[
 
  2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
  I like this one better.
 
  http://compsoc.dur.ac.uk/whitespace/
 
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
  Sent: Saturday, July 25, 2009 10:54 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] whats happening with this engine
 
  Its a good job you used tinyurl, otherwise it wouldn't have fit on my
  screen!...
 
  2009/7/25 Harry Pidcock haz...@tpg.com.au
 
  Valve contacted me yesterday to tell me they have successfully
  implemented
  a
  new feature.
 
  http://tinyurl.com/4f6mt
 
  I hope to see more of these innovations in the future.
 
  --
  From: Andrew Ritchie gotta...@gmail.com
  Sent: Saturday, July 25, 2009 10:21 AM
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] whats happening with this engine
 
   Surely this topic could be split into several different points.
  Personally
   I
   see 4 different ones here.
  
   1) Engine features
   2) Tools Capabilities
   3) Tools Availability
   4) Tools Presentation
  
   The first is ignorable, Valve is clearly only going to add new
   features
  or
   change things, like BSP and displacement maps, when they think it's
   important.  It's their engine and it needs to do what their games
 need
   doing.  If you choose to use Source then you have to accept you are
   modding
   their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
  lot
   of
   money and brought huge success but they were also developed around
 the
   constraints of the engine rather than the engine being built FOR
 these
   mods
   to be made.  If a technical limitation is big enough to warrent an
  engine
   change then do so rather than hanging about wanting Valve to add the
   feature, as big as the previous mentioned mods are you'd need to
   really
   prove you're up to their popularity before Valve would make a drastic
   change
   for you.  So either accept the engine's features before you get
   underway
   or
   be prepared to encounter the fact you can't do certain things without
   a
   lot
   of work, if not at all.
  
   The Tools Capabilities I think is what Jed was really getting at, I
  don't
   mean like adding features to hammer and stuff but specifically
   allowing
   the
   chance for modders to by pass say model exporting to smd and just use
   a
   common format.  The tool would need to have the importer and
 converter
   written but I personally think that approaching Valve with a specific
  and
   industry accepted intermediate format might be a good cause.
   Especially
  if
   it makes life easier for getting the raw assets into a format that
 the
   tool
   can then use.
  
   With the availability of tools, I mean those asking that they be open
   source.  Specifically referring to a comment about hammer, look at
   Worldcraft and BSP ( Yahn's editor iirc ) they were originally
   personal
   projects.  So you could take a leaf and have a bash at your own
 editor
  and
   open source it, you never know might turn out to be a better designed
   tool.
   However just having the source code to hammer, I doubt would be of
 any

Re: [hlcoders] whats happening with this engine

2009-07-26 Thread Harry Jeffery
yes, that would be better.

2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com:
 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had trouble
 on his XP machine locating a working link to the Speech SDK that Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a wrapper
 that works with the feature I presented before. Whitespace is a very visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jeffery harry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Subject: Re: [hlcoders] whats happening with this engine

  I thought it looked so clean and easy, then I selected the whitespace. =[
 
  2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
  I like this one better.
 
  http://compsoc.dur.ac.uk/whitespace/
 
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
  Sent: Saturday, July 25, 2009 10:54 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] whats happening with this engine
 
  Its a good job you used tinyurl, otherwise it wouldn't have fit on my
  screen!...
 
  2009/7/25 Harry Pidcock haz...@tpg.com.au
 
  Valve contacted me yesterday to tell me they have successfully
  implemented
  a
  new feature.
 
  http://tinyurl.com/4f6mt
 
  I hope to see more of these innovations in the future.
 
  --
  From: Andrew Ritchie gotta...@gmail.com
  Sent: Saturday, July 25, 2009 10:21 AM
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] whats happening with this engine
 
   Surely this topic could be split into several different points.
  Personally
   I
   see 4 different ones here.
  
   1) Engine features
   2) Tools Capabilities
   3) Tools Availability
   4) Tools Presentation
  
   The first is ignorable, Valve is clearly only going to add new
   features
  or
   change things, like BSP and displacement maps, when they think it's
   important.  It's their engine and it needs to do what their games
 need
   doing.  If you choose to use Source then you have to accept you are
   modding
   their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
  lot
   of
   money and brought huge success but they were also developed around
 the
   constraints of the engine rather than the engine being built FOR
 these
   mods
   to be made.  If a technical limitation is big enough to warrent an
  engine
   change then do so rather than hanging about wanting Valve to add the
   feature, as big as the previous mentioned mods are you'd need to
   really
   prove you're up to their popularity before Valve would make a drastic
   change
   for you.  So either accept the engine's features before you get
   underway
   or
   be prepared to encounter the fact you can't do certain things without
   a
   lot
   of work, if not at all.
  
   The Tools Capabilities I think is what Jed was really getting at, I
  don't
   mean like adding features to hammer and stuff but specifically
   allowing
   the
   chance for modders to by pass say model exporting to smd and just use
   a
   common format.  The tool would need to have the importer and
 converter
   written but I personally think that approaching Valve with a specific
  and
   industry accepted intermediate format might be a good cause.
   Especially
  if
   it makes life easier for getting the raw assets into a format that
 the
   tool
   can then use.
  
   With the availability of tools, I mean those asking that they be open
   source.  Specifically referring to a comment about hammer, look at
   Worldcraft and BSP ( Yahn's editor iirc ) they were originally
   personal
   projects.  So you could take a leaf and have a bash at your own
 editor
  and
   open source it, you never know might turn out to be a better designed

Re: [hlcoders] whats happening with this engine

2009-07-26 Thread Saul Rennison
Seconded!

Thanks,
- Saul.


2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com

 I for one would also like a fix for the ATI Hammer text... jaggies.

 Or should I make a separate hlcoders email about that instead of including
 all my hard-earned research in this one?


 On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
 char...@resrchnet.comwrote:

  My only wish for updates to the tools is to update Faceposer to work
 fully
  with Vista. Currently it is not possible to do auto-generation of the
  lip-synch data in Vista, and furthermore another dev and I both had
 trouble
  on his XP machine locating a working link to the Speech SDK that
 Faceposer
  requires, all the MS links were 404, etc.
 
  I will just say that doing the lip synch data yourself is extremely
 lemons,
  not to mention that I am a coder not an artiste :D
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
  Pidcock
  Sent: Saturday, July 25, 2009 9:32 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] whats happening with this engine
 
  Whitespace should be easy to embed in the engine if you create a wrapper
  that works with the feature I presented before. Whitespace is a very
 visual
  language that is great for particle effects and shaders(it is then
  translated into complex hlsl).
 
  --
  From: Harry Jeffery harry101jeff...@googlemail.com
  Sent: Sunday, July 26, 2009 4:40 AM
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] whats happening with this engine
 
   I thought it looked so clean and easy, then I selected the whitespace.
 =[
  
   2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
   I like this one better.
  
   http://compsoc.dur.ac.uk/whitespace/
  
  
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com
   [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
   Sent: Saturday, July 25, 2009 10:54 AM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] whats happening with this engine
  
   Its a good job you used tinyurl, otherwise it wouldn't have fit on my
   screen!...
  
   2009/7/25 Harry Pidcock haz...@tpg.com.au
  
   Valve contacted me yesterday to tell me they have successfully
   implemented
   a
   new feature.
  
   http://tinyurl.com/4f6mt
  
   I hope to see more of these innovations in the future.
  
   --
   From: Andrew Ritchie gotta...@gmail.com
   Sent: Saturday, July 25, 2009 10:21 AM
   To: Discussion of Half-Life Programming
   hlcoders@list.valvesoftware.com
   
   Subject: Re: [hlcoders] whats happening with this engine
  
Surely this topic could be split into several different points.
   Personally
I
see 4 different ones here.
   
1) Engine features
2) Tools Capabilities
3) Tools Availability
4) Tools Presentation
   
The first is ignorable, Valve is clearly only going to add new
features
   or
change things, like BSP and displacement maps, when they think it's
important.  It's their engine and it needs to do what their games
  need
doing.  If you choose to use Source then you have to accept you are
modding
their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve
 a
   lot
of
money and brought huge success but they were also developed around
  the
constraints of the engine rather than the engine being built FOR
  these
mods
to be made.  If a technical limitation is big enough to warrent an
   engine
change then do so rather than hanging about wanting Valve to add
 the
feature, as big as the previous mentioned mods are you'd need to
really
prove you're up to their popularity before Valve would make a
 drastic
change
for you.  So either accept the engine's features before you get
underway
or
be prepared to encounter the fact you can't do certain things
 without
a
lot
of work, if not at all.
   
The Tools Capabilities I think is what Jed was really getting at, I
   don't
mean like adding features to hammer and stuff but specifically
allowing
the
chance for modders to by pass say model exporting to smd and just
 use
a
common format.  The tool would need to have the importer and
  converter
written but I personally think that approaching Valve with a
 specific
   and
industry accepted intermediate format might be a good cause.
Especially
   if
it makes life easier for getting the raw assets into a format that
  the
tool
can then use.
   
With the availability of tools, I mean those asking that they be
 open
source.  Specifically referring to a comment about hammer, look at
Worldcraft and BSP ( Yahn's editor iirc ) they were originally
personal

Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Harry Pidcock
Valve contacted me yesterday to tell me they have successfully implemented a 
new feature.

http://tinyurl.com/4f6mt

I hope to see more of these innovations in the future.

--
From: Andrew Ritchie gotta...@gmail.com
Sent: Saturday, July 25, 2009 10:21 AM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] whats happening with this engine

 Surely this topic could be split into several different points. Personally 
 I
 see 4 different ones here.

 1) Engine features
 2) Tools Capabilities
 3) Tools Availability
 4) Tools Presentation

 The first is ignorable, Valve is clearly only going to add new features or
 change things, like BSP and displacement maps, when they think it's
 important.  It's their engine and it needs to do what their games need
 doing.  If you choose to use Source then you have to accept you are 
 modding
 their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a lot 
 of
 money and brought huge success but they were also developed around the
 constraints of the engine rather than the engine being built FOR these 
 mods
 to be made.  If a technical limitation is big enough to warrent an engine
 change then do so rather than hanging about wanting Valve to add the
 feature, as big as the previous mentioned mods are you'd need to really
 prove you're up to their popularity before Valve would make a drastic 
 change
 for you.  So either accept the engine's features before you get underway 
 or
 be prepared to encounter the fact you can't do certain things without a 
 lot
 of work, if not at all.

 The Tools Capabilities I think is what Jed was really getting at, I don't
 mean like adding features to hammer and stuff but specifically allowing 
 the
 chance for modders to by pass say model exporting to smd and just use a
 common format.  The tool would need to have the importer and converter
 written but I personally think that approaching Valve with a specific and
 industry accepted intermediate format might be a good cause. Especially if
 it makes life easier for getting the raw assets into a format that the 
 tool
 can then use.

 With the availability of tools, I mean those asking that they be open
 source.  Specifically referring to a comment about hammer, look at
 Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
 projects.  So you could take a leaf and have a bash at your own editor and
 open source it, you never know might turn out to be a better designed 
 tool.
 However just having the source code to hammer, I doubt would be of any
 benefit, you'd have dozens of versions of the tool floating around and do
 you really think you could add something useful to it?  It may have bugs 
 but
 if you advocate open source then why not take the initiative and lead by
 example?

 The last one, has been brought up in regards to wrapping a tool with a UI 
 or
 removing the need for QC files.  With this I think the issue is balancing
 the technical knowledge and the capabilities of a tool.  However I feel it
 again falls back to a situation where Valve are happy to use it the way it
 is, they understand it and can get any of their tools to do what they 
 need.
 It's the new, non technical, or perhaps slightly lazy people who would 
 need
 that more complex aspects automated for them.  I'd refer this back to
 Hammer, the early days of mapping could often mean rooting around in a hex
 or text editor and as things progressed and art started needing the
 technical requirements to be simplified you found map editors hiding away
 the old formats.  Worldcraft and Hammer essentially sit between the user 
 and
 the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at 
 this
 stage, more heavily tied into hammer but it's still a front end for those.
 Again perhaps Worldcraft was a special case with Valve gobbling it up, 
 HLMV
 too, but I think if the community is adamant enough about simplifying and
 unifying the tool chain then perhaps a bit of proactive development could
 lead the way or at least prove to Valve that everyone is serious about
 rethinking the way we interact with the SDK.

 Ok, sorry bit of a ramble but mainly what I wanted to share was that
 specific things like adding FBX to the formats studiomdl can accept would 
 be
 good ventures as they are specific and have an immediately obvious reason.
 The other stuff like creating a unified system might be something that is
 best approached with good old community spirit.  If you're serious enough
 about wanting to use the engine but can genuinely improve the way users
 develop for it then get organized and see if it's a viable thing to 
 tackle.
 Even if it's just to prove you were right.  I know the later is a bit of a
 cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples of
 those who have gone out of their way to do so with tools and Garrys mod is 
 a
 prime example of taking what

Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Spencer 'voogru' MacDonald
I like this one better.

http://compsoc.dur.ac.uk/whitespace/



-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Saturday, July 25, 2009 10:54 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

Its a good job you used tinyurl, otherwise it wouldn't have fit on my
screen!...

2009/7/25 Harry Pidcock haz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchie gotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Subject: Re: [hlcoders] whats happening with this engine

  Surely this topic could be split into several different points.
 Personally
  I
  see 4 different ones here.
 
  1) Engine features
  2) Tools Capabilities
  3) Tools Availability
  4) Tools Presentation
 
  The first is ignorable, Valve is clearly only going to add new features
 or
  change things, like BSP and displacement maps, when they think it's
  important.  It's their engine and it needs to do what their games need
  doing.  If you choose to use Source then you have to accept you are
  modding
  their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
lot
  of
  money and brought huge success but they were also developed around the
  constraints of the engine rather than the engine being built FOR these
  mods
  to be made.  If a technical limitation is big enough to warrent an
engine
  change then do so rather than hanging about wanting Valve to add the
  feature, as big as the previous mentioned mods are you'd need to really
  prove you're up to their popularity before Valve would make a drastic
  change
  for you.  So either accept the engine's features before you get underway
  or
  be prepared to encounter the fact you can't do certain things without a
  lot
  of work, if not at all.
 
  The Tools Capabilities I think is what Jed was really getting at, I
don't
  mean like adding features to hammer and stuff but specifically allowing
  the
  chance for modders to by pass say model exporting to smd and just use a
  common format.  The tool would need to have the importer and converter
  written but I personally think that approaching Valve with a specific
and
  industry accepted intermediate format might be a good cause. Especially
 if
  it makes life easier for getting the raw assets into a format that the
  tool
  can then use.
 
  With the availability of tools, I mean those asking that they be open
  source.  Specifically referring to a comment about hammer, look at
  Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
  projects.  So you could take a leaf and have a bash at your own editor
 and
  open source it, you never know might turn out to be a better designed
  tool.
  However just having the source code to hammer, I doubt would be of any
  benefit, you'd have dozens of versions of the tool floating around and
do
  you really think you could add something useful to it?  It may have bugs
  but
  if you advocate open source then why not take the initiative and lead by
  example?
 
  The last one, has been brought up in regards to wrapping a tool with a
UI
  or
  removing the need for QC files.  With this I think the issue is
balancing
  the technical knowledge and the capabilities of a tool.  However I feel
 it
  again falls back to a situation where Valve are happy to use it the way
 it
  is, they understand it and can get any of their tools to do what they
  need.
  It's the new, non technical, or perhaps slightly lazy people who would
  need
  that more complex aspects automated for them.  I'd refer this back to
  Hammer, the early days of mapping could often mean rooting around in a
 hex
  or text editor and as things progressed and art started needing the
  technical requirements to be simplified you found map editors hiding
away
  the old formats.  Worldcraft and Hammer essentially sit between the user
  and
  the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at
  this
  stage, more heavily tied into hammer but it's still a front end for
 those.
  Again perhaps Worldcraft was a special case with Valve gobbling it up,
  HLMV
  too, but I think if the community is adamant enough about simplifying
and
  unifying the tool chain then perhaps a bit of proactive development
could
  lead the way or at least prove to Valve that everyone is serious about
  rethinking the way we interact with the SDK.
 
  Ok, sorry bit of a ramble but mainly what I wanted to share was that
  specific things like adding FBX to the formats studiomdl can accept
would
  be
  good ventures as they are specific and have an immediately obvious
 reason.
  The other

Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Harry Jeffery
I thought it looked so clean and easy, then I selected the whitespace. =[

2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on my
 screen!...

 2009/7/25 Harry Pidcock haz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchie gotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Subject: Re: [hlcoders] whats happening with this engine

  Surely this topic could be split into several different points.
 Personally
  I
  see 4 different ones here.
 
  1) Engine features
  2) Tools Capabilities
  3) Tools Availability
  4) Tools Presentation
 
  The first is ignorable, Valve is clearly only going to add new features
 or
  change things, like BSP and displacement maps, when they think it's
  important.  It's their engine and it needs to do what their games need
  doing.  If you choose to use Source then you have to accept you are
  modding
  their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
 lot
  of
  money and brought huge success but they were also developed around the
  constraints of the engine rather than the engine being built FOR these
  mods
  to be made.  If a technical limitation is big enough to warrent an
 engine
  change then do so rather than hanging about wanting Valve to add the
  feature, as big as the previous mentioned mods are you'd need to really
  prove you're up to their popularity before Valve would make a drastic
  change
  for you.  So either accept the engine's features before you get underway
  or
  be prepared to encounter the fact you can't do certain things without a
  lot
  of work, if not at all.
 
  The Tools Capabilities I think is what Jed was really getting at, I
 don't
  mean like adding features to hammer and stuff but specifically allowing
  the
  chance for modders to by pass say model exporting to smd and just use a
  common format.  The tool would need to have the importer and converter
  written but I personally think that approaching Valve with a specific
 and
  industry accepted intermediate format might be a good cause. Especially
 if
  it makes life easier for getting the raw assets into a format that the
  tool
  can then use.
 
  With the availability of tools, I mean those asking that they be open
  source.  Specifically referring to a comment about hammer, look at
  Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
  projects.  So you could take a leaf and have a bash at your own editor
 and
  open source it, you never know might turn out to be a better designed
  tool.
  However just having the source code to hammer, I doubt would be of any
  benefit, you'd have dozens of versions of the tool floating around and
 do
  you really think you could add something useful to it?  It may have bugs
  but
  if you advocate open source then why not take the initiative and lead by
  example?
 
  The last one, has been brought up in regards to wrapping a tool with a
 UI
  or
  removing the need for QC files.  With this I think the issue is
 balancing
  the technical knowledge and the capabilities of a tool.  However I feel
 it
  again falls back to a situation where Valve are happy to use it the way
 it
  is, they understand it and can get any of their tools to do what they
  need.
  It's the new, non technical, or perhaps slightly lazy people who would
  need
  that more complex aspects automated for them.  I'd refer this back to
  Hammer, the early days of mapping could often mean rooting around in a
 hex
  or text editor and as things progressed and art started needing the
  technical requirements to be simplified you found map editors hiding
 away
  the old formats.  Worldcraft and Hammer essentially sit between the user
  and
  the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at
  this
  stage, more heavily tied into hammer but it's still a front end for
 those.
  Again perhaps Worldcraft was a special case with Valve gobbling it up,
  HLMV
  too, but I think if the community is adamant enough about simplifying
 and
  unifying the tool chain then perhaps a bit of proactive development
 could
  lead the way or at least prove to Valve that everyone is serious about
  rethinking the way we interact with the SDK.
 
  Ok, sorry bit of a ramble but mainly what I wanted to share was that
  specific things

Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Harry Pidcock
Whitespace should be easy to embed in the engine if you create a wrapper 
that works with the feature I presented before. Whitespace is a very visual 
language that is great for particle effects and shaders(it is then 
translated into complex hlsl).

--
From: Harry Jeffery harry101jeff...@googlemail.com
Sent: Sunday, July 26, 2009 4:40 AM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] whats happening with this engine

 I thought it looked so clean and easy, then I selected the whitespace. =[

 2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on my
 screen!...

 2009/7/25 Harry Pidcock haz...@tpg.com.au

 Valve contacted me yesterday to tell me they have successfully 
 implemented
 a
 new feature.

 http://tinyurl.com/4f6mt

 I hope to see more of these innovations in the future.

 --
 From: Andrew Ritchie gotta...@gmail.com
 Sent: Saturday, July 25, 2009 10:21 AM
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 
 Subject: Re: [hlcoders] whats happening with this engine

  Surely this topic could be split into several different points.
 Personally
  I
  see 4 different ones here.
 
  1) Engine features
  2) Tools Capabilities
  3) Tools Availability
  4) Tools Presentation
 
  The first is ignorable, Valve is clearly only going to add new 
  features
 or
  change things, like BSP and displacement maps, when they think it's
  important.  It's their engine and it needs to do what their games need
  doing.  If you choose to use Source then you have to accept you are
  modding
  their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
 lot
  of
  money and brought huge success but they were also developed around the
  constraints of the engine rather than the engine being built FOR these
  mods
  to be made.  If a technical limitation is big enough to warrent an
 engine
  change then do so rather than hanging about wanting Valve to add the
  feature, as big as the previous mentioned mods are you'd need to 
  really
  prove you're up to their popularity before Valve would make a drastic
  change
  for you.  So either accept the engine's features before you get 
  underway
  or
  be prepared to encounter the fact you can't do certain things without 
  a
  lot
  of work, if not at all.
 
  The Tools Capabilities I think is what Jed was really getting at, I
 don't
  mean like adding features to hammer and stuff but specifically 
  allowing
  the
  chance for modders to by pass say model exporting to smd and just use 
  a
  common format.  The tool would need to have the importer and converter
  written but I personally think that approaching Valve with a specific
 and
  industry accepted intermediate format might be a good cause. 
  Especially
 if
  it makes life easier for getting the raw assets into a format that the
  tool
  can then use.
 
  With the availability of tools, I mean those asking that they be open
  source.  Specifically referring to a comment about hammer, look at
  Worldcraft and BSP ( Yahn's editor iirc ) they were originally 
  personal
  projects.  So you could take a leaf and have a bash at your own editor
 and
  open source it, you never know might turn out to be a better designed
  tool.
  However just having the source code to hammer, I doubt would be of any
  benefit, you'd have dozens of versions of the tool floating around and
 do
  you really think you could add something useful to it?  It may have 
  bugs
  but
  if you advocate open source then why not take the initiative and lead 
  by
  example?
 
  The last one, has been brought up in regards to wrapping a tool with a
 UI
  or
  removing the need for QC files.  With this I think the issue is
 balancing
  the technical knowledge and the capabilities of a tool.  However I 
  feel
 it
  again falls back to a situation where Valve are happy to use it the 
  way
 it
  is, they understand it and can get any of their tools to do what they
  need.
  It's the new, non technical, or perhaps slightly lazy people who would
  need
  that more complex aspects automated for them.  I'd refer this back to
  Hammer, the early days of mapping could often mean rooting around in a
 hex
  or text editor and as things progressed and art started needing the
  technical requirements to be simplified you found map editors hiding
 away
  the old formats.  Worldcraft and Hammer essentially sit between the 
  user
  and
  the BSP, VIS, RAD etc.. compilers

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Lech
Breaking stuff comes with the territory... but really it's not the
tools, it's how you use them. And given how old the tech is, I'm
amazed how long Valve has managed to push the limits of the engine
without really changing the tool chain dramatically.

I'm still waiting for the day they personally blow me away by
introducing subtractive brushes, terrain layers along with a built-in
UI for creating your own sprite emitters and shaders like UT has
already had for years. As much as I sometimes love how everything is
merely a set of large corridors which tricks you into thinking it's
not, I hate trying to escape into directions that look reachable only
to hit an invisible wall.

-L

On Fri, Jul 24, 2009 at 12:21 AM, Matt
Hoffmanlord.matt.hoff...@gmail.com wrote:
 They seem to break stuff fixing other things.

 On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
 nuclearfri...@gmail.comwrote:

 I certainly couldn't complain, where I work we make our level environments
 entirely in 3DSMAX... :(

 I imagine that if Valve is like most developers then they are quite adept
 enough at using their own tools that they don't see a huge need to revamp
 things into the more agile form that today's engines tool chains are moving
 towards. Sure there might be some benefit there but they seem to quite
 suffice as the quality of Valves games attest to. If it ain't broke, why
 fix
 it?


 On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote:

  I remember some guy was developing an alternative to Hammer. I don't know
  what happened with that but it looked promising.
 
  On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com
 wrote:
 
   G typos...
  
   send = sending
   without = within
  
   --Bob
  
  
  
   On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com
  wrote:
There's nothing wrong with improvement, offering suggestions, or send
your own improvements. Just be civil about it.
   
I just get really tired of one guy making a perfectly civil
suggestion, and then without hours my email box gets flooded with
people tossing in their 2 cents and bitching about things like
 here's
why the engine sucks or here's a laundry list of stuff they need to
fix.
   
Geez, if you hate it that much go mod on a different platform. Or at
least keep your bitching off the list. This is a QA mailing list,
 not
a feel-good Modders Anonymous support group.
   
*steps off soap box*
   
--Bob
   
   
   
On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas
 giaym.m...@gmail.com
   wrote:
The solution is that valve hires Jed as Tools programmer.
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh

- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need us to make SMD
support for every 3D app out there if you adopt a cross application 3D
format.


The .smd format is extremely robust the way  accomodates reference meshes, 
AND skeletal animation. So you want a method to go straight from 3d model / 
animation - .mdl ?
How is that going to work with parametric animation? where you can combine 
multiple .smds to make an animation? 


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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
I think that project is defunct. Apparently making a better hammer is harder 
than just saying Let's make a better Hammer

- Original Message - 
From: Ryan Sheffer darksk...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, July 23, 2009 8:10 PM
Subject: Re: [hlcoders] whats happening with this engine


I remember some guy was developing an alternative to Hammer. I don't know
 what happened with that but it looked promising.

 On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote:

 G typos...

 send = sending
 without = within

 --Bob



 On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote:
  There's nothing wrong with improvement, offering suggestions, or send
  your own improvements. Just be civil about it.
 
  I just get really tired of one guy making a perfectly civil
  suggestion, and then without hours my email box gets flooded with
  people tossing in their 2 cents and bitching about things like here's
  why the engine sucks or here's a laundry list of stuff they need to
  fix.
 
  Geez, if you hate it that much go mod on a different platform. Or at
  least keep your bitching off the list. This is a QA mailing list, not
  a feel-good Modders Anonymous support group.
 
  *steps off soap box*
 
  --Bob
 
 
 
  On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivasgiaym.m...@gmail.com
 wrote:
  The solution is that valve hires Jed as Tools programmer.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Harry Jeffery
No offense lech but

subtractive brushes - sounds a lot like the hollow tool to me, you'd
be far better off doing things manually

terrain layers - displacements are more precise at the expense of a
slightly harder implementation (Due to them only being where you want
them they might actually be better for performance)a

sprite emitters ui - you talking about particle effects creator? in
that case load the game with the -tools command line option.

I hate trying to escape into directions that look reachable only to
hit an invisible wall - sorry but that to me means your level
designers aren't doing their job properly, I've never had that problem
in any of the official maps in the games inside the orangebox

Bear in mind I'm unfamilar with UT toolset so I may be
mis-interpretting what you mean.

2009/7/24 Lech unatten...@gmail.com:
 Breaking stuff comes with the territory... but really it's not the
 tools, it's how you use them. And given how old the tech is, I'm
 amazed how long Valve has managed to push the limits of the engine
 without really changing the tool chain dramatically.

 I'm still waiting for the day they personally blow me away by
 introducing subtractive brushes, terrain layers along with a built-in
 UI for creating your own sprite emitters and shaders like UT has
 already had for years. As much as I sometimes love how everything is
 merely a set of large corridors which tricks you into thinking it's
 not, I hate trying to escape into directions that look reachable only
 to hit an invisible wall.

 -L

 On Fri, Jul 24, 2009 at 12:21 AM, Matt
 Hoffmanlord.matt.hoff...@gmail.com wrote:
 They seem to break stuff fixing other things.

 On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
 nuclearfri...@gmail.comwrote:

 I certainly couldn't complain, where I work we make our level environments
 entirely in 3DSMAX... :(

 I imagine that if Valve is like most developers then they are quite adept
 enough at using their own tools that they don't see a huge need to revamp
 things into the more agile form that today's engines tool chains are moving
 towards. Sure there might be some benefit there but they seem to quite
 suffice as the quality of Valves games attest to. If it ain't broke, why
 fix
 it?


 On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote:

  I remember some guy was developing an alternative to Hammer. I don't know
  what happened with that but it looked promising.
 
  On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com
 wrote:
 
   G typos...
  
   send = sending
   without = within
  
   --Bob
  
  
  
   On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com
  wrote:
There's nothing wrong with improvement, offering suggestions, or send
your own improvements. Just be civil about it.
   
I just get really tired of one guy making a perfectly civil
suggestion, and then without hours my email box gets flooded with
people tossing in their 2 cents and bitching about things like
 here's
why the engine sucks or here's a laundry list of stuff they need to
fix.
   
Geez, if you hate it that much go mod on a different platform. Or at
least keep your bitching off the list. This is a QA mailing list,
 not
a feel-good Modders Anonymous support group.
   
*steps off soap box*
   
--Bob
   
   
   
On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas
 giaym.m...@gmail.com
   wrote:
The solution is that valve hires Jed as Tools programmer.
___
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 archives,
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   ___
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  --
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Jonathan Murphy
As much as I hate to admit it, in my eyes, Valve has definitely fallen out
of my favour for purposes of modding. I think the problem is that the
engine and processes have gotten much more complex than the HL1 days. The
purpose of modding is (well at least I think it is) to give amateur gamers
an avenue to creating games easily and quickly. The Source engine doesn't
fulfill this requirement anymore, learning the tools, asset pipelines and
code (or even C++!) present a large barrier to getting started. If someone
with minimal experience came up to me right now and asked me how to learn
development I would most likely point them in the direction of the Unreal
engine first.

But of course the ability to write your mod in C++ presents lots of
interesting avenues that Unreal Script probably can't compare to. And it is
quite feasible to learn the asset processes but it's very easy to get
discouraged with the time it takes to make a game on the Source engine.

On Fri, Jul 24, 2009 at 10:51 PM, botman botman.hlcod...@gmail.com wrote:

 How DARE you come on to this list and respond with a well thought out
 and reasonable response?  Don't you know this this list is only for
 whiners and n00bs?  GTFO!!1!  :)

 On 7/23/2009 7:28 PM, Bob Somers wrote:
  With all due respect to you guys, I think you're forgetting that
  ultimately Valve is not in the mod-support business. They're in the
  business of making their own games, and the success of their titles
  shows how well they do it.
 
  Their tools are designed for the way the workflow happens at Valve,
  not at your house. They're providing their tools to you as a courtesy.
  Now, if they want to take suggestions from the community that's great,
  but ultimately you're getting all their tools for free so it's really
  too bad if they don't work they way you want them to.
 
  I'm not well versed in the model compilation process for Source, but
  there's one thing a command line interface has over a GUI...
  scriptability. In a big software company, the rule of thumb is that
  anything that can be automated should be automated. You can't script a
  GUI (at least, not very easily at all).
 
  --Bob
 
 
 
 
  On Thu, Jul 23, 2009 at 5:08 PM, Saul Rennisonsaul.renni...@gmail.com
  wrote:
  Hell I'm on Summer Holidays, I'll give this a go, although it does
  mean I'd have to do texture support which I'm not so great at. But GCF
  support is possible via Nemesis' HLlib.
 
  All replies in this topic bring up good points in the Source Engine,
  heres my 2 pence:
  I don't agree with the fact Source doesn't have good physics.
  Source should move to DAE.
  StudioMDL and HLMV should be open-source, leave P4 integration in, we
  only need the code / snippets from it.
 
  There's probably more but I can't be bothered replying.
 
  Thanks,
  -Saul.
 
  On 24 Jul 2009, at 00:17, Harry Jeffery
  harry101jeff...@googlemail.com  wrote:
 
  If it's all made nice and modular and supports either dll or python
  plugins I think it would work great.
 
  Nothing there that should be too hard to re-implement.
 
  2009/7/24 Matt Hoffmanlord.matt.hoff...@gmail.com:
  Because...
 
  Hell that's a good point. The VMF document format isn't exactly
  hard to
  understand. The compile tools are all plugged-in.
 
  Only thing you would have issues with (I'd Imagine): Loading from
  the GCFS
  quickly, and efficiently. Though I imagine Jed would have a
  solution there.
  Displacements could also be an issue.
 
  I'd imagine it's possible.
 
 
 
  On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery
  harry101jeff...@googlemail.com  wrote:
 
  1. Update SDK and make it uber leet as per suggestions.
  2. Distribute SDK (not on valvetime please)
  3. Studios pay for license
  4. More mods become commercially viable (e.g. GMod)
  5. ?
  6. Profit!
 
  But seriously, it can be done.
 
  And if hammer is so bad why has the community not started work on an
  opensource version with python support for plugins.
 
  2009/7/23 Jorge Rodriguezbs.v...@gmail.com:
  Source engine works just fine for outdoors areas. Did you people
  forget
  that
  half of HL2 and the episodes take place outdoors? Obviously it
  doesn't
  scale
  up to GTA-size large areas, but it can handle some pretty large
  areas.
 
  --
  Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Nick
I basically summed up the entire thread for everyone.


Give modders better tools:
Open source hammer.
Open source all tools.
Release specs on proprietary formats
Enable a lua added version of sdk
allow some sort of documentation of the non-released parts of sdk
(release entire sdk, but have only clientside code available)

Make it easier to create content, and modify the engine.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Ryan Sheffer
In a nutshell, asking far too much.

On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Bob Somers
No kidding. Nothing like asking a company who's in business to make
money to throw their profit making tools into the public domain...

--Bob



On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote:
 In a nutshell, asking far too much.

 On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Joel R.
Profit making? The only games that made profit on the source engine are the
ones by valve and the one by garry.

I believe the NS2 engine will be everything you guys here wanted.  They took
all the best aspects of the source engine, gutted them out and rewrote
them.  They will have better tools, better everything, all written by 2 guys
(probably just 1 guy).  And it will all have derived from the Source
Engine.  From what little we have seen it seems to be shaping up quite
nicely.




On Fri, Jul 24, 2009 at 2:11 PM, Bob Somers magicbob...@gmail.com wrote:

 No kidding. Nothing like asking a company who's in business to make
 money to throw their profit making tools into the public domain...

 --Bob



 On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote:
  In a nutshell, asking far too much.
 
  On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:
 
  I basically summed up the entire thread for everyone.
 
 
  Give modders better tools:
  Open source hammer.
  Open source all tools.
  Release specs on proprietary formats
  Enable a lua added version of sdk
  allow some sort of documentation of the non-released parts of sdk
  (release entire sdk, but have only clientside code available)
 
  Make it easier to create content, and modify the engine.
 
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  please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Harry Jeffery
I've personally not had a problem with the toolset myself. If
developers want a nice easy way to make a fps game they should grab a
copy of fpscreator or darkbasic. But if you're serious about modding
then source engine is fine. Good code access, a wiki with lots of
useful information and a community who answers questions.

We have what we need if we include Jed's stuff. Why should valve spend
time and money remaking them when they already exist in the community?

It's like valve deciding the hoodoo was a good map for tf2 and so they
decide to build it from ground up. Bad idea. Much easier just to make
it official in it's current state.

2009/7/24 Bob Somers magicbob...@gmail.com:
 No kidding. Nothing like asking a company who's in business to make
 money to throw their profit making tools into the public domain...

 --Bob



 On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote:
 In a nutshell, asking far too much.

 On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Harry Jeffery
NS2 engine? Please enlighten us with more than that acronym.

2009/7/24 Joel R. joelru...@gmail.com:
 Profit making? The only games that made profit on the source engine are the
 ones by valve and the one by garry.

 I believe the NS2 engine will be everything you guys here wanted.  They took
 all the best aspects of the source engine, gutted them out and rewrote
 them.  They will have better tools, better everything, all written by 2 guys
 (probably just 1 guy).  And it will all have derived from the Source
 Engine.  From what little we have seen it seems to be shaping up quite
 nicely.




 On Fri, Jul 24, 2009 at 2:11 PM, Bob Somers magicbob...@gmail.com wrote:

 No kidding. Nothing like asking a company who's in business to make
 money to throw their profit making tools into the public domain...

 --Bob



 On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote:
  In a nutshell, asking far too much.
 
  On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:
 
  I basically summed up the entire thread for everyone.
 
 
  Give modders better tools:
  Open source hammer.
  Open source all tools.
  Release specs on proprietary formats
  Enable a lua added version of sdk
  allow some sort of documentation of the non-released parts of sdk
  (release entire sdk, but have only clientside code available)
 
  Make it easier to create content, and modify the engine.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  ~Ryan ( skidz )
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread botman
...and then pigs will fly.  :)


On 7/24/2009 2:19 PM, Joel R. wrote:
 Profit making? The only games that made profit on the source engine are the
 ones by valve and the one by garry.

 I believe the NS2 engine will be everything you guys here wanted.  They took
 all the best aspects of the source engine, gutted them out and rewrote
 them.  They will have better tools, better everything, all written by 2 guys
 (probably just 1 guy).  And it will all have derived from the Source
 Engine.  From what little we have seen it seems to be shaping up quite
 nicely.




 On Fri, Jul 24, 2009 at 2:11 PM, Bob Somersmagicbob...@gmail.com  wrote:

 No kidding. Nothing like asking a company who's in business to make
 money to throw their profit making tools into the public domain...

 --Bob



 On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com  wrote:
 In a nutshell, asking far too much.

 On Fri, Jul 24, 2009 at 10:58 AM, Nickxnicho...@gmail.com  wrote:

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 --
 ~Ryan ( skidz )
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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 visit:
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-- 
Jeffrey botman Broome

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Jorge Rodriguez
On Fri, Jul 24, 2009 at 2:41 AM, Minh minh...@telus.net wrote:

 The .smd format is extremely robust the way  accomodates reference meshes,
 AND skeletal animation. So you want a method to go straight from 3d model /
 animation - .mdl ?
 How is that going to work with parametric animation? where you can combine
 multiple .smds to make an animation?


Minh, while the capabilities of the studio compiler are formidable, it still
leaves much to be desired in terms of file format and syntax. Don't tell me
you've never struggled with the qc format. I am constantly having problems
with its limitations. It's a rather robust system that allows for combining
animations in many interesting ways, but the syntax still pisses me off
quite a bit, and the technicality of it leaves it out of reach of most
artists. I hear Valve wrote some simple tools around it, but I'm surprised
they haven't replaced it entirely.

The SMD format is perhaps a bit clunky, but I don't have too many problems
with it, because it does exactly what is needed, even if it does it in a bit
of a backwards way.

On Fri, Jul 24, 2009 at 3:19 PM, Joel R. joelru...@gmail.com wrote:

 I believe the NS2 engine will be everything you guys here wanted.  They
 took
 all the best aspects of the source engine, gutted them out and rewrote
 them.  They will have better tools, better everything, all written by 2
 guys
 (probably just 1 guy).  And it will all have derived from the Source
 Engine.  From what little we have seen it seems to be shaping up quite
 nicely.


I don't mean to detract from the efforts of the UW guys, but creating their
own engine for NS2 was a huge undertaking and they may have gotten in over
their heads. I heard from a reliable source in March that it was supposed to
be out this summer, but I don't see them as being anywhere close to that.
Moreover, the NS2 engine is not based on the Source engine at all, as
licensing restrictions prevent them from using anything from Valve, even
file formats. Last I saw, they hadn't ported over to their own file formats
yet, and it's easy to underestimate all of the behind the scenes stuff that
Source does that they have to rewrite. (i18n, networking, scene management,
resources, fx systems, and so on.) I want to play NS2 as badly as you do,
but I wouldn't hold your breath for this superior technology, which will
likely end up being just another way of drawing those corridors and hallways
that NS2 is full of, that everybody keeps complaining about in this thread.
All we've seen so far is a tech demo and a teaser trailer, which signals to
me that they still have a while to go. (And a sincere good luck to them
too.)

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Harry Jeffery
Well at least Garry has sanity. I always wondered why he used lua.
Python is much easier. Look what some guy did to bf2 using the python
modding capabilities: http://sandboxmod.com/

2009/7/24 Saul Rennison saul.renni...@gmail.com:
 Enable a lua added version of sdk
 As soon as Garry uses Lua, which even he now accepts to be absolutely
 disgusting, everyone thinks it's absolutely brilliant: it's a terrible
 language. You'd be better off with a better C++ API and or Python scripting.

 (release entire sdk, but have only clientside code available)
 What's that supposed to mean?

 Thanks,
 - Saul.


 2009/7/24 Nick xnicho...@gmail.com

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Garry Newman
I'd still choose Lua's syntax over Python's though. I just want PHP
scripting in my game :0

As for the engine. Yeah sometimes it feels stupid and old, but it
seems like every time you start to count Valve out they come back and
knock your head off with some awesome shit.

garry


On Fri, Jul 24, 2009 at 8:58 PM, Harry
Jefferyharry101jeff...@googlemail.com wrote:
 Well at least Garry has sanity. I always wondered why he used lua.
 Python is much easier. Look what some guy did to bf2 using the python
 modding capabilities: http://sandboxmod.com/

 2009/7/24 Saul Rennison saul.renni...@gmail.com:
 Enable a lua added version of sdk
 As soon as Garry uses Lua, which even he now accepts to be absolutely
 disgusting, everyone thinks it's absolutely brilliant: it's a terrible
 language. You'd be better off with a better C++ API and or Python scripting.

 (release entire sdk, but have only clientside code available)
 What's that supposed to mean?

 Thanks,
 - Saul.


 2009/7/24 Nick xnicho...@gmail.com

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Jed
No I wasn't advocating an 3D app - MDL path. Simply adding support
for a more common/cross platform 3D format to those that StudioMDL
supports.

The problem with the SMD format is that it's an old format from and
old engine and requires plug-ins to be written for 3D apps to support
it. This leaves it down to Valve to write them.

Take Max for example - a plug-in for one version does not
automatically work with another, it needs to be recompiled against the
new versions SDK. A shop like Valve is probably only going to have one
version and not upgrade every time a new one comes along. Therefore
SMD plug-ins for other versions are going to have to be made by the 3D
app users themselves.

Now there are plenty of suitable cross-app 3D formats such as DAE,
FBX, etc. that Valve could add support for to the StudioMDL compiler
(and I've vocally expressed this to Valve many times) in *addition* to
the SMD, OBJ and MRM formats it already supports.

So why should they do it?

- Common file format means more 3D apps that can produce content
out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
- Gives modders/studios/licensees choice to use the 3D app of their
choice to create content.
- Valve doesn't need to produce plug-ins for apps, just support the
format in the compiler.

Simply put SMD format is binding end users to the few apps that write
it and the generosity of community users such as myself, Prall, et al.
to write these plug-ins for the 3D apps we want to use.

Interesting case in point - a Canadian studio approached me once
asking me when my plug-ins would be available for 3DS Max 2009 because
that was their in-shop 3D content creation tool and they had invested
a lot of money in software and training and didn't want to have to
move to something else. Their apparent decision to purchase a Source
license for their title was hanging on the availability of plug-ins
for Max.

My main issue with some of the SDK tool is that that it feels like
Valve aren't being smart about it. Good tools means wider adoption
which might result in more licensees and from a modders perspective,
more people getting into it and maybe making the next CSS/TF2/Portal
that Valve can snap up as their IP. I think Valve should have a
dedicated tool guy (not me) turning out polished useful tools - not
this rehashed crap that's hung over from Half-Life 1.

- Start over with StudioMDL - make it a GUI app from the start (and
adding batch/scripting to it wouldn't be hard)
- Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
GUI from Mete's HLMV.
- Add support form more 3D modern file formats and eventually phase
out SMD, etc.
- If for license/NDA reasons you can't release all the source code for
apps, at least release parts of it. A lot can be learned from even
partial code that could help us as modders make our own apps.
- Add some SDK tool API stuff - for example code to render a 3D window
like in HLMV. It can still require steam but make it accessible so
that developers can add support for model rendering in other apps.
- Polished tools will make the SDK/Engine more attractive to end
users. Modding shouldn't be a right of passage but a warm welcoming
experience to inspire the next great ideas.

I could go on but you get the general idea...

- Jed


2009/7/24 Jorge Rodriguez bs.v...@gmail.com:
 On Fri, Jul 24, 2009 at 2:41 AM, Minh minh...@telus.net wrote:

 The .smd format is extremely robust the way  accomodates reference meshes,
 AND skeletal animation. So you want a method to go straight from 3d model /
 animation - .mdl ?
 How is that going to work with parametric animation? where you can combine
 multiple .smds to make an animation?


 Minh, while the capabilities of the studio compiler are formidable, it still
 leaves much to be desired in terms of file format and syntax. Don't tell me
 you've never struggled with the qc format. I am constantly having problems
 with its limitations. It's a rather robust system that allows for combining
 animations in many interesting ways, but the syntax still pisses me off
 quite a bit, and the technicality of it leaves it out of reach of most
 artists. I hear Valve wrote some simple tools around it, but I'm surprised
 they haven't replaced it entirely.

 The SMD format is perhaps a bit clunky, but I don't have too many problems
 with it, because it does exactly what is needed, even if it does it in a bit
 of a backwards way.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Saul Rennison
Have you tried Python properly? :)

Thanks,
- Saul.


2009/7/24 Garry Newman garrynew...@gmail.com

 I'd still choose Lua's syntax over Python's though. I just want PHP
 scripting in my game :0

 As for the engine. Yeah sometimes it feels stupid and old, but it
 seems like every time you start to count Valve out they come back and
 knock your head off with some awesome shit.

 garry


 On Fri, Jul 24, 2009 at 8:58 PM, Harry
 Jefferyharry101jeff...@googlemail.com wrote:
  Well at least Garry has sanity. I always wondered why he used lua.
  Python is much easier. Look what some guy did to bf2 using the python
  modding capabilities: http://sandboxmod.com/
 
  2009/7/24 Saul Rennison saul.renni...@gmail.com:
  Enable a lua added version of sdk
  As soon as Garry uses Lua, which even he now accepts to be absolutely
  disgusting, everyone thinks it's absolutely brilliant: it's a terrible
  language. You'd be better off with a better C++ API and or Python
 scripting.
 
  (release entire sdk, but have only clientside code available)
  What's that supposed to mean?
 
  Thanks,
  - Saul.
 
 
  2009/7/24 Nick xnicho...@gmail.com
 
  I basically summed up the entire thread for everyone.
 
 
  Give modders better tools:
  Open source hammer.
  Open source all tools.
  Release specs on proprietary formats
  Enable a lua added version of sdk
  allow some sort of documentation of the non-released parts of sdk
  (release entire sdk, but have only clientside code available)
 
  Make it easier to create content, and modify the engine.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
I don't think addressing these concerns would hurt their profits at all. 
I imagine many of the folks at Valve are aware and in fact, would like to 
fix these issues but they choose to prioritize their time on other things. 
We don't even know what they're working on these days so it's hard for us to 
say that they're not addressing these problems internally.
Rest assured, they are reading these forums and they are aware of the 
concerns. Their decision to address them is strictly their prerogative. I'm 
sure many of us would do things differently if we had our foot in Valve's 
offices but that's what seperates us from Valve.
As an amateur developer, I've learned to just work with the tools that 
have been given to me.. I'm aware of the engine's deficiencies but I choose 
to work with it because it offers me what i need. If I chose to work with 
the Unreal engine, I'm sure I can come up with a list of things I'd like to 
change in that engine as well.
I think it's easier to adapt my workflow to the engine, than to wait on 
the engine developer to adapt the engine to my workflow... especially when 
we all know that Valve are more focused on making great games than making 
easy to use engine + tools. You guys might be waiting for awhile...


- Original Message - 
From: Bob Somers magicbob...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, July 24, 2009 12:11 PM
Subject: Re: [hlcoders] whats happening with this engine


 No kidding. Nothing like asking a company who's in business to make
 money to throw their profit making tools into the public domain...

 --Bob



 On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote:
 In a nutshell, asking far too much.

 On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:

 I basically summed up the entire thread for everyone.


 Give modders better tools:
 Open source hammer.
 Open source all tools.
 Release specs on proprietary formats
 Enable a lua added version of sdk
 allow some sort of documentation of the non-released parts of sdk
 (release entire sdk, but have only clientside code available)

 Make it easier to create content, and modify the engine.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 ~Ryan ( skidz )
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Joel R.
Not to mention this engine took many years to build, if they take just as
much time on the next engine they would have to start now.  Source Engine
will only last so long as a modern engine.  Maybe we're in for some of that
knock your heads off excitement.  From a business perspective it must be
done.


On Fri, Jul 24, 2009 at 4:46 PM, Minh minh...@telus.net wrote:

I don't think addressing these concerns would hurt their profits at all.
 I imagine many of the folks at Valve are aware and in fact, would like to
 fix these issues but they choose to prioritize their time on other things.
 We don't even know what they're working on these days so it's hard for us
 to
 say that they're not addressing these problems internally.
Rest assured, they are reading these forums and they are aware of the
 concerns. Their decision to address them is strictly their prerogative. I'm
 sure many of us would do things differently if we had our foot in Valve's
 offices but that's what seperates us from Valve.
As an amateur developer, I've learned to just work with the tools that
 have been given to me.. I'm aware of the engine's deficiencies but I choose
 to work with it because it offers me what i need. If I chose to work with
 the Unreal engine, I'm sure I can come up with a list of things I'd like to
 change in that engine as well.
I think it's easier to adapt my workflow to the engine, than to wait on
 the engine developer to adapt the engine to my workflow... especially when
 we all know that Valve are more focused on making great games than making
 easy to use engine + tools. You guys might be waiting for awhile...


 - Original Message -
 From: Bob Somers magicbob...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Sent: Friday, July 24, 2009 12:11 PM
 Subject: Re: [hlcoders] whats happening with this engine


  No kidding. Nothing like asking a company who's in business to make
  money to throw their profit making tools into the public domain...
 
  --Bob
 
 
 
  On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com
 wrote:
  In a nutshell, asking far too much.
 
  On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:
 
  I basically summed up the entire thread for everyone.
 
 
  Give modders better tools:
  Open source hammer.
  Open source all tools.
  Release specs on proprietary formats
  Enable a lua added version of sdk
  allow some sort of documentation of the non-released parts of sdk
  (release entire sdk, but have only clientside code available)
 
  Make it easier to create content, and modify the engine.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  ~Ryan ( skidz )
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Ben Mears
As a 3D modeller, animator, and mapper, (and not a coder) I agree with what
Jed said 100%.

Jed, can you please just go work for Valve?

great, thanks!

On Fri, Jul 24, 2009 at 12:23 PM, Jed j...@wunderboy.org wrote:

 No I wasn't advocating an 3D app - MDL path. Simply adding support
 for a more common/cross platform 3D format to those that StudioMDL
 supports.

 The problem with the SMD format is that it's an old format from and
 old engine and requires plug-ins to be written for 3D apps to support
 it. This leaves it down to Valve to write them.

 Take Max for example - a plug-in for one version does not
 automatically work with another, it needs to be recompiled against the
 new versions SDK. A shop like Valve is probably only going to have one
 version and not upgrade every time a new one comes along. Therefore
 SMD plug-ins for other versions are going to have to be made by the 3D
 app users themselves.

 Now there are plenty of suitable cross-app 3D formats such as DAE,
 FBX, etc. that Valve could add support for to the StudioMDL compiler
 (and I've vocally expressed this to Valve many times) in *addition* to
 the SMD, OBJ and MRM formats it already supports.

 So why should they do it?

 - Common file format means more 3D apps that can produce content
 out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
 supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
 - Gives modders/studios/licensees choice to use the 3D app of their
 choice to create content.
 - Valve doesn't need to produce plug-ins for apps, just support the
 format in the compiler.

 Simply put SMD format is binding end users to the few apps that write
 it and the generosity of community users such as myself, Prall, et al.
 to write these plug-ins for the 3D apps we want to use.

 Interesting case in point - a Canadian studio approached me once
 asking me when my plug-ins would be available for 3DS Max 2009 because
 that was their in-shop 3D content creation tool and they had invested
 a lot of money in software and training and didn't want to have to
 move to something else. Their apparent decision to purchase a Source
 license for their title was hanging on the availability of plug-ins
 for Max.

 My main issue with some of the SDK tool is that that it feels like
 Valve aren't being smart about it. Good tools means wider adoption
 which might result in more licensees and from a modders perspective,
 more people getting into it and maybe making the next CSS/TF2/Portal
 that Valve can snap up as their IP. I think Valve should have a
 dedicated tool guy (not me) turning out polished useful tools - not
 this rehashed crap that's hung over from Half-Life 1.

 - Start over with StudioMDL - make it a GUI app from the start (and
 adding batch/scripting to it wouldn't be hard)
 - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
 GUI from Mete's HLMV.
 - Add support form more 3D modern file formats and eventually phase
 out SMD, etc.
 - If for license/NDA reasons you can't release all the source code for
 apps, at least release parts of it. A lot can be learned from even
 partial code that could help us as modders make our own apps.
 - Add some SDK tool API stuff - for example code to render a 3D window
 like in HLMV. It can still require steam but make it accessible so
 that developers can add support for model rendering in other apps.
 - Polished tools will make the SDK/Engine more attractive to end
 users. Modding shouldn't be a right of passage but a warm welcoming
 experience to inspire the next great ideas.

 I could go on but you get the general idea...

 - Jed


 2009/7/24 Jorge Rodriguez bs.v...@gmail.com:
  On Fri, Jul 24, 2009 at 2:41 AM, Minh minh...@telus.net wrote:
 
  The .smd format is extremely robust the way  accomodates reference
 meshes,
  AND skeletal animation. So you want a method to go straight from 3d
 model /
  animation - .mdl ?
  How is that going to work with parametric animation? where you can
 combine
  multiple .smds to make an animation?
 
 
  Minh, while the capabilities of the studio compiler are formidable, it
 still
  leaves much to be desired in terms of file format and syntax. Don't tell
 me
  you've never struggled with the qc format. I am constantly having
 problems
  with its limitations. It's a rather robust system that allows for
 combining
  animations in many interesting ways, but the syntax still pisses me off
  quite a bit, and the technicality of it leaves it out of reach of most
  artists. I hear Valve wrote some simple tools around it, but I'm
 surprised
  they haven't replaced it entirely.
 
  The SMD format is perhaps a bit clunky, but I don't have too many
 problems
  with it, because it does exactly what is needed, even if it does it in a
 bit
  of a backwards way.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Harry Jeffery
Minh, I think you just produced the best argument in the conversation so far.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Bob Somers
Minh, I was talking about open sourcing their tools. I just don't
think that makes any business sense for them. It makes sense from our
perspective, sure, but from theirs... little to none.

Also, excellent point about adapting your workflow to the engine and
the other way around. This is the best way to work with any, large,
complex system. It takes longer to learn how to work in someone else's
environment, but you save loads of time in the long run rather than
struggling to make someone else's paradigm fit into what you want.

--Bob





On Fri, Jul 24, 2009 at 3:20 PM, Harry
Jefferyharry101jeff...@googlemail.com wrote:
 Minh, I think you just produced the best argument in the conversation so far.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Logan Baldock
Bob Somers wrote:
 Minh, I was talking about open sourcing their tools. I just don't
 think that makes any business sense for them. It makes sense from our
 perspective, sure, but from theirs... little to none.

 Also, excellent point about adapting your workflow to the engine and
 the other way around. This is the best way to work with any, large,
 complex system. It takes longer to learn how to work in someone else's
 environment, but you save loads of time in the long run rather than
 struggling to make someone else's paradigm fit into what you want.

 --Bob





 On Fri, Jul 24, 2009 at 3:20 PM, Harry
 Jefferyharry101jeff...@googlemail.com wrote:
   
 Minh, I think you just produced the best argument in the conversation so far.

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Personally, I think Valve should leave Source as it is for now. If 
they're going to take a huge step such as open-sourcing hammer or adding 
scripting support, then they should leave it until they release a new 
engine.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Saul Rennison
Like Episode 3 engine?

DUN DUN DUN

Thanks,
-Saul.

On 25 Jul 2009, at 00:21, Logan Baldock p3wner...@gmail.com wrote:

 Bob Somers wrote:
 Minh, I was talking about open sourcing their tools. I just don't
 think that makes any business sense for them. It makes sense from our
 perspective, sure, but from theirs... little to none.

 Also, excellent point about adapting your workflow to the engine and
 the other way around. This is the best way to work with any, large,
 complex system. It takes longer to learn how to work in someone  
 else's
 environment, but you save loads of time in the long run rather than
 struggling to make someone else's paradigm fit into what you want.

 --Bob





 On Fri, Jul 24, 2009 at 3:20 PM, Harry
 Jefferyharry101jeff...@googlemail.com wrote:

 Minh, I think you just produced the best argument in the  
 conversation so far.

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 Personally, I think Valve should leave Source as it is for now. If
 they're going to take a huge step such as open-sourcing hammer or  
 adding
 scripting support, then they should leave it until they release a new
 engine.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Harry Jeffery
According to valve time that'll be when hell freezes over. :(

2009/7/25 Saul Rennison saul.renni...@gmail.com:
 Like Episode 3 engine?

 DUN DUN DUN

 Thanks,
 -Saul.

 On 25 Jul 2009, at 00:21, Logan Baldock p3wner...@gmail.com wrote:

 Bob Somers wrote:
 Minh, I was talking about open sourcing their tools. I just don't
 think that makes any business sense for them. It makes sense from our
 perspective, sure, but from theirs... little to none.

 Also, excellent point about adapting your workflow to the engine and
 the other way around. This is the best way to work with any, large,
 complex system. It takes longer to learn how to work in someone
 else's
 environment, but you save loads of time in the long run rather than
 struggling to make someone else's paradigm fit into what you want.

 --Bob





 On Fri, Jul 24, 2009 at 3:20 PM, Harry
 Jefferyharry101jeff...@googlemail.com wrote:

 Minh, I think you just produced the best argument in the
 conversation so far.

 ___
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 Personally, I think Valve should leave Source as it is for now. If
 they're going to take a huge step such as open-sourcing hammer or
 adding
 scripting support, then they should leave it until they release a new
 engine.

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 archives, please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Saul Rennison
Or when Duke Nukem Forever goes gold.

Thanks,
-Saul.

On 25 Jul 2009, at 00:58, Harry Jeffery  
harry101jeff...@googlemail.com wrote:

 According to valve time that'll be when hell freezes over. :(

 2009/7/25 Saul Rennison saul.renni...@gmail.com:
 Like Episode 3 engine?

 DUN DUN DUN

 Thanks,
 -Saul.

 On 25 Jul 2009, at 00:21, Logan Baldock p3wner...@gmail.com wrote:

 Bob Somers wrote:
 Minh, I was talking about open sourcing their tools. I just don't
 think that makes any business sense for them. It makes sense from  
 our
 perspective, sure, but from theirs... little to none.

 Also, excellent point about adapting your workflow to the engine  
 and
 the other way around. This is the best way to work with any, large,
 complex system. It takes longer to learn how to work in someone
 else's
 environment, but you save loads of time in the long run rather than
 struggling to make someone else's paradigm fit into what you want.

 --Bob





 On Fri, Jul 24, 2009 at 3:20 PM, Harry
 Jefferyharry101jeff...@googlemail.com wrote:

 Minh, I think you just produced the best argument in the
 conversation so far.

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 Personally, I think Valve should leave Source as it is for now. If
 they're going to take a huge step such as open-sourcing hammer or
 adding
 scripting support, then they should leave it until they release a  
 new
 engine.

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 archives, please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Andrew Ritchie
Surely this topic could be split into several different points. Personally I
see 4 different ones here.

1) Engine features
2) Tools Capabilities
3) Tools Availability
4) Tools Presentation

The first is ignorable, Valve is clearly only going to add new features or
change things, like BSP and displacement maps, when they think it's
important.  It's their engine and it needs to do what their games need
doing.  If you choose to use Source then you have to accept you are modding
their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a lot of
money and brought huge success but they were also developed around the
constraints of the engine rather than the engine being built FOR these mods
to be made.  If a technical limitation is big enough to warrent an engine
change then do so rather than hanging about wanting Valve to add the
feature, as big as the previous mentioned mods are you'd need to really
prove you're up to their popularity before Valve would make a drastic change
for you.  So either accept the engine's features before you get underway or
be prepared to encounter the fact you can't do certain things without a lot
of work, if not at all.

The Tools Capabilities I think is what Jed was really getting at, I don't
mean like adding features to hammer and stuff but specifically allowing the
chance for modders to by pass say model exporting to smd and just use a
common format.  The tool would need to have the importer and converter
written but I personally think that approaching Valve with a specific and
industry accepted intermediate format might be a good cause. Especially if
it makes life easier for getting the raw assets into a format that the tool
can then use.

With the availability of tools, I mean those asking that they be open
source.  Specifically referring to a comment about hammer, look at
Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
projects.  So you could take a leaf and have a bash at your own editor and
open source it, you never know might turn out to be a better designed tool.
However just having the source code to hammer, I doubt would be of any
benefit, you'd have dozens of versions of the tool floating around and do
you really think you could add something useful to it?  It may have bugs but
if you advocate open source then why not take the initiative and lead by
example?

The last one, has been brought up in regards to wrapping a tool with a UI or
removing the need for QC files.  With this I think the issue is balancing
the technical knowledge and the capabilities of a tool.  However I feel it
again falls back to a situation where Valve are happy to use it the way it
is, they understand it and can get any of their tools to do what they need.
It's the new, non technical, or perhaps slightly lazy people who would need
that more complex aspects automated for them.  I'd refer this back to
Hammer, the early days of mapping could often mean rooting around in a hex
or text editor and as things progressed and art started needing the
technical requirements to be simplified you found map editors hiding away
the old formats.  Worldcraft and Hammer essentially sit between the user and
the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at this
stage, more heavily tied into hammer but it's still a front end for those.
Again perhaps Worldcraft was a special case with Valve gobbling it up, HLMV
too, but I think if the community is adamant enough about simplifying and
unifying the tool chain then perhaps a bit of proactive development could
lead the way or at least prove to Valve that everyone is serious about
rethinking the way we interact with the SDK.

Ok, sorry bit of a ramble but mainly what I wanted to share was that
specific things like adding FBX to the formats studiomdl can accept would be
good ventures as they are specific and have an immediately obvious reason.
The other stuff like creating a unified system might be something that is
best approached with good old community spirit.  If you're serious enough
about wanting to use the engine but can genuinely improve the way users
develop for it then get organized and see if it's a viable thing to tackle.
Even if it's just to prove you were right.  I know the later is a bit of a
cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples of
those who have gone out of their way to do so with tools and Garrys mod is a
prime example of taking what is available game code wise and adding the
extensions (Specifically scriptint) you want. Plus it beats just falling
back to the Valve Needs to Support Mods and Valve do whats best for Valve
games and mods need to deal with it arguments that go no where.

On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears benmea...@gmail.com wrote:

 As a 3D modeller, animator, and mapper, (and not a coder) I agree with what
 Jed said 100%.

 Jed, can you please just go work for Valve?

 great, thanks!

 On Fri, Jul 24, 2009 at 12:23 PM, Jed j...@wunderboy.org 

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Kohan Venets

I'm not claiming to agree or disagree, but I'd like to mention that using 
proper spelling and grammar would help people take you seriously.  Iam 
disapointed beleive displacment isnt alogothim differnt 
fundemenal woulod jsut Id dont.

It's just difficult to believe that you have a job as a game developer when you 
type that way.

-Kohan



 Date: Thu, 23 Jul 2009 22:51:26 +0200
 From: adamjjdono...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] whats happening with this engine
 
 After being on this list for years Iam slightly disapointed that it has not
 been taken further..mainly Iam talking about the tools artists get to use to
 create the worlds and actually cant beleive that a modern computer game
 developer still works with it as its rather limited in environment
 design..take for example the displacment system..there isnt even lod
 alogothim for it which makes it so limited..seeing as I work for a game
 developer and know that its not easy to manage differnt projects and
 content..I still think some rethinking of fundemenal aspects of the engine
 woulod be a great idea about now..perhaps even jsut to give people like me
 some hope that the engine will slowly migrate into something more modern..Id
 expect some flaming and spam to follow this post like how their are other
 engines to use and that i dont have to use source engine..that being said..i
 kinda care about seeing progress.
 greetz
 nava
 ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Saul Rennison
Displacements don't need an LOD algorithm, displacements aren't used for
huge, very precise landscapes. It's just a low-resolution triangle strip :|

Thanks,
- Saul.


2009/7/23 Kohan Venets idr...@hotmail.com


 I'm not claiming to agree or disagree, but I'd like to mention that using
 proper spelling and grammar would help people take you seriously.  Iam
 disapointed beleive displacment isnt alogothim differnt
 fundemenal woulod jsut Id dont.

 It's just difficult to believe that you have a job as a game developer when
 you type that way.

 -Kohan



  Date: Thu, 23 Jul 2009 22:51:26 +0200
  From: adamjjdono...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] whats happening with this engine
 
  After being on this list for years Iam slightly disapointed that it has
 not
  been taken further..mainly Iam talking about the tools artists get to use
 to
  create the worlds and actually cant beleive that a modern computer game
  developer still works with it as its rather limited in environment
  design..take for example the displacment system..there isnt even lod
  alogothim for it which makes it so limited..seeing as I work for a game
  developer and know that its not easy to manage differnt projects and
  content..I still think some rethinking of fundemenal aspects of the
 engine
  woulod be a great idea about now..perhaps even jsut to give people like
 me
  some hope that the engine will slowly migrate into something more
 modern..Id
  expect some flaming and spam to follow this post like how their are other
  engines to use and that i dont have to use source engine..that being
 said..i
  kinda care about seeing progress.
  greetz
  nava
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Joel R.
Hes an old schooler it does not matter

back on topic

Yes, there is much room for improvement in many areas.  Source Engine is the
only modern engine to still be using BSP.  However, i think the tools like
hammer should be open source so people like us can improve them since valve
lacks the manpower to do so.


On Thu, Jul 23, 2009 at 4:09 PM, Kohan Venets idr...@hotmail.com wrote:


 I'm not claiming to agree or disagree, but I'd like to mention that using
 proper spelling and grammar would help people take you seriously.  Iam
 disapointed beleive displacment isnt alogothim differnt
 fundemenal woulod jsut Id dont.

 It's just difficult to believe that you have a job as a game developer when
 you type that way.

 -Kohan



  Date: Thu, 23 Jul 2009 22:51:26 +0200
  From: adamjjdono...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] whats happening with this engine
 
  After being on this list for years Iam slightly disapointed that it has
 not
  been taken further..mainly Iam talking about the tools artists get to use
 to
  create the worlds and actually cant beleive that a modern computer game
  developer still works with it as its rather limited in environment
  design..take for example the displacment system..there isnt even lod
  alogothim for it which makes it so limited..seeing as I work for a game
  developer and know that its not easy to manage differnt projects and
  content..I still think some rethinking of fundemenal aspects of the
 engine
  woulod be a great idea about now..perhaps even jsut to give people like
 me
  some hope that the engine will slowly migrate into something more
 modern..Id
  expect some flaming and spam to follow this post like how their are other
  engines to use and that i dont have to use source engine..that being
 said..i
  kinda care about seeing progress.
  greetz
  nava
  ___
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 please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Harry Jeffery
CoD4's prefab based maps work for people to create levels fairly
easily but I dont see the same creative community that exists in css,
tf2 and l4d.

BSP works, I'm happy with it, I get a lot of control with it. You
choose the engine for the game, you want to make a crysis scale game
then use the crytek engine. If something like TF2 is in mind then use
source 2007.

The misconception that source is the same engine it was 5 years ago
bugs me. Valve have updated it loads and brought graphics, physics and
gameplay to the next generation. TBH valve are a generation ahead of
everyone else in terms of gameplay.

Last time I checked insurgency looked pretty damn nice, at a par with cod4 IMO.

2009/7/23 Joel R. joelru...@gmail.com:
 Hes an old schooler it does not matter

 back on topic

 Yes, there is much room for improvement in many areas.  Source Engine is the
 only modern engine to still be using BSP.  However, i think the tools like
 hammer should be open source so people like us can improve them since valve
 lacks the manpower to do so.


 On Thu, Jul 23, 2009 at 4:09 PM, Kohan Venets idr...@hotmail.com wrote:


 I'm not claiming to agree or disagree, but I'd like to mention that using
 proper spelling and grammar would help people take you seriously.  Iam
 disapointed beleive displacment isnt alogothim differnt
 fundemenal woulod jsut Id dont.

 It's just difficult to believe that you have a job as a game developer when
 you type that way.

 -Kohan



  Date: Thu, 23 Jul 2009 22:51:26 +0200
  From: adamjjdono...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] whats happening with this engine
 
  After being on this list for years Iam slightly disapointed that it has
 not
  been taken further..mainly Iam talking about the tools artists get to use
 to
  create the worlds and actually cant beleive that a modern computer game
  developer still works with it as its rather limited in environment
  design..take for example the displacment system..there isnt even lod
  alogothim for it which makes it so limited..seeing as I work for a game
  developer and know that its not easy to manage differnt projects and
  content..I still think some rethinking of fundemenal aspects of the
 engine
  woulod be a great idea about now..perhaps even jsut to give people like
 me
  some hope that the engine will slowly migrate into something more
 modern..Id
  expect some flaming and spam to follow this post like how their are other
  engines to use and that i dont have to use source engine..that being
 said..i
  kinda care about seeing progress.
  greetz
  nava
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jed
Kohan, if you'd seen the grammar in e-mail I've received from people
with an @valvesoftware.com email address you wouldn't disbelieve that
Adam may actually have a game industry job.

That said, I agree with the sentiment that Valve is probably the last
game company pushing a BSP based engine? After 3 years of building a
mod I'm starting to believe that Source is just the HL1 engine with a
bunch of third-party API's plugged in. Certainly they have come up
with some very cool stuff but over Goldsrc, Source just doesn't feel
very next-gen to me. I remember when CS:S first came out and
everyone was was well you should be able to do XXX/YYY with the
source engine. Ultimately all the mods big plans fell flat and it
feels, with a few exceptions, the same stuff as HL1 but with better
graphics.

My biggest beef with Source as a next-gen engine is their tool set. I
*really* think Valve have taken a backwards step with their SDK and
tool chain and make modding exponentially difficult for those that
want to do it. When I look at other engines everything is so much more
refined and documented and the tools are much more polished that
Valve. Case in point:

- Why are we still using a command line model compiler? The main
modder demographic is probably 15 - 20 somethings of which most aren't
pre-windows 95 and don't know how to use a CLI. If I can write a
bloody GUI to StudioMDL, why can't Valve?

- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need us to make SMD
support for every 3D app out there if you adopt a cross application 3D
format.

I could go on, but I personally think that Valve need to seriously
polish their tool set if they expect us, as modders, and maybe even
studios to adopt their engine. Content creation shouldn't be a fight.

And I say this knowing full well that some people at Valve prefer my
tools over their own...

- J


2009/7/23 Kohan Venets idr...@hotmail.com:

 I'm not claiming to agree or disagree, but I'd like to mention that using 
 proper spelling and grammar would help people take you seriously.  Iam 
 disapointed beleive displacment isnt alogothim differnt 
 fundemenal woulod jsut Id dont.

 It's just difficult to believe that you have a job as a game developer when 
 you type that way.

 -Kohan



 Date: Thu, 23 Jul 2009 22:51:26 +0200
 From: adamjjdono...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] whats happening with this engine

 After being on this list for years Iam slightly disapointed that it has not
 been taken further..mainly Iam talking about the tools artists get to use to
 create the worlds and actually cant beleive that a modern computer game
 developer still works with it as its rather limited in environment
 design..take for example the displacment system..there isnt even lod
 alogothim for it which makes it so limited..seeing as I work for a game
 developer and know that its not easy to manage differnt projects and
 content..I still think some rethinking of fundemenal aspects of the engine
 woulod be a great idea about now..perhaps even jsut to give people like me
 some hope that the engine will slowly migrate into something more modern..Id
 expect some flaming and spam to follow this post like how their are other
 engines to use and that i dont have to use source engine..that being said..i
 kinda care about seeing progress.
 greetz
 nava
 ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
I agree that gameplay options are great in hammer..its more some of the
oldschool stuff in hammer that could use an update..as for the spelling
comments I dont care Im employed as an artist not a public relations officer
ot spelling bee judge.
nava
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
I like the Source engine and am pretty happy with it in it's current state.

However, what Jed said,

- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need us to make SMD
support for every 3D app out there if you adopt a cross application 3D
format.

makes perfect sense and should really be looked into for a future Source
engine update. I don't where we would be without Jed's plugins (well, I use
XSI mostly so I would probably be ok but what about the many people who use
Max and Maya?)


On Thu, Jul 23, 2009 at 1:41 PM, Jed j...@wunderboy.org wrote:

 Kohan, if you'd seen the grammar in e-mail I've received from people
 with an @valvesoftware.com email address you wouldn't disbelieve that
 Adam may actually have a game industry job.

 That said, I agree with the sentiment that Valve is probably the last
 game company pushing a BSP based engine? After 3 years of building a
 mod I'm starting to believe that Source is just the HL1 engine with a
 bunch of third-party API's plugged in. Certainly they have come up
 with some very cool stuff but over Goldsrc, Source just doesn't feel
 very next-gen to me. I remember when CS:S first came out and
 everyone was was well you should be able to do XXX/YYY with the
 source engine. Ultimately all the mods big plans fell flat and it
 feels, with a few exceptions, the same stuff as HL1 but with better
 graphics.

 My biggest beef with Source as a next-gen engine is their tool set. I
 *really* think Valve have taken a backwards step with their SDK and
 tool chain and make modding exponentially difficult for those that
 want to do it. When I look at other engines everything is so much more
 refined and documented and the tools are much more polished that
 Valve. Case in point:

 - Why are we still using a command line model compiler? The main
 modder demographic is probably 15 - 20 somethings of which most aren't
 pre-windows 95 and don't know how to use a CLI. If I can write a
 bloody GUI to StudioMDL, why can't Valve?

 - Why the hell are we still using SMD? Take a continuous mesh model,
 break it into triangles and re-compile it into tri-strips at compile.
 Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
 DAE/FBX for God's sake. You'll find you don't need us to make SMD
 support for every 3D app out there if you adopt a cross application 3D
 format.

 I could go on, but I personally think that Valve need to seriously
 polish their tool set if they expect us, as modders, and maybe even
 studios to adopt their engine. Content creation shouldn't be a fight.

 And I say this knowing full well that some people at Valve prefer my
 tools over their own...

 - J


 2009/7/23 Kohan Venets idr...@hotmail.com:
 
  I'm not claiming to agree or disagree, but I'd like to mention that using
 proper spelling and grammar would help people take you seriously.  Iam
 disapointed beleive displacment isnt alogothim differnt
 fundemenal woulod jsut Id dont.
 
  It's just difficult to believe that you have a job as a game developer
 when you type that way.
 
  -Kohan
 
 
 
  Date: Thu, 23 Jul 2009 22:51:26 +0200
  From: adamjjdono...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] whats happening with this engine
 
  After being on this list for years Iam slightly disapointed that it has
 not
  been taken further..mainly Iam talking about the tools artists get to
 use to
  create the worlds and actually cant beleive that a modern computer game
  developer still works with it as its rather limited in environment
  design..take for example the displacment system..there isnt even lod
  alogothim for it which makes it so limited..seeing as I work for a game
  developer and know that its not easy to manage differnt projects and
  content..I still think some rethinking of fundemenal aspects of the
 engine
  woulod be a great idea about now..perhaps even jsut to give people like
 me
  some hope that the engine will slowly migrate into something more
 modern..Id
  expect some flaming and spam to follow this post like how their are
 other
  engines to use and that i dont have to use source engine..that being
 said..i
  kinda care about seeing progress.
  greetz
  nava
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
 If I can write a bloody GUI to StudioMDL, why can't Valve?

Because you already wrote it. Why would they need to duplicate your work?
Why pay paid developers to do something the modding community does for free?
;)

I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
written in Lua or C++ or such), so that even if Valve didn't take the time
to make their tools more user-friendly, the users could.

What Source lacks in high-end graphics, and ultra precise physics and so on,
I do think that they make up for it in Gameplay. You still see huge gaming
communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years
old, yet people still play them daily.

And yeah, content creation is way too much of a fight. Un-descriptive
errors, illogical errors, etc. While the CLI doesn't bother me, having
learned to use it, I could see how it could be an issue for a new user.
(Keep in mind I'm only 16) And alot of the stuff isn't documented which irks
me. Also not having the model sources for more complex things really annoys
me, because it's left the modders to try and figure it out on their own.
Things like MDLDecompiler aren't a terrible help with the new stuff because
it isn't even put into the qcs or models, so we have NO clue if some of the
commands even exist.

On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan adamjjdono...@gmail.comwrote:

 I agree that gameplay options are great in hammer..its more some of the
 oldschool stuff in hammer that could use an update..as for the spelling
 comments I dont care Im employed as an artist not a public relations
 officer
 ot spelling bee judge.
 nava
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
 To: hlcoders@list.valvesoftware.com
 Message-ID:
61584190907231351w57945d08u7d1ae81a0575...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 After being on this list for years Iam slightly disapointed that it has not
 been taken further..mainly Iam talking about the tools artists get to use
 to
 create the worlds and actually cant beleive that a modern computer game
 developer still works with it as its rather limited in environment
 design..take for example the displacment system..there isnt even lod
 alogothim for it which makes it so limited..seeing as I work for a game
 developer and know that its not easy to manage differnt projects and
 content..I still think some rethinking of fundemenal aspects of the engine
 woulod be a great idea about now..perhaps even jsut to give people like me
 some hope that the engine will slowly migrate into something more
 modern..Id
 expect some flaming and spam to follow this post like how their are other
 engines to use and that i dont have to use source engine..that being
 said..i
 kinda care about seeing progress.
 greetz
 nava


 --

 Message: 3
 Date: Thu, 23 Jul 2009 14:09:40 -0700
 From: Kohan Venets idr...@hotmail.com
 Subject: Re: [hlcoders] whats happening with this engine
 To: hlcoders hlcoders@list.valvesoftware.com
 Message-ID: col120-w112e8cc9129ea33201dee697...@phx.gbl
 Content-Type: text/plain; charset=iso-8859-1


 I'm not claiming to agree or disagree, but I'd like to mention that using
 proper spelling and grammar would help people take you seriously.  Iam
 disapointed beleive displacment isnt alogothim differnt
 fundemenal woulod jsut Id dont.

 It's just difficult to believe that you have a job as a game developer when
 you type that way.

 -Kohan



  Date: Thu, 23 Jul 2009 22:51:26 +0200
  From: adamjjdono...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] whats happening with this engine
 
  After being on this list for years Iam slightly disapointed that it has
 not
  been taken further..mainly Iam talking about the tools artists get to use
 to
  create the worlds and actually cant beleive that a modern computer game
  developer still works with it as its rather limited in environment
  design..take for example the displacment system..there isnt even lod
  alogothim for it which makes it so limited..seeing as I work for a game
  developer and know that its not easy to manage differnt projects and
  content..I still think some rethinking of fundemenal aspects of the
 engine
  woulod be a great idea about now..perhaps even jsut to give people like
 me
  some hope that the engine will slowly migrate into something more
 modern..Id
  expect some flaming and spam to follow this post like how their are other
  engines to use and that i dont have to use source engine..that being
 said..i
  kinda care about seeing progress.
  greetz
  nava
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

 _
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 --

 Message: 4
 Date: Thu, 23 Jul 2009 22:14:55 +0100
 From: Saul Rennison saul.renni...@gmail.com
 Subject: Re: [hlcoders] whats happening with this engine
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 Message-ID:
7305d8560907231414p2fe7e37bocdf5b6560b9a4...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Displacements don't need an LOD algorithm, displacements aren't used for
 huge, very precise landscapes. It's just a low-resolution triangle strip :|

 Thanks,
 - Saul.


 2009/7/23 Kohan Venets idr...@hotmail.com

 
  I'm not claiming to agree or disagree, but I'd like to mention that using
  proper spelling and grammar would help people take you seriously.  Iam
  disapointed beleive displacment isnt alogothim differnt
  fundemenal woulod jsut Id dont.
 
  It's just difficult to believe that you have a job as a game developer
 when
  you type that way.
 
  -Kohan
 
 
 
   Date: Thu, 23 Jul 2009 22:51:26 +0200
   From: adamjjdono...@gmail.com
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] whats happening with this engine
  
   After being on this list for years Iam slightly disapointed that it has
  not
   been taken further..mainly Iam talking about the tools artists get to
 use
  to
   create the worlds and actually cant beleive that a modern computer game
   developer still works with it as its rather limited in environment
   design..take for example the displacment system..there isnt even lod
   alogothim for it which makes it so limited..seeing as I work for a game
   developer and know that its not easy to manage differnt projects and
   content

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jed
I think Source works well for the room and corridor kind of engine but
if you want anything more outdoors you need to look at another
engine really.

Of course, I often find myself sitting on the fence - I *am* a Valve
fanboy at heart but some stuff just makes me groan.

The one thing I don't like is that since Source a lot of stock tools
have been locked down - source not released citing license issues,
etc. Case in point - I hear the source to StudioMDL can't be released
due to the Perforce integration code. I would rather see the StudioMDL
code *minus* the Perforce libs/C++ bits because the rest in itself is
USEFUL to use as tool developers.

Likewise HLMV - it's based on HLMV 1.22 and uses the most ancient GUI
API on the planet. Release us the source/API to the 3D window
rendered! I did actually start making a JHLMV for Source back when HL2
came out but the fact that Valve update HLMV which broke it, and then
took forever to update/remove the source from the SDK killed that
project.

I'm sorry but I just *do not get* the Valve toolset. It may work well
for you guys to have some hacky-held-together-with-duct-tape tools in
house but if your selling an engine license I can't believe your
crappy toolset is actually helping you sell engine licenses. I've lost
count of how many Source engine licensee's have asked me (in respect
of my software license) for permission to use my tools for their game
production.

Seriously Valve - get serious about your tool set. Great engine, but
it feels like your content creation pipeline tools are from the
stoneage. As yourself this - why do people like myself and Nem make
the tools you do? Maybe it's because your own are so deficient... and
I *know* your using some of my stuff in-house.

- Jed




2009/7/23 Matt Hoffman lord.matt.hoff...@gmail.com:
 If I can write a bloody GUI to StudioMDL, why can't Valve?

 Because you already wrote it. Why would they need to duplicate your work?
 Why pay paid developers to do something the modding community does for free?
 ;)

 I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
 written in Lua or C++ or such), so that even if Valve didn't take the time
 to make their tools more user-friendly, the users could.

 What Source lacks in high-end graphics, and ultra precise physics and so on,
 I do think that they make up for it in Gameplay. You still see huge gaming
 communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years
 old, yet people still play them daily.

 And yeah, content creation is way too much of a fight. Un-descriptive
 errors, illogical errors, etc. While the CLI doesn't bother me, having
 learned to use it, I could see how it could be an issue for a new user.
 (Keep in mind I'm only 16) And alot of the stuff isn't documented which irks
 me. Also not having the model sources for more complex things really annoys
 me, because it's left the modders to try and figure it out on their own.
 Things like MDLDecompiler aren't a terrible help with the new stuff because
 it isn't even put into the qcs or models, so we have NO clue if some of the
 commands even exist.

 On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan adamjjdono...@gmail.comwrote:

 I agree that gameplay options are great in hammer..its more some of the
 oldschool stuff in hammer that could use an update..as for the spelling
 comments I dont care Im employed as an artist not a public relations
 officer
 ot spelling bee judge.
 nava
 ___
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 please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jed
And I apologise for my spelling mistakes. I'm stuck in a hotel on the
other side of the world on a netbook with a keyboard too small for my
fingers :)

2009/7/24 Jed j...@wunderboy.org:
 I think Source works well for the room and corridor kind of engine but
 if you want anything more outdoors you need to look at another
 engine really.

 Of course, I often find myself sitting on the fence - I *am* a Valve
 fanboy at heart but some stuff just makes me groan.

 The one thing I don't like is that since Source a lot of stock tools
 have been locked down - source not released citing license issues,
 etc. Case in point - I hear the source to StudioMDL can't be released
 due to the Perforce integration code. I would rather see the StudioMDL
 code *minus* the Perforce libs/C++ bits because the rest in itself is
 USEFUL to use as tool developers.

 Likewise HLMV - it's based on HLMV 1.22 and uses the most ancient GUI
 API on the planet. Release us the source/API to the 3D window
 rendered! I did actually start making a JHLMV for Source back when HL2
 came out but the fact that Valve update HLMV which broke it, and then
 took forever to update/remove the source from the SDK killed that
 project.

 I'm sorry but I just *do not get* the Valve toolset. It may work well
 for you guys to have some hacky-held-together-with-duct-tape tools in
 house but if your selling an engine license I can't believe your
 crappy toolset is actually helping you sell engine licenses. I've lost
 count of how many Source engine licensee's have asked me (in respect
 of my software license) for permission to use my tools for their game
 production.

 Seriously Valve - get serious about your tool set. Great engine, but
 it feels like your content creation pipeline tools are from the
 stoneage. As yourself this - why do people like myself and Nem make
 the tools you do? Maybe it's because your own are so deficient... and
 I *know* your using some of my stuff in-house.

 - Jed




 2009/7/23 Matt Hoffman lord.matt.hoff...@gmail.com:
 If I can write a bloody GUI to StudioMDL, why can't Valve?

 Because you already wrote it. Why would they need to duplicate your work?
 Why pay paid developers to do something the modding community does for free?
 ;)

 I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
 written in Lua or C++ or such), so that even if Valve didn't take the time
 to make their tools more user-friendly, the users could.

 What Source lacks in high-end graphics, and ultra precise physics and so on,
 I do think that they make up for it in Gameplay. You still see huge gaming
 communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years
 old, yet people still play them daily.

 And yeah, content creation is way too much of a fight. Un-descriptive
 errors, illogical errors, etc. While the CLI doesn't bother me, having
 learned to use it, I could see how it could be an issue for a new user.
 (Keep in mind I'm only 16) And alot of the stuff isn't documented which irks
 me. Also not having the model sources for more complex things really annoys
 me, because it's left the modders to try and figure it out on their own.
 Things like MDLDecompiler aren't a terrible help with the new stuff because
 it isn't even put into the qcs or models, so we have NO clue if some of the
 commands even exist.

 On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan adamjjdono...@gmail.comwrote:

 I agree that gameplay options are great in hammer..its more some of the
 oldschool stuff in hammer that could use an update..as for the spelling
 comments I dont care Im employed as an artist not a public relations
 officer
 ot spelling bee judge.
 nava
 ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jorge Rodriguez
Valve's engine and toolset are perfect for what Valve does with it, and
Valve has a lot of tools that they don't distribute to the community that
make what they do easier. The limitations that exist are only because the
engine is focused for doing one thing and doing it well, that being the kind
of thing that Valve does with their games. Personally I think that despite
the limitations, the engine is fantastic and can be made to do a lot of
stuff, just look at GMod. It's a bit rough using a command line model
compiler and SMD and whatnot, but nobody's holding your hand, you're free to
use another toolset if you don't like what Valve has offered. Or, pay for an
engine license. Or, wait for whatever Valve is cooking up in their pipeline
next for future versions of Source.

So quit whining!

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Tobias Kammersgaard
I *think* the reason why Valve still uses command line tools is the fact
that you can easily integrate it into the Windows context menus.I was
working on a decompiler, but simply stopped my work on it, due to the SMD
format, which is quite lame to work with.

Oh, and reloading materials ingame IS possible. Check out

mat_reloadallmaterials - reload all materials
mat_reloadmaterial - reloads specified material
mat_reloadtexture - reload all textures

/ScarT
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
 Agreed - I think that despite the limitations, the engine is fantastic and
can be made to do a lot of
stuff, just look at GMod. As well as other great mods that are outside of
Valve's normal game type. For example, Eternal Silence is a Source engine
mod that contains outer space flying and dogfighting! I haven't really used
any of the other engines but would it be possible to create a flying game in
a different engine that is meant for FPS?

Disagreed - Or, pay for an engine license. Or, wait for whatever Valve is
cooking up in their pipeline next for future versions of Source. Isn't a
license like 300,000$ or something? What individual can afford that? And I
don't think waiting for Valve is really ever a good solution.

On Thu, Jul 23, 2009 at 2:28 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 Valve's engine and toolset are perfect for what Valve does with it, and
 Valve has a lot of tools that they don't distribute to the community that
 make what they do easier. The limitations that exist are only because the
 engine is focused for doing one thing and doing it well, that being the
 kind
 of thing that Valve does with their games. Personally I think that despite
 the limitations, the engine is fantastic and can be made to do a lot of
 stuff, just look at GMod. It's a bit rough using a command line model
 compiler and SMD and whatnot, but nobody's holding your hand, you're free
 to
 use another toolset if you don't like what Valve has offered. Or, pay for
 an
 engine license. Or, wait for whatever Valve is cooking up in their pipeline
 next for future versions of Source.

 So quit whining!

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
ok so I will say this again..I know there are other engines..but I care
about this one..so there is no point of telling me which other large outdoor
engines there are..i know that..i use them too and they just make me more
aware of the state of the tool set we have. I have used  source for
years..its because I am a fanboy of the engine that I say such things..I
mean you only have to listen to Jed to get an idea of the problems...and as
for third party api's not being able to redistibute..well other games do it
so I dont see why it cant be sorted out for us.  And Jorge im not whining..I
have nothing to whin about..I acutally get to work with programmers as a
tech artist making tool sets for everyone..so I know its alot of work and im
not taking for granted that it would also be alot of work for valve..but
thats no excuse at all. Everything that Jed has said so far is pretty much
spot on..

nava
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Harry Jeffery
If it's all made nice and modular and supports either dll or python
plugins I think it would work great.

Nothing there that should be too hard to re-implement.

2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
 Because...

 Hell that's a good point. The VMF document format isn't exactly hard to
 understand. The compile tools are all plugged-in.

 Only thing you would have issues with (I'd Imagine): Loading from the GCFS
 quickly, and efficiently. Though I imagine Jed would have a solution there.
 Displacements could also be an issue.

 I'd imagine it's possible.



 On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

 1. Update SDK and make it uber leet as per suggestions.
 2. Distribute SDK (not on valvetime please)
 3. Studios pay for license
 4. More mods become commercially viable (e.g. GMod)
 5. ?
 6. Profit!

 But seriously, it can be done.

 And if hammer is so bad why has the community not started work on an
 opensource version with python support for plugins.

 2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
  Source engine works just fine for outdoors areas. Did you people forget
 that
  half of HL2 and the episodes take place outdoors? Obviously it doesn't
 scale
  up to GTA-size large areas, but it can handle some pretty large areas.
 
  --
  Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Harry Jeffery
1. Update SDK and make it uber leet as per suggestions.
2. Distribute SDK (not on valvetime please)
3. Studios pay for license
4. More mods become commercially viable (e.g. GMod)
5. ?
6. Profit!

But seriously, it can be done.

And if hammer is so bad why has the community not started work on an
opensource version with python support for plugins.

2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
 Source engine works just fine for outdoors areas. Did you people forget that
 half of HL2 and the episodes take place outdoors? Obviously it doesn't scale
 up to GTA-size large areas, but it can handle some pretty large areas.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
In Eternal Silence there are vast outdoor, outer space environments that
take a while to travel across. And its all in the Source engine.

man I love that mod.

On Thu, Jul 23, 2009 at 2:57 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 Source engine works just fine for outdoors areas. Did you people forget
 that
 half of HL2 and the episodes take place outdoors? Obviously it doesn't
 scale
 up to GTA-size large areas, but it can handle some pretty large areas.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jorge Rodriguez
Source engine works just fine for outdoors areas. Did you people forget that
half of HL2 and the episodes take place outdoors? Obviously it doesn't scale
up to GTA-size large areas, but it can handle some pretty large areas.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Alexander Hirsch
I think you can use Sources/Valves filesystem for loading stuff in GCF/VPKs,
it's in a stand-alone dll.

On Thu, Jul 23, 2009 at 6:12 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Because...

 Hell that's a good point. The VMF document format isn't exactly hard to
 understand. The compile tools are all plugged-in.

 Only thing you would have issues with (I'd Imagine): Loading from the GCFS
 quickly, and efficiently. Though I imagine Jed would have a solution there.
 Displacements could also be an issue.

 I'd imagine it's possible.



 On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

  1. Update SDK and make it uber leet as per suggestions.
  2. Distribute SDK (not on valvetime please)
  3. Studios pay for license
  4. More mods become commercially viable (e.g. GMod)
  5. ?
  6. Profit!
 
  But seriously, it can be done.
 
  And if hammer is so bad why has the community not started work on an
  opensource version with python support for plugins.
 
  2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
   Source engine works just fine for outdoors areas. Did you people forget
  that
   half of HL2 and the episodes take place outdoors? Obviously it doesn't
  scale
   up to GTA-size large areas, but it can handle some pretty large areas.
  
   --
   Jorge Vino Rodriguez
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  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Saul Rennison
Hell I'm on Summer Holidays, I'll give this a go, although it does  
mean I'd have to do texture support which I'm not so great at. But GCF  
support is possible via Nemesis' HLlib.

All replies in this topic bring up good points in the Source Engine,  
heres my 2 pence:
I don't agree with the fact Source doesn't have good physics.
Source should move to DAE.
StudioMDL and HLMV should be open-source, leave P4 integration in, we  
only need the code / snippets from it.

There's probably more but I can't be bothered replying.

Thanks,
-Saul.

On 24 Jul 2009, at 00:17, Harry Jeffery  
harry101jeff...@googlemail.com wrote:

 If it's all made nice and modular and supports either dll or python
 plugins I think it would work great.

 Nothing there that should be too hard to re-implement.

 2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
 Because...

 Hell that's a good point. The VMF document format isn't exactly  
 hard to
 understand. The compile tools are all plugged-in.

 Only thing you would have issues with (I'd Imagine): Loading from  
 the GCFS
 quickly, and efficiently. Though I imagine Jed would have a  
 solution there.
 Displacements could also be an issue.

 I'd imagine it's possible.



 On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

 1. Update SDK and make it uber leet as per suggestions.
 2. Distribute SDK (not on valvetime please)
 3. Studios pay for license
 4. More mods become commercially viable (e.g. GMod)
 5. ?
 6. Profit!

 But seriously, it can be done.

 And if hammer is so bad why has the community not started work on an
 opensource version with python support for plugins.

 2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
 Source engine works just fine for outdoors areas. Did you people  
 forget
 that
 half of HL2 and the episodes take place outdoors? Obviously it  
 doesn't
 scale
 up to GTA-size large areas, but it can handle some pretty large  
 areas.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Saul Rennison
Maybe Valve should then remember they wouldn't have Team Fortress and  
Counter-Strike without mods.

Thanks,
-Saul.

On 24 Jul 2009, at 01:28, Bob Somers magicbob...@gmail.com wrote:

 With all due respect to you guys, I think you're forgetting that
 ultimately Valve is not in the mod-support business. They're in the
 business of making their own games, and the success of their titles
 shows how well they do it.

 Their tools are designed for the way the workflow happens at Valve,
 not at your house. They're providing their tools to you as a courtesy.
 Now, if they want to take suggestions from the community that's great,
 but ultimately you're getting all their tools for free so it's really
 too bad if they don't work they way you want them to.

 I'm not well versed in the model compilation process for Source, but
 there's one thing a command line interface has over a GUI...
 scriptability. In a big software company, the rule of thumb is that
 anything that can be automated should be automated. You can't script a
 GUI (at least, not very easily at all).

 --Bob




 On Thu, Jul 23, 2009 at 5:08 PM, Saul  
 Rennisonsaul.renni...@gmail.com wrote:
 Hell I'm on Summer Holidays, I'll give this a go, although it does
 mean I'd have to do texture support which I'm not so great at. But  
 GCF
 support is possible via Nemesis' HLlib.

 All replies in this topic bring up good points in the Source Engine,
 heres my 2 pence:
 I don't agree with the fact Source doesn't have good physics.
 Source should move to DAE.
 StudioMDL and HLMV should be open-source, leave P4 integration in, we
 only need the code / snippets from it.

 There's probably more but I can't be bothered replying.

 Thanks,
 -Saul.

 On 24 Jul 2009, at 00:17, Harry Jeffery
 harry101jeff...@googlemail.com wrote:

 If it's all made nice and modular and supports either dll or python
 plugins I think it would work great.

 Nothing there that should be too hard to re-implement.

 2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
 Because...

 Hell that's a good point. The VMF document format isn't exactly
 hard to
 understand. The compile tools are all plugged-in.

 Only thing you would have issues with (I'd Imagine): Loading from
 the GCFS
 quickly, and efficiently. Though I imagine Jed would have a
 solution there.
 Displacements could also be an issue.

 I'd imagine it's possible.



 On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

 1. Update SDK and make it uber leet as per suggestions.
 2. Distribute SDK (not on valvetime please)
 3. Studios pay for license
 4. More mods become commercially viable (e.g. GMod)
 5. ?
 6. Profit!

 But seriously, it can be done.

 And if hammer is so bad why has the community not started work  
 on an
 opensource version with python support for plugins.

 2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
 Source engine works just fine for outdoors areas. Did you people
 forget
 that
 half of HL2 and the episodes take place outdoors? Obviously it
 doesn't
 scale
 up to GTA-size large areas, but it can handle some pretty large
 areas.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Bob Somers
With all due respect to you guys, I think you're forgetting that
ultimately Valve is not in the mod-support business. They're in the
business of making their own games, and the success of their titles
shows how well they do it.

Their tools are designed for the way the workflow happens at Valve,
not at your house. They're providing their tools to you as a courtesy.
Now, if they want to take suggestions from the community that's great,
but ultimately you're getting all their tools for free so it's really
too bad if they don't work they way you want them to.

I'm not well versed in the model compilation process for Source, but
there's one thing a command line interface has over a GUI...
scriptability. In a big software company, the rule of thumb is that
anything that can be automated should be automated. You can't script a
GUI (at least, not very easily at all).

--Bob




On Thu, Jul 23, 2009 at 5:08 PM, Saul Rennisonsaul.renni...@gmail.com wrote:
 Hell I'm on Summer Holidays, I'll give this a go, although it does
 mean I'd have to do texture support which I'm not so great at. But GCF
 support is possible via Nemesis' HLlib.

 All replies in this topic bring up good points in the Source Engine,
 heres my 2 pence:
 I don't agree with the fact Source doesn't have good physics.
 Source should move to DAE.
 StudioMDL and HLMV should be open-source, leave P4 integration in, we
 only need the code / snippets from it.

 There's probably more but I can't be bothered replying.

 Thanks,
 -Saul.

 On 24 Jul 2009, at 00:17, Harry Jeffery
 harry101jeff...@googlemail.com wrote:

 If it's all made nice and modular and supports either dll or python
 plugins I think it would work great.

 Nothing there that should be too hard to re-implement.

 2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
 Because...

 Hell that's a good point. The VMF document format isn't exactly
 hard to
 understand. The compile tools are all plugged-in.

 Only thing you would have issues with (I'd Imagine): Loading from
 the GCFS
 quickly, and efficiently. Though I imagine Jed would have a
 solution there.
 Displacements could also be an issue.

 I'd imagine it's possible.



 On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
 harry101jeff...@googlemail.com wrote:

 1. Update SDK and make it uber leet as per suggestions.
 2. Distribute SDK (not on valvetime please)
 3. Studios pay for license
 4. More mods become commercially viable (e.g. GMod)
 5. ?
 6. Profit!

 But seriously, it can be done.

 And if hammer is so bad why has the community not started work on an
 opensource version with python support for plugins.

 2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
 Source engine works just fine for outdoors areas. Did you people
 forget
 that
 half of HL2 and the episodes take place outdoors? Obviously it
 doesn't
 scale
 up to GTA-size large areas, but it can handle some pretty large
 areas.

 --
 Jorge Vino Rodriguez
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
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 ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Zach Kanzler
If a soup kitchen was giving you spoiled soup, would you take it? Being that
I'm a paying customer of Valve, in that I bought access to the SDK, I'm not
a beggar, so I will be a chooser.

On Thu, Jul 23, 2009 at 20:49, Paul Peloski paulpelo...@gmail.com wrote:

 Maybe they do remember that, and think, if Counter-Strike and Team
 Fortress
 were made with our SDK, we must be doing a pretty good job.

 Paul

 On Thu, Jul 23, 2009 at 6:39 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  Maybe Valve should then remember they wouldn't have Team Fortress and
  Counter-Strike without mods.
 
  Thanks,
  -Saul.
 
  On 24 Jul 2009, at 01:28, Bob Somers magicbob...@gmail.com wrote:
 
   With all due respect to you guys, I think you're forgetting that
   ultimately Valve is not in the mod-support business. They're in the
   business of making their own games, and the success of their titles
   shows how well they do it.
  
   Their tools are designed for the way the workflow happens at Valve,
   not at your house. They're providing their tools to you as a courtesy.
   Now, if they want to take suggestions from the community that's great,
   but ultimately you're getting all their tools for free so it's really
   too bad if they don't work they way you want them to.
  
   I'm not well versed in the model compilation process for Source, but
   there's one thing a command line interface has over a GUI...
   scriptability. In a big software company, the rule of thumb is that
   anything that can be automated should be automated. You can't script a
   GUI (at least, not very easily at all).
  
   --Bob
  
  
  
  
   On Thu, Jul 23, 2009 at 5:08 PM, Saul
   Rennisonsaul.renni...@gmail.com wrote:
   Hell I'm on Summer Holidays, I'll give this a go, although it does
   mean I'd have to do texture support which I'm not so great at. But
   GCF
   support is possible via Nemesis' HLlib.
  
   All replies in this topic bring up good points in the Source Engine,
   heres my 2 pence:
   I don't agree with the fact Source doesn't have good physics.
   Source should move to DAE.
   StudioMDL and HLMV should be open-source, leave P4 integration in, we
   only need the code / snippets from it.
  
   There's probably more but I can't be bothered replying.
  
   Thanks,
   -Saul.
  
   On 24 Jul 2009, at 00:17, Harry Jeffery
   harry101jeff...@googlemail.com wrote:
  
   If it's all made nice and modular and supports either dll or python
   plugins I think it would work great.
  
   Nothing there that should be too hard to re-implement.
  
   2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
   Because...
  
   Hell that's a good point. The VMF document format isn't exactly
   hard to
   understand. The compile tools are all plugged-in.
  
   Only thing you would have issues with (I'd Imagine): Loading from
   the GCFS
   quickly, and efficiently. Though I imagine Jed would have a
   solution there.
   Displacements could also be an issue.
  
   I'd imagine it's possible.
  
  
  
   On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
   harry101jeff...@googlemail.com wrote:
  
   1. Update SDK and make it uber leet as per suggestions.
   2. Distribute SDK (not on valvetime please)
   3. Studios pay for license
   4. More mods become commercially viable (e.g. GMod)
   5. ?
   6. Profit!
  
   But seriously, it can be done.
  
   And if hammer is so bad why has the community not started work
   on an
   opensource version with python support for plugins.
  
   2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
   Source engine works just fine for outdoors areas. Did you people
   forget
   that
   half of HL2 and the episodes take place outdoors? Obviously it
   doesn't
   scale
   up to GTA-size large areas, but it can handle some pretty large
   areas.
  
   --
   Jorge Vino Rodriguez
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
   please visit:
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   ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Kohan Venets

Agreed, though you must keep in mind there are other ways for them to acquire 
excellent developers; Portal was just some kids hired out of DigiPen who made a 
simple game similar to Portal and Valve said Hey you guys are cool, make us 
millions with it.

-Kohan



 From: saul.renni...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Date: Fri, 24 Jul 2009 01:39:47 +0100
 Subject: Re: [hlcoders] whats happening with this engine
 
 Maybe Valve should then remember they wouldn't have Team Fortress and  
 Counter-Strike without mods.
 
 Thanks,
 -Saul.
 
 On 24 Jul 2009, at 01:28, Bob Somers magicbob...@gmail.com wrote:
 
  With all due respect to you guys, I think you're forgetting that
  ultimately Valve is not in the mod-support business. They're in the
  business of making their own games, and the success of their titles
  shows how well they do it.
 
  Their tools are designed for the way the workflow happens at Valve,
  not at your house. They're providing their tools to you as a courtesy.
  Now, if they want to take suggestions from the community that's great,
  but ultimately you're getting all their tools for free so it's really
  too bad if they don't work they way you want them to.
 
  I'm not well versed in the model compilation process for Source, but
  there's one thing a command line interface has over a GUI...
  scriptability. In a big software company, the rule of thumb is that
  anything that can be automated should be automated. You can't script a
  GUI (at least, not very easily at all).
 
  --Bob
 
 
 
 
  On Thu, Jul 23, 2009 at 5:08 PM, Saul  
  Rennisonsaul.renni...@gmail.com wrote:
  Hell I'm on Summer Holidays, I'll give this a go, although it does
  mean I'd have to do texture support which I'm not so great at. But  
  GCF
  support is possible via Nemesis' HLlib.
 
  All replies in this topic bring up good points in the Source Engine,
  heres my 2 pence:
  I don't agree with the fact Source doesn't have good physics.
  Source should move to DAE.
  StudioMDL and HLMV should be open-source, leave P4 integration in, we
  only need the code / snippets from it.
 
  There's probably more but I can't be bothered replying.
 
  Thanks,
  -Saul.
 
  On 24 Jul 2009, at 00:17, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
 
  If it's all made nice and modular and supports either dll or python
  plugins I think it would work great.
 
  Nothing there that should be too hard to re-implement.
 
  2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
  Because...
 
  Hell that's a good point. The VMF document format isn't exactly
  hard to
  understand. The compile tools are all plugged-in.
 
  Only thing you would have issues with (I'd Imagine): Loading from
  the GCFS
  quickly, and efficiently. Though I imagine Jed would have a
  solution there.
  Displacements could also be an issue.
 
  I'd imagine it's possible.
 
 
 
  On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
  harry101jeff...@googlemail.com wrote:
 
  1. Update SDK and make it uber leet as per suggestions.
  2. Distribute SDK (not on valvetime please)
  3. Studios pay for license
  4. More mods become commercially viable (e.g. GMod)
  5. ?
  6. Profit!
 
  But seriously, it can be done.
 
  And if hammer is so bad why has the community not started work  
  on an
  opensource version with python support for plugins.
 
  2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
  Source engine works just fine for outdoors areas. Did you people
  forget
  that
  half of HL2 and the episodes take place outdoors? Obviously it
  doesn't
  scale
  up to GTA-size large areas, but it can handle some pretty large
  areas.
 
  --
  Jorge Vino Rodriguez
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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  archives,
  please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Joel R.
This type of argument always leads to this, one side says it should be
better, one side says be happy for what you've got.

We are definitely happy, but what is wrong with improvement?  Improvement =
awesome = more money.  The source engine just turned 5 years old, it is not
getting any younger, churning out games is getting slower, and other engines
make game building much quicker.  Anyway you look at it, there is only
something positive that comes out of improvement.



On Thu, Jul 23, 2009 at 7:49 PM, Paul Peloski paulpelo...@gmail.com wrote:

 Maybe they do remember that, and think, if Counter-Strike and Team
 Fortress
 were made with our SDK, we must be doing a pretty good job.

 Paul

 On Thu, Jul 23, 2009 at 6:39 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  Maybe Valve should then remember they wouldn't have Team Fortress and
  Counter-Strike without mods.
 
  Thanks,
  -Saul.
 
  On 24 Jul 2009, at 01:28, Bob Somers magicbob...@gmail.com wrote:
 
   With all due respect to you guys, I think you're forgetting that
   ultimately Valve is not in the mod-support business. They're in the
   business of making their own games, and the success of their titles
   shows how well they do it.
  
   Their tools are designed for the way the workflow happens at Valve,
   not at your house. They're providing their tools to you as a courtesy.
   Now, if they want to take suggestions from the community that's great,
   but ultimately you're getting all their tools for free so it's really
   too bad if they don't work they way you want them to.
  
   I'm not well versed in the model compilation process for Source, but
   there's one thing a command line interface has over a GUI...
   scriptability. In a big software company, the rule of thumb is that
   anything that can be automated should be automated. You can't script a
   GUI (at least, not very easily at all).
  
   --Bob
  
  
  
  
   On Thu, Jul 23, 2009 at 5:08 PM, Saul
   Rennisonsaul.renni...@gmail.com wrote:
   Hell I'm on Summer Holidays, I'll give this a go, although it does
   mean I'd have to do texture support which I'm not so great at. But
   GCF
   support is possible via Nemesis' HLlib.
  
   All replies in this topic bring up good points in the Source Engine,
   heres my 2 pence:
   I don't agree with the fact Source doesn't have good physics.
   Source should move to DAE.
   StudioMDL and HLMV should be open-source, leave P4 integration in, we
   only need the code / snippets from it.
  
   There's probably more but I can't be bothered replying.
  
   Thanks,
   -Saul.
  
   On 24 Jul 2009, at 00:17, Harry Jeffery
   harry101jeff...@googlemail.com wrote:
  
   If it's all made nice and modular and supports either dll or python
   plugins I think it would work great.
  
   Nothing there that should be too hard to re-implement.
  
   2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
   Because...
  
   Hell that's a good point. The VMF document format isn't exactly
   hard to
   understand. The compile tools are all plugged-in.
  
   Only thing you would have issues with (I'd Imagine): Loading from
   the GCFS
   quickly, and efficiently. Though I imagine Jed would have a
   solution there.
   Displacements could also be an issue.
  
   I'd imagine it's possible.
  
  
  
   On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery 
   harry101jeff...@googlemail.com wrote:
  
   1. Update SDK and make it uber leet as per suggestions.
   2. Distribute SDK (not on valvetime please)
   3. Studios pay for license
   4. More mods become commercially viable (e.g. GMod)
   5. ?
   6. Profit!
  
   But seriously, it can be done.
  
   And if hammer is so bad why has the community not started work
   on an
   opensource version with python support for plugins.
  
   2009/7/23 Jorge Rodriguez bs.v...@gmail.com:
   Source engine works just fine for outdoors areas. Did you people
   forget
   that
   half of HL2 and the episodes take place outdoors? Obviously it
   doesn't
   scale
   up to GTA-size large areas, but it can handle some pretty large
   areas.
  
   --
   Jorge Vino Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Giancarlo Rivas
The solution is that valve hires Jed as Tools programmer.
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Bob Somers
G typos...

send = sending
without = within

--Bob



On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote:
 There's nothing wrong with improvement, offering suggestions, or send
 your own improvements. Just be civil about it.

 I just get really tired of one guy making a perfectly civil
 suggestion, and then without hours my email box gets flooded with
 people tossing in their 2 cents and bitching about things like here's
 why the engine sucks or here's a laundry list of stuff they need to
 fix.

 Geez, if you hate it that much go mod on a different platform. Or at
 least keep your bitching off the list. This is a QA mailing list, not
 a feel-good Modders Anonymous support group.

 *steps off soap box*

 --Bob



 On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivasgiaym.m...@gmail.com wrote:
 The solution is that valve hires Jed as Tools programmer.
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ryan Sheffer
I remember some guy was developing an alternative to Hammer. I don't know
what happened with that but it looked promising.

On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote:

 G typos...

 send = sending
 without = within

 --Bob



 On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote:
  There's nothing wrong with improvement, offering suggestions, or send
  your own improvements. Just be civil about it.
 
  I just get really tired of one guy making a perfectly civil
  suggestion, and then without hours my email box gets flooded with
  people tossing in their 2 cents and bitching about things like here's
  why the engine sucks or here's a laundry list of stuff they need to
  fix.
 
  Geez, if you hate it that much go mod on a different platform. Or at
  least keep your bitching off the list. This is a QA mailing list, not
  a feel-good Modders Anonymous support group.
 
  *steps off soap box*
 
  --Bob
 
 
 
  On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivasgiaym.m...@gmail.com
 wrote:
  The solution is that valve hires Jed as Tools programmer.
  ___
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 please visit:
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jonathan Murphy
I certainly couldn't complain, where I work we make our level environments
entirely in 3DSMAX... :(

I imagine that if Valve is like most developers then they are quite adept
enough at using their own tools that they don't see a huge need to revamp
things into the more agile form that today's engines tool chains are moving
towards. Sure there might be some benefit there but they seem to quite
suffice as the quality of Valves games attest to. If it ain't broke, why fix
it?


On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote:

 I remember some guy was developing an alternative to Hammer. I don't know
 what happened with that but it looked promising.

 On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote:

  G typos...
 
  send = sending
  without = within
 
  --Bob
 
 
 
  On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com
 wrote:
   There's nothing wrong with improvement, offering suggestions, or send
   your own improvements. Just be civil about it.
  
   I just get really tired of one guy making a perfectly civil
   suggestion, and then without hours my email box gets flooded with
   people tossing in their 2 cents and bitching about things like here's
   why the engine sucks or here's a laundry list of stuff they need to
   fix.
  
   Geez, if you hate it that much go mod on a different platform. Or at
   least keep your bitching off the list. This is a QA mailing list, not
   a feel-good Modders Anonymous support group.
  
   *steps off soap box*
  
   --Bob
  
  
  
   On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivasgiaym.m...@gmail.com
  wrote:
   The solution is that valve hires Jed as Tools programmer.
   ___
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  please visit:
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 --
 ~Ryan ( skidz )
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-- 
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www.resistanceandliberation.com
Programmer for Red Tribe
www.redtribe.com
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
They seem to break stuff fixing other things.

On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
nuclearfri...@gmail.comwrote:

 I certainly couldn't complain, where I work we make our level environments
 entirely in 3DSMAX... :(

 I imagine that if Valve is like most developers then they are quite adept
 enough at using their own tools that they don't see a huge need to revamp
 things into the more agile form that today's engines tool chains are moving
 towards. Sure there might be some benefit there but they seem to quite
 suffice as the quality of Valves games attest to. If it ain't broke, why
 fix
 it?


 On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote:

  I remember some guy was developing an alternative to Hammer. I don't know
  what happened with that but it looked promising.
 
  On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com
 wrote:
 
   G typos...
  
   send = sending
   without = within
  
   --Bob
  
  
  
   On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com
  wrote:
There's nothing wrong with improvement, offering suggestions, or send
your own improvements. Just be civil about it.
   
I just get really tired of one guy making a perfectly civil
suggestion, and then without hours my email box gets flooded with
people tossing in their 2 cents and bitching about things like
 here's
why the engine sucks or here's a laundry list of stuff they need to
fix.
   
Geez, if you hate it that much go mod on a different platform. Or at
least keep your bitching off the list. This is a QA mailing list,
 not
a feel-good Modders Anonymous support group.
   
*steps off soap box*
   
--Bob
   
   
   
On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas
 giaym.m...@gmail.com
   wrote:
The solution is that valve hires Jed as Tools programmer.
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 archives,
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  --
  ~Ryan ( skidz )
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 --
 Programmer for Resistance and Liberation
 www.resistanceandliberation.com
 Programmer for Red Tribe
 www.redtribe.com
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