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A mod's success is by stability, gameplay, and balance.  Nothing more.  Some
gameplays get stale to quick, which is why mod's die.

On 9/14/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Open http://www.steampowered.com/v/index.php?area=stats and click on "View
> detailed statistics by game". No mod reaches higher than 0.5% of the
> official mod's playercount a short time after launch. The release of TF2
> will not change this for the better or worse I'm sure.
>
> There are many good reasons to make a mod for Source, but popularity or
> playercount is not one of them and it will never be ;) Steam is a
> commercial success already, so Valve has no interest in giving modders the
> promotion they'd need to get the same order of magnitude of players as
> their games, rather on the contrary, it'd compete with their real steam
> clients ( ID etc ). Don't read an insult into this Mike, from a business
> point of view, it's only logical; it's just that many modders start(ed)
> out with (too) high hopes ( partly fed by Valve's promises though ).
>
> I use(d) too many brackets in my sentences.
>
> > all of our mods will have no players when TF2 is released :( sad day
> > for modders everywhere
> >
> > On 9/13/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >> c. Mike is busy right now working on the TF2 beta for Monday :)
> >>
> >> So the answer is: we will not be shipping the CSS Bot code but I am in
> >> the process of working with some community members on new interfaces
> >> that will provide additional functionality for bots. So we won't ship
> >> you bot code, but we will enable you to make good ones of your own.
> >>
> >> -Mike
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
> >> Kammersgaard
> >> Sent: Thursday, September 13, 2007 5:20 PM
> >> To: [email protected]
> >> Subject: Re: [hlcoders] SDK Update heads up?
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> So you picked b.? Good choice.
> >>
> >> /ProZak
> >>
> >>
> >> On 14/09/2007, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >> >
> >> > Lol then whos mike? OMG HES FROM VALVE!
> >> >
> >> > -----Original Message-----
> >> > From: [EMAIL PROTECTED]
> >> > [mailto:[EMAIL PROTECTED] On Behalf Of Nick
> >> > Sent: Friday, September 14, 2007 1:31 AM
> >> > To: [email protected]
> >> > Subject: Re: [hlcoders] SDK Update heads up?
> >> >
> >> > a. valve didn't read your question
> >> > b. valve doesn't want to answer
> >> >
> >> > pick one
> >> >
> >> > On 9/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >> > > Funny that I don't see your email being from valve. How bout we get
> >> a
> >> > > response from valve instead of speculation.
> >> > >
> >> > > -----Original Message-----
> >> > > From: [EMAIL PROTECTED]
> >> > > [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
> >> > > Kammersgaard
> >> > > Sent: Thursday, September 13, 2007 9:34 PM
> >> > > To: [email protected]
> >> > > Subject: Re: [hlcoders] SDK Update heads up?
> >> > >
> >> > > --
> >> > > [ Picked text/plain from multipart/alternative ]
> >> > > As mentioned before the CS:S bot code is property of Turtle Rock
> >> > studios,
> >> > > doubt Valve can distribute (parts of) it if they wanted to.
> >> > >
> >> > > /ProZak
> >> > >
> >> > >
> >> > > On 13/09/2007, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >> > > >
> >> > > > Mike no css bot code? :'(
> >> > > >
> >> > > > -----Original Message-----
> >> > > > From: [EMAIL PROTECTED]
> >> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Nick
> >> > > > Sent: Thursday, September 13, 2007 12:34 PM
> >> > > > To: [email protected]
> >> > > > Subject: Re: [hlcoders] SDK Update heads up?
> >> > > >
> >> > > >         Utilization of Multi-core Processors
> >> > > >
> >> > > > yaaaaaaaaaaaay....... too bad we have to wait until november :(
> >> > > >
> >> > > > On 9/12/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >> > > > > Hi All-
> >> > > > >
> >> > > > > Once I do the "big merge" I will be able to provide a better
> >> preview
> >> > of
> >> > > > > changes that you will be getting with the next SDK update. But
> >> for
> >> > now
> >> > > > > here is the high-level list of new features and improvements in
> >> > Orange
> >> > > > > Box games and the latest version of the Source Engine:
> >> > > > >
> >> > > > >         Non-photo-realistic Rendering
> >> > > > >         Cinematic Physics Simulations
> >> > > > >         Utilization of Multi-core Processors
> >> > > > >         Improved HDR
> >> > > > >         Enhanced Particle System
> >> > > > >         Human Skin Shader Improvements
> >> > > > >         Enhanced Foliage Rendering
> >> > > > >         New Motion Blur Effect
> >> > > > >         Pixel Shader Model 3.0
> >> > > > >         Enhanced Shadows
> >> > > > >
> >> > > > > Hopefully some of this stuff looks interesting to some of you.
> >> :)
> >> > > > >
> >> > > > > -Mike
> >> > > > >
> >> > > > > -----Original Message-----
> >> > > > > From: [EMAIL PROTECTED]
> >> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> Joel
> >> R.
> >> > > > > Sent: Monday, September 10, 2007 1:43 PM
> >> > > > > To: hlcoders
> >> > > > > Subject: [hlcoders] SDK Update heads up?
> >> > > > >
> >> > > > > --
> >> > > > > [ Picked text/plain from multipart/alternative ]
> >> > > > > There hasn't been much talk about what updates we'll be
> >> receiving to
> >> > the
> >> > > > > SDK
> >> > > > > for Episode 2.   I was hoping you guys at Valve would enlighten
> >> us a
> >> > bit
> >> > > > > on
> >> > > > > what to expect.  The only things I've heard are from the Ep 2
> >> video
> >> > that
> >> > > > > was
> >> > > > > shown, regarding the new technologies put in, like the
> cinematic
> >> > > > > physics,
> >> > > > > enhanced foliage rendering and better expansive outdoor
> >> rendering.
> >> > > > >
> >> > > > > It'd be great to have a heads up on what we'll be receiving.
> >> It's
> >> > not
> >> > > > > very
> >> > > > > fun to just throw us these new updates, and have us figure out
> >> whats
> >> > > > > new.
> >> > > > > Updates I'm hoping for is some enhancement with the Physics
> >> system
> >> > to
> >> > > > > allow
> >> > > > > for better network predicting.  Shaders to allow multiple
> >> passes, or
> >> > > > > dynamically change a shader for one model without having to
> >> switch
> >> > skins
> >> > > > > of
> >> > > > > the models, and an increase on the limit of 64 instructions for
> >> the
> >> > .fxc
> >> > > > > shaders.
> >> > > > >
> >> > > > > I've also been trying to implement my own physics, however its
> a
> >> bit
> >> > > > > hard to
> >> > > > > do with the standard line and ray traces we have.  I know we
> >> won't
> >> > be
> >> > > > > receiving SOLID_OBB or anything of that sorts, but this engine
> >> is
> >> > > > > suppose to
> >> > > > > be top of the line, and it is still using only AABB.
> >> > > > >
> >> > > > > I'm sure there is more things others have been hoping for,
> >> shedding
> >> > some
> >> > > > > light on us would be much appreciated!
> >> > > > >
> >> > > > > Thanks.
> >> > > > > -Joel
> >> > > > > --
> >> > > > >
> >> > > > > _______________________________________________
> >> > > > > 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
> >> > > >
> >> > > >
> >> > > --
> >> > >
> >> > > _______________________________________________
> >> > > 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
> >> >
> >> >
> >> --
> >>
> >> _______________________________________________
> >> 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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> please visit:
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>
>
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