-- [ Picked text/plain from multipart/alternative ] 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 > > > > > > > > > > _______________________________________________ > 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

