I agree - I have played with many engines (Unreal, idTech, irlicht, Ogre, Sauer/Cube, Torque, C4, GoldSrc and many more) and technically nothing comes close to Source for features, technical capabilities, completeness, maturity, toolchain, community etc. This list is evidence of that.
The hardest part is that it is not really an amateur SDK for semi-amateurs like myself in that it is not optimised for tiny teams like myself where I am 80% of the team. You really want at least 3 or 4 people due to Source's size and complexity. I am sure we all understand and empathise with Gremlin's call for team members since recruiting and assembling a sufficiently large and skilled team is particularly difficult. You have to take your hat off to people that manage in small numbers like Garry and Tony. There are some other engines out there that are more suited to single semi-amateur indies like myself, but they are severely lacking in critical areas such as MP. More importantly, my only complaints about Source relate to things that aren't even available in other SDK's - i.e. Shaders, VRAD+VMPI, up to date and complete doco etc - therefore I cannot complain. And it is free. [And to answer your question: Hammer is a single window, multiple document interface (MDI), therefore the only way to have full screen 3D perspective is to, as you suggest, stretch the whole hammer window to two monitors.] Chris Matt Hoffman wrote: > *cough*other stuff to*cough* > > But hey. It's better then what we get for almost every other game. > > /me also doesn't bite the hand that feeds. > > [Unrelated Question: Can I 'pop out' my 3d view in hammer? (So I can drag it > to my second monitor, without having hammer streached across both)] > > On Fri, Oct 17, 2008 at 2:30 PM, Chris Deegan <[EMAIL PROTECTED]> wrote: > > >> Sorry, I hope that didn't sound like I was complaining. I am grateful >> for what does work and can wait for Valve to fix stuff in their own good >> time! *cough*shaders*cough* ;) >> >> /me does not bite the hand that feeds... >> >> Kevin Ottalini wrote: >> >>> Chris, >>> Valve knows about the OB (SDK) VRAD problem but hasn't had time to >>> >> fix >> >>> it yet. >>> >>> There is a set of EP1 vmpi updates and fixes that have been implemented >>> >> (and >> >>> tested) but not yet released for EP1 but those updates still need to be >>> applied to the OB modules (but Valve knows what they all are and that's a >>> big help). >>> >>> I set things up in vbct to run vmpi and work around the default port >>> conflict problems but obviously we'll have to wait for L4D to get >>> >> released >> >>> before we can hope for some developer time to finish this. >>> qUiCkSiLvEr >>> >>> >>> ----- Original Message ----- >>> From: "Chris Deegan" >>> To: "Discussion of Half-Life Programming" < >>> >> [email protected]> >> >>> Sent: Thursday, October 16, 2008 1:39 AM >>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions >>> >>> >>> >>> >>>> err...VMPI is available to us peons without any hacking or extra tools - >>>> you just have to follow the destructions on the wiki. The problem is >>>> that vrad doesn't work for distributed OB compiles as per my post way >>>> back here >>>> >>>> >> http://www.mail-archive.com/[email protected]/msg24322.html >> >>>> If I'm not mistaken this tool does not resolve that, it is just a (very >>>> much appreciated - I'm not knocking it!) front end to the same stuff. >>>> < >>>> >> http://www.mail-archive.com/[email protected]/msg24830.html> >> >>>> Chris >>>> >>>> Minh wrote: >>>> >>>> >>>>> Kevin's tool actually has distributed computing (much like the >>>>> bally-hooed VMPI, which is unavailable to us peons) >>>>> I tested it and it works quite nicely. Saves a buttload of time if you >>>>> have a spare computer or two to help compile your map. >>>>> >>>>> Matt Hoffman wrote: >>>>> >>>>> >>>>> >>>>>> What's wrong with compiling outside of Hammer using batch tools? Don't >>>>>> you >>>>>> just have to set the VPROJECT? >>>>>> >>>>>> On Wed, Oct 15, 2008 at 6:40 PM, Kevin Ottalini wrote: >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>>> I've updated VBCT (1.0c) with the group compile options, pretty >>>>>>> >> simple >> >>>>>>> to >>>>>>> use. >>>>>>> >>>>>>> Make a .lst file with the full path to each map file, pre-pend fast, >>>>>>> full, >>>>>>> or final (or nothing) with a comma to the mapname (case is ignored) >>>>>>> >> and >> >>>>>>> then >>>>>>> open or drag/drop the list on vbct. >>>>>>> >>>>>>> Comments are supported on a line by themselves only, blank lines are >>>>>>> ignored >>>>>>> Here is an example: >>>>>>> >>>>>>> # group compile list for testing >>>>>>> # no compile quality option will use the default of "FULL" >>>>>>> >>>>>>> D:\Maps_HL1MP\grouptest\1.vmf >>>>>>> >>>>>>> FAST,D:\Maps_HL1MP\grouptest\1.vmf >>>>>>> final,D:\Maps_HL1MP\grouptest\2.vmf >>>>>>> Full,D:\Maps_HL1MP\grouptest\3.vmf >>>>>>> >>>>>>> # that's all! >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>> _______________________________________________ >>> 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

