Yeah. It almost takes a specalized person for each section of source. Coding, Mapping, Modeling, Texturing etc because they are different, and rather difficult because they are complex.
[Yes but Chris, To make it fullscreen would squash one of my other windows. And I think that the 3d lighting preview can pop out... ;)] On Fri, Oct 17, 2008 at 4:06 PM, Chris Deegan <[EMAIL PROTECTED]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

