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!
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>> _______________________________________________
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> >>>
> >> please visit:
> >>
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> >>>
> >>>
> >>>
> >>>
> >> _______________________________________________
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> >> please visit:
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> >>
> >>
> >>
> > _______________________________________________
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> >
> >
> >
>
>
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