Do you use the Hammer auto-save feature? I think it's turned on by 
default but you might want to check your options.

Aditya Gaddam wrote:
> I actually don't see how a general overview could really help other than
> maybe the first few steps. And with the source engine, those first few steps
> are usually fairly easy to figure out anyway. But when you do figure those
> steps out yourself, you find little trinkets of code and patterns that you
> keep seeing and you remember them. Trudging through the code is not fun. I
> have been doing it for the last 2 weeks for my mod. But you learn a lot more
> by just going to a class and going willy nilly with the "Go to Definition"
> and "Go to Declaration" features in visual studio (right click on a class or
> variable name) than by looking at some overarching structure document (which
> would eventually need its own documentation).
>
> One thing I would love to see improvements to, is Hammer. Mostly stability
> wise. I am not a big fan of the program just quietly shutting down without
> warning with changes unsaved. Sometimes hitting save crashes hammer - umm...
> yes.
>
> But other than that - I like source. It is very hacky. But it is also very
> very malleable. They have given us a giant chunk of code to mash around and
> I thank them for it.
>
> Cheers,
> Aditya
>
> On Sun, Jan 11, 2009 at 2:27 PM, Nuno Silva 
> <[email protected]>wrote:
>
>   
>> To me, the Source engine is a great engine, that's pretty obvious since it
>> can produce great performance while keeping geometry and graphics detailed
>> enough.
>>
>> However, the "public" access to the engine, Source SDK, could be much
>> better
>> if only there was documentation, as said previously.
>>
>> Documentation may seem like it's not worth it to some of you, but it can
>> *really* make a difference. There's a reason i never make Mods. Not that
>> it's "too hard", it's just that i dont have the time to spend weeks
>> figuring
>> out how stuff works.
>>
>> On Sun, Jan 11, 2009 at 6:16 PM, Acolyte Of the Milkman <
>> [email protected]> wrote:
>>
>>     
>>> from what I've seen, each year the source engine becomes more easily
>>>       
>> usable
>>     
>>> and feature rich. Valve takes the iterative process of asking "what do we
>>> need for this game? is it going to benefit the game? and can the users on
>>> lower end machines handle it?" when they're creating new features.
>>>       
>> whereas
>>     
>>> in the UT engine they have (literally) everything and the kitchen sink!
>>>       
>> it
>>     
>>> supports 3 different types of shadowing, dynamic shadow volumes, dynamic
>>> shadow mapping (which source supports now), and light maps (source
>>>       
>> supports
>>     
>>> radiosity, which is a more realistic method of lighting a room
>>>       
>> statically),
>>     
>>> a whole slew of other graphical effects, and a in house scripting
>>>       
>> language
>>     
>>> it has an abundance of other features.
>>>
>>> the Unreal Engine is superior to source in every way possible. It's
>>>       
>> easier
>>     
>>> to develop for, very pretty, and has many more features than source.
>>>
>>> whoever said documentation isn't need must be completely crazy!
>>> Documentation for an engine should never be left on the back burner, it's
>>> an
>>> absolute must! In the software development world it's much easier to sit
>>> someone down and make them read documentation  AND THEN fiddle with the
>>> source code with a better understanding of how it works V.S making them
>>> fiddle around with the engine till they understand exactly what the hell
>>>       
>> is
>>     
>>> going on.
>>>
>>> however, Source has much more potential for the future. Each year Valve
>>> increases its feature set and makes it more easier to develop for. I just
>>> hope their tools catch up as well.
>>>
>>> Hammer should become Open source, or at least gain the ability to have
>>> plugins. A very large number of people in the Torque community use 3.4
>>>       
>> for
>>     
>>> mapping and I can imagine they would like to extend what they can do in
>>> it/get 4.0.
>>>
>>> --------------------------------------------------
>>> From: "Olly" <[email protected]>
>>> Sent: Sunday, January 11, 2009 8:32 AM
>>> To: "Discussion of Half-Life Programming" <
>>>       
>> [email protected]
>>     
>>> Subject: Re: [hlcoders] Technical Design Document or Quick Reference
>>>       
>> Guide?
>>     
>>>> Microsoft already tried to compete with STEAM, it was called Games for
>>>> windows - Live... and it sucked. Again they tried to charge a
>>>>         
>>> subscription
>>>       
>>>> which failed epicly.
>>>> I much prefer engines that are written in C++, they are much MUCH more
>>>> powerful than having to 1) Learn the syntax/structure of the in-house
>>>> language 2) Hack your way round doing the simplest of things that you
>>>> could
>>>> do with open source C libraries.
>>>>
>>>> 2009/1/11 Nick <[email protected]>
>>>>
>>>>         
>>>>> I am not Valve, I do not work for Valve, but I like Valve, and like a
>>>>> good friend I like to point out where I think they go wrong.
>>>>>
>>>>> There is no such technical design document for source, available to
>>>>> the modders, but I suspect there is such a design document if you pay
>>>>> for a license.
>>>>>
>>>>> Valve is a good company, and has excellent people. But the top games
>>>>> released for source have been made exclusively by and for Valve. The
>>>>> source engine is powerful and highly adaptable, if you work for Valve.
>>>>> I think other engines are designed to be easier to understand because
>>>>> the other major game engines are being used by people outside the
>>>>> original company. Quake/id and Bioshock/ut3 and america's army/ut3 are
>>>>> some examples I can think of here.
>>>>>
>>>>> Source engine is powerful if you know how to use it, Valve people are
>>>>> the only ones who know how to use it properly. That isn't going to
>>>>> change unless Valve invests heavily in making it more open or
>>>>> documenting it more. ( not anytime within the next 3 years).
>>>>>
>>>>> UT3 engine is equally powerful, but epic games has gone to great
>>>>> lengths to make it easier to use, and highly documented. Also actively
>>>>> encourages scripting instead of forcing everyone to use c++ like valve
>>>>> does. Bioshock/Americas Army/Gears of War 2. Look at the material
>>>>> editor that comes with ue3
>>>>> http://hourences.com/book/tutorialsue3mated.htm includes shaders also
>>>>> from almost one and half years ago!
>>>>> http://www.unrealtechnology.com/features.php?ref=editor
>>>>>
>>>>> I hope valve seriously thinks about open sourcing the tools, formats,
>>>>> and making the engine available on linux. Unless valve thinks it can
>>>>> exist only by relying on steam sales/distribution. Eventually
>>>>> microsoft will make steam obsolete(by creating a steamlike replacement
>>>>> for windows7) or buy valve out entirely, which is probably bad for
>>>>> most people working for valve, but good for the owners :P
>>>>>
>>>>> On Sat, Jan 10, 2009 at 10:29 PM, Walter Gray <[email protected]>
>>>>> wrote:
>>>>>           
>>>>>> I want to preface this by saying I know it's probably a kind of
>>>>>>             
>> silly
>>     
>>>>>> thing to be asking for, but on the other hand I feel it would would
>>>>>>             
>> be
>>     
>>>>>> stupendously useful.
>>>>>>     I'm looking for something akin to a Technical Design Document
>>>>>>             
>> for
>>     
>>>>>> the source engine, or at least the parts of it which are distributed
>>>>>> with the Source SDK.  Really, any single document that lays out, in
>>>>>>             
>> a
>>     
>>>>>> concise fashion, the general structure of the most commonly used
>>>>>> systems, what base classes they use, and enough about how they are
>>>>>> supposed to work for someone to start messing with them.  It seems
>>>>>>             
>> to
>>     
>>>>>> me
>>>>>> that the general approach for mod developers has been to use the
>>>>>>             
>> code
>>     
>>>>>> itself as the documentation and ask the community or check the wiki
>>>>>>             
>> if
>>     
>>>>>> they find something they don't understand.  This, unfortunately,
>>>>>>             
>> means
>>     
>>>>>> that there's no easy way to get new developers on a team familiar
>>>>>>             
>> with
>>     
>>>>>> the engine, which is what I'm aiming to do.  I've looked around, and
>>>>>> there doesn't seem to be anything like this.  Am I missing
>>>>>>             
>> something,
>>     
>>>>>> or
>>>>>> does it not exist, and if it doesn't, why not?  It seems like it's
>>>>>>             
>> the
>>     
>>>>>> kind of thing that would cut down on a lot of confusion for new mod
>>>>>> programmers and encourage 3rd party Source development in general.
>>>>>>
>>>>>> _______________________________________________
>>>>>> 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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>> please visit:
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>>
>>
>>     
>
>
>   

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