With all due respect to you guys, I think you're forgetting that
ultimately Valve is not in the mod-support business. They're in the
business of making their own games, and the success of their titles
shows how well they do it.

Their tools are designed for the way the workflow happens at Valve,
not at your house. They're providing their tools to you as a courtesy.
Now, if they want to take suggestions from the community that's great,
but ultimately you're getting all their tools for free so it's really
"too bad" if they don't work they way you want them to.

I'm not well versed in the model compilation process for Source, but
there's one thing a command line interface has over a GUI...
scriptability. In a big software company, the rule of thumb is that
anything that can be automated should be automated. You can't script a
GUI (at least, not very easily at all).

--Bob




On Thu, Jul 23, 2009 at 5:08 PM, Saul Rennison<[email protected]> wrote:
> Hell I'm on Summer Holidays, I'll give this a go, although it does
> mean I'd have to do texture support which I'm not so great at. But GCF
> support is possible via Nemesis' HLlib.
>
> All replies in this topic bring up good points in the Source Engine,
> heres my 2 pence:
> I don't agree with the fact Source doesn't have good physics.
> Source should move to DAE.
> StudioMDL and HLMV should be open-source, leave P4 integration in, we
> only need the code / snippets from it.
>
> There's probably more but I can't be bothered replying.
>
> Thanks,
> -Saul.
>
> On 24 Jul 2009, at 00:17, Harry Jeffery
> <[email protected]> wrote:
>
>> If it's all made nice and modular and supports either dll or python
>> plugins I think it would work great.
>>
>> Nothing there that should be too hard to re-implement.
>>
>> 2009/7/24 Matt Hoffman <[email protected]>:
>>> Because...
>>>
>>> Hell that's a good point. The VMF document format isn't exactly
>>> hard to
>>> understand. The compile tools are all plugged-in.
>>>
>>> Only thing you would have issues with (I'd Imagine): Loading from
>>> the GCFS
>>> quickly, and efficiently. Though I imagine Jed would have a
>>> solution there.
>>> Displacements could also be an issue.
>>>
>>> I'd imagine it's possible.
>>>
>>>
>>>
>>> On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery <
>>> [email protected]> wrote:
>>>
>>>> 1. Update SDK and make it uber leet as per suggestions.
>>>> 2. Distribute SDK (not on valvetime please)
>>>> 3. Studios pay for license
>>>> 4. More mods become commercially viable (e.g. GMod)
>>>> 5. ?????????
>>>> 6. Profit!
>>>>
>>>> But seriously, it can be done.
>>>>
>>>> And if hammer is so bad why has the community not started work on an
>>>> opensource version with python support for plugins.
>>>>
>>>> 2009/7/23 Jorge Rodriguez <[email protected]>:
>>>>> Source engine works just fine for outdoors areas. Did you people
>>>>> forget
>>>> that
>>>>> half of HL2 and the episodes take place outdoors? Obviously it
>>>>> doesn't
>>>> scale
>>>>> up to GTA-size large areas, but it can handle some pretty large
>>>>> areas.
>>>>>
>>>>> --
>>>>> Jorge "Vino" Rodriguez
>>>>> _______________________________________________
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>>>> please visit:
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>>>>>
>>>>>
>>>>
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>>>>
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>>>
>>
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>
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