Over at BMS all our files (sources and build) are stored on a virtual
private server. Pretty much everyone working on the mod (30-40 people?) uses
our SVN to keep in sync with the development. We also keep a weekly rsync
backup of the entire repository on another server. We use about 150Gb/month
of bandwidth and our repository (including complete development history) is
about 40Gb at this point.

We have two programmers and it's worked out great. I don't think it's the
quantity of programmers, rather how well you get along and take criticism.

Paul

On Wed, Aug 19, 2009 at 9:16 AM, Harry Jeffery <
[email protected]> wrote:

> For a full conversion 3-4 (maybe even 5) coders is acceptable but the
> majority of mods really don't need as many coders as they try to get.
>
> Generally I learn the bit of the SDK I'm about to work on, for a bit
> before I start work instead of learning the whole thing.
>
> By doing gameplay and logic first (the bit I'm best at IMHO) I can get
> a fun and playable mod. While the 2D and 3D artists are at work during
> the art pass on the mod I can get to grips with visual coding;
> particles and vgui for example.
>
> I generally look through the code for 30 mins and test some things
> out. If I cant find what I'm looking for I ask for a pointer in the
> source coding forums or on here. That usually solves the problem for
> me.
>
>
> 2009/8/19 ZuM <[email protected]>:
> > Well, one coder to develop a total conversion mod for a game in my
> opinion
> > is a small number. There are a lot of ground to cover and also most of
> the
> > people work full-time and develop the mods on their free time, so it's
> not
> > unreasonable to have 4-5 coders...
> >
> > Also this way everybody can specialise on some parts of the SDK instead
> of
> > being a Jack-of-all-trades.
> >
> > 2009/8/19 Harry Jeffery <[email protected]>
> >
> >> @ Richard
> >>
> >> I learn by reading through the code and experimenting. Sometimes there
> >> are previous implementations I can use for reference. If someone wants
> >> to help a newbie by mentoring them that's great. I just feel that
> >> while being mentored the newbie should concentrate on becoming
> >> competent with the engine by prehaps making a smaller experimental mod
> >> rather than tagging along with a mod team that already has a coder.
> >> Learning by doing is far better than watching.
> >>
> >> @ Adam
> >>
> >> Sure, they would. That's how I started working for Nightmare House 2.
> >> It was on the verge of death because Hen couldn't get a coder to
> >> finish the work he needed done who wasn't asking for money. While
> >> working on that mod I learnt a lot.
> >>
> >> I'm also working on a fully fledged surf mod (CSS style surfing) It
> >> uses a point system similar to those found in skateboarding games.
> >> Implementing something like that only took me a couple of days at most
> >> on my own and I'm not exactly a highly skilled coder.
> >>
> >> Anyway, my point is all these new mods start asking for 2-3 coders
> >> right off the bat and trying to pull a big team together. From
> >> experience it's far better to have just 1 coder to get the gameplay
> >> working and then maybe bring in a second for bugfixing and polish if
> >> necessary.
> >>
> >> I just feel mods having several unnecessary coders sets a bad example
> >> to newbies and is a bit unfair on mods with a great team that just
> >> cannot get hold of a coder to do some simple changes to the game. By
> >> having each mod take only what it needs from the hl2 modding community
> >> it would give other mods with lots of potential a better chance of
> >> being completed and released.
> >>
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> >>
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