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. > >> > >> _______________________________________________ > >> 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

