> > The progruss bar needs to show total progruss I'm sure you can figure out how much it's done. But an ETA would be welcomed.
The lighting is not as it is seen inside the engine when you use that I'm pretty sure there's a *Ray-traced* option in L4D which is exactly what it says on the tin. Players fitting under the leage is something that needs alot of testing > normaly There is *definately* a page on either VDC or *interlopers.net* which shows exactly what I said in my previous email. thay use a seprate copy that has direct links with true engine heders. VALVe creates Counter-Strike: Source, L4D, TF2, etc. the same as we create our mods. The only advantage they have is that they can branch the engine off and have free rein over the engine code. Thanks, - Saul. 2009/8/29 Joshua Scarsbrook <[email protected]> > Hi > I welcome what you have said. for one the weapons defs are used to make > premade code that can then be changed > The progruss bar needs to show total progruss > The lighting is not as it is seen inside the engine when you use that > Profiles are to test weather the map will work without added stuff. > Players fitting under the leage is something that needs alot of testing > normaly > finaly the wiki needs more coding documatasion. > although valve considers themselfs first thay put alot of work into the sdk > also thay do not keep braking ours, thay use a seprate copy that has > direct links with true engine heders. > also $100 bills out of the dvd drive would be useful but counterfiting > using a dvd drive say using lightscrube is like making a map that is > designed on the desktop, cool but near impossable > Thanks for the feedback so far > > Thanks > Vbitz > > Saul Rennison wrote: > >> For one there needs to be a weapon generoratoe that uses tags and xml to > >> define a weapon a basic weapon to speed up development of new weapons. > >> > >> > > This would sacrifice flexibility over speed. I couldn't give a toss about > > how long it took, as long as it works and I can do what I want with it. > > > > > > > >> a simple improvement would be to add a progress bar to the run map > window > >> > > > > *BuildFaceLights: 1...2...3...*etc. I'd call that a progress bar... > > > > > > > >> also there needs to be a lighting render button to give a preview of the > >> dev > >> > > > > There already is in the 3D camera drop-down with *Wireframe*, *Textured*, > > etc. > > > > say like a dev mode, which does not load custom content. > > > > I don't understand what you mean by "profiles". Why wouldn't you want > custom > > content to load? > > > > Another thing would be to add crash tracking in the engine > > > > All crashes generate an MDMP file for you to debug with in Visual Studio > / > > view with *windbg* (I think) > > > > A micro-engine in hammer to test whether a player can fit under a league > is > > > >> also a importing thing > >> > > > > There is a page on VDC which shows what dimensions players can fit under > / > > in. > > > > inbuilt documentation to help newcomers to mapping > > > > There is an entire HTML documentation for mapping in L4D... I'm sure > they'll > > do it for their future multiplayer games, rather un-necessary for > > singleplayer. Plus there are hundreds of tutorials all over the internet. > I > > like *interlopers.net* best for help and assistance. > > > > make the skeathup plug-in more available though it is hidden in the > source > > > >> sdk gcf > >> > > > > I thought it was in the *sourcesdk content* folder somewhere? Corerct me > if > > I'm wrong. > > > > Valve Developers Wiki is out of date and both need an improvemt > considering > > > >> the amount of people that use them > >> > > > > It's a wiki you're free to help and edit. > > > > it is too hard to change basic game play rules and they should be in a > > > >> collective header file > >> > > > > I find that the Source SDK is nicely organised into folders and filters > in > > Visual Studio. It's a very steep learning curve but you soon get the hang > of > > where things are and what calls what, etc. > > > > Thanks, > > - Saul. > > > > > > 2009/8/29 Joshua Scarsbrook <[email protected]> > > > > > >> Hi Tony > >> > >> I think that the source sdk is a bit out dated; I think that with the > >> realece of hl2ep3 or just after it, there needs to be a massive > >> improvement in the source software development kit. For one there needs > >> to be a weapon generator that uses tags and xml to define a weapon a > >> basic weapon to speed up development of new weapons. For two there > >> needs to be a technical improvement to hammer. Hammer as said by many > >> members of the community is out dated and needs to be improved; a simple > >> improvement would be to add a progress bar to the run map window, also > >> there needs to be a lighting render button to give a preview of the dev. > >> In addition, there needs to be profiles added to the engine, say like a > >> dev mode, which does not load custom content. Another thing would be to > >> add crash tracking in the engine, the report bug system is not > >> implicated enough and most map devs will understand technical details. A > >> micro-engine in hammer to test whether a player can fit under a league > >> is also a importing thing. A defeat visleef system would be a very > >> powerful improvement to show things the player would be seeing and only > >> that. The hammer editor is treated very much like a cad program and > >> should be made easier to understand and with inbuilt documentation to > >> help newcomers to mapping, the doc would be placed as tooltips and info > >> in the entries window. In addition, it would be important make the > >> skeathup plug-in more available though it is hidden in the source sdk > >> gcf. In addition, improvements need to be made to the documentation of > >> the source sdk, such as a separate wiki that contains a detailed > >> expiation of what each coding file does. With all of this said I think > >> that the source sdk and Valve Developers Wiki is out of date and both > >> need an improvemt considering the amount of people that use them. Also > >> worth noting, that it is too hard to change basic game play rules and > >> they should be in a collective header file. What I propose is both > >> employees of valve and the coumumatiy surrounding them do this as to > >> continue communality support for years to come. Though these > >> improvements would require a lot of development, I think that they would > >> appeal to the entire communality. > >> > >> Thanks, > >> > >> Vbitz > >> > >> _______________________________________________ > >> 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

