>
> Dynamic model scaling

http://developer.valvesoftware.com/wiki/Prop_scalable


> DirectX 10 support

The shader system supports it... it just doesn't implement it. What
improvements would this bring that would be worth the money it would cost to
implement?


> featurewise par with UE3

I'm pretty darn sure that that isn't VALVe's main goal. The engine is purely
for their game-creating needs, they've only had a handful of licensees IIRC.
Doesn't Source Engine have a greater MOD community than UE3? It definately
had a bigger fan-base / players.


> and thus earn more licenses and more money for valve in future and give
> valve greater resources to keep improving the engine.

We'll see how pretty Episode 3 is when it's released. It will blow UE3 out
of the fucking water.

Thanks,
- Saul.


2009/8/29 Harry Jeffery <[email protected]>

> Well please run a spellcheck on it, format it into neat paragraphs and
> get someone to proof read it before you post it.
>
> That first message here nearly killed me.
>
>
> >>The lighting is not as it is seen inside the engine when you use that
> That's probably because your computer really wouldn't be able to
> calculate the lightmaps in realtime. What do you think vrad spends
> those minutes doing?
>
> >>The progruss bar needs to show total progruss
> Once you know the process of compiling a map you can easily tell how
> far through you are. I can at least. No need for a progress bar.
>
> >>Profiles are to test weather the map will work without added stuff.
> Why would you even want the map to work without added stuff? That's
> what modding is about. ADDING STUFF.
>
> >>Players fitting under the leage is something that needs alot of testing
> normaly
> Err no, It's like 58 or 64 units isn't it? It can be measured in hammer
> easily.
>
> >>finaly the wiki needs more coding documatasion
> Sure it does, but that's not valve's no.1 priority. Why don't you go
> out there, learn the source engine and add some useful stuff to it
> yourself?
>
> >>also thay do not keep braking ours, thay use a seprate copy that has
> direct links with true engine heders.
> Well actually.... wait what??? Nope, we have the same thing they do.
> We just don't get access to the engine itself. We have everything we
> need to make a game like TF2/L4D without engine access anyways.
>
>
> Tony,
> I for one am actually satisfied with the source SDK, you're doing a
> great job. The only thing I'd like in future is for valve to add more
> functionality to the engine itself. Dynamic model scaling, DirectX 10
> support and other stuff that would put the engine at a commercial and
> featurewise par with UE3 and thus earn more licenses and more money
> for valve in future and give valve greater resources to keep improving
> the engine.
>
> 2009/8/29 Joshua Scarsbrook <[email protected]>:
> > Hi
> >
> > Well the only other engine i liked is irrlicht but source is much beter
> > for indie projects. i hope valve does not mind that i am making my own
> > help file for the sdk, it will take forever to make but it will be
> > preaty cool, it is working right now. with the ok from valve i will put
> > it on the Valve Devlopers Wiki.
> >
> > Hope theres no repeat of last time
> > Thanks Vbitz
> >
> >
> > Logan Baldock wrote:
> >> Meh, I like it the way it is actually. I got into modding using the same
> >> methods that are there right now, and it just works. Unlike some other
> >> engines.
> >>
> >>> You also have to take into account VALVe's priorities are:
> >>>
> >>>    1. VALVe
> >>>    2. Everyone else
> >>>
> >>> The Source SDK is basically just ripped from their *src/* folder which
> >>> contains the engine, VPhysics, Havok, etc. They aren't going to
> re-organise
> >>> the entire code base just to suit 20 people who want to save 1 hour per
> week
> >>> with the improvement it results in.
> >>> Thanks,
> >>> - Saul.
> >>>
> >>>
> >>> 2009/8/29 Paul Peloski <[email protected]>
> >>>
> >>>
> >>>
> >>>> The SDK is improving all the time, but only to the extent necessary
> for
> >>>> Valve to make awesome games. While an XML-based weapon system might be
> what
> >>>> *you* need, or maybe what *you think the community needs*, it's not
> what
> >>>> Valve needed. I suggest if that if you have list of massive
> improvements
> >>>> that *you get to work on them*, or pick an engine that already has the
> >>>> features and tools you need.
> >>>>
> >>>> Paul
> >>>>
> >>>> On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook <
> [email protected]
> >>>>
> >>>>
> >>>>> wrote:
> >>>>>
> >>>>> 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
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>> _______________________________________________
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> >>>> 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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