> > 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 > >>>>> > >>>>> > >>>>> > >>>>> > >>>> _______________________________________________ > >>>> 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 > > > > > > _______________________________________________ > 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

