>>We'll see how pretty Episode 3 is when it's released. It will blow UE3 out >>of the fucking water.
(I still dunno how to do a quote :p) Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at most UT mods you can recognize them in a snap as a Ut mod for one reason. Their bump/normals look incredibly fugly/odd and I can tell almost any UE3 mod from it. It's also very brown and generic, least as far as Gears of War, UT3, etc. Mirrors Edge is an exception but it's also liscenced from Unreal and not made by them. On Sat, Aug 29, 2009 at 3:36 PM, Joshua Scarsbrook <[email protected]>wrote: > Well the doc is almost done. > Lighting RENDER, not really just real time > the compile map is good and a bar is not too hard to make since valve > was so kind as to give us the source for the compile apps > added stuff. we need the maps to work for alot of people, i have seen > ugly custom texture problems > and the wiki, working on it right now > and finaly adding directx 10 to source would be wonderful but i think > that thay are doing that for ep3 and lfd2 > > Thanks for all the coments > Vbitz > > p.s. i have alot of stuff to work on and you are almost the first to > complain on my grammer, no offence > p.s.s. thunderbird likes my spelling and sending it to word would take > to long > > Harry Jeffery wrote: > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

