Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread James Pizzurro
In my opinion, 2007 is an excellent codebase. I realize Valve has
added/changed/removed some things since its initial release to the public,
but generally speaking, things work quite well with very few required
changes. What I do think stands to be improved is Hammer, but it sounds like
they're working on that, so to be honest, there's not much to complain
about. Just my two cents...and this conversation should probably stop here
or be taken elsewhere seeing as it's a bit off-topic, no?

On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 - right?
 We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not developed to
 be a base of anything but Alien Swarm. It was released over a year ago -
 Last update is just days away from 1 year - and its basically dead. We need
 tools that work and eliminate the bs of creating, importing, and modifying
 content. We need code where everything works (without having to use
 community patches) and provides us a great base but doesn't overwhelm us
 with its size. We need better documentation as well. You can't expect the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too many
 times to not say this stuff. Ever notice how dead the mailing list is in
 recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better Source
 SDK and you will get more interest in Source licensing. Hell, I'd probably
 even call it something else so people aren't scared off by its previous rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007


 In addition to that Marek, I can see people taking advantage of Mac OS X
 and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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 - Stephen Swires

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Co-founder, Programmer
Agent Red Productions
646-341- direct
ja...@agentredproductions.com | www.agentredproductions.com
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Stephen Swires
It's not actually the codebase that matters, it's the benefits of the later
Source versions including Mac support, better multi-threaded rendering, etc.
But I suppose for most of you, if you were to start a new project now,
Source wouldn't even be considered. You have UDK, Unity, and later this
month CryEngine 3 to play with.

On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro 
ja...@agentredproductions.com wrote:

 In my opinion, 2007 is an excellent codebase. I realize Valve has
 added/changed/removed some things since its initial release to the public,
 but generally speaking, things work quite well with very few required
 changes. What I do think stands to be improved is Hammer, but it sounds like
 they're working on that, so to be honest, there's not much to complain
 about. Just my two cents...and this conversation should probably stop here
 or be taken elsewhere seeing as it's a bit off-topic, no?


 On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 -
 right? We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not developed
 to be a base of anything but Alien Swarm. It was released over a year ago -
 Last update is just days away from 1 year - and its basically dead. We need
 tools that work and eliminate the bs of creating, importing, and modifying
 content. We need code where everything works (without having to use
 community patches) and provides us a great base but doesn't overwhelm us
 with its size. We need better documentation as well. You can't expect the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too many
 times to not say this stuff. Ever notice how dead the mailing list is in
 recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better Source
 SDK and you will get more interest in Source licensing. Hell, I'd probably
 even call it something else so people aren't scared off by its previous rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007


 In addition to that Marek, I can see people taking advantage of Mac OS X
 and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Stephen Swires

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 --
 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
 ja...@agentredproductions.com | www.agentredproductions.com

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Saul Rennison
I still prefer Source's netcode than any other engine's (I haven't played
any UE3 MP FPS games, so I can't vouch for that). Source is definitely
better than Frostbite, and most likely any others.


Kind regards,
*Saul Rennison*


On 1 August 2011 17:05, Stephen Swires stephen.swi...@gmail.com wrote:

 It's not actually the codebase that matters, it's the benefits of the later
 Source versions including Mac support, better multi-threaded rendering, etc.
 But I suppose for most of you, if you were to start a new project now,
 Source wouldn't even be considered. You have UDK, Unity, and later this
 month CryEngine 3 to play with.


 On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro 
 ja...@agentredproductions.com wrote:

 In my opinion, 2007 is an excellent codebase. I realize Valve has
 added/changed/removed some things since its initial release to the public,
 but generally speaking, things work quite well with very few required
 changes. What I do think stands to be improved is Hammer, but it sounds like
 they're working on that, so to be honest, there's not much to complain
 about. Just my two cents...and this conversation should probably stop here
 or be taken elsewhere seeing as it's a bit off-topic, no?


 On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 -
 right? We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not developed
 to be a base of anything but Alien Swarm. It was released over a year ago -
 Last update is just days away from 1 year - and its basically dead. We need
 tools that work and eliminate the bs of creating, importing, and modifying
 content. We need code where everything works (without having to use
 community patches) and provides us a great base but doesn't overwhelm us
 with its size. We need better documentation as well. You can't expect the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too
 many times to not say this stuff. Ever notice how dead the mailing list is
 in recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better Source
 SDK and you will get more interest in Source licensing. Hell, I'd probably
 even call it something else so people aren't scared off by its previous rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007


 In addition to that Marek, I can see people taking advantage of Mac OS X
 and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Stephen Swires

 ___ 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





 --
 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
 ja...@agentredproductions.com | www.agentredproductions.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





 --
 - Stephen Swires

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
The solution is simple - code your mod in GMod :D

garry


On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote:

 It's not actually the codebase that matters, it's the benefits of the later
 Source versions including Mac support, better multi-threaded rendering, etc.
 But I suppose for most of you, if you were to start a new project now,
 Source wouldn't even be considered. You have UDK, Unity, and later this
 month CryEngine 3 to play with.


 On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro 
 ja...@agentredproductions.com wrote:

 In my opinion, 2007 is an excellent codebase. I realize Valve has
 added/changed/removed some things since its initial release to the public,
 but generally speaking, things work quite well with very few required
 changes. What I do think stands to be improved is Hammer, but it sounds like
 they're working on that, so to be honest, there's not much to complain
 about. Just my two cents...and this conversation should probably stop here
 or be taken elsewhere seeing as it's a bit off-topic, no?


 On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 -
 right? We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not developed
 to be a base of anything but Alien Swarm. It was released over a year ago -
 Last update is just days away from 1 year - and its basically dead. We need
 tools that work and eliminate the bs of creating, importing, and modifying
 content. We need code where everything works (without having to use
 community patches) and provides us a great base but doesn't overwhelm us
 with its size. We need better documentation as well. You can't expect the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too
 many times to not say this stuff. Ever notice how dead the mailing list is
 in recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better Source
 SDK and you will get more interest in Source licensing. Hell, I'd probably
 even call it something else so people aren't scared off by its previous rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007


 In addition to that Marek, I can see people taking advantage of Mac OS X
 and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Stephen Swires

 ___ 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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 --
 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
 ja...@agentredproductions.com | www.agentredproductions.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 --
 - Stephen Swires

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Saul Rennison
Slightly restricts your fanbase to Gmod owners, then, and you have enough
money, thanks.


Kind regards,
*Saul Rennison*


On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote:

 The solution is simple - code your mod in GMod :D

 garry



 On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires 
 stephen.swi...@gmail.comwrote:

 It's not actually the codebase that matters, it's the benefits of the
 later Source versions including Mac support, better multi-threaded
 rendering, etc. But I suppose for most of you, if you were to start a new
 project now, Source wouldn't even be considered. You have UDK, Unity, and
 later this month CryEngine 3 to play with.


 On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro 
 ja...@agentredproductions.com wrote:

 In my opinion, 2007 is an excellent codebase. I realize Valve has
 added/changed/removed some things since its initial release to the public,
 but generally speaking, things work quite well with very few required
 changes. What I do think stands to be improved is Hammer, but it sounds like
 they're working on that, so to be honest, there's not much to complain
 about. Just my two cents...and this conversation should probably stop here
 or be taken elsewhere seeing as it's a bit off-topic, no?


 On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 -
 right? We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not developed
 to be a base of anything but Alien Swarm. It was released over a year ago -
 Last update is just days away from 1 year - and its basically dead. We need
 tools that work and eliminate the bs of creating, importing, and modifying
 content. We need code where everything works (without having to use
 community patches) and provides us a great base but doesn't overwhelm us
 with its size. We need better documentation as well. You can't expect the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too
 many times to not say this stuff. Ever notice how dead the mailing list is
 in recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better 
 Source
 SDK and you will get more interest in Source licensing. Hell, I'd probably
 even call it something else so people aren't scared off by its previous 
 rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007


 In addition to that Marek, I can see people taking advantage of Mac OS X
 and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Stephen Swires

 ___ 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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 --
 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
 ja...@agentredproductions.com | www.agentredproductions.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





 --
 - Stephen Swires

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
That's true - it does have its disadvantages.. but it has its advantages.
It's easier. The engine will get updated around your Lua code. There's an
existing playerbase - playing your mod is as easy as joining a different
server. If your mod is half decent I'd ship it with GMod.. allowing people
to play with your content in GMod's sandbox, then join a different server
and play the game itself.

garry


On Mon, Aug 1, 2011 at 5:28 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Slightly restricts your fanbase to Gmod owners, then, and you have enough
 money, thanks.


 Kind regards,
 *Saul Rennison*



 On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote:

 The solution is simple - code your mod in GMod :D

 garry



 On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires 
 stephen.swi...@gmail.comwrote:

 It's not actually the codebase that matters, it's the benefits of the
 later Source versions including Mac support, better multi-threaded
 rendering, etc. But I suppose for most of you, if you were to start a new
 project now, Source wouldn't even be considered. You have UDK, Unity, and
 later this month CryEngine 3 to play with.


 On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro 
 ja...@agentredproductions.com wrote:

 In my opinion, 2007 is an excellent codebase. I realize Valve has
 added/changed/removed some things since its initial release to the public,
 but generally speaking, things work quite well with very few required
 changes. What I do think stands to be improved is Hammer, but it sounds 
 like
 they're working on that, so to be honest, there's not much to complain
 about. Just my two cents...and this conversation should probably stop here
 or be taken elsewhere seeing as it's a bit off-topic, no?


 On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 -
 right? We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not
 developed to be a base of anything but Alien Swarm. It was released over a
 year ago - Last update is just days away from 1 year - and its basically
 dead. We need tools that work and eliminate the bs of creating, importing,
 and modifying content. We need code where everything works (without having
 to use community patches) and provides us a great base but doesn't 
 overwhelm
 us with its size. We need better documentation as well. You can't expect 
 the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too
 many times to not say this stuff. Ever notice how dead the mailing list is
 in recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better 
 Source
 SDK and you will get more interest in Source licensing. Hell, I'd probably
 even call it something else so people aren't scared off by its previous 
 rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source
 2007


 In addition to that Marek, I can see people taking advantage of Mac OS
 X and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Stephen Swires

 ___ 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





 --
 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
 ja...@agentredproductions.com | www.agentredproductions.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 --
 - Stephen Swires

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Stephen Swires
Do you have navigation mesh bindings yet?

On Mon, Aug 1, 2011 at 5:35 PM, Garry Newman garrynew...@gmail.com wrote:

 That's true - it does have its disadvantages.. but it has its advantages.
 It's easier. The engine will get updated around your Lua code. There's an
 existing playerbase - playing your mod is as easy as joining a different
 server. If your mod is half decent I'd ship it with GMod.. allowing people
 to play with your content in GMod's sandbox, then join a different server
 and play the game itself.

 garry



 On Mon, Aug 1, 2011 at 5:28 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Slightly restricts your fanbase to Gmod owners, then, and you have enough
 money, thanks.


 Kind regards,
 *Saul Rennison*



 On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote:

 The solution is simple - code your mod in GMod :D

 garry



 On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.com
  wrote:

 It's not actually the codebase that matters, it's the benefits of the
 later Source versions including Mac support, better multi-threaded
 rendering, etc. But I suppose for most of you, if you were to start a new
 project now, Source wouldn't even be considered. You have UDK, Unity, and
 later this month CryEngine 3 to play with.


 On Mon, Aug 1, 2011 at 3:54 PM, James Pizzurro 
 ja...@agentredproductions.com wrote:

 In my opinion, 2007 is an excellent codebase. I realize Valve has
 added/changed/removed some things since its initial release to the public,
 but generally speaking, things work quite well with very few required
 changes. What I do think stands to be improved is Hammer, but it sounds 
 like
 they're working on that, so to be honest, there's not much to complain
 about. Just my two cents...and this conversation should probably stop here
 or be taken elsewhere seeing as it's a bit off-topic, no?


 On Mon, Aug 1, 2011 at 1:30 AM, Nathan Voge hl2fr...@msn.com wrote:

  2007!!! You guys/gals realize its more than half way through 2011 -
 right? We should have a freakin updated sdk by now Valve!

 Releasing Alien Swarm for free was a nice start but it was not
 developed to be a base of anything but Alien Swarm. It was released over 
 a
 year ago - Last update is just days away from 1 year - and its basically
 dead. We need tools that work and eliminate the bs of creating, 
 importing,
 and modifying content. We need code where everything works (without 
 having
 to use community patches) and provides us a great base but doesn't 
 overwhelm
 us with its size. We need better documentation as well. You can't expect 
 the
 community to write all the help files.

 I've seen the words masochist and Source used near each other too
 many times to not say this stuff. Ever notice how dead the mailing list 
 is
 in recent years?

 As it stands I can probably count the number of for profit, released,
 Source Engine games not produced by Valve on one hand. Build a better 
 Source
 SDK and you will get more interest in Source licensing. Hell, I'd 
 probably
 even call it something else so people aren't scared off by its previous 
 rep.



 --
 Date: Sun, 31 Jul 2011 01:44:25 +0100
 From: stephen.swi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Should I switch ASW SDK or stay with Source
 2007


 In addition to that Marek, I can see people taking advantage of Mac OS
 X and replay support

 On Sun, Jul 31, 2011 at 12:34 AM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 No significant changes at all, just that it has multithreaded leaf
 system, shadows and rendering which change 20-50 FPS into 150.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 - Stephen Swires

 ___ 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





 --
 *James Pizzurro*
 Co-founder, Programmer
 Agent Red Productions
 646-341- direct
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Marek Sieradzki
On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote:
 The solution is simple - code your mod in GMod :D
Why would anyone want to keep Source restrictions AND gmod restrictions?

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
Just putting it out there as another option

garry


On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki
marek.sierad...@gmail.comwrote:

 On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com
 wrote:
  The solution is simple - code your mod in GMod :D
 Why would anyone want to keep Source restrictions AND gmod restrictions?

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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Stephen Swires
Gmod is useful for prototyping an idea (as long as that idea doesn't involve
AI), it does a very good job at it. But it just can't compete with the low
level access that the Source SDK grants you.

On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.com wrote:

 Just putting it out there as another option

 garry



 On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com
  wrote:

 On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com
 wrote:
  The solution is simple - code your mod in GMod :D
 Why would anyone want to keep Source restrictions AND gmod restrictions?

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 please visit:
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Psy_Commando
Yeah, and if the end-user has tons of poorly coded add-ons, it will end up
affecting the quality of the mod, no ?

On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires stephen.swi...@gmail.comwrote:

 Gmod is useful for prototyping an idea (as long as that idea doesn't
 involve AI), it does a very good job at it. But it just can't compete with
 the low level access that the Source SDK grants you.


 On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote:

 Just putting it out there as another option

 garry



 On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki 
 marek.sierad...@gmail.com wrote:

 On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com
 wrote:
  The solution is simple - code your mod in GMod :D
 Why would anyone want to keep Source restrictions AND gmod restrictions?

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