Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Ryan Sheffer
The only reason I would want to portal code would be to make an mp mod from it. On Sun, Jul 6, 2008 at 6:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: Because portal, dod, css, tf2 sources are not being released. - that's why. -Tony On Sun, Jul 6, 2008 at 9:13 PM, Daniel Soltyka [EMAIL

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Olly
If valve released the sourcecode for everything, then someone could just recompile it with a different name, and then sell it. Thats why they dont release it. 2008/7/7 Patrick Neese [EMAIL PROTECTED]: :P so other than HL2 no other source is released... awesome... ...*shakes head* Anyone

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Nick
If someone is big enough to sell it, they are probably big enough to write their own portal gun code. Not releasing portal gun code, only hurts small modders, and players, and valve. On Mon, Jul 7, 2008 at 9:34 AM, Olly [EMAIL PROTECTED] wrote: If valve released the sourcecode for everything,

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Andrew Ritchie
Not releasing it means you don't get to make your portal inspired mod, I don't think that hurts Valve in anyway since they get to maintain full control over how the tech they developed for portal is used. On Mon, Jul 7, 2008 at 3:55 PM, Nick [EMAIL PROTECTED] wrote: If someone is big enough to

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Michael Chang
Uh oh, not this again If someone is big enough to sell it, they are probably big enough to write their own portal gun code. Not releasing portal gun code, only hurts small modders, and players, and valve. ___ To unsubscribe, edit your list

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Nick
More portal is better for everyone. The only way valve would benefit from not releasing some portal code, would be if valve plans to release more singleplayer, or some sort of multiplayer/co-op game. I haven't heard anything about that though. On Mon, Jul 7, 2008 at 10:02 AM, Andrew Ritchie

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Patrick Neese
As creator of this thread I saylet it be! All though I am a little miffed that I just bough Portal thinking I could mod it when in deed i cannot. Wish i had known that the option to create a mod with Portal chosen didn't actually have all the code for portal..just other tools...like

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Garry Newman
I think you're probably underestimating the work required to provide it to us. I doubt it's just a case of including a few extra cpp files. garry On Mon, Jul 7, 2008 at 4:12 PM, Nick [EMAIL PROTECTED] wrote: More portal is better for everyone. The only way valve would benefit from not

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Adam Buckland
Portal 2? On 7 Jul 2008, at 16:12, Nick wrote: More portal is better for everyone. The only way valve would benefit from not releasing some portal code, would be if valve plans to release more singleplayer, or some sort of multiplayer/co-op game. I haven't heard anything about that though.

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
I can see this actually, on the Portal page of the Steam Store it says Includes Source SDK. I would be a little confused trying to explain Includes Source SDK to myself, I think it's: - Source code for the latest (give or take) HL2 and HL2DM - Some sample code that doesn't get you much further

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Olly
How many retail games do you know that release the source code? 2008/7/7 Paul Peloski [EMAIL PROTECTED]: I can see this actually, on the Portal page of the Steam Store it says Includes Source SDK. I would be a little confused trying to explain Includes Source SDK to myself, I think it's: -

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Tony omega Sergi
Try making something new for a change, with the source that's provided there is enough base code - since the base code is identical through all of the source based valve games - to make something new. You don't need to modify portal to make something cool, that's just boring. On Mon, Jul 7,

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
Well, I'm happy modding HL2 as I've been doing for years. Just saying that it's not a big leap of logic to assume that if Portal comes with the Source SDK that the Source SDK is a Software Development Kit for Portal. Like you'll be able to write some software to add-on to Portal. Hence we get a

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Tony omega Sergi
This is true, the SDK has a bad name. If anything it should be GDK, but it's almost too late now. On Mon, Jul 7, 2008 at 12:03 PM, Paul Peloski [EMAIL PROTECTED] wrote: Well, I'm happy modding HL2 as I've been doing for years. Just saying that it's not a big leap of logic to assume that if

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Nick
Are you saying they should rename Source SDK to HL2DM SDK ? On Mon, Jul 7, 2008 at 11:03 AM, Paul Peloski [EMAIL PROTECTED] wrote: Well, I'm happy modding HL2 as I've been doing for years. Just saying that it's not a big leap of logic to assume that if Portal comes with the Source SDK

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Keeper
The portion of the sdk that's included with portal is mainly for map making. The actual code has never been different. It used to be based on HL2 and HL2DM, now I think they've even made it more basic than that. With VALVe, at least since HL2 was released, the SDK code has always been the same.

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Adam Buckland
The thing is, the name should give the name of the platform that the kit is for, and since you are not working on the HL2DM platform, you are working with the Source engine. Don't forget, if you are working from scratch, HL2DM doesn't even come into the equation It should therefore be

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
Actually I wouldn't mind if there were no game-specific code other than the sdk_ sample files. But the way it's packaged it's more like HL2 and HL2DM source code since you can build both of those games and modify them directly. Which is great if you want to make HL2:CTF, or Ultimate Rocket

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Daniel Soltyka
Bingo. HL2DM and whatnot just show you ways to interact with the engine itself, which is what you are actually writing a mod for. On Mon, Jul 7, 2008 at 12:22 PM, Adam Buckland [EMAIL PROTECTED] wrote: The thing is, the name should give the name of the platform that the kit is for, and

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Tony omega Sergi
Whenever my replcement for 'scratch' goes live, it'll be far more enjoyable to make real mods; It's a template, with a number of wanted base features that can be enabled or disabled via preprocessor definitions, a framework if you will to build off of. I've actually uploaded a video or two of it,

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Daniel Soltyka
Any idea when you may be releasing that? Inquiring minds want to know! On Mon, Jul 7, 2008 at 1:03 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: Whenever my replcement for 'scratch' goes live, it'll be far more enjoyable to make real mods; It's a template, with a number of wanted base

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
Yeah I've seen that, I even mentioned it above. If there is anything that would make the Source SDK more like a GDK and less like HL2 source code, it would be something like that (and the ability to exclude HL2 entirely) Regards, Paul On Mon, Jul 7, 2008 at 1:03 PM, Tony omega Sergi [EMAIL

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Tony omega Sergi
I wish I knew. ;) It's funny, after I did it, I ended up re-creating two of my personal mods with it.. hah On Mon, Jul 7, 2008 at 1:09 PM, Paul Peloski [EMAIL PROTECTED] wrote: Yeah I've seen that, I even mentioned it above. If there is anything that would make the Source SDK more like a GDK

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Andrew Ritchie
Yea and now they're both plain and boring :P :P Though even your Template mod seems to be tailored for multiplayer. On Mon, Jul 7, 2008 at 6:14 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: I wish I knew. ;) It's funny, after I did it, I ended up re-creating two of my personal mods with

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Tony omega Sergi
Well, yeah, It is. If you're making a single player mod, it's far easier to just base it off an actual single player game, like hl2. On Mon, Jul 7, 2008 at 1:55 PM, Andrew Ritchie [EMAIL PROTECTED] wrote: Yea and now they're both plain and boring :P :P Though even your Template mod seems to

[hlcoders] Switch the SDK to NCF

2008-07-07 Thread Tom Edwards
Right now the SDK is stored in a GCF file. This has a few limitations: - To easily access the files they all need to be extracted to Windows' file system, wasting disc space - We need to manually click the Refresh SDK Content button every time there's a tool update - Launching it takes ages as

Re: [hlcoders] Switch the SDK to NCF

2008-07-07 Thread Jonas 'Sortie' Termansen
Interesting idea. If I understand the NCF system correctly, it's just normal files placed inside a Steam sub-folder in SteamApps/. Doesn't that mean it is harder for Valve to update the game? But you clearly have a point. While switching to this system will be a bit of work, it should be

Re: [hlcoders] Switch the SDK to NCF

2008-07-07 Thread Tony omega Sergi
another issue would then be that everyone would share the same configurations, if the sdk was moved to a common place. On Mon, Jul 7, 2008 at 3:47 PM, Jonas 'Sortie' Termansen [EMAIL PROTECTED] wrote: Interesting idea. If I understand the NCF system correctly, it's just normal files placed

Re: [hlcoders] Switch the SDK to NCF

2008-07-07 Thread Tom Edwards
No, it works in exactly the same way. As far as I understand things it shouldn't be too hard to port it over either: it happened to a few games after the format was first introduced. It's all explained here: http://steamreview.org/posts/virtualdrivecanned/ Jonas 'Sortie' Termansen wrote:

Re: [hlcoders] Switch the SDK to NCF

2008-07-07 Thread Tom Edwards
A profile manager then, or a per-Windows-user folder in Documents. :-p Tony omega Sergi wrote: another issue would then be that everyone would share the same configurations, if the sdk was moved to a common place. On Mon, Jul 7, 2008 at 3:47 PM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]