Cloverfield had great viral marketing. Very good film too.
2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
Releasing a Game in secret is also known as viral marketing, but with
steam the second it gets out the whole would will know and it will make
the g mod sale look tiny
On 9/10/2009
Gmod already has tiny sales. If not for the demographic it's targeting 13-15
year olds.
On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Cloverfield had great viral marketing. Very good film too.
2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
Worth noting that most of the larger projects where developed by
engineers(in garrysmod) aside from source has kinda gone dormant unlike
other engines, valve still gets a lot of sales but the engine has gone
to sleep
On 10/10/2009 10:21 a.m., BananaSandbags wrote:
To better iterate on that
Postal 3 seems fine and it is going to be using source engine
Sent from my iPhone
On Oct 9, 2009, at 6:45 PM, Rodrigo 'r2d2rigo' Diaz
r2d2r...@gmail.com wrote:
To sleep? Yeah, because there are no differences between vanilla
Source,
and the Ep1 and OB revisions. And who knows what are
Subject: Re: [hlcoders] whats happening with this engine
They use their tools to make their games to make lots of money and
game of the year... again.
2009/8/6 botmanbotman.hlcod...@gmail.com:
How else is VAVLe going to be successful unless they listen to our
helpful comments? It's obvious
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
They use their tools to make their games to make lots of money and
game of the year
Programming
Subject: Re: [hlcoders] whats happening with this engine
They use their tools to make their games to make lots of money and
game of the year... again.
2009/8/6 botmanbotman.hlcod...@gmail.com:
How else is VAVLe going to be successful unless they listen to our
helpful comments
: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
They use their tools to make their games
Guys guys guys. If they are working on Half-Life 3, do you think they're
going to announce it on this list?
Guys guys guys. Do you really think that Valve is sitting idly by letting
their engine get old? Use your head. They developed Half-Life 2 for years in
secret, and chances are they're doing
On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
This list is for programming in Source, not complaining about Source.
Aren't they the same thing? ZING! :)
--
Jeffrey botman Broome
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Well what we want to know is what are the next features that are going
to be added to source.
Also an company as big as valve is going to tell the world of hl3 at E3.
On 9/10/2009 5:31 a.m., botman wrote:
On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
This list is for programming in
They told us that L4D2 was coming.
Next year had better have a better announcement then we're working on
it and a leaked vid of deaf people. =[
2009/10/8 Joshua Scarsbrook jscarsbr...@gmail.com:
Well what we want to know is what are the next features that are going
to be added to source.
I heard they're aiming to raise the bar by not only developing HL3 in secret
- but also releasing it in secret.
garry
On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:
Well what we want to know is what are the next features that are going
to be added to source.
Only the chosen few who believe will be able to play it...
On 8 Oct 2009, at 22:48, Garry Newman wrote:
I heard they're aiming to raise the bar by not only developing HL3
in secret
- but also releasing it in secret.
garry
On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook
What I would give for a sneak peek at Ep3.
Hell, I'd even sign an NDA.
2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
Only the chosen few who believe will be able to play it...
On 8 Oct 2009, at 22:48, Garry Newman wrote:
I heard they're aiming to raise the bar by not only developing HL3
I'm sure most of us would Harry. :P
On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
What I would give for a sneak peek at Ep3.
Hell, I'd even sign an NDA.
2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
Only the chosen few who believe will be able to
Start a boycott group, see it for free.
On Thu, Oct 8, 2009 at 10:59 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
What I would give for a sneak peek at Ep3.
Hell, I'd even sign an NDA.
2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
Only the chosen few who believe will be
Releasing a Game in secret is also known as viral marketing, but with
steam the second it gets out the whole would will know and it will make
the g mod sale look tiny
On 9/10/2009 11:52 a.m., Adam Buckland wrote:
Only the chosen few who believe will be able to play it...
On 8 Oct 2009, at
I would even cut of my thumb for it.
Or just cut my nails.
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Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
They use their tools
).
--
From: Harry Jefferyharry101jeff...@googlemail.com
Sent: Sunday, July 26, 2009 4:40 AM
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] whats happening with this engine
I thought it looked so clean
Programming
Subject: Re: [hlcoders] whats happening with this engine
Whitespace should be easy to embed in the engine if you create a
wrapper
that works with the feature I presented before. Whitespace is a very
visual
language that is great for particle effects and shaders(it is then
translated
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
They use their tools to make their games to make lots of money and
game of the year... again.
2009/8/6 botmanbotman.hlcod...@gmail.com:
How else is VAVLe going to be successful unless they listen to our
Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
They use their tools to make their games to make lots of money and
game of the year... again.
2009/8/6 botman botman.hlcod...@gmail.com:
How else
).
--
From: Harry Jeffery harry101jeff...@googlemail.com
Sent: Sunday, July 26, 2009 4:40 AM
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] whats happening with this engine
I thought it looked so clean
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
Pidcock
Sent: Saturday, July 25, 2009 9:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
Whitespace should be easy to embed in the engine if you create a wrapper
that works
Hehe this all seems like an over grown Kettle of Fish
Well heres my take on itYup the tools are old looking and all but the engine
works fine I only played Halflife for the first time there last Easter i have
only been a member of steam Since christmasBasically Hl2 and both episodes blew
me
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, July 29, 2009 12:58 AM
Subject: Re: [hlcoders] whats happening with this engine
Hehe this all seems like an over grown Kettle of Fish
Well heres my take on itYup the tools are old looking and all but the engine
works fine I only played Halflife
Thats definetly not the way i wrote it so i apologise for Yahoos mail
Chrachterisation Screw up on the part of the Return key:(
Send instant messages to your online friends http://uk.messenger.yahoo.com
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Pidcock
Sent: Saturday, July 25, 2009 9:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
Whitespace should be easy to embed in the engine if you create a wrapper
that works with the feature I presented before. Whitespace is a very visual
...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
Pidcock
Sent: Saturday, July 25, 2009 9:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
Whitespace should be easy to embed in the engine if you create
-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
Pidcock
Sent: Saturday, July 25, 2009 9:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
Whitespace should be easy to embed
:21 AM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] whats happening with this engine
Surely this topic could be split into several different points. Personally
I
see 4 different ones here.
1) Engine features
2) Tools Capabilities
3) Tools
: [hlcoders] whats happening with this engine
Its a good job you used tinyurl, otherwise it wouldn't have fit on my
screen!...
2009/7/25 Harry Pidcock haz...@tpg.com.au
Valve contacted me yesterday to tell me they have successfully implemented
a
new feature.
http://tinyurl.com/4f6mt
I hope
...@list.valvesoftware.com] On Behalf Of Olly
Sent: Saturday, July 25, 2009 10:54 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine
Its a good job you used tinyurl, otherwise it wouldn't have fit on my
screen!...
2009/7/25 Harry Pidcock haz
).
--
From: Harry Jeffery harry101jeff...@googlemail.com
Sent: Sunday, July 26, 2009 4:40 AM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] whats happening with this engine
I thought it looked so clean and easy, then I selected the whitespace
Breaking stuff comes with the territory... but really it's not the
tools, it's how you use them. And given how old the tech is, I'm
amazed how long Valve has managed to push the limits of the engine
without really changing the tool chain dramatically.
I'm still waiting for the day they personally
- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need us to make SMD
support for every 3D
PM
Subject: Re: [hlcoders] whats happening with this engine
I remember some guy was developing an alternative to Hammer. I don't know
what happened with that but it looked promising.
On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote:
G typos...
send = sending
No offense lech but
subtractive brushes - sounds a lot like the hollow tool to me, you'd
be far better off doing things manually
terrain layers - displacements are more precise at the expense of a
slightly harder implementation (Due to them only being where you want
them they might actually be
As much as I hate to admit it, in my eyes, Valve has definitely fallen out
of my favour for purposes of modding. I think the problem is that the
engine and processes have gotten much more complex than the HL1 days. The
purpose of modding is (well at least I think it is) to give amateur gamers
an
I basically summed up the entire thread for everyone.
Give modders better tools:
Open source hammer.
Open source all tools.
Release specs on proprietary formats
Enable a lua added version of sdk
allow some sort of documentation of the non-released parts of sdk
(release entire sdk, but have only
In a nutshell, asking far too much.
On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote:
I basically summed up the entire thread for everyone.
Give modders better tools:
Open source hammer.
Open source all tools.
Release specs on proprietary formats
Enable a lua added
No kidding. Nothing like asking a company who's in business to make
money to throw their profit making tools into the public domain...
--Bob
On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote:
In a nutshell, asking far too much.
On Fri, Jul 24, 2009 at 10:58 AM, Nick
Profit making? The only games that made profit on the source engine are the
ones by valve and the one by garry.
I believe the NS2 engine will be everything you guys here wanted. They took
all the best aspects of the source engine, gutted them out and rewrote
them. They will have better tools,
I've personally not had a problem with the toolset myself. If
developers want a nice easy way to make a fps game they should grab a
copy of fpscreator or darkbasic. But if you're serious about modding
then source engine is fine. Good code access, a wiki with lots of
useful information and a
NS2 engine? Please enlighten us with more than that acronym.
2009/7/24 Joel R. joelru...@gmail.com:
Profit making? The only games that made profit on the source engine are the
ones by valve and the one by garry.
I believe the NS2 engine will be everything you guys here wanted. They took
all
...and then pigs will fly. :)
On 7/24/2009 2:19 PM, Joel R. wrote:
Profit making? The only games that made profit on the source engine are the
ones by valve and the one by garry.
I believe the NS2 engine will be everything you guys here wanted. They took
all the best aspects of the source
On Fri, Jul 24, 2009 at 2:41 AM, Minh minh...@telus.net wrote:
The .smd format is extremely robust the way accomodates reference meshes,
AND skeletal animation. So you want a method to go straight from 3d model /
animation - .mdl ?
How is that going to work with parametric animation? where
Well at least Garry has sanity. I always wondered why he used lua.
Python is much easier. Look what some guy did to bf2 using the python
modding capabilities: http://sandboxmod.com/
2009/7/24 Saul Rennison saul.renni...@gmail.com:
Enable a lua added version of sdk
As soon as Garry uses Lua,
I'd still choose Lua's syntax over Python's though. I just want PHP
scripting in my game :0
As for the engine. Yeah sometimes it feels stupid and old, but it
seems like every time you start to count Valve out they come back and
knock your head off with some awesome shit.
garry
On Fri, Jul 24,
No I wasn't advocating an 3D app - MDL path. Simply adding support
for a more common/cross platform 3D format to those that StudioMDL
supports.
The problem with the SMD format is that it's an old format from and
old engine and requires plug-ins to be written for 3D apps to support
it. This leaves
Have you tried Python properly? :)
Thanks,
- Saul.
2009/7/24 Garry Newman garrynew...@gmail.com
I'd still choose Lua's syntax over Python's though. I just want PHP
scripting in my game :0
As for the engine. Yeah sometimes it feels stupid and old, but it
seems like every time you start to
making
easy to use engine + tools. You guys might be waiting for awhile...
- Original Message -
From: Bob Somers magicbob...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, July 24, 2009 12:11 PM
Subject: Re: [hlcoders] whats happening
: Friday, July 24, 2009 12:11 PM
Subject: Re: [hlcoders] whats happening with this engine
No kidding. Nothing like asking a company who's in business to make
money to throw their profit making tools into the public domain...
--Bob
On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk
As a 3D modeller, animator, and mapper, (and not a coder) I agree with what
Jed said 100%.
Jed, can you please just go work for Valve?
great, thanks!
On Fri, Jul 24, 2009 at 12:23 PM, Jed j...@wunderboy.org wrote:
No I wasn't advocating an 3D app - MDL path. Simply adding support
for a more
Minh, I think you just produced the best argument in the conversation so far.
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Minh, I was talking about open sourcing their tools. I just don't
think that makes any business sense for them. It makes sense from our
perspective, sure, but from theirs... little to none.
Also, excellent point about adapting your workflow to the engine and
the other way around. This is the best
Bob Somers wrote:
Minh, I was talking about open sourcing their tools. I just don't
think that makes any business sense for them. It makes sense from our
perspective, sure, but from theirs... little to none.
Also, excellent point about adapting your workflow to the engine and
the other way
Like Episode 3 engine?
DUN DUN DUN
Thanks,
-Saul.
On 25 Jul 2009, at 00:21, Logan Baldock p3wner...@gmail.com wrote:
Bob Somers wrote:
Minh, I was talking about open sourcing their tools. I just don't
think that makes any business sense for them. It makes sense from our
perspective, sure,
According to valve time that'll be when hell freezes over. :(
2009/7/25 Saul Rennison saul.renni...@gmail.com:
Like Episode 3 engine?
DUN DUN DUN
Thanks,
-Saul.
On 25 Jul 2009, at 00:21, Logan Baldock p3wner...@gmail.com wrote:
Bob Somers wrote:
Minh, I was talking about open sourcing
Or when Duke Nukem Forever goes gold.
Thanks,
-Saul.
On 25 Jul 2009, at 00:58, Harry Jeffery
harry101jeff...@googlemail.com wrote:
According to valve time that'll be when hell freezes over. :(
2009/7/25 Saul Rennison saul.renni...@gmail.com:
Like Episode 3 engine?
DUN DUN DUN
Thanks,
Surely this topic could be split into several different points. Personally I
see 4 different ones here.
1) Engine features
2) Tools Capabilities
3) Tools Availability
4) Tools Presentation
The first is ignorable, Valve is clearly only going to add new features or
change things, like BSP and
I'm not claiming to agree or disagree, but I'd like to mention that using
proper spelling and grammar would help people take you seriously. Iam
disapointed beleive displacment isnt alogothim differnt
fundemenal woulod jsut Id dont.
It's just difficult to believe that you have a job as a game
Displacements don't need an LOD algorithm, displacements aren't used for
huge, very precise landscapes. It's just a low-resolution triangle strip :|
Thanks,
- Saul.
2009/7/23 Kohan Venets idr...@hotmail.com
I'm not claiming to agree or disagree, but I'd like to mention that using
proper
Hes an old schooler it does not matter
back on topic
Yes, there is much room for improvement in many areas. Source Engine is the
only modern engine to still be using BSP. However, i think the tools like
hammer should be open source so people like us can improve them since valve
lacks the
CoD4's prefab based maps work for people to create levels fairly
easily but I dont see the same creative community that exists in css,
tf2 and l4d.
BSP works, I'm happy with it, I get a lot of control with it. You
choose the engine for the game, you want to make a crysis scale game
then use the
Kohan, if you'd seen the grammar in e-mail I've received from people
with an @valvesoftware.com email address you wouldn't disbelieve that
Adam may actually have a game industry job.
That said, I agree with the sentiment that Valve is probably the last
game company pushing a BSP based engine?
I agree that gameplay options are great in hammer..its more some of the
oldschool stuff in hammer that could use an update..as for the spelling
comments I dont care Im employed as an artist not a public relations officer
ot spelling bee judge.
nava
___
I like the Source engine and am pretty happy with it in it's current state.
However, what Jed said,
- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format
If I can write a bloody GUI to StudioMDL, why can't Valve?
Because you already wrote it. Why would they need to duplicate your work?
Why pay paid developers to do something the modding community does for free?
;)
I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
written in
and that i dont have to use source engine..that being
said..i
kinda care about seeing progress.
greetz
nava
--
Message: 3
Date: Thu, 23 Jul 2009 14:09:40 -0700
From: Kohan Venets idr...@hotmail.com
Subject: Re: [hlcoders] whats happening with this engine
To: hlcoders
I think Source works well for the room and corridor kind of engine but
if you want anything more outdoors you need to look at another
engine really.
Of course, I often find myself sitting on the fence - I *am* a Valve
fanboy at heart but some stuff just makes me groan.
The one thing I don't like
And I apologise for my spelling mistakes. I'm stuck in a hotel on the
other side of the world on a netbook with a keyboard too small for my
fingers :)
2009/7/24 Jed j...@wunderboy.org:
I think Source works well for the room and corridor kind of engine but
if you want anything more outdoors you
Valve's engine and toolset are perfect for what Valve does with it, and
Valve has a lot of tools that they don't distribute to the community that
make what they do easier. The limitations that exist are only because the
engine is focused for doing one thing and doing it well, that being the kind
I *think* the reason why Valve still uses command line tools is the fact
that you can easily integrate it into the Windows context menus.I was
working on a decompiler, but simply stopped my work on it, due to the SMD
format, which is quite lame to work with.
Oh, and reloading materials ingame IS
Agreed - I think that despite the limitations, the engine is fantastic and
can be made to do a lot of
stuff, just look at GMod. As well as other great mods that are outside of
Valve's normal game type. For example, Eternal Silence is a Source engine
mod that contains outer space flying and
ok so I will say this again..I know there are other engines..but I care
about this one..so there is no point of telling me which other large outdoor
engines there are..i know that..i use them too and they just make me more
aware of the state of the tool set we have. I have used source for
If it's all made nice and modular and supports either dll or python
plugins I think it would work great.
Nothing there that should be too hard to re-implement.
2009/7/24 Matt Hoffman lord.matt.hoff...@gmail.com:
Because...
Hell that's a good point. The VMF document format isn't exactly hard
1. Update SDK and make it uber leet as per suggestions.
2. Distribute SDK (not on valvetime please)
3. Studios pay for license
4. More mods become commercially viable (e.g. GMod)
5. ?
6. Profit!
But seriously, it can be done.
And if hammer is so bad why has the community not started work
In Eternal Silence there are vast outdoor, outer space environments that
take a while to travel across. And its all in the Source engine.
man I love that mod.
On Thu, Jul 23, 2009 at 2:57 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
Source engine works just fine for outdoors areas. Did you
Source engine works just fine for outdoors areas. Did you people forget that
half of HL2 and the episodes take place outdoors? Obviously it doesn't scale
up to GTA-size large areas, but it can handle some pretty large areas.
--
Jorge Vino Rodriguez
___
I think you can use Sources/Valves filesystem for loading stuff in GCF/VPKs,
it's in a stand-alone dll.
On Thu, Jul 23, 2009 at 6:12 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Because...
Hell that's a good point. The VMF document format isn't exactly hard to
understand. The compile
Hell I'm on Summer Holidays, I'll give this a go, although it does
mean I'd have to do texture support which I'm not so great at. But GCF
support is possible via Nemesis' HLlib.
All replies in this topic bring up good points in the Source Engine,
heres my 2 pence:
I don't agree with the
Maybe Valve should then remember they wouldn't have Team Fortress and
Counter-Strike without mods.
Thanks,
-Saul.
On 24 Jul 2009, at 01:28, Bob Somers magicbob...@gmail.com wrote:
With all due respect to you guys, I think you're forgetting that
ultimately Valve is not in the mod-support
With all due respect to you guys, I think you're forgetting that
ultimately Valve is not in the mod-support business. They're in the
business of making their own games, and the success of their titles
shows how well they do it.
Their tools are designed for the way the workflow happens at Valve,
If a soup kitchen was giving you spoiled soup, would you take it? Being that
I'm a paying customer of Valve, in that I bought access to the SDK, I'm not
a beggar, so I will be a chooser.
On Thu, Jul 23, 2009 at 20:49, Paul Peloski paulpelo...@gmail.com wrote:
Maybe they do remember that, and
To: hlcoders@list.valvesoftware.com
Date: Fri, 24 Jul 2009 01:39:47 +0100
Subject: Re: [hlcoders] whats happening with this engine
Maybe Valve should then remember they wouldn't have Team Fortress and
Counter-Strike without mods.
Thanks,
-Saul.
On 24 Jul 2009, at 01:28, Bob Somers
This type of argument always leads to this, one side says it should be
better, one side says be happy for what you've got.
We are definitely happy, but what is wrong with improvement? Improvement =
awesome = more money. The source engine just turned 5 years old, it is not
getting any younger,
The solution is that valve hires Jed as Tools programmer.
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G typos...
send = sending
without = within
--Bob
On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote:
There's nothing wrong with improvement, offering suggestions, or send
your own improvements. Just be civil about it.
I just get really tired of one guy making a
I remember some guy was developing an alternative to Hammer. I don't know
what happened with that but it looked promising.
On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote:
G typos...
send = sending
without = within
--Bob
On Thu, Jul 23, 2009 at 7:53 PM, Bob
I certainly couldn't complain, where I work we make our level environments
entirely in 3DSMAX... :(
I imagine that if Valve is like most developers then they are quite adept
enough at using their own tools that they don't see a huge need to revamp
things into the more agile form that today's
They seem to break stuff fixing other things.
On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
nuclearfri...@gmail.comwrote:
I certainly couldn't complain, where I work we make our level environments
entirely in 3DSMAX... :(
I imagine that if Valve is like most developers then they are
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