I'm scared now! :)

The problem is not the SDK release, the problem is the patch release 1 month
before the SDK release!

When your mod crash after an update and discover its related to the world
model weapon its not good, what you
need to do is when you release a patch, tell what changed and what part of
the code we need to change.

Its not really usefull when we need to look at 200 files to see what changed
(with a windiff program), since a lot of the code
was changed by us.

I started the mod from scratch when the SDK was out, and a couple of stuff
append, each time not much info
about the stuffs to change. We are like in a black hole. you will need to
start to describe all the stuffs that change
for every release, not just a big line like: SDK change please update your
mod!

BTW, source dedicated server still not working with 3 rd party mod.. and its
a new feature since the last update.

regards,

----- Original Message -----
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 11, 2005 1:17 PM
Subject: RE: [hlcoders] Steam UI Update


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This is something we're definitely thinking about given the success of
the UI beta.

We're going to try this out with the upcoming SDK release as well, which
is a week or two off.

________________________________

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Tuesday, October 11, 2005 8:54 AM
To: [email protected]
Subject: Re: [hlcoders] Steam UI Update



--
[ Picked text/plain from multipart/alternative ]
I think this has been a resounding success, valve probably would not
have
found all these bugs before releasing the update.

Now this got me thinking, what if this optional command was extended to
the
actual engine? It would certainly help valve to prevent another patch
like
the 9/30 patch.

Say for example, there is a normal 'source engine.gcf' which we would
launch
normally and there would be a 'source engine beta.gcf' which we would
launch
our mods and valve games on the launch properties like -betaengine.

This would help us the MOD community test for breaking changes and if we
started having problems that valve couldnt produce with their Q&A
process.

What do you guys think?

On 10/10/05, Tim Holt <[EMAIL PROTECTED]> wrote:

Interesting article about UI design paradigm changes. If you're into
UI,
this
is a great website even if the author has pretty strong opinions.

http://www.useit.com/alertbox/wysiwyg.html

Quoting "Dan Stevens (IAmAI)" <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> http://www.cstrike-planet.com/steamskins/
>
> So why does it have a skin menu in settings?
>
> On 10/10/05, Andrew Foss <[EMAIL PROTECTED]> wrote:
> >
> > Steam is not skinnable enough.
> >
> > On 10/9/05, Tim Holt <[EMAIL PROTECTED]> wrote:
> > > The irony is that before windows, people complained about
inconsistent
> > UI
> > > design, and found the Mac then Windows UI a blessing to unify
things.
> > Guess if
> > > you've watch things long enough you see it goes full circle.
Frankly, I
> > welcome
> > > our UI standard overlords!
> > >
> > > Quoting "Andrew (Bromfitsen)" <[EMAIL PROTECTED]>:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > What's the point in having a program that follows windows
"Standards"
> > if
> > > > 99.9% of the people using it would rather it not look like the
> > THOUSANDS of
> > > > generic, boring and uninspired applications that they already
have
> > > > installed? The new UI is much better than the old one, and I
> > congradulate
> > > > valve on making the change. But if they were to make it
conform to
a
> > classic
> > > > windows theme I would much rather use the dull UI that it
currently
> > uses.
> > > > --
> > > >
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> > > >
> > >
> > >
> > >
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>
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--
- Ben Davison
- http://www.shadow-phoenix.com
--

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