This makes the most sense. As far as companies that do this already, id Software comes to mind. Even having the materials/models/scripts/etc included in the open-source repository makes sense as those are easily available (you can just create a SRCDS server and easily download them). Valve's standpoint on it, while understood, is silly considering how much is easily available.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, January 30, 2007 11:13 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods (again) It might just be easier for Valve to allow users to download previous codebases. That way, everyone can be happy. It would help non-open source developers also. On 1/30/07, Jeremy <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Not sure how well that is going to work. I don't know how patch files would > deal the base SDK being changed during updates, and then users applying the > patches to a slightly different codebase than the patch was built from. It's > unfortunate they don't allow the code to be more public. Could open up some > neat opportunities like this. > > J > > On 1/30/07, Nikolaos Tzimoulis <[EMAIL PROTECTED]> wrote: > > > > Hello (again), > > > > I've started my open source mod on sourceforge. I figured out their > > terrifying way of dealing with code submissions and now I'm working on > > a way to manage the code using diff files. I downloaded sfk (as Mike > > suggested) and I understand that it can be used to apply patch files > > to the original SDK files to generate the mod's source code. The > > problem is that I can't find a way to automate the process of creating > > the patch file. Sfk needs a particular format and I need to get a tool > > that finds differences between files and saves the output in that > > particular format. Should I try to make one on my own or is there a > > tool to do that already out there? > > > > Also, to clarify on more thing: I'll just have to create an unmodified > > copy of the SDK code to use as a basis to create the patch, right? > > > > Thanks for the help and sorry for being a pest and asking questions > > that aren't directly related to hlcoding. > > > > Nicholas > > > > > > > > _______________________________________________ > > 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