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
> >
> >
> >
> > _______________________________________________
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> >
> >
> --
>
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