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 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 is that since Source a lot of stock "tools"
> have been locked down - source not released citing "license" issues,
> etc. Case in point - I hear the source to StudioMDL can't be released
> due to the Perforce integration code. I would rather see the StudioMDL
> code *minus* the Perforce libs/C++ bits because the rest in itself is
> USEFUL to use as tool developers.
>
> Likewise HLMV - it's based on HLMV 1.22 and uses the most ancient GUI
> API on the planet. Release us the source/API to the 3D window
> rendered! I did actually start making a JHLMV for Source back when HL2
> came out but the fact that Valve update HLMV which broke it, and then
> took forever to update/remove the source from the SDK killed that
> project.
>
> I'm sorry but I just *do not get* the Valve toolset. It may work well
> for you guys to have some hacky-held-together-with-duct-tape tools in
> house but if your selling an engine license I can't believe your
> crappy toolset is actually helping you sell engine licenses. I've lost
> count of how many Source engine licensee's have asked me (in respect
> of my software license) for permission to use my tools for their game
> production.
>
> Seriously Valve - get serious about your tool set. Great engine, but
> it feels like your content creation pipeline tools are from the
> stoneage. As yourself this - why do people like myself and Nem make
> the tools you do? Maybe it's because your own are so deficient... and
> I *know* your using some of my stuff in-house.
>
> - Jed
>
>
>
>
> 2009/7/23 Matt Hoffman <lord.matt.hoff...@gmail.com>:
>>>> 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 Lua or C++ or such), so that even if Valve didn't take the time
>> to make their tools more user-friendly, the users could.
>>
>> What Source lacks in high-end graphics, and ultra precise physics and so on,
>> I do think that they make up for it in Gameplay. You still see huge gaming
>> communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years
>> old, yet people still play them daily.
>>
>> And yeah, content creation is way too much of a fight. Un-descriptive
>> errors, illogical errors, etc. While the CLI doesn't bother me, having
>> learned to use it, I could see how it could be an issue for a new user.
>> (Keep in mind I'm only 16) And alot of the stuff isn't documented which irks
>> me. Also not having the model sources for more complex things really annoys
>> me, because it's left the modders to try and figure it out on their own.
>> Things like MDLDecompiler aren't a terrible help with the new stuff because
>> it isn't even put into the qcs or models, so we have NO clue if some of the
>> commands even exist.
>>
>> On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan <adamjjdono...@gmail.com>wrote:
>>
>>> 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
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>

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