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 >>> _______________________________________________ >>> 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