Maybe Valve should then remember they wouldn't have Team Fortress and Counter-Strike without mods.
Thanks, -Saul. On 24 Jul 2009, at 01:28, Bob Somers <magicbob...@gmail.com> wrote: > With all due respect to you guys, I think you're forgetting that > ultimately Valve is not in the mod-support business. They're in the > business of making their own games, and the success of their titles > shows how well they do it. > > Their tools are designed for the way the workflow happens at Valve, > not at your house. They're providing their tools to you as a courtesy. > Now, if they want to take suggestions from the community that's great, > but ultimately you're getting all their tools for free so it's really > "too bad" if they don't work they way you want them to. > > I'm not well versed in the model compilation process for Source, but > there's one thing a command line interface has over a GUI... > scriptability. In a big software company, the rule of thumb is that > anything that can be automated should be automated. You can't script a > GUI (at least, not very easily at all). > > --Bob > > > > > On Thu, Jul 23, 2009 at 5:08 PM, Saul > Rennison<saul.renni...@gmail.com> wrote: >> Hell I'm on Summer Holidays, I'll give this a go, although it does >> mean I'd have to do texture support which I'm not so great at. But >> GCF >> support is possible via Nemesis' HLlib. >> >> All replies in this topic bring up good points in the Source Engine, >> heres my 2 pence: >> I don't agree with the fact Source doesn't have good physics. >> Source should move to DAE. >> StudioMDL and HLMV should be open-source, leave P4 integration in, we >> only need the code / snippets from it. >> >> There's probably more but I can't be bothered replying. >> >> Thanks, >> -Saul. >> >> On 24 Jul 2009, at 00:17, Harry Jeffery >> <harry101jeff...@googlemail.com> wrote: >> >>> If it's all made nice and modular and supports either dll or python >>> plugins I think it would work great. >>> >>> Nothing there that should be too hard to re-implement. >>> >>> 2009/7/24 Matt Hoffman <lord.matt.hoff...@gmail.com>: >>>> Because... >>>> >>>> Hell that's a good point. The VMF document format isn't exactly >>>> hard to >>>> understand. The compile tools are all plugged-in. >>>> >>>> Only thing you would have issues with (I'd Imagine): Loading from >>>> the GCFS >>>> quickly, and efficiently. Though I imagine Jed would have a >>>> solution there. >>>> Displacements could also be an issue. >>>> >>>> I'd imagine it's possible. >>>> >>>> >>>> >>>> On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery < >>>> harry101jeff...@googlemail.com> wrote: >>>> >>>>> 1. Update SDK and make it uber leet as per suggestions. >>>>> 2. Distribute SDK (not on valvetime please) >>>>> 3. Studios pay for license >>>>> 4. More mods become commercially viable (e.g. GMod) >>>>> 5. ????????? >>>>> 6. Profit! >>>>> >>>>> But seriously, it can be done. >>>>> >>>>> And if hammer is so bad why has the community not started work >>>>> on an >>>>> opensource version with python support for plugins. >>>>> >>>>> 2009/7/23 Jorge Rodriguez <bs.v...@gmail.com>: >>>>>> Source engine works just fine for outdoors areas. Did you people >>>>>> forget >>>>> that >>>>>> half of HL2 and the episodes take place outdoors? Obviously it >>>>>> doesn't >>>>> scale >>>>>> up to GTA-size large areas, but it can handle some pretty large >>>>>> areas. >>>>>> >>>>>> -- >>>>>> Jorge "Vino" Rodriguez >>>>>> _______________________________________________ >>>>>> 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 >>> >> >> _______________________________________________ >> 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