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
>>>>>> _______________________________________________
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>>>>>>
>>>>>>
>>>>>
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>>>>>
>>>>>
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>>>>
>>>
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>>
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