We use svn for data files for devs, a svnsync read only mirror of sourcemod_dir for testers and git for source code. We currently evaluate using a steam content server for testing build distribution
On 8/20/09, Adam Buckland <adamjbuckl...@gmail.com> wrote: > It'll be interesting to see how much bandwidth you use when you > actually release, since people (myself included!) will be desperate to > get their hands on it! > > On 20 Aug 2009, at 03:15, Paul Peloski <paulpelo...@gmail.com> wrote: > >> Over at BMS all our files (sources and build) are stored on a virtual >> private server. Pretty much everyone working on the mod (30-40 >> people?) uses >> our SVN to keep in sync with the development. We also keep a weekly >> rsync >> backup of the entire repository on another server. We use about >> 150Gb/month >> of bandwidth and our repository (including complete development >> history) is >> about 40Gb at this point. >> >> We have two programmers and it's worked out great. I don't think >> it's the >> quantity of programmers, rather how well you get along and take >> criticism. >> >> Paul >> >> On Wed, Aug 19, 2009 at 9:16 AM, Harry Jeffery < >> harry101jeff...@googlemail.com> wrote: >> >>> For a full conversion 3-4 (maybe even 5) coders is acceptable but the >>> majority of mods really don't need as many coders as they try to get. >>> >>> Generally I learn the bit of the SDK I'm about to work on, for a bit >>> before I start work instead of learning the whole thing. >>> >>> By doing gameplay and logic first (the bit I'm best at IMHO) I can >>> get >>> a fun and playable mod. While the 2D and 3D artists are at work >>> during >>> the art pass on the mod I can get to grips with visual coding; >>> particles and vgui for example. >>> >>> I generally look through the code for 30 mins and test some things >>> out. If I cant find what I'm looking for I ask for a pointer in the >>> source coding forums or on here. That usually solves the problem for >>> me. >>> >>> >>> 2009/8/19 ZuM <eduardo...@gmail.com>: >>>> Well, one coder to develop a total conversion mod for a game in my >>> opinion >>>> is a small number. There are a lot of ground to cover and also >>>> most of >>> the >>>> people work full-time and develop the mods on their free time, so >>>> it's >>> not >>>> unreasonable to have 4-5 coders... >>>> >>>> Also this way everybody can specialise on some parts of the SDK >>>> instead >>> of >>>> being a Jack-of-all-trades. >>>> >>>> 2009/8/19 Harry Jeffery <harry101jeff...@googlemail.com> >>>> >>>>> @ Richard >>>>> >>>>> I learn by reading through the code and experimenting. Sometimes >>>>> there >>>>> are previous implementations I can use for reference. If someone >>>>> wants >>>>> to help a newbie by mentoring them that's great. I just feel that >>>>> while being mentored the newbie should concentrate on becoming >>>>> competent with the engine by prehaps making a smaller >>>>> experimental mod >>>>> rather than tagging along with a mod team that already has a coder. >>>>> Learning by doing is far better than watching. >>>>> >>>>> @ Adam >>>>> >>>>> Sure, they would. That's how I started working for Nightmare >>>>> House 2. >>>>> It was on the verge of death because Hen couldn't get a coder to >>>>> finish the work he needed done who wasn't asking for money. While >>>>> working on that mod I learnt a lot. >>>>> >>>>> I'm also working on a fully fledged surf mod (CSS style surfing) It >>>>> uses a point system similar to those found in skateboarding games. >>>>> Implementing something like that only took me a couple of days at >>>>> most >>>>> on my own and I'm not exactly a highly skilled coder. >>>>> >>>>> Anyway, my point is all these new mods start asking for 2-3 coders >>>>> right off the bat and trying to pull a big team together. From >>>>> experience it's far better to have just 1 coder to get the gameplay >>>>> working and then maybe bring in a second for bugfixing and polish >>>>> if >>>>> necessary. >>>>> >>>>> I just feel mods having several unnecessary coders sets a bad >>>>> example >>>>> to newbies and is a bit unfair on mods with a great team that just >>>>> cannot get hold of a coder to do some simple changes to the game. >>>>> By >>>>> having each mod take only what it needs from the hl2 modding >>>>> community >>>>> it would give other mods with lots of potential a better chance of >>>>> being completed and released. >>>>> >>>>> _______________________________________________ >>>>> 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 > > -- Sent from my mobile device _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders