So you've got Steamworks?

David Kraeutmann wrote:
> 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.
>>>>>>
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>>>>>>
>>>>>>
>>>>>>             
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>>>>>
>>>>>
>>>>>           
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>>>>         
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>>
>>     
>
>   


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