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. >>>>>> >>>>>> _______________________________________________ >>>>>> 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 >> >> >> > >
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