As a complete and utter wipe-o-maniac I practically live off my
external hard drive. Steam + All my games are installed on it. I do
burn my source code to cd once a week as another form of backup, but I
wipe my computer pretty much every other month. It's not intentional
it's just my way of keeping out spyware. It takes about 10 mins to
restore from a drive image and I'm working again on a 100% clean
computer.

I've only ever used perforce for source control and I'd rather use an
expandable free solution.

I've got an account at xp-dev.com (the best free svn host I could
find) and I've got a repo set up there but I'm somewhat unsure as to
how to handle sdk updates.

Do I have seperate repo's for the plain sdk and the mod's code, and
somehow link them or do I just have the mod's code up there and
attempt to merge in the latest sdk code?

I'm planning on going through my code and adding #ifdef's with
SURF_DLL so that it's plain to see what I have changed intentionally
and what is actually just an update to the SDK.

Any suggestions? (I'm using tortoise svn) I'd like to get this all
setup before the next update screws me over.

P.S.
I wonder how much traffic the TF2 repo has logged and the size of it.
9 years must have taken it's toll.

2009/8/20 David Kraeutmann <da...@davidkra.net>:
> Yes.
>
> On 8/20/09, Tom Edwards <t_edwa...@btinternet.com> wrote:
>> 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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>>>>>>>> please visit:
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>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>>
>>>>>> please visit:
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>>>>>>>
>>>>>>>
>>>>>>>
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>>>>>> please visit:
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>>>>>>
>>>>>>
>>>>>>
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>>>>>
>>>>>
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>>>>
>>>
>>>
>>
>>
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>
> --
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>
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