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. >>>>>>> >>>>>>> _______________________________________________ >>>>>>> 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 >>> >>> >>> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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