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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>>>>>>>
>>>>>>>
>>>>>>>
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>>>>>>
>>>>>>
>>>>>>
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>>>>>
>>>>>
>>>>>
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>>
>>
>
>
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