Nah, that's not such a problem: any engine changes that breaks mods will break their own games too. They do have a separate branch for mod code with various internal things removed however, which I reckon is what bogs things down.

On 12/09/2010 6:04, Tobias Kammersgaard wrote:
I'll give them that. I can see the same problem they've got to deal with
everytime they update the "regular" SDK code base. Breaking old mods that's
no longer being updated! There's bound to be people complaining.

- ScarT


On 12 September 2010 18:57, Tom Edwards<t_edwa...@btinternet.com>  wrote:

  They've got the right idea with Alien Swarm. Every update to the game is
matched with an update to the source code. I doubt that will happen with
Portal 2 though...


On 12/09/2010 4:09, Tobias Kammersgaard wrote:

The Source SDK is getting rather uninteresting to work with. All the
engine
revisions are more annoying than anything. One revision please, and make
it
always updated!

Unfortunately we've already seen it will never happen. This makes me sad.

- ScarT


On 12 September 2010 16:48, Cory de La Torre<gear....@gmail.com>   wrote:

  UDK all the way. Get with the times SDK.
On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway<neveren...@gmail.com

wrote:
It's probably true that it's malleable enough to do more traditional FPS
stuff with, but it still kind of makes me feel like the SDK is a
second-class citizen. Maybe this particular problem is easier to deal

with

than I'm envisioning, but the SDK is definitely "quirky" in a lot of
ways
besides. It makes UDK a bit more appealing, with the very regular and

very

substantial updates it's receiving... despite my preference for C++, and
the
ability to get closer to the metal with Source. However, it's
understandable
that Valve has a lot on their plate, and many more people waiting for
Portal
2 than the next SDK drop. "Making games is hard."

Tough situation.

On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard<
assaultar...@hotmail.com>   wrote:

  I haven't look into the code in detail yet, but I've heard that Alien
Swarm's code is exactly capable for a FPS mod. Just by playing with the
console you can make it in a FPS vision (though obviously not pretty),

but

they didn't really remove a lot from the original engine code base, so

the

stuff for FPS is still in there, it's just that you might need to play

with

the code here and there a tiny little bit to get it back to normal,

since
they added a lot of new things by themselves.
--Richard

  From: lord.matt.hoff...@gmail.com
Date: Sat, 11 Sep 2010 21:48:45 -0700
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

It's also totally gimped for anything that's not a top-down
player-controls-an-npc shooter. Atleast that's my understanding after
poking through the code a bit.

On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
<assaultar...@hotmail.com>   wrote:

Actually it's already available. The one Alien Swarm using is a

version
in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One

of
the

developers mentioned that on Facepunch. And Alien Swarm is TOTALLY

FREE,
along with its full source code.
Date: Sat, 11 Sep 2010 21:24:06 -0300
From: samuelga...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

"When It's Done*"


*Approx Valve Time

On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto<

m...@revgamers.net>wrote:
Does anyone have an estimate of when?
--------------------------------------------------
From: "James Pizzurro"<ja...@agentredproductions.com>
Sent: Saturday, September 11, 2010 7:27 PM
To: "Discussion of Half-Life Programming"<

hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2009?

  The answer is no, not yet.

On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto"<

m...@revgamers.net>
wrote:
  Alright guys,
I'm sorry I'm kind of late here, however, Is it possible to

Create
a Mod

with the Source Engine 2009?
  because while attempting to, I get an error about being able
to
open
\CreateAMod\something\gameinfo_mp.txt
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