They don't have time for the SDK Cory. They're too busy selling other
people's games. :P

--Bob




On Thu, Oct 28, 2010 at 1:53 PM, Cory de La Torre <gear....@gmail.com>wrote:

> I don't feel that the idea: "Not in valve's best intentions to care that
> much about the SDK like Epic" is an excuse any longer. Regardless of the
> fact that source is lagging behind in it's own way, I feel this wouldn't be
> so much of a problem if there weren't so many fucking engine versions. I
> don't wanted a better version of Orange box, I want a better version of
> Source, one thats currently present in games like left 4 Dead2, or Portal
> 2,
> AS, etc.
>
> I feel that if valve we're to (if they really love engine versions) create
> a separate version just for modding, they could dump a lot of new engine
> features (minus gameplay and game specifics) into that branch, thus solving
> the problem of using a shitty version of Source, and a different
> version altogether.
>
> On that note (and as far as I'm aware: Mike Durand is the *Only *guy up at
> valve working on the SDK. If this is true, valve needs to seriously hire
> some more people. I don't know what keeps Mike busy everyday, so much to
> the
> point where most promised SDK updates get delayed months, but it needs to
> change. My liking of modding on Source isn't wanning because of what the
> engine can do, it's wanning because I'm not sure if I'm going to commit my
> time and resources onto a project, for it only to be crippled by some
> update
> for the SDK in the future. Even more so, for me to sit there and wait
> an indefinite amount of time for a fix to come along.
>
> Lastly I also feel the whole "you're getting this for free" isn't a valid
> counter anymore for this subject. Free is an entirely different side when
> Valve almost seems, and feels obligated to release a SDK with every game
> they release. Sure, it's free, but thats only because it's
> within their model of business. Even so, I don't think charging people for
> a
> Level editor to make custom maps or what have you is really going to work
> out. We need to look at the obvious situations that would arise had valve
> sold the SDK to begin with. They continually highlight the availability of
> tools for each title they release. My point being here: Promising tools
> only
> works if the tools you release aren't going to require updates for them
> that
> get delayed, or semi working tools, or features entirely missing.
>
> Because there is no actual: "*Heres everything you can touch and can't*"
> type of document, we've been left to figuring out the majority of this
> stuff
> out on our own. That vague line between what the tools can even do to begin
> with is reason enough to argue about them being broken.
>
> Overall if people are getting tired with modding on Source, it's reasonable
> now. People at Interlopers are, PP, Steam Forums, Mapcore. Source is
> getting
> a lot of flak now, from many corners of the internet, and it's kind of sad.
> I love source, but god damn do I hate the tools. Oh man speaking of which.
> Remeber when Valve said multicore support was to ship with Half Life 2
> Episode 2? Yeah that was back in 2007. It never *fully worked* until 2010.
> Oh and thats right, we modders can't use it yet, because that promised 2009
> mod support update was mentioned 5 months ago, and *still* hasn't happened.
>
>
> On Thu, Oct 28, 2010 at 1:27 PM, Greg M. <g...@gregmourino.com> wrote:
>
> > I can relate. I've been using the Source SDK for the past year on a
> school
> > project, and there have been some incredibly frustrating moments. There
> > have
> > been times where the project had to be put on hold because tools suddenly
> > stopped working after an update. I had to come up with a slightly
> > ridiculous
> > workflow to make some of the older scripts and plugins jive with newer
> > setups.
> >
> > There have been good moments too, like when the load time for hammer was
> > suddenly dropped by a huge margin. And the release of their assets and
> rigs
> > from some of the "Meet The..." shorts. We are getting new tools and
> > features, and we haven't been forgotten. It's just that the sdk isn't the
> > *top* priority at the company. I think a lot of the angry news posts and
> > articles forget that. Their business is really to make games, not
> > user-friendly tools, and in the past couple years they have been really
> > busy.
> >
> > Like a lot of things, it goes both ways. The source engine is pretty fun,
> > and I love being able to do the things I can do on it. And man, it's been
> > one heck of a learning experience. But for my next project, I'm
> considering
> > switching platforms for the reason you mentioned: lots of time spent
> > getting
> > the tools working. It cuts into my ability to make progress sometimes,
> and
> > that spare time is precious enough as it is.
> >
> > -Greg
> >
> >
> >
> >
> > On Thu, Oct 28, 2010 at 3:14 PM, Tobias Kammersgaard <
> > tobias.kammersga...@gmail.com> wrote:
> >
> > > Mike Durand introduced himself as a new employee at Valve, that's hired
> > to
> > > focus on the Source SDK, and updating it.
> > > I quote "My full time job is to make sure that you have everything they
> > > need
> > > to build your games."
> > >
> > > Date: Tue, 25 Jul 2006 19:13:13 -0700
> > > From: "Mike Durand" <mdur...@valvesoftware.com>
> > > To: <hlcoders@list.valvesoftware.com>
> > > Subject: [hlcoders] Upcoming SDK Release
> > > Reply-To: hlcoders@list.valvesoftware.com
> > >
> > > Given the recent traffic on the list, it seems like a good time to
> > > introduce myself to everyone here, and talk about what I do at Valve.
> > >
> > > I started work here in June and have been given the task of working
> > > directly with the MOD community. This means that my primary
> > > responsibilities are to package and release the SDK, make it easier to
> > > use, and work with MOD makers on problems that they can't solve with
> the
> > > help of other members of the community.
> > >
> > > My full time job is to make sure that you have everything they need to
> > > build your games. I'll be hanging out on this list, as well as the VDC,
> > > but you can also feel free to contact me directly with any questions
> you
> > > have at mdur...@valvesoftware.com.
> > >
> > > So now that the introduction is out of the way here's the part that you
> > > really care about: an SDK update is coming out very soon. Right now we
> > > are testing it in-house and getting ready for its beta release. It will
> > > be available later this week unless we encounter serious problems
> during
> > > testing. I'll let people know either way, whether it is going to be
> this
> > > week or next. Once I get all of the details together, I'll send the
> info
> > > on what is coming in this SDK release to this list.
> > >
> > > -Mike
> > >
> > >
> > > That's four years ago. It pretty much went down hill since the Orange
> Box
> > > code was released. I remember in 2003 when Gabe Newell promoted Steam
> in
> > > several different interviews, saying how Steam would make publishing
> > > updates
> > > to the end user way easier for them, yes its easier for them, but over
> > the
> > > years its just getting harder and harder for us working with the Source
> > > SDK.
> > >
> > > I see a lot of people ditching the Source Engine over the UDK, and I'm
> > > starting to see why. I'm a big fan of Valve games, and I've defended
> the
> > > Source SDK and the Source engine many times.
> > >
> > > I didn't really recognize too much in the articles that's popped up
> > lately,
> > > such as these, and honestly I was a little offended.
> > >
> > > http://www.halflife2.net/2010/08/16/sdk-soul-destroying-kit/
> > >
> > >
> >
> http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/
> > >
> > > Yeah we're getting the SDK for free, and the tools are great to work
> > with.
> > > Except for one little thing. Most of them don't work properly. I love
> how
> > > they're still using command line apps, so e.g. I can call my compile
> > > scripts
> > > directly from context menus.
> > >
> > > What I really miss is not having to spend 10 minutes on making the SDK
> or
> > > tools run before I can actually test whatever I've changed or made.
> > >
> > > I'm setting the bar low, and not expecting any response from anyone at
> > > Valve, that way I won't be more disappointed.
> > >
> > > I guess I just needed to get it off my chest.
> > >
> > >
> > > I hope to hear from other people on this list, that feels the same way,
> > or
> > > want to share their opinion on this matter. For those that find it
> > annoying
> > > to receive these kind of messages, feel free to mute the conversation.
> > >
> > > - ScarT
> > > _______________________________________________
> > > 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
> >
> >
>
>
> --
> Gear Dev
> _______________________________________________
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