Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] In my 100% honest opinion, no engine is worth close to 1 mil, and definently not the source engine. Why big mags are always saying 'tremendous source engine' is beyond me. I played Prey at wsvg and that game has the coolest gravity system I have ever seen. Then you have Fear, doom, quake. In my opinion the source engine is just havok, then the rest is hard coded to leave modders a lot of greef. What does havok go for these days anyway. I heard that source code that was 'hacked' from valve actually had a lot of those professional 3rd party application in there. I looked for an copy when I first heard about it, unfortunetly after hl2 was released I deleted the rar I got. The cd is lieing around here somewhere, wonder is the havok engine is worth cleaning my room... nah. On 7/20/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Thanks for all your estimates, which are certainly helpful. The higher-ups are going to inquire with Valve directly to find out for sure. But if it's even anywhere near that number I don't think they'll want to shell that out... Thomas --- Teddy [EMAIL PROTECTED] wrote: I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. Regards, Thomas ___ 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
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] Theres no way you'd be lookin at a million for Source. UE3 would probably be around 650k-ish for a 'next-gen' engine (probably a little less now that we've seen engines like CryEngine 2), so ~250-350k would be a reasonable estimate for Source IMO On 7/20/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In my 100% honest opinion, no engine is worth close to 1 mil, and definently not the source engine. Why big mags are always saying 'tremendous source engine' is beyond me. I played Prey at wsvg and that game has the coolest gravity system I have ever seen. Then you have Fear, doom, quake. In my opinion the source engine is just havok, then the rest is hard coded to leave modders a lot of greef. What does havok go for these days anyway. I heard that source code that was 'hacked' from valve actually had a lot of those professional 3rd party application in there. I looked for an copy when I first heard about it, unfortunetly after hl2 was released I deleted the rar I got. The cd is lieing around here somewhere, wonder is the havok engine is worth cleaning my room... nah. On 7/20/06, Thomas Vollmer [EMAIL PROTECTED] wrote: Thanks for all your estimates, which are certainly helpful. The higher-ups are going to inquire with Valve directly to find out for sure. But if it's even anywhere near that number I don't think they'll want to shell that out... Thomas --- Teddy [EMAIL PROTECTED] wrote: I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. Regards, Thomas ___ 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 -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
Emiel Regis wrote: I think it would be $200.000 minumum. My guess is that you are low-balling it. Epic's engine license for UE2 (which is older technology) is $350,000 + 3% of game royalties and $50,000 for each additional platform... http://www.unrealtechnology.com/html/licensing/terms.shtml ...UE3 would probably be significantly more. I'm guessing Source is somewhere closer to the $500,000 to $1,000,000 mark. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
I know someone that got UE3 for $500,000. I woke up in cold sweats when when I borrowed $8000 to buy a car.. so I can only guess what kind of pressure he's under. On 7/20/06, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Emiel Regis wrote: I think it would be $200.000 minumum. My guess is that you are low-balling it. Epic's engine license for UE2 (which is older technology) is $350,000 + 3% of game royalties and $50,000 for each additional platform... http://www.unrealtechnology.com/html/licensing/terms.shtml ...UE3 would probably be significantly more. I'm guessing Source is somewhere closer to the $500,000 to $1,000,000 mark. -- Jeffrey botman Broome ___ 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
Re: [hlcoders] Fundamental Source engine question
Garry Newman wrote: I know someone that got UE3 for $500,000. I woke up in cold sweats when when I borrowed $8000 to buy a car.. so I can only guess what kind of pressure he's under. True. Half-a-million to a million bucks for just the engine license is one reason why games are so expensive. When it costs $10+ million to develop a game and another few million to market the game (TV ads, magazine ads, etc.) it's no wonder that games cost $50-$60. Many say that episodic content will help lower this cost and the $20 price point seems like something most gamers would be willing to pay for 5 or so hours of gameplay. On another note, VALVe, the TF2 teaser kicks ass! I *LOVE* the art style that you guys and gals went with for the game. I can already see some animated machinema (ala Red vs. Blue) popping up using TF2 characters. You guys should be thinking about doing a Saturday morning animated series from TF2 (or at least some episodes for G4TV). Oh, also. Portal is awesome. Can't wait to play it. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] $500,000 seems like a load of cash to drop on an Engine from an independent point of view, but I'm curious how much the Source engine has cost Valve to develop. Live Jeff said, TF2 is looking GREAT. Can't wait to see more about all the upcomming Valve projects and Source Engine updates :D -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] I would imagine they have deals for independants. Garry is going to be selling GMod and I doubt if he can put down $250k+ Probably the same with the NS guys. Or maybe they have deals where you put it on Steam and you get it for a really low price? Or maybe a kind of IOU system ;) On 7/20/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] $500,000 seems like a load of cash to drop on an Engine from an independent point of view, but I'm curious how much the Source engine has cost Valve to develop. Live Jeff said, TF2 is looking GREAT. Can't wait to see more about all the upcomming Valve projects and Source Engine updates :D -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fundamental Source engine question
Gabe puts the cost for making Half-Life 2 (and its underlying technologies) in at $40+ million... (see http://www.ferrago.com/story/3217) That isn't counting the last 2 years of dev costs, so it ain't cheap to make. - Alfred Andrew (Bromfitsen) wrote: -- [ Picked text/plain from multipart/alternative ] $500,000 seems like a load of cash to drop on an Engine from an independent point of view, but I'm curious how much the Source engine has cost Valve to develop. Live Jeff said, TF2 is looking GREAT. Can't wait to see more about all the upcomming Valve projects and Source Engine updates :D -- ___ 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
Re: [hlcoders] Fundamental Source engine question
Alfred Reynolds wrote: Gabe puts the cost for making Half-Life 2 (and its underlying technologies) in at $40+ million... (see http://www.ferrago.com/story/3217) That isn't counting the last 2 years of dev costs, so it ain't cheap to make. Alfred's salary alone accounts for 10% of that! ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] Well, looks like my piggy bank won't support running a development house... not by about $39, 999, 990 That's a pretty heafty amount of cash, I'd imagine Steam has helped put a lot more of the revenue from sales back into the company rather than an external publisher. Especially when they only sell for $20. Like Ben said though, how are these HL2/HL mods that are going to be sold over Steam handle the cost of licensing and such? And will it be open to all mods or very special instances, will it be the Steam equivelant of TFC, CS and DoD being bought out for HL1? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] Do you know what would be quite cool, if people had a chance to donate through Steam to mod developers. On 7/20/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, looks like my piggy bank won't support running a development house... not by about $39, 999, 990 That's a pretty heafty amount of cash, I'd imagine Steam has helped put a lot more of the revenue from sales back into the company rather than an external publisher. Especially when they only sell for $20. Like Ben said though, how are these HL2/HL mods that are going to be sold over Steam handle the cost of licensing and such? And will it be open to all mods or very special instances, will it be the Steam equivelant of TFC, CS and DoD being bought out for HL1? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
This has gone way OT, but Iâll add my few cents I have worked out a budget of just over 10K (AUD) a month for 10 people, plus business start up costs, and we plan on reaching about 3 million from VC (Venture capital) to stay afloat. (At the moment we have a lot less then that) We (Nigredo Studios) are spending 3 months making a demo/prototype, and then will pitch that to publishers so that we can stay a float for the planed 18 months cycle. I worked out the total dev length to be around 18 months; working within the shared office space we let opening hours. (They are software developers them self). Looking at game engine offers, Source, and UE3, where the best on the market, that offered what we where after, but because Epic are a pain in the arse to deal with (They donât answer your email), I contacted valve, and we have a very lose agreement. Adam --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Do you know what would be quite cool, if people had a chance to donate through Steam to mod developers. On 7/20/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, looks like my piggy bank won't support running a development house... not by about $39, 999, 990 That's a pretty heafty amount of cash, I'd imagine Steam has helped put a lot more of the revenue from sales back into the company rather than an external publisher. Especially when they only sell for $20. Like Ben said though, how are these HL2/HL mods that are going to be sold over Steam handle the cost of licensing and such? And will it be open to all mods or very special instances, will it be the Steam equivelant of TFC, CS and DoD being bought out for HL1? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Developer of CST and ZHLT 3.0 http://www.zhlt.info Studio Manager - Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] Aha, so you are behind Nigredo studios. I told my friend a very talented mapper to apply for your job posting. Good luck with that. On 7/21/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: This has gone way OT, but I'll add my few cents I have worked out a budget of just over 10K (AUD) a month for 10 people, plus business start up costs, and we plan on reaching about 3 million from VC (Venture capital) to stay afloat. (At the moment we have a lot less then that) We (Nigredo Studios) are spending 3 months making a demo/prototype, and then will pitch that to publishers so that we can stay a float for the planed 18 months cycle. I worked out the total dev length to be around 18 months; working within the shared office space we let opening hours. (They are software developers them self). Looking at game engine offers, Source, and UE3, where the best on the market, that offered what we where after, but because Epic are a pain in the arse to deal with (They don't answer your email), I contacted valve, and we have a very lose agreement. Adam --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Do you know what would be quite cool, if people had a chance to donate through Steam to mod developers. On 7/20/06, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, looks like my piggy bank won't support running a development house... not by about $39, 999, 990 That's a pretty heafty amount of cash, I'd imagine Steam has helped put a lot more of the revenue from sales back into the company rather than an external publisher. Especially when they only sell for $20. Like Ben said though, how are these HL2/HL mods that are going to be sold over Steam handle the cost of licensing and such? And will it be open to all mods or very special instances, will it be the Steam equivelant of TFC, CS and DoD being bought out for HL1? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Developer of CST and ZHLT 3.0 http://www.zhlt.info Studio Manager - Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fundamental Source engine question (OT)
You'll have to keep us updated on how things are going Adam, well, until NDA's and the like kick in and you vanish into a web of obscurity. My team and I recently won a years worth of free office space from a local business incubator to help us get up and running, so hopefully we'll be in a similar position shortly! Slightly back on topic, it'd be interesting to find out whether or not Source has paid for itself yet in terms of game sales and engine licenses. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: 21 July 2006 01:37 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Fundamental Source engine question This has gone way OT, but I’ll add my few cents I have worked out a budget of just over 10K (AUD) a month for 10 people, plus business start up costs, and we plan on reaching about 3 million from VC (Venture capital) to stay afloat. (At the moment we have a lot less then that) We (Nigredo Studios) are spending 3 months making a demo/prototype, and then will pitch that to publishers so that we can stay a float for the planed 18 months cycle. I worked out the total dev length to be around 18 months; working within the shared office space we let opening hours. (They are software developers them self). Looking at game engine offers, Source, and UE3, where the best on the market, that offered what we where after, but because Epic are a pain in the arse to deal with (They don’t answer your email), I contacted valve, and we have a very lose agreement. Adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question (OT)
-- [ Picked text/plain from multipart/alternative ] I would imagine so, 4 million games sold atleast with Valve getting a higher chunk because well... they are Valve :P Actually Wikipedia reports the revenue for last year in the $70mil range for this year(or last I dunno how they work it out) On 7/21/06, Chris Janes [EMAIL PROTECTED] wrote: You'll have to keep us updated on how things are going Adam, well, until NDA's and the like kick in and you vanish into a web of obscurity. My team and I recently won a years worth of free office space from a local business incubator to help us get up and running, so hopefully we'll be in a similar position shortly! Slightly back on topic, it'd be interesting to find out whether or not Source has paid for itself yet in terms of game sales and engine licenses. Ging -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: 21 July 2006 01:37 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Fundamental Source engine question This has gone way OT, but I’ll add my few cents I have worked out a budget of just over 10K (AUD) a month for 10 people, plus business start up costs, and we plan on reaching about 3 million from VC (Venture capital) to stay afloat. (At the moment we have a lot less then that) We (Nigredo Studios) are spending 3 months making a demo/prototype, and then will pitch that to publishers so that we can stay a float for the planed 18 months cycle. I worked out the total dev length to be around 18 months; working within the shared office space we let opening hours. (They are software developers them self). Looking at game engine offers, Source, and UE3, where the best on the market, that offered what we where after, but because Epic are a pain in the arse to deal with (They don’t answer your email), I contacted valve, and we have a very lose agreement. Adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fundamental Source engine question
Hi all, I have a fundamental question, and maybe this is not the right forum. If so, please direct me elsewhere. So, how can I build a game using the Source engine (not necessarily a MOD) so I can later deploy it without requiring the end user to have HL2 installed? Requiring the end user to have Steam is ok, but I don't want to require them to have HL2. Is this possible? I figure it must be possible I'm just not sure how. Any help would be appreciated. Thanks, Thomas Regards, Thomas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] You will have to require one of the games, either css, dods, or hl2. Unless you want to spend god knows what to purchase a dev's license from valve. With that you can make a game like sin episodes. But if you want low cost, you will be looking at modding one of the afformentioned valve games. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
Thomas Vollmer wrote: Hi all, I have a fundamental question, and maybe this is not the right forum. If so, please direct me elsewhere. So, how can I build a game using the Source engine (not necessarily a MOD) so I can later deploy it without requiring the end user to have HL2 installed? Requiring the end user to have Steam is ok, but I don't want to require them to have HL2. Is this possible? I figure it must be possible I'm just not sure how. Any help would be appreciated. http://www.valvesoftware.com/business.html ...see the section titled SOURCE ENGINE LICENSING -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
--- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: http://www.valvesoftware.com/business.html ...see the section titled SOURCE ENGINE LICENSING Thanks! Regards, Thomas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas --- Charles Solar [EMAIL PROTECTED] wrote: You will have to require one of the games, either css, dods, or hl2. Unless you want to spend god knows what to purchase a dev's license from valve. With that you can make a game like sin episodes. But if you want low cost, you will be looking at modding one of the afformentioned valve games. Regards, Thomas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
I think it would be $200.000 minumum. Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote: I think it would be $200.000 minumum. Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas ___ 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
Re: [hlcoders] Fundamental Source engine question
I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote: I think it would be $200.000 minumum. Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas ___ 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
Re: [hlcoders] Fundamental Source engine question
-- [ Picked text/plain from multipart/alternative ] I've just broken the piggy bank and I'm up to $45! I'm nearly there. On 7/20/06, Teddy [EMAIL PROTECTED] wrote: I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote: I think it would be $200.000 minumum. Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas ___ 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
Hmm, is it worth a million dollars to be able to fix the config.cfg bug and the remaining vphysics.dll bug...? :/ I'll have to sleep on it. At 2006/07/19 08:58 PM, Teddy wrote: I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote: I think it would be $200.000 minumum. Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas ___ 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
RE: [hlcoders] Fundamental Source engine question
I'm sure valve has some pillows available. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Sent: Wednesday, July 19, 2006 10:09 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Fundamental Source engine question Hmm, is it worth a million dollars to be able to fix the config.cfg bug and the remaining vphysics.dll bug...? :/ I'll have to sleep on it. At 2006/07/19 08:58 PM, Teddy wrote: I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis [EMAIL PROTECTED] wrote: I think it would be $200.000 minumum. Thanks for the quick reply. I think we might have to go the expensive route. Does anyone know what the approx. price is for a Source dev license? Thanks, Thomas ___ 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
Re: [hlcoders] Fundamental Source engine question
On Wednesday 19 July 2006 9:50 pm, Spencer 'voogru' MacDonald wrote: I'm sure valve has some pillows available. Nice, soft, cloth-simulated pillows? I think you'll have to go to Havok for that. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders