Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Charles Solar
--
[ 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

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Wraiyth
--
[ 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
 
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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Jeffrey \botman\ Broome

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.

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Garry Newman

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.

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Jeffrey \botman\ Broome

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.  :)

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Andrew (Bromfitsen)
--
[ 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
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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Benjamin Davison
--
[ 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
 --

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RE: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Alfred Reynolds
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
 --

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Jeffrey \botman\ Broome

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!  ;)

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Andrew (Bromfitsen)
--
[ 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?
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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Benjamin Davison
--
[ 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?
 --

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Adam \amckern\ Mckern
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
 --

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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

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Re: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Benjamin Davison
--
[ 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
  --
 
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 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

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RE: [hlcoders] Fundamental Source engine question (OT)

2006-07-20 Thread Chris Janes
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


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Re: [hlcoders] Fundamental Source engine question (OT)

2006-07-20 Thread Benjamin Davison
--
[ 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


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 please visit:
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[hlcoders] Fundamental Source engine question

2006-07-19 Thread Thomas Vollmer
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

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Charles Solar
--
[ 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.
--

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Jeffrey \botman\ Broome

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

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Thomas Vollmer
--- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote:
 http://www.valvesoftware.com/business.html
 ...see the section titled SOURCE ENGINE LICENSING

Thanks!

Regards,
Thomas

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Thomas Vollmer
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

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Emiel Regis

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




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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Skillet
--
[ 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
 
 

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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Teddy

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


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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Benjamin Davison
--
[ 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
   
   
  
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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread bloodykenny
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
 
 

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


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RE: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Spencer 'voogru' MacDonald
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
 
 

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


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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread John Sheu
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

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