We should send a letter to VALVe

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Postby Forceflow on Sat Aug 04, 2007 9:48 am

Mr Happy wrote:Distributed compiling is/was available for other compilers for goldsource and other engines


Only with the unofficial Zoner tools.

I'd mail the text to Mike Durand, he's in charge of the SDK tools.
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Re: We should send a letter to VALVe

Postby MrTwoVideoCards on Sat Aug 04, 2007 9:50 am

Shr3d wrote:I think we should send a letter and/or e-mail as an entire community to VALVe to get them to think about releasing a program of some sort that will help us do distributed compiling.

What do you guys think of the idea?

I mean, it'd kind of be like BOINC in the way that it's distributed but if theirs runs over a lan, we can just get a hamachi server going and then we can compile in a matter of minutes instead of hours (bloody rad).


At this time in technology there is no way to do that. No matter what the system although yes more cpu power would help that would not make it a 1 hour compile thats for sure. If this could happen Valve would have done it. Dynamic lighting or not this has to be all written down somewhere no matter what.
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Postby MrTwoVideoCards on Sat Aug 04, 2007 9:52 am

Forceflow wrote:
Mr Happy wrote:Distributed compiling is/was available for other compilers for goldsource and other engines


Only with the unofficial Zoner tools.

I'd mail the text to Mike Durand, he's in charge of the SDK tools.


That might be a good idea yet im not to sure about that. The new source engine can do some great things but yet now it might alot more power to compile the maps. Mainly the ep2 ones im referencing to. Yet mike is a cool guy but in oder to something like this it might take perhaps months or maybe years!
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Postby Jest@ on Sat Aug 04, 2007 8:16 pm

Actually, they already have the starts of a compile distribution roughly put together, just not fully available to us. IIRC, some licensing problem with some of the network distribution code they used. I think they may use it internally.

So, no, it's not impossible by any means.

btw.. 1) Thread from the dead, 2) Use the edit button!
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Postby Mr. Happy on Sat Aug 04, 2007 9:37 pm

Rustvaar claimed to come back, I wonder if he sent this off?

Forceflow wrote:
Mr Happy wrote:Distributed compiling is/was available for other compilers for goldsource and other engines


Only with the unofficial Zoner tools.

I'd mail the text to Mike Durand, he's in charge of the SDK tools.


I think Merl's tools had dist compiling too.
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Postby InZaneFlea on Sat Aug 04, 2007 9:39 pm

After seeing what the Crysis Editor is like, I'm kind of, er, well, MASSIVELY dissapointed in Hammer these days.
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Postby Dionysos on Sat Aug 04, 2007 11:44 pm

InZaneFlea wrote:After seeing what the Crysis Editor is like, I'm kind of, er, well, MASSIVELY dissapointed in Hammer these days.


qft. I think editors like Sandbox2 are the way to go for the future, from what Ive seen so far.
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Postby MrTwoVideoCards on Sun Aug 05, 2007 12:20 am

InZaneFlea wrote:After seeing what the Crysis Editor is like, I'm kind of, er, well, MASSIVELY dissapointed in Hammer these days.


Yes but still the editor is real time in crysis like say roller coater tycoon in other words except the lighting still has to be built anyways so really its the same thing just a bit prettier.
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Postby ShaDoW on Sun Aug 05, 2007 2:01 am

MrTwoVideoCards wrote:
InZaneFlea wrote:After seeing what the Crysis Editor is like, I'm kind of, er, well, MASSIVELY dissapointed in Hammer these days.


Yes but still the editor is real time in crysis like say roller coater tycoon in other words except the lighting still has to be built anyways so really its the same thing just a bit prettier.


Do the lightmaps still have to be generated in Crysis? I figured the editor demonstrations where pretty much nailing down the point everything was being done real time now. In Far Cry you always had to generate the lightmaps again though after landscape and some texture changes (which always took a long time with large landscapes).
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Postby Athlete{UK} on Sun Aug 05, 2007 7:32 am

Juging by the demos i've seen. No you don;t need to compile.

Why are you dissapointed with Hammer? I mean if you owned a nice car say a Ford Fiesta or something simple. You liked it it got you from A to B. Would you be dissapointed that you didn't have a Bugatti? No.

Hammer is a good editor and Source is a fucking awesome engine. I think the next generation of source games look better then crysis.

Not technology wise Crysis is the daddy for effects but for sheer design and workmanship HLEP 2 and TF2 look brilliant (being aesthetically pleasing isn't about technology. All technoloy does it make things look fancy) source is a mouldable, doable solid engine. A bit steeped in the past but whereas everyone else focuses purely on MORE AA!! MORE EFFECTS DX 10 OMG. Valve pushes for intelligent original thing.

Doe any other company have cinimatic physics? Nope. How about an AI director? Nope.

To dismiss source and hammer just because something fancier is coming out is a crying shame. It's one of the best engine and editors we have.

Saying that though. I;m still very excited for Crysis and the editor. It looks awesome. I can't wait to jump in for the same reason i'm excited about ID tech 5 and what they are promising.
Last edited by Athlete{UK} on Sun Aug 05, 2007 7:57 am, edited 1 time in total.
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Postby Mr. Happy on Sun Aug 05, 2007 7:52 am

I haven't used sandbox so im a little ignorant here and correct me if im wrong, but thinking about it all we know about the crysis editor is that it has damn fine terrain editing, you dont need to compile, and you can play the game in-editor. but to me, only the first one matters. and for all we know every other aspect of it is total crap.

hammer's i/o system beats every other editor to a pulp, rapes them, and buries them under six feet of manure.
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Postby Forceflow on Sun Aug 05, 2007 2:24 pm

I played a little with the FarCry editor, but I couldn't seem to get any kicks out of it. Elevate/Lower terrain, a bit of paint ... Hard to get into the details.

Anyhow, on topic: who's going to send it ?
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Postby nub on Sun Aug 05, 2007 3:00 pm

Athlete{UK} wrote:Does any other company have cinematic physics? Nope. How about an AI director? Nope.


Although that bridge scene in the ep2 trailer was epic as hell, I've seen physics that amaze me more than that because of how dynamic they are.

The game "Star Wars: The Force Unleashed (Think that's the name) has the euphoria engine. The physics of it are amazing. They also use the engine that the animation program "Endorphine" uses for dynamic AI and such. Basically, if a guy were to be tossed at a ledge, he'd try his best to grab onto it, while his body dangled with ragdoll physics. But that's basic. Here is their best trailer showing it all:

http://www.gametrailers.com/player/user ... 42397.html


It's a really dynamic system, but I personally think the raw physics need some tuning. They seem a bit quirky.
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Postby ForceFist on Sun Aug 05, 2007 3:11 pm

Oh my god! That was awesome! Why haven't i seen this before?!
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Postby MrTwoVideoCards on Sun Aug 05, 2007 4:01 pm

ForceFist wrote:Oh my god! That was awesome! Why haven't i seen this before?!


Nice but most of it has center points. They are certain dynamics used it props like those that allow it to calculate how they will break once hit in a certain spot. Alot of work to do that though, especially wit an advanced phys engine like that.
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