Valve Launches Online Developer Community

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Valve has officially launched their online community that hopes to bring together developers working on both triple-A games and homebrewed mods to share information and collaborate on ideas. The free site uses the open-source MediaWiki engine which allows anyone to contribute to the growing knowledge base. Of course, Valve Developer Community focuses on the Source engine and Steam, but there already some more general purpose articles up, including a guide that details the process of building a mod.

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From The Chatty
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    June 29, 2005 10:34 AM

    Wow, pretty big thing to do.

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      June 29, 2005 10:36 AM

      A good move, I'd say. Plus, good to see a full blown company using wiki's.

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        June 29, 2005 10:38 AM

        better to work on source or ut2k4?

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          June 29, 2005 11:23 AM

          Source games have the problem of dealing with Steam. But also, if you get noticed, you can be advertized on Steam. (I don't know what there is to deal with... Garry's mod seems to handle things quite well...but I can't help but imagine there are some extra hoops to jump through.


          UT2K4 games have the problem of too much competition. The Unreal series has always shot it self in the foot by being TOO EASY to mod. So instead of 50 mods spread over the community, there are 500. That spreads things too thin.


          However, the artwork is tranportable. (not much effort to move from one engine to the other....with models and skins (maps are different). So in that aspect, it doesn't matter.


          If it were me, I'd prototype everything in UT2k4, just to get a quick easy start. Then, once you have experience and a solid idea of what needs to be done, you check your audience and your needs, and then pick a final platform.

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            June 29, 2005 11:32 AM

            Thank you very much! I'm thinking of working on a UT2K4 mod. I've been stalling like crazy though.

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              June 29, 2005 11:58 AM

              I always loved leveling for UT engine. Has always been good to me.

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          June 29, 2005 11:34 AM

          [deleted]

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            June 29, 2005 11:52 AM

            UT is easy to work with whereas hammer has just been a pain in the neck for me.

            The doom3 editor has by far been the easiest and most intuitive for me at least.

            Too bad even starting unreal nowadays causes my computer to lock up hard.
            Can't do any level design on it anymroe.

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              June 29, 2005 12:17 PM

              eh, hammer is as easy as it gets. UT is technically superior but no one will play what you create so it's a waste of time. Hammer is insanely simple, especially if your roots are from quake engine mapping.

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            June 29, 2005 12:47 PM

            What does one have to do with the other? Units sold has nothing to do with how easy your game/engine is to mod.

            From a work-flow perspective, the Unreal platform IS easier to work with. Why do you think there are so many Unreal (Engine 1, 2, or 3; doesn't matter) licensees where as there are only like 3 or 4 companies using Source or Doom3?

            But really, it just depends on what you're used to working with. I think Unreal is easiest, but then I've been using it non-professionally and professionally since Unreal 1 was released. Some people prefer Quake/Doom because that's what they are used to. Others like Source. Just depends on where your roots are.

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      June 29, 2005 7:45 PM

      Unreal has the same thing, albeit with some restricted areas for mod developpers ;)

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