Hl2 Sdk

SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
<a href='http://www.hlfallout.net/content/news.php?action=search&find=sdk' target='_blank'>Fricken finally</a> I thought they forgot.
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Comments

  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    <i>Assuming</i> HL2 will ever get released. Which it won't. Why do you build yourself up, to get brought down?

    ** Eagerly awaiting next delayed release date **

    I mean, if HL2 gets released, what will I have to look forward to? Duke Nukem: Forever? Now that's pushing it.

    I just can't imagine what it would be like to have HL2 in my hands. I don't think it's possible.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    Now how many of these "HL2 mods" which are already planned are going to actually make a game?

    I'm guessing three: Insurgency, ZP will port (if that counts), and I'll be optimistic and say one other random one.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-eediot+Nov 3 2004, 04:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>Assuming</i> HL2 will ever get released. Which it won't. Why do you build yourself up, to get brought down?

    ** Eagerly awaiting next delayed release date **

    I mean, if HL2 gets released, what will I have to look forward to? Duke Nukem: Forever? Now that's pushing it.

    I just can't imagine what it would be like to have HL2 in my hands. I don't think it's possible. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You'd better back that with examples of delays perpetrated by Vivendi, because Valve can't delay the game now, even if they wanted too. If the game was still in valve's hands I would agree with you compleatly, but developers almost never hold back a game once its gold, expecially something with as much publicity as HL2.
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    edited November 2004
    I would predict about 30% of all mods (there are a lot) actually getting a working alpha and then about 2% becoming popular and well played.

    2% being 5 to 10 mods.
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    Nah, i wasn't basing that on any real suggestive evidence or scenarios, I was just saying how it doesn't feel like HL2 can every be a reality for me.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-version91x+Nov 3 2004, 05:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (version91x @ Nov 3 2004, 05:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would predict about 30% of all mods (there are a lot) actually getting a working alpha and then about 2% becoming popular and well played.

    2% being 5 to 10 mods. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'd be surprized if it even got to that many. Look at unreal tourny, it had a major mod rush, but there really isn't a decent, highly played, mod in the whole bunch. Red orchestra is the only serious mod that I would say "made it" for UT. Making mods for the new engines requires a lot more professionalism then it did for the old engines I would bet that only a few well established mod teams really get anything that resembles a worth it to play, working mod.

    Still, I can't wait for "The Pit" or "Zombie Panic Sourse". Oh, and I'm looking forward to seeing what the espionage team come up with.
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers.
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    you got my hopes up with the words "fricking finally..." now I walk away again, post WHEN IT COMES OUT GOD DAMN IT <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-eediot+Nov 3 2004, 11:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 11:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was just saying how it doesn't feel like HL2 can every be a reality for me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why? The original HL was delayed about as much.


    And after the sdk failed to get released in, june I think it was? it has always been this way("going to be released around the same time as HL2 itself"), this is nothing new.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    This is great, now hopefully we can get some mods going relatively fast!

    Hopefully the creme de la creme of the mod-teams will also start making new mods for hl2 (NS:S, TS:S and so on).

    I cant wait to get my hands on this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    edited November 2004
    <!--QuoteBegin-sawce+Nov 3 2004, 06:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sawce @ Nov 3 2004, 06:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now how many of these "HL2 mods" which are already planned are going to actually make a game?

    I'm guessing three: Insurgency, ZP will port (if that counts), and I'll be optimistic and say one other random one. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <a href='http://www.terminus-discord.com' target='_blank'>Terminus Discord</a> is getting made <s>(forums down temporarily right now)</s>.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I hope Valve really made the porting really easy, that might make NS: Source a bit closer to a reality <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin-eediot+Nov 3 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Handling a small team with a single direction/main idea is tough enough - a large guided team even more so. A large community effort like this would be even worse. It'd collapse into endless bickering and soap opera mod antics quicker than most. Even if it didn't, the resulting mish-mash of "wouldn't this be cool..." ideas would make baby jesus cry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> The more people you have, the tighter your organizational structure needs to be to get anything accomplished.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-KungFuSquirrel+Nov 3 2004, 08:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 3 2004, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eediot+Nov 3 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Handling a small team with a single direction/main idea is tough enough - a large guided team even more so. A large community effort like this would be even worse. It'd collapse into endless bickering and soap opera mod antics quicker than most. Even if it didn't, the resulting mish-mash of "wouldn't this be cool..." ideas would make baby jesus cry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> The more people you have, the tighter your organizational structure needs to be to get anything accomplished. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <img src='http://www.prisonwall.org/postcard/pictures/truth.jpg' border='0' alt='user posted image' />
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Mendasp+Nov 3 2004, 09:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Nov 3 2004, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope Valve really made the porting really easy, that might make NS: Source a bit closer to a reality <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can download the porting dev suit. All you do is put the original mod into the folder, and press the big red PORT button, and *POOF* HL2 Mod

    (I wish)
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    <!--QuoteBegin-KungFuSquirrel+Nov 3 2004, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 3 2004, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eediot+Nov 3 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Handling a small team with a single direction/main idea is tough enough - a large guided team even more so. A large community effort like this would be even worse. It'd collapse into endless bickering and soap opera mod antics quicker than most. Even if it didn't, the resulting mish-mash of "wouldn't this be cool..." ideas would make baby jesus cry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> The more people you have, the tighter your organizational structure needs to be to get anything accomplished. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because the open source community doesn't get anything done...
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    <!--QuoteBegin-KungFuSquirrel+Nov 4 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 4 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eediot+Nov 3 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Handling a small team with a single direction/main idea is tough enough - a large guided team even more so. A large community effort like this would be even worse. It'd collapse into endless bickering and soap opera mod antics quicker than most. Even if it didn't, the resulting mish-mash of "wouldn't this be cool..." ideas would make baby jesus cry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> The more people you have, the tighter your organizational structure needs to be to get anything accomplished. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <a href='http://www.linux.org/' target='_blank'>http://www.linux.org/</a>

    I'm not saying it still wouldn't take a lot of organisational work, but the only way it definitely won't happen is if nobody tries.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    <!--QuoteBegin-eediot+Nov 3 2004, 10:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 10:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>Assuming</i> HL2 will ever get released. Which it won't. Why do you build yourself up, to get brought down?

    ** Eagerly awaiting next delayed release date **

    I mean, if HL2 gets released, what will I have to look forward to? Duke Nukem: Forever? Now that's pushing it.

    I just can't imagine what it would be like to have HL2 in my hands. I don't think it's possible. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think it's gonna be on time. This just appeared on steam so valve are ready, but they forgot to give there window a new name.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Its great news that the SDK is coming. Hooray.


    And you can count on Espionage being one of the few mods that will actually be worked on. Assuming I can find Quad. :P
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Even though I have no clue how to code or do anything like that (I can map, nothing else) I might take a few peeks at this SDK and see what it's like. It sounds interesting.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Invader Scoot+Nov 3 2004, 10:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Nov 3 2004, 10:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Even though I have no clue how to code or do anything like that (I can map, nothing else) I might take a few peeks at this SDK and see what it's like. It sounds interesting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I would guess its pretty much as intresting to you as any other million lines of random text then...
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    Pit fans - I will definitely start The Pit as soon as the HL2 SDK is released and on my hard drive.
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    If you need it ill give you a nice pit of spikes =P
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--QuoteBegin-Gwahir+Nov 3 2004, 06:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Nov 3 2004, 06:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuSquirrel+Nov 3 2004, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 3 2004, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eediot+Nov 3 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Handling a small team with a single direction/main idea is tough enough - a large guided team even more so. A large community effort like this would be even worse. It'd collapse into endless bickering and soap opera mod antics quicker than most. Even if it didn't, the resulting mish-mash of "wouldn't this be cool..." ideas would make baby jesus cry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> The more people you have, the tighter your organizational structure needs to be to get anything accomplished. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    because the open source community doesn't get anything done... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hehe, God bless open source projects.
  • Har_Har_the_PirateHar_Har_the_Pirate Join Date: 2003-08-10 Member: 19388Members, Constellation
    heres to richochet source!!!
    hip hip hurray!! hip hip hurray!!

    oh and rocket crowbar
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    I think I might be turning into a cynical old guy like my brother-in-law... (he's 30 I'm 22)
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
    <!--QuoteBegin-sawce+Nov 3 2004, 04:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sawce @ Nov 3 2004, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now how many of these "HL2 mods" which are already planned are going to actually make a game?

    I'm guessing three: Insurgency, ZP will port (if that counts), and I'll be optimistic and say one other random one. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Woooh! ZP!
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-funbags+Nov 4 2004, 02:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (funbags @ Nov 4 2004, 02:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-sawce+Nov 3 2004, 04:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sawce @ Nov 3 2004, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now how many of these "HL2 mods" which are already planned are going to actually make a game?

    I'm guessing three: Insurgency, ZP will port (if that counts), and I'll be optimistic and say one other random one. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Woooh! ZP! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Acctually, thinking about it a little more, I'm fairly sure several HL mods will port with reasonable poularity, certainly HI, NS, Sven Coop, TS, ZP, The pit, and probably some more (sorry if I missed some, I'm only a level 27 mod fanboi, I don't know all the good ones yet)

    I am excited about some of the new mods, but I honestly don't see too many of them becomeing all that popular when all is said and done.
  • marcemarce Join Date: 2004-08-24 Member: 30869Members
    absolutely can't wait for the pit.
  • JHunzJHunz Join Date: 2002-11-15 Member: 8815Members, Constellation
    <!--QuoteBegin-eediot+Nov 3 2004, 07:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuSquirrel+Nov 4 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Nov 4 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eediot+Nov 3 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 3 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm waiting for somebody to put into effect an 'open source community mod' where code is posted, models are made, etc etc by the community at large, and a game is developed by all these contributors and assembled by a small group of administrators. Because there are an abundance of ideas, but the effort and dedication needed to make an entire mod is often too much for just a small team of amateur developers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Handling a small team with a single direction/main idea is tough enough - a large guided team even more so. A large community effort like this would be even worse. It'd collapse into endless bickering and soap opera mod antics quicker than most. Even if it didn't, the resulting mish-mash of "wouldn't this be cool..." ideas would make baby jesus cry. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> The more people you have, the tighter your organizational structure needs to be to get anything accomplished. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <a href='http://www.linux.org/' target='_blank'>http://www.linux.org/</a>

    I'm not saying it still wouldn't take a lot of organisational work, but the only way it definitely won't happen is if nobody tries. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    KFS has a point, though, think about it. How many different linux distros can you name off the top of your head? How many total do you think there are?
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