I DONT WANT THIS SPAM MAIL ANYMORE > From: adamjbuckl...@gmail.com > To: hlcoders@list.valvesoftware.com > Date: Wed, 19 Aug 2009 21:02:56 +0100 > Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tons > of data. > > I would politely suggest that you unsubscribe from the list or opt for > the daily digest instead. There was no need for that childish display. > > On 19 Aug 2009, at 20:36, Joost van kempen <little_jo...@hotmail.com> > wrote: > > > > > I DONT WANT THIS SPAM MAIL ANYMORE > > > >> Date: Wed, 19 Aug 2009 12:02:35 -0700 > >> From: gear....@gmail.com > >> To: hlcoders@list.valvesoftware.com > >> Subject: Re: [hlcoders] My harddrive died overnight. No warning. I > >> lost tons of data. > >> > >> Stay on Topic. > >> > >> On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery < > >> harry101jeff...@googlemail.com> wrote: > >> > >>> For a full conversion 3-4 (maybe even 5) coders is acceptable but > >>> the > >>> majority of mods really don't need as many coders as they try to > >>> get. > >>> > >>> Generally I learn the bit of the SDK I'm about to work on, for a bit > >>> before I start work instead of learning the whole thing. > >>> > >>> By doing gameplay and logic first (the bit I'm best at IMHO) I can > >>> get > >>> a fun and playable mod. While the 2D and 3D artists are at work > >>> during > >>> the art pass on the mod I can get to grips with visual coding; > >>> particles and vgui for example. > >>> > >>> I generally look through the code for 30 mins and test some things > >>> out. If I cant find what I'm looking for I ask for a pointer in the > >>> source coding forums or on here. That usually solves the problem for > >>> me. > >>> > >>> > >>> 2009/8/19 ZuM <eduardo...@gmail.com>: > >>>> Well, one coder to develop a total conversion mod for a game in my > >>> opinion > >>>> is a small number. There are a lot of ground to cover and also > >>>> most of > >>> the > >>>> people work full-time and develop the mods on their free time, so > >>>> it's > >>> not > >>>> unreasonable to have 4-5 coders... > >>>> > >>>> Also this way everybody can specialise on some parts of the SDK > >>>> instead > >>> of > >>>> being a Jack-of-all-trades. > >>>> > >>>> 2009/8/19 Harry Jeffery <harry101jeff...@googlemail.com> > >>>> > >>>>> @ Richard > >>>>> > >>>>> I learn by reading through the code and experimenting. Sometimes > >>>>> there > >>>>> are previous implementations I can use for reference. If someone > >>>>> wants > >>>>> to help a newbie by mentoring them that's great. I just feel that > >>>>> while being mentored the newbie should concentrate on becoming > >>>>> competent with the engine by prehaps making a smaller > >>>>> experimental mod > >>>>> rather than tagging along with a mod team that already has a > >>>>> coder. > >>>>> Learning by doing is far better than watching. > >>>>> > >>>>> @ Adam > >>>>> > >>>>> Sure, they would. That's how I started working for Nightmare > >>>>> House 2. > >>>>> It was on the verge of death because Hen couldn't get a coder to > >>>>> finish the work he needed done who wasn't asking for money. While > >>>>> working on that mod I learnt a lot. > >>>>> > >>>>> I'm also working on a fully fledged surf mod (CSS style surfing) > >>>>> It > >>>>> uses a point system similar to those found in skateboarding games. > >>>>> Implementing something like that only took me a couple of days > >>>>> at most > >>>>> on my own and I'm not exactly a highly skilled coder. > >>>>> > >>>>> Anyway, my point is all these new mods start asking for 2-3 coders > >>>>> right off the bat and trying to pull a big team together. From > >>>>> experience it's far better to have just 1 coder to get the > >>>>> gameplay > >>>>> working and then maybe bring in a second for bugfixing and > >>>>> polish if > >>>>> necessary. > >>>>> > >>>>> I just feel mods having several unnecessary coders sets a bad > >>>>> example > >>>>> to newbies and is a bit unfair on mods with a great team that just > >>>>> cannot get hold of a coder to do some simple changes to the > >>>>> game. By > >>>>> having each mod take only what it needs from the hl2 modding > >>>>> community > >>>>> it would give other mods with lots of potential a better chance of > >>>>> being completed and released. > >>>>> > >>>>> _______________________________________________ > >>>>> 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 > >>> > >>> > >> > >> > >> -- > >> Gear Dev > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > _________________________________________________________________ > > What can you do with the new Windows Live? Find out > > http://www.microsoft.com/windows/windowslive/default.aspx > > _______________________________________________ > > 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 >
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