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
> >>
> >
> > _________________________________________________________________
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> >
> 
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