I DONT WANT THIS SPAM MAIL ANYMORE > From: little_jo...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Wed, 19 Aug 2009 21:37:19 +0200 > Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost > tons of data. > > > 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 >
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