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.
> > > >>
> > > >> _______________________________________________
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> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > > _______________________________________________
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> > > please visit:
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> > > >
> > > >
> > >
> > > _______________________________________________
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> > > 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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