LOL. On 8/19/2009 3:21 PM, Joost van kempen wrote: > 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 >> > > _________________________________________________________________ > See all the ways you can stay connected to friends and family > 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 >
-- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders