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
>>>>>>>
>>>>>>>
>>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>>
>>>>>>
>>>>> _______________________________________________
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>>>>> archives,
>>>>> please visit:
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>>>>>
>>>>>
>>>>
>>>> --
>>>> Gear Dev
>>>> _______________________________________________
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>>>> archives, please visit:
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>>>>
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-- 
Jeffrey "botman" Broome

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