Get a grip you twat - read the whole fucking email and you would have found out why it ended up on the hlds.
This is hlmappers email and someone decided to post it on hlds - but if you'd have spared 1 ounze of common sense you'd have read what happened. On Mon, Apr 13, 2009 at 8:15 PM, msleeper <mslee...@cyberwurx.com> wrote: > Cool article but this has what to do with server administration? > > > On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote: > > Interesting post on the HLmappers mailing list :-) > > > > Phil > > > > 2009/4/5 Nathan Voge <hl2fr...@msn.com> > > > > > > > > I just thought I would throw up this quote from a Gamasutra article on > The > > > Cabal: Valve’s Design Process For Creating Half-Life found at > > > http://www.gamasutra.com/features/19991210/birdwell_01.htm > > > > > > [ > > > No Good Deed Goes Unpunished > > > > > > Until the Cabal process got underway, technology was added to Half-Life > > > freely. It was assumed that "if we build it, they will come," meaning > that > > > any new technology would just naturally find a creative use by the > content > > > creation folks. A prime example of this fallacy was our "beam" effect, > > > basically a technique for doing highly tunable squiggly glowing lines > > > between two points; stuff like lightning, lasers, and mysterious > glowing > > > beams of energy. It was added to the engine, the parameters were > exposed, > > > and an e-mail was sent out explaining it. The result was … nothing. > After > > > two months only one level designer had put it in a map. Engineering was > > > baffled. > > > > > > During the Cabal process, we realized that although the level designers > > > knew of the feature, they really had no clear idea of what it was for. > The > > > parameters were all very cryptic, and the wrong combinations would > cause the > > > beams to have very ugly-looking effects. There were no decent textures > to > > > apply to them, and setting them up was a bit of a mystery. It became > very > > > clear the technology itself was only a small part of the work and > > > integration, training, and follow-through were absolutely necessary to > make > > > the technology useful to the game. Writing the code was typically less > than > > > half the problem. > > > ] > > > > > > It still seems that this problem is still around Source modding, > > > mapping,... The technology is there to do almost anything we want, but > we > > > still have to search and trial and error for hours to achieve it. I'm > > > speaking as someone who has left and returned to many of my maps over > and > > > over again because I don't have the time for another full time job - > and > > > that is what it currently takes to make sense of it all. I'm only > posting > > > this because the L4D SDK is on the horizon and I'd love to get my ideas > into > > > maps without having to reverse engineer maps (I talk here about the > complex > > > example maps that are sometimes included in the SDKs and not decompiled > > > maps), or trial and error (guess) what entities work together, or have > to > > > wait/search for community tutorials. Please improve this drastically > with > > > the next SDK release. I know I and the rest of the community would > thank you > > > Valve. > > > > > > ~Nate > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds