Inb4internet bully.

Grow up.

f0rkz


On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:

> Its a pity you dont care enough about being a complete tosser.
>
> Like i said, twat, if you'd have read the whole email you'd have  
> answered
> your own fucking question.
>
> Nice to see your still plumbing the depths of your own stupidity.  
> Looks like
> your still coming up with fresh ways to show everyone what a prick  
> you are.
>
> On Mon, Apr 13, 2009 at 9:59 PM, msleeper <mslee...@cyberwurx.com>  
> wrote:
>
>> If I cared about the hlmappers list I'd subscribe there.
>>
>>
>> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
>>> 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
>>>>>>
>>>>>>
>>>>>>
>>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
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>>>>
>>> _______________________________________________
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>>> archives,
>> please visit:
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>>
>>
>> _______________________________________________
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>> please visit:
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>>
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