And if you hadn't made a reply, it wouldnt currently be cluttering our mailboxes
On Mon, Apr 13, 2009 at 2:32 PM, msleeper <mslee...@cyberwurx.com> wrote: > Normally you'd be right but in this case, no. The article has nothing at > all to do with server administration. > > * The first paragraph is describing how before HL2, Valve's design > process was not close-knit like they are now. > * The second paragraph is describing how they fixed it when the > developers started working closely together. > * The third paragraph is the author whining that the SDK is too hard to > learn. > > I see nothing that has to do with server administration. At all. It was > posted here because whoever posted it thought it was "interesting". > Which it is. But what it's not is -relevent to the administration of > game servers-. > > > On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote: > > I dont reward msleeper in any way. > > > > Like i said, if he had read the entire email, he would have answered his > own > > question. > > > > My money is on that he *did* read the entire email, and knows full well > why > > it ended up on hlds, and that his "relevant to server administration" > > comment was just to wind others up. > > > > But to quote one of his catchphrases ... "i dont reward stupidity" > > > > On Mon, Apr 13, 2009 at 10:16 PM, f0rkz <h...@f0rkznet.net> wrote: > > > > > CLEVER > > > > > > f0rkz > > > > > > On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote: > > > > > > > Fork off > > > > > > > > On Mon, Apr 13, 2009 at 10:11 PM, f0rkz <h...@f0rkznet.net> wrote: > > > > > > > >> 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 > > > >>>>>>>> > > > >>>>>>>> > > > >>>>>>>> > > > >>>>>>> _______________________________________________ > > > >>>>>>> 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 > > > >>>> > > > >>>> > > > >>>> _______________________________________________ > > > >>>> 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 > > > >> > > > > _______________________________________________ > > > > 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 > > > _______________________________________________ > 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