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
>
>
> _______________________________________________
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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