Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ See all the ways you can stay connected to friends and family http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ See all the ways you can stay connected to friends and family http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
I DONT WANT THIS SPAM MAIL ANYMORE From: little_jo...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 19 Aug 2009 21:37:19 +0200 Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tonsof data. 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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ What can you do with the new Windows Live? Find out http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
I DONT WANT THIS SPAM MAIL ANYMORE From: little_jo...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 19 Aug 2009 22:21:01 +0200 Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tonsof data. 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 tonsof 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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
I DONT WANT THIS SPAM MAIL ANYMORE From: little_jo...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 19 Aug 2009 22:20:50 +0200 Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tonsof data. 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 tonsof 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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
I DONT WANT THIS SPAM MAIL ANYMORE From: little_jo...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 19 Aug 2009 22:19:46 +0200 Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tonsof data. 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 tonsof 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 tonsof 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] Implementing head tracking
fuck this spam coder shitt get me off of it! ASAP!! Date: Sun, 14 Jun 2009 15:58:18 +0100 From: garrynew...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Implementing head tracking Woah! Why do people buy TrackIR if it's that simple? garry On Sun, Jun 14, 2009 at 3:39 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: http://www.youtube.com/watch?v=qWkpdtFZoBE The code is on his site. 2009/6/14 Brent Lewis coder0...@hotmail.com: I assume you guys are talking about head tracking for that cool 3D effect like (jump to about 2:30) : http://www.youtube.com/watch?v=Jd3-eiid-Uw I was pretty intrigued by that whole thing. I'm curious though - doesn't it require making a skewed frustum? I wouldn't have guessed the engine allowed that much control over the rendering. I hope it works well for you. Good luck! Date: Sun, 14 Jun 2009 09:44:51 -0400 From: steven.j.hender...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Implementing head tracking To answer your specific questions: 1) We didn't find a place to just drop in our tracking device and have it called every frame. We had to modify quite a few methods in in_main.cpp to tell the engine to either use our tracker (if enabled) or fall back to the mouse. Not a lot of code per se, just lots of modification to exiting conditional statements. 2) When you position the player, you are moving the feet of the player's model. You will have to figure out the transformation from the feet to the eyes (based on the model's eye height) to figure out how to put the camera where the tracker is. Also, changing the player's orientation doesn't change the view orientation. We found that we had to change the player's orientation (angles) as well as the engine's **ViewAngles** to get the behavior we need. Steve On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eickj.f.e...@gmx.de wrote: Hi there! For an experiment we are trying to implement headtracking. I'm a bit lost in the source right now. I read the tutorial about implementing a 3rd person view. This intent raises some questions. 1) the new input device (the tracking system) - is there a method which gets called every frame in which we could fetch the data of the tracking device? 2) where is the difference in changing the position of the camera and changing the position of the player? I hope you guys get what I'm trying to express ;) Greets ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Implementing head tracking
fuck this spam coder shitt get me off of it! ASAP!! Date: Sun, 14 Jun 2009 15:39:02 +0100 From: harry101jeff...@googlemail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Implementing head tracking http://www.youtube.com/watch?v=qWkpdtFZoBE The code is on his site. 2009/6/14 Brent Lewis coder0...@hotmail.com: I assume you guys are talking about head tracking for that cool 3D effect like (jump to about 2:30) : http://www.youtube.com/watch?v=Jd3-eiid-Uw I was pretty intrigued by that whole thing. I'm curious though - doesn't it require making a skewed frustum? I wouldn't have guessed the engine allowed that much control over the rendering. I hope it works well for you. Good luck! Date: Sun, 14 Jun 2009 09:44:51 -0400 From: steven.j.hender...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Implementing head tracking To answer your specific questions: 1) We didn't find a place to just drop in our tracking device and have it called every frame. We had to modify quite a few methods in in_main.cpp to tell the engine to either use our tracker (if enabled) or fall back to the mouse. Not a lot of code per se, just lots of modification to exiting conditional statements. 2) When you position the player, you are moving the feet of the player's model. You will have to figure out the transformation from the feet to the eyes (based on the model's eye height) to figure out how to put the camera where the tracker is. Also, changing the player's orientation doesn't change the view orientation. We found that we had to change the player's orientation (angles) as well as the engine's **ViewAngles** to get the behavior we need. Steve On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eickj.f.e...@gmx.de wrote: Hi there! For an experiment we are trying to implement headtracking. I'm a bit lost in the source right now. I read the tutorial about implementing a 3rd person view. This intent raises some questions. 1) the new input device (the tracking system) - is there a method which gets called every frame in which we could fetch the data of the tracking device? 2) where is the difference in changing the position of the camera and changing the position of the player? I hope you guys get what I'm trying to express ;) Greets ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Implementing head tracking
fuck this spam coder shitt get me off of it! ASAP!! From: koribar...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 14 Jun 2009 10:59:45 -0400 Subject: Re: [hlcoders] Implementing head tracking Probably because they're to lazy :P -- From: Garry Newman garrynew...@gmail.com Sent: Sunday, June 14, 2009 10:58 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Implementing head tracking Woah! Why do people buy TrackIR if it's that simple? garry On Sun, Jun 14, 2009 at 3:39 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: http://www.youtube.com/watch?v=qWkpdtFZoBE The code is on his site. 2009/6/14 Brent Lewis coder0...@hotmail.com: I assume you guys are talking about head tracking for that cool 3D effect like (jump to about 2:30) : http://www.youtube.com/watch?v=Jd3-eiid-Uw I was pretty intrigued by that whole thing. I'm curious though - doesn't it require making a skewed frustum? I wouldn't have guessed the engine allowed that much control over the rendering. I hope it works well for you. Good luck! Date: Sun, 14 Jun 2009 09:44:51 -0400 From: steven.j.hender...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Implementing head tracking To answer your specific questions: 1) We didn't find a place to just drop in our tracking device and have it called every frame. We had to modify quite a few methods in in_main.cpp to tell the engine to either use our tracker (if enabled) or fall back to the mouse. Not a lot of code per se, just lots of modification to exiting conditional statements. 2) When you position the player, you are moving the feet of the player's model. You will have to figure out the transformation from the feet to the eyes (based on the model's eye height) to figure out how to put the camera where the tracker is. Also, changing the player's orientation doesn't change the view orientation. We found that we had to change the player's orientation (angles) as well as the engine's **ViewAngles** to get the behavior we need. Steve On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eickj.f.e...@gmx.de wrote: Hi there! For an experiment we are trying to implement headtracking. I'm a bit lost in the source right now. I read the tutorial about implementing a 3rd person view. This intent raises some questions. 1) the new input device (the tracking system) - is there a method which gets called every frame in which we could fetch the data of the tracking device? 2) where is the difference in changing the position of the camera and changing the position of the player? I hope you guys get what I'm trying to express ;) Greets ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Game Content
fsdfsfsf From: r2d2r...@gmail.com Date: Thu, 14 May 2009 18:38:13 +0200 To: j...@wunderboy.org; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Game Content b) Do any of the Source game packs that allow you to play a mod made with the SDK *not* include CSS these days? Orange Box doesn't, nor does L4D ;) 2009/5/14 Jed j...@wunderboy.org Yeah but... a) You need another Source game to be able to play the mod anyway so Valve are getting a sale right here. b) Do any of the Source game packs that allow you to play a mod made with the SDK *not* include CSS these days? I'd say that maybe 85% of the time someone with the relevant base games to play your mod probably has CSS installed anyway. If you want to use CSS content in an unmodified form, then yes, just mount the GCF and make it a requirement for the mod. If you're making derived model then it will be necessary to ship with your mod. I think as well you have to think a bit beyond he stole my bike! - stopping this kind of derivative work stifles innovation and puts people off modding. I'd say at least 75% of the mods I've seen out there use modified content from other Source games in one form or another. As it's being used for a Source game, your in a way keeping it in the family and there's also the follow on of tying a playing to Steam, exposure to other games and maybe leading to more sales. Also don't forget that games like CSS, DoDS and TF2 all started out as mods. It's not in Valves interest to stifle this kind of derivative work - especially when its non-profit and could potentially lead them to their next-big-hit. As I said, I think Valve get this and are forward thinking enough to see that this sort of incestuous breeding of content across their games is actually a good thing. - Jed 2009/5/14 Julian Moschüring ar...@gmx.com: I agree, but your second point implies that you mount, in this case, the CS:S content, which was the question which started this thread. :-) Perhaps one of the main reason someone plays your mod is that the models are so great. If you don't mount the CS:S content you would take money from valve because if you had mounted it some people would have bought CS:S to play your mod... mmh I would mount the content and publish the mod with the model. You could also check if the content is mountable and if not use some standard model instead of the CS:S ones. Jed schrieb: I think the great questions are: Is it hurting them? Is it worth them taking legal action? As has been pointed out, if you are just borrowing a few low-key (i.e not character/player) models such as props you're not really giving away the whole CSS game nor are you really damaging sales. Secondly, if borrowing a few models helps you get your free mod out the door, it might well prompt a player to purchase say the Orange Box to be able to play your mod - $$$ for Valve. Thirdly, the legal costs of taking any modder to task for borrowing a few props for his Source mod is going to be far in excess of their market value. From my experience of dealing with Valve first hand I like to think their a level headed bunch of chaps and their attitude is that if you're not taking the piss with borrowed/reworked content or using it outside of a Source mod then it's acceptable. Of course that's my opinion and not fact. Then again I think it's a sad reflection on the litigious society of today if a few modders would be stomped on from trying to learn and innovate for fear of legal repercussion. - Jed 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk: Technically, you are not stealing from Valve by making a copy of their works, if they don't lose anything, which the clause that you only use a small portion of their content includes, because the content cannot substitute CS:S, and then it won't affect their sales, thus it can quality as Fair Use under the US Copyright laws. But it's still untested in court, and will vary on a case basis, and I am not an US copyright expert. The same argument goes for editing the content. Again, note that I don't recommend doing this, but if it's legal due to Fair Use, and you only use small amounts of content, it will be much faster for the mod to load the content from its own folder, instead of adding another search path, which increases loadtimes. Oh and be careful when mounting .GCFs from code and not the gameinfo.txt, I had some experience that some people couldn't launch the mod successfully, even if they had the .GCF I was mounting. Might be fixed though, but still. - Original Message - From: Julian Moschüring ar...@gmx.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 2:57 PM Subject: Re: [hlcoders] Game Content -You only included small amounts of Valve's copyrighted works Nice reasoning, so if I go into a shop and only steal eg a part of a
Re: [hlcoders] Game Content
fds fdsfdsfsfsfsfs From: hlcod...@maxsi.dk To: hlcoders@list.valvesoftware.com Date: Thu, 14 May 2009 18:29:24 +0200 Subject: Re: [hlcoders] Game Content I would, but I couldn't find a copy of it. - Original Message - From: Tom Leighton tomrleigh...@googlemail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 5:57 PM Subject: Re: [hlcoders] Game Content Have you read the agreement that accompanies the SDK? Jonas 'Sortie' Termansen wrote: I just read the Steam Subscriber Agreement ( http://store.steampowered.com/subscriber_agreement/ ) and it said nothing about .GCF files or using unmounted content. However, it defines Steam Software as software and other content and updates, and restricts you from with regard to the SDK, you may not, in whole or in part, copy, photocopy, reproduce, translate, reverse engineer, derive source code, modify, disassemble, decompile, create derivative works based on, or remove any proprietary notices or labels from the Steam Software or any software accessed via Steam Other agreements with Valve might apply, which I have forgotten about, or didn't read because they shouldn't cover copyright, such as the Steam Online Conduct ruleset, or the Valve Privacy Policy. The definition of Steam Software is unclear, and doesn't specify whether it includes the specific game content or not, but if it doesn't, the game content is fully covered by US Copyright Laws. Again, thus it could qualify as Fair Use (see http://en.wikipedia.org/wiki/Fair_use for more information) because the works are non-comerical, only uses a bit of Valve's work CS:S as a whole, (educational purposes can apply to GuildHall mods for instance), and that a mod using a CS:S model will not harm or limit Valve's marketing or sales. Again, I have seen quite a few mods that utilizes content extracted from the .gcf files, such as TF2 or CS:S content, but I am yet to hear Valve complain about such usage. Note that Valve Employees probably will not respond to any questions regarding this, as they are not allowed to act officially for Valve without permission. If you really care, do mail the copyright department of Valve and ask. Of course, using a lot of CS:S content (such as binaries and maps) is not fair use, as it will be an illegal copy of the game (perhaps even stand-alone.) In conclusion, the Steam Subscriber Agreement doesn't directly prohibit you from extract and shipping content from the .GCF files, and if you do it carefully, it could count as Fair Use, and people on this list states that Valve doesn't care (which doesn't make it legal). I don't recommend doing so though, because it's questionably legal, but it's your decision. - Sortie - Original Message - From: Olly oli...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 3:58 PM Subject: Re: [hlcoders] Game Content If its in the EULA (which I think it is) that says that you cannot use unmounted content. Then you just shouldn't unless you have consent from Valve. Downloading music is illigal, and that's just copying data. I also wouldn't make any money from doing so. Emailing them would have been a much easier/accurate way to get an answer. 2009/5/14 Saul Rennison saul.renni...@gmail.com If it is actually illegal Valve will confront you and politely ask you to remove the copyrighted content, then when you do everything's OK. No trouble! 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk Technically, you are not stealing from Valve by making a copy of their works, if they don't lose anything, which the clause that you only use a small portion of their content includes, because the content cannot substitute CS:S, and then it won't affect their sales, thus it can quality as Fair Use under the US Copyright laws. But it's still untested in court, and will vary on a case basis, and I am not an US copyright expert. The same argument goes for editing the content. Again, note that I don't recommend doing this, but if it's legal due to Fair Use, and you only use small amounts of content, it will be much faster for the mod to load the content from its own folder, instead of adding another search path, which increases loadtimes. Oh and be careful when mounting .GCFs from code and not the gameinfo.txt, I had some experience that some people couldn't launch the mod successfully, even if they had the .GCF I was mounting. Might be fixed though, but still. - Original Message - From: Julian Moschüring ar...@gmx.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 2:57 PM Subject: Re: [hlcoders] Game Content -You only included small amounts of Valve's copyrighted works Nice reasoning, so if I go into a shop and
Re: [hlcoders] Game Content
sdfsfsfds From: lord.matt.hoff...@gmail.com Date: Thu, 14 May 2009 09:32:08 -0700 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Game Content Agreed. I went looking for it yesterday, never found it. Probably in the GCF as it pops up when you first install the SDK. On Thu, May 14, 2009 at 9:29 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: I would, but I couldn't find a copy of it. - Original Message - From: Tom Leighton tomrleigh...@googlemail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 5:57 PM Subject: Re: [hlcoders] Game Content Have you read the agreement that accompanies the SDK? Jonas 'Sortie' Termansen wrote: I just read the Steam Subscriber Agreement ( http://store.steampowered.com/subscriber_agreement/ ) and it said nothing about .GCF files or using unmounted content. However, it defines Steam Software as software and other content and updates, and restricts you from with regard to the SDK, you may not, in whole or in part, copy, photocopy, reproduce, translate, reverse engineer, derive source code, modify, disassemble, decompile, create derivative works based on, or remove any proprietary notices or labels from the Steam Software or any software accessed via Steam Other agreements with Valve might apply, which I have forgotten about, or didn't read because they shouldn't cover copyright, such as the Steam Online Conduct ruleset, or the Valve Privacy Policy. The definition of Steam Software is unclear, and doesn't specify whether it includes the specific game content or not, but if it doesn't, the game content is fully covered by US Copyright Laws. Again, thus it could qualify as Fair Use (see http://en.wikipedia.org/wiki/Fair_use for more information) because the works are non-comerical, only uses a bit of Valve's work CS:S as a whole, (educational purposes can apply to GuildHall mods for instance), and that a mod using a CS:S model will not harm or limit Valve's marketing or sales. Again, I have seen quite a few mods that utilizes content extracted from the .gcf files, such as TF2 or CS:S content, but I am yet to hear Valve complain about such usage. Note that Valve Employees probably will not respond to any questions regarding this, as they are not allowed to act officially for Valve without permission. If you really care, do mail the copyright department of Valve and ask. Of course, using a lot of CS:S content (such as binaries and maps) is not fair use, as it will be an illegal copy of the game (perhaps even stand-alone.) In conclusion, the Steam Subscriber Agreement doesn't directly prohibit you from extract and shipping content from the .GCF files, and if you do it carefully, it could count as Fair Use, and people on this list states that Valve doesn't care (which doesn't make it legal). I don't recommend doing so though, because it's questionably legal, but it's your decision. - Sortie - Original Message - From: Olly oli...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 3:58 PM Subject: Re: [hlcoders] Game Content If its in the EULA (which I think it is) that says that you cannot use unmounted content. Then you just shouldn't unless you have consent from Valve. Downloading music is illigal, and that's just copying data. I also wouldn't make any money from doing so. Emailing them would have been a much easier/accurate way to get an answer. 2009/5/14 Saul Rennison saul.renni...@gmail.com If it is actually illegal Valve will confront you and politely ask you to remove the copyrighted content, then when you do everything's OK. No trouble! 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk Technically, you are not stealing from Valve by making a copy of their works, if they don't lose anything, which the clause that you only use a small portion of their content includes, because the content cannot substitute CS:S, and then it won't affect their sales, thus it can quality as Fair Use under the US Copyright laws. But it's still untested in court, and will vary on a case basis, and I am not an US copyright expert. The same argument goes for editing the content. Again, note that I don't recommend doing this, but if it's legal due to Fair Use, and you only use small amounts of content, it will be much faster for the mod to load the content from its own folder, instead of adding another search path, which increases loadtimes. Oh and be careful when mounting .GCFs from code and not the gameinfo.txt, I had some experience that some people couldn't launch the mod successfully, even if they had the .GCF I was mounting. Might be fixed though, but still. - Original Message - From: Julian Moschüring ar...@gmx.com To: Discussion of Half-Life Programming
Re: [hlcoders] .mdl file format
get me out of this spam stuff!! Date: Thu, 14 May 2009 18:38:43 +0200 From: tobias.kammersga...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] .mdl file format I believe I have a copy of the EP2 StudioMDL too. It was shipped with the first copies of the Orange Box SDK, but doesn't compile since Valve stopped shipping their appframework.lib, and it doesn't compile with the old version from EP1 SDK since its changed and whatnot. No idea, but I'm guessing by looking at the StudioMDL commandline, and possibly emailing Valve staff. /ScarT 2009/5/13 Brent Lewis coder0...@hotmail.com You have the source for EP2 StudioMDL!?! can I please *cough* have it? Oh nevermind, you just mean HMLV. It would be really REALLY nice to have some feasible way get or derive docs about .qc scripts. Best source available seems to be the leaked code from a studiomdl from ages ago. It seemed pretty clear that changes (additions) have been made, though I can't remember any off the top of my head. I see people adding newer stuff to the qc documentation on the dev wiki... it couldn't have been derived from that old source code, so where are they getting it from? Date: Mon, 11 May 2009 00:27:21 +0200 From: tobias.kammersga...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] .mdl file format They indeed are. Anyway, the first SDK release, (EP1?) and EP2 had it shipping for a while, so I got a copy. /ScarT 2009/5/11 Matt Hoffman lord.matt.hoff...@gmail.com You might be able to look at the orginal HMLV code -- That wasn't built by Valve, it was built by someone else and Valve adopted it(?). However the changes between HL1 MDL and HL2+ MDL May be too great. On Sun, May 10, 2009 at 3:13 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Indeed. If not there's always the StudioMDL and HLMV source code, which unfortunately isn't shipped with the SDK anymore. /ScarT 2009/5/11 Matt Hoffman lord.matt.hoff...@gmail.com Probably everything that's needed to actually do something useful with it outside of the engine? :P On Sun, May 10, 2009 at 3:07 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: May I ask specifically what you are interested in about it? /ScarT 2009/5/11 Saul Rennison saul.renni...@gmail.com Hey hlcoders, I'm wondering if anyone here knows the .mdl file format, if not then do they have a link to a webpage which does? It seems so unusual that I can't find anything relating to the format of .mdl files on the internet, or in the SDK code. Thanks in advance, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] remove me from list!
ME TOO PLZ! Date: Mon, 27 Apr 2009 18:27:14 +0100 From: www@gmail.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] remove me from list! Hello I want to be removed from HLCoders since I'm now getting spammed with more important stuff... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ See all the ways you can stay connected to friends and family http://www.microsoft.com/windows/windowslive/default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders