Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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
  
  
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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
  
  
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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
  
  
   ___
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  please visit:
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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:
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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:
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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:
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  please visit:
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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:
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 -- 
 Gear Dev
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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
  
  
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 Gear Dev
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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:
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 -- 
 Gear Dev
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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
 
 
  _
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  archives, please visit:
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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
  ___
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  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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
 
 
  _
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  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.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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
 

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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.

2009-08-19 Thread Joost van kempen

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.
  
   ___
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   archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Joost van kempen

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
  
  
   ___
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Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Joost van kempen

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
   
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Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Joost van kempen

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
  
   ___
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   please visit:
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Re: [hlcoders] Implementing head tracking

2009-06-14 Thread Joost van kempen

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
   
___
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archives,
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Re: [hlcoders] Game Content

2009-05-14 Thread Joost van kempen

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

2009-05-14 Thread Joost van kempen

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

2009-05-14 Thread Joost van kempen


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

2009-05-14 Thread Joost van kempen

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.
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Re: [hlcoders] remove me from list!

2009-04-27 Thread Joost van kempen

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...
 
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