Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Well, the problem isn't that they make stupid sounding games, its just that they don't put enough effort into it, i mean, its always good to start with a good idea, but still, it needs hard work 98% of the time. From: gameexpertmas...@gmail.com Date: Sun, 30 Oct 2011 15:43:58 -0600 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy Regardless of that, a lot of the stuff is still spam, such as his "Let's make a sex game like GTA" among others On Sun, Oct 30, 2011 at 10:51 AM, Tony "omega" Sergi wrote: Thought of that too, but if you look at his "blog" for his "space racer" game, he talks similar to how he does here. On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando wrote: Its a chatterbot. It probably parsed the hlcoder archives and is spewing semi cohesive sentences related to the discussions. Like Jan said. Could be useful for brainstorming though... On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi wrote: This is the one and only time that i'm going to reply to anything you've said, Pro-Tip: Don't Post here when you're High. You make no sense 100% of the time. -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Michael Kramer, Software Engineer & SEO Wizard ___ 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
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Regardless of that, a lot of the stuff is still spam, such as his "Let's make a sex game like GTA" among others On Sun, Oct 30, 2011 at 10:51 AM, Tony "omega" Sergi wrote: > Thought of that too, but if you look at his "blog" for his "space racer" > game, he talks similar to how he does here. > > > On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando wrote: > >> Its a chatterbot. >> It probably parsed the hlcoder archives and is spewing semi cohesive >> sentences related to the discussions. Like Jan said. >> >> Could be useful for brainstorming though... >> >> On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi > > wrote: >> >>> This is the one and only time that i'm going to reply to anything you've >>> said, >>> >>> *Pro-Tip*: Don't Post here when you're High. >>> You make no sense 100% of the time. >>> >>> -Tony >>> >>> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- *Michael Kramer, Software Engineer & SEO Wizard* * * * * ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Thought of that too, but if you look at his "blog" for his "space racer" game, he talks similar to how he does here. On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando wrote: > Its a chatterbot. > It probably parsed the hlcoder archives and is spewing semi cohesive > sentences related to the discussions. Like Jan said. > > Could be useful for brainstorming though... > > On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi > wrote: > >> This is the one and only time that i'm going to reply to anything you've >> said, >> >> *Pro-Tip*: Don't Post here when you're High. >> You make no sense 100% of the time. >> >> -Tony >> >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Its a chatterbot. It probably parsed the hlcoder archives and is spewing semi cohesive sentences related to the discussions. Like Jan said. Could be useful for brainstorming though... On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi wrote: > This is the one and only time that i'm going to reply to anything you've > said, > > *Pro-Tip*: Don't Post here when you're High. > You make no sense 100% of the time. > > -Tony > > > > On Sun, Oct 30, 2011 at 5:11 AM, Sam wrote: > >> just thought of this...one 'new' game based on tf2 might be simply >> modding the #s for the user. >> >> One option is increasing hitpoints and decreasing dmg for longer battles >> >> > > > ___ > 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
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Seriously? I find his concerns about the speed of C# on 64 bit machines running under a D3D based interpreter to be highly insightful. And p2p in clients in Source, he may well be pushing the Source engine into a whole new era. Who are you guys to hold back such progressive ideas? On Mon, Oct 31, 2011 at 12:28 AM, Jonathan Murphy wrote: > Bot theory seems plausible especially because he ignores all our attempts > to talk to him. :( > > On Sun, Oct 30, 2011 at 11:42 PM, Jan Hartung wrote: > >> I’m almost certain that it’s a bot concatenating a bunch of loosely >> connected strings to build lenghty mails. >> >> ** ** >> >> Jan >> >> ** ** >> >> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: >> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tony "omega" >> Sergi >> >> *Gesendet:* Sonntag, 30. Oktober 2011 03:53 >> >> *An:* Discussion of Half-Life Programming >> *Betreff:* Re: [hlcoders] A very fast novel game based on tf2 sdk, and >> makin money by sharing freely counterintuitively like billy >> >> ** ** >> >> This is the one and only time that i'm going to reply to anything you've >> said, >> >> >> *Pro-Tip*: Don't Post here when you're High. >> You make no sense 100% of the time. >> >> -Tony >> >> >> >> On Sun, Oct 30, 2011 at 5:11 AM, Sam wrote: >> >> just thought of this...one 'new' game based on tf2 might be simply >> modding the #s for the user. >> >> >> >> One option is increasing hitpoints and decreasing dmg for longer battles* >> *** >> >> >> >> ** ** >> >> ___ >> 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
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Bot theory seems plausible especially because he ignores all our attempts to talk to him. :( On Sun, Oct 30, 2011 at 11:42 PM, Jan Hartung wrote: > I’m almost certain that it’s a bot concatenating a bunch of loosely > connected strings to build lenghty mails. > > ** ** > > Jan > > ** ** > > *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: > hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tony "omega" > Sergi > *Gesendet:* Sonntag, 30. Oktober 2011 03:53 > > *An:* Discussion of Half-Life Programming > *Betreff:* Re: [hlcoders] A very fast novel game based on tf2 sdk, and > makin money by sharing freely counterintuitively like billy > > ** ** > > This is the one and only time that i'm going to reply to anything you've > said, > > *Pro-Tip*: Don't Post here when you're High. > You make no sense 100% of the time. > > -Tony > > > > On Sun, Oct 30, 2011 at 5:11 AM, Sam wrote: > > just thought of this...one 'new' game based on tf2 might be simply modding > the #s for the user. > > > > One option is increasing hitpoints and decreasing dmg for longer battles** > ** > > > > ** ** > > ___ > 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
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
I'm almost certain that it's a bot concatenating a bunch of loosely connected strings to build lenghty mails. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Tony "omega" Sergi Gesendet: Sonntag, 30. Oktober 2011 03:53 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy This is the one and only time that i'm going to reply to anything you've said, Pro-Tip: Don't Post here when you're High. You make no sense 100% of the time. -Tony On Sun, Oct 30, 2011 at 5:11 AM, Sam wrote: just thought of this...one 'new' game based on tf2 might be simply modding the #s for the user. One option is increasing hitpoints and decreasing dmg for longer battles ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
This is the one and only time that i'm going to reply to anything you've said, *Pro-Tip*: Don't Post here when you're High. You make no sense 100% of the time. -Tony On Sun, Oct 30, 2011 at 5:11 AM, Sam wrote: > just thought of this...one 'new' game based on tf2 might be simply modding > the #s for the user. > > One option is increasing hitpoints and decreasing dmg for longer battles > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
just thought of this...one 'new' game based on tf2 might be simply modding the #s for the user. One option is increasing hitpoints and decreasing dmg for longer battles or reducing gun velocity / bullet velocity perhaps someone could say here how one coudl do that, so if i wanna try tf2 with guns at +1000% dmg for all, or with any other 'easy' changes, then here we could discuss them, both in pre-theory, and after implementation and experience with gained info, perhaps my +1000% to all sounds fun until i try it with bots, or even then until i try it with players also same thing but cs source, including mods for guns doing more damage... also a source mod to break aims and walls...aimbot and wallhack (i got them on my youtube showin, they break css hard, tf2 less hard, etc) one option in most games would be indirect rotational controls , such as using mouse to accelerate instead of set position in directions, thus capping the rotation speed at any given update to the speed of the previous update, +- a small amount based on mouse movement, and also gun weight and injuries i think that one needs code, how about listing here the layers of ez -> hard mods, like gun dmg. vs p2p server code ? also what kinda networking does source sdk use? i was lookin at sockets in c#, including a style with double .exes for a 'server' that's p2p on each client, and also programatically simple and generic, accepting 'packets' of info that may be a users x,y,z location, or maybe an updated model 3d file or game.exe binary too along with server sharing / cloning code, so instead of 8 of us playing on 1 server, or 1500 on 1 like wow, the 8 gamers are each running the 'client p2p server' in addition to the client, which could be something like ms sql server with its ez networking via c# and ado.netalso any idea if c# is faster on 64 bits in d3d? seemed faster according to framerate in visual c++ and c# from ms free versions 2008ishvery similar lingos too, with c# having less and lpStCZmsOBJ, instead having nice names like GraphicsDevice and VertexPositionColored, along with the java/late c++ styles of using namespaces with including, instead of using files, the 'files' are ignored mostly replaced by namespace MyNewFile { } around stuff in 1 or more files, can have many namespaces in 1 file, then can 'using MyNewFile;' to not have to type in MyNewFile.MyObject, instead just MyObject, also visual c++ , c#, etc, when you type in MyObject. , on the . it opens a dropdown menu of functions with popup descriptions, and there's a visual c# and c++ sdk to add on source sdk support into visual studio in theory at least... but yeah i think the problem is nobody else is sharing info here, only asking for it. maybe if we all share a piece of info and form a club here, we all gain skills and can team up, or perhaps indie win with more xp each, and if you share 1 piece here, if first lol maybe not your best one, but if you get 9x after a halfway decent one, perhaps we make a superteam here, and are friendly enough and sharp enough to all succeed with each other and sharing, not to try and succeed by only takin and not givin, for others see and do what you do too so lotsa asking and no tellin, yet if we 'all' were to write everything we know here and teach each other, you keep your info forever till ya die can share it too and each new piece lol, if you share somethin about modeling, they share somethin about c++, back n forth a few times next thing everybody involved and participating gets models with code integrated , and that's the thing that actually is indie dollars. On Sat, Oct 29, 2011 at 12:47 PM, wrote: > Send hlcoders mailing list submissions to >hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit >http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to >hlcoders-requ...@list.valvesoftware.com > > You can reach the person managing the list at >hlcoders-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. how to read my text, make infinitly big and precise maps, and > more games from similar ones, and new games from the old (Sam) > > > -- > > Message: 1 > Date: Sat, 29 Oct 2011 12:47:04 -0700 > From: Sam > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] how to read my text, make infinitly big and >precise maps, and more games from similar ones, and new games from > the >old > Message-ID: > > > Content-Type: text/plain; charset="iso-8859-1" > > ok so my text is hard to read...i'm asking for info about learning to use > source sdk, along with perhaps more options for ez game editing including > simple mods like changing dmg or making more tf2 items in