Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-15 Thread 1nsane
What of it?

On Wed, Apr 15, 2009 at 2:37 AM, Fernando Casas  wrote:

> http://www.urbandictionary.com/define.php?term=no+u
> > Ugh... No, you!
> >
> > On Tue, Apr 14, 2009 at 3:23 PM, matan nov  wrote:
> >
> >
> >> no u
> >>
> >> On Tue, Apr 14, 2009 at 9:13 PM, msleeper 
> wrote:
> >>
> >>
> >>> Yeah I agree. But also, how about, everyone stop posting irrelevant
> >>> bullshit on the mailing list, and I will stop badgering you for posting
> >>> irrelevant bullshit on the mailing list.
> >>>
> >>>
> >>> On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
> >>>
>  No worries mate.  I know I am guilty of drunk calls/posts so I know
>  where you are coming from.
> 
>  My beef is that I just feel like people try to back others into
>  corners and beat them up like bullies.  This way they buy their way
>  into the srcds mailing list cool club and aren't flamed themselves.
>  No wonder valve wants to shut the lists down.  Honestly, I figure the
>  day would have come already.  Half the flames/posts on here are a
>  waste of bandwidth.
>  Honestly this is a very hostile environment and it shouldn't be.  If
>  linux discussion groups were structured like this, we would still be
>  stuck in the days of Redhat 5.  I am just glad we actually don't write
>  the code for the server platform, nothing would get done.  Instead, we
>  would argue and make fun of each other over what version of gcc is the
>  best!
> 
>  A more civil approach to things will really help get things done in
>  these crap times.  Then again, it wouldn't be the same mailing lists
>  we have come to hate.
> 
>  f0rkz
> 
>  On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> 
> 
> > Umm, ok, umm
> >
> > Apologies for my emails on this.
> >
> > It was a 4 day holiday over here in UK and i got badly wrecked on
> > each day.
> >
> > A proper, sober reply to msleepers email would have been something
> > like:
> >
> > "you'll have to ask Philip Bembridge why he thought a hlmappers
> > email would
> > be relevant to hlds as he forwarded it to hlds"
> >
> > i've got a really bad hangover if its any consolation, and btw i'm
> > nothing
> > to do with MyIS.
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
> 
> >>> please visit:
> >>>
>  http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > ___
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> please visit:
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> >
>
>
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Fernando Casas
http://www.urbandictionary.com/define.php?term=no+u
> Ugh... No, you!
>
> On Tue, Apr 14, 2009 at 3:23 PM, matan nov  wrote:
>
>   
>> no u
>>
>> On Tue, Apr 14, 2009 at 9:13 PM, msleeper  wrote:
>>
>> 
>>> Yeah I agree. But also, how about, everyone stop posting irrelevant
>>> bullshit on the mailing list, and I will stop badgering you for posting
>>> irrelevant bullshit on the mailing list.
>>>
>>>
>>> On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
>>>   
 No worries mate.  I know I am guilty of drunk calls/posts so I know
 where you are coming from.

 My beef is that I just feel like people try to back others into
 corners and beat them up like bullies.  This way they buy their way
 into the srcds mailing list cool club and aren't flamed themselves.
 No wonder valve wants to shut the lists down.  Honestly, I figure the
 day would have come already.  Half the flames/posts on here are a
 waste of bandwidth.
 Honestly this is a very hostile environment and it shouldn't be.  If
 linux discussion groups were structured like this, we would still be
 stuck in the days of Redhat 5.  I am just glad we actually don't write
 the code for the server platform, nothing would get done.  Instead, we
 would argue and make fun of each other over what version of gcc is the
 best!

 A more civil approach to things will really help get things done in
 these crap times.  Then again, it wouldn't be the same mailing lists
 we have come to hate.

 f0rkz

 On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:

 
> Umm, ok, umm
>
> Apologies for my emails on this.
>
> It was a 4 day holiday over here in UK and i got badly wrecked on
> each day.
>
> A proper, sober reply to msleepers email would have been something
> like:
>
> "you'll have to ask Philip Bembridge why he thought a hlmappers
> email would
> be relevant to hlds as he forwarded it to hlds"
>
> i've got a really bad hangover if its any consolation, and btw i'm
> nothing
> to do with MyIS.
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>   


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


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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Olly
And there was me thinking that this topic was going to come to a friendly
end.
Good Job... you ruined it.

2009/4/14 1nsane <1nsane...@gmail.com>

> Ugh... No, you!
>
> On Tue, Apr 14, 2009 at 3:23 PM, matan nov  wrote:
>
> > no u
> >
> > On Tue, Apr 14, 2009 at 9:13 PM, msleeper 
> wrote:
> >
> > > Yeah I agree. But also, how about, everyone stop posting irrelevant
> > > bullshit on the mailing list, and I will stop badgering you for posting
> > > irrelevant bullshit on the mailing list.
> > >
> > >
> > > On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
> > > > No worries mate.  I know I am guilty of drunk calls/posts so I know
> > > > where you are coming from.
> > > >
> > > > My beef is that I just feel like people try to back others into
> > > > corners and beat them up like bullies.  This way they buy their way
> > > > into the srcds mailing list cool club and aren't flamed themselves.
> > > > No wonder valve wants to shut the lists down.  Honestly, I figure the
> > > > day would have come already.  Half the flames/posts on here are a
> > > > waste of bandwidth.
> > > > Honestly this is a very hostile environment and it shouldn't be.  If
> > > > linux discussion groups were structured like this, we would still be
> > > > stuck in the days of Redhat 5.  I am just glad we actually don't
> write
> > > > the code for the server platform, nothing would get done.  Instead,
> we
> > > > would argue and make fun of each other over what version of gcc is
> the
> > > > best!
> > > >
> > > > A more civil approach to things will really help get things done in
> > > > these crap times.  Then again, it wouldn't be the same mailing lists
> > > > we have come to hate.
> > > >
> > > > f0rkz
> > > >
> > > > On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> > > >
> > > > > Umm, ok, umm
> > > > >
> > > > > Apologies for my emails on this.
> > > > >
> > > > > It was a 4 day holiday over here in UK and i got badly wrecked on
> > > > > each day.
> > > > >
> > > > > A proper, sober reply to msleepers email would have been something
> > > > > like:
> > > > >
> > > > > "you'll have to ask Philip Bembridge why he thought a hlmappers
> > > > > email would
> > > > > be relevant to hlds as he forwarded it to hlds"
> > > > >
> > > > > i've got a really bad hangover if its any consolation, and btw i'm
> > > > > nothing
> > > > > to do with MyIS.
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



-- 
Sent from Olly's SEGA Game Gear
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread 1nsane
Ugh... No, you!

On Tue, Apr 14, 2009 at 3:23 PM, matan nov  wrote:

> no u
>
> On Tue, Apr 14, 2009 at 9:13 PM, msleeper  wrote:
>
> > Yeah I agree. But also, how about, everyone stop posting irrelevant
> > bullshit on the mailing list, and I will stop badgering you for posting
> > irrelevant bullshit on the mailing list.
> >
> >
> > On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
> > > No worries mate.  I know I am guilty of drunk calls/posts so I know
> > > where you are coming from.
> > >
> > > My beef is that I just feel like people try to back others into
> > > corners and beat them up like bullies.  This way they buy their way
> > > into the srcds mailing list cool club and aren't flamed themselves.
> > > No wonder valve wants to shut the lists down.  Honestly, I figure the
> > > day would have come already.  Half the flames/posts on here are a
> > > waste of bandwidth.
> > > Honestly this is a very hostile environment and it shouldn't be.  If
> > > linux discussion groups were structured like this, we would still be
> > > stuck in the days of Redhat 5.  I am just glad we actually don't write
> > > the code for the server platform, nothing would get done.  Instead, we
> > > would argue and make fun of each other over what version of gcc is the
> > > best!
> > >
> > > A more civil approach to things will really help get things done in
> > > these crap times.  Then again, it wouldn't be the same mailing lists
> > > we have come to hate.
> > >
> > > f0rkz
> > >
> > > On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> > >
> > > > Umm, ok, umm
> > > >
> > > > Apologies for my emails on this.
> > > >
> > > > It was a 4 day holiday over here in UK and i got badly wrecked on
> > > > each day.
> > > >
> > > > A proper, sober reply to msleepers email would have been something
> > > > like:
> > > >
> > > > "you'll have to ask Philip Bembridge why he thought a hlmappers
> > > > email would
> > > > be relevant to hlds as he forwarded it to hlds"
> > > >
> > > > i've got a really bad hangover if its any consolation, and btw i'm
> > > > nothing
> > > > to do with MyIS.
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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> please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread f0rkz
:facepalm:

f0rkz

On Apr 14, 2009, at 3:23 PM, matan nov wrote:

> no u
>
> On Tue, Apr 14, 2009 at 9:13 PM, msleeper   
> wrote:
>
>> Yeah I agree. But also, how about, everyone stop posting irrelevant
>> bullshit on the mailing list, and I will stop badgering you for  
>> posting
>> irrelevant bullshit on the mailing list.
>>
>>
>> On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
>>> No worries mate.  I know I am guilty of drunk calls/posts so I know
>>> where you are coming from.
>>>
>>> My beef is that I just feel like people try to back others into
>>> corners and beat them up like bullies.  This way they buy their way
>>> into the srcds mailing list cool club and aren't flamed themselves.
>>> No wonder valve wants to shut the lists down.  Honestly, I figure  
>>> the
>>> day would have come already.  Half the flames/posts on here are a
>>> waste of bandwidth.
>>> Honestly this is a very hostile environment and it shouldn't be.  If
>>> linux discussion groups were structured like this, we would still be
>>> stuck in the days of Redhat 5.  I am just glad we actually don't  
>>> write
>>> the code for the server platform, nothing would get done.   
>>> Instead, we
>>> would argue and make fun of each other over what version of gcc is  
>>> the
>>> best!
>>>
>>> A more civil approach to things will really help get things done in
>>> these crap times.  Then again, it wouldn't be the same mailing lists
>>> we have come to hate.
>>>
>>> f0rkz
>>>
>>> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
>>>
 Umm, ok, umm

 Apologies for my emails on this.

 It was a 4 day holiday over here in UK and i got badly wrecked on
 each day.

 A proper, sober reply to msleepers email would have been something
 like:

 "you'll have to ask Philip Bembridge why he thought a hlmappers
 email would
 be relevant to hlds as he forwarded it to hlds"

 i've got a really bad hangover if its any consolation, and btw i'm
 nothing
 to do with MyIS.
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
> ___
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> archives, please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread matan nov
no u

On Tue, Apr 14, 2009 at 9:13 PM, msleeper  wrote:

> Yeah I agree. But also, how about, everyone stop posting irrelevant
> bullshit on the mailing list, and I will stop badgering you for posting
> irrelevant bullshit on the mailing list.
>
>
> On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
> > No worries mate.  I know I am guilty of drunk calls/posts so I know
> > where you are coming from.
> >
> > My beef is that I just feel like people try to back others into
> > corners and beat them up like bullies.  This way they buy their way
> > into the srcds mailing list cool club and aren't flamed themselves.
> > No wonder valve wants to shut the lists down.  Honestly, I figure the
> > day would have come already.  Half the flames/posts on here are a
> > waste of bandwidth.
> > Honestly this is a very hostile environment and it shouldn't be.  If
> > linux discussion groups were structured like this, we would still be
> > stuck in the days of Redhat 5.  I am just glad we actually don't write
> > the code for the server platform, nothing would get done.  Instead, we
> > would argue and make fun of each other over what version of gcc is the
> > best!
> >
> > A more civil approach to things will really help get things done in
> > these crap times.  Then again, it wouldn't be the same mailing lists
> > we have come to hate.
> >
> > f0rkz
> >
> > On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> >
> > > Umm, ok, umm
> > >
> > > Apologies for my emails on this.
> > >
> > > It was a 4 day holiday over here in UK and i got badly wrecked on
> > > each day.
> > >
> > > A proper, sober reply to msleepers email would have been something
> > > like:
> > >
> > > "you'll have to ask Philip Bembridge why he thought a hlmappers
> > > email would
> > > be relevant to hlds as he forwarded it to hlds"
> > >
> > > i've got a really bad hangover if its any consolation, and btw i'm
> > > nothing
> > > to do with MyIS.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
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> please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread msleeper
Yeah I agree. But also, how about, everyone stop posting irrelevant
bullshit on the mailing list, and I will stop badgering you for posting
irrelevant bullshit on the mailing list.


On Tue, 2009-04-14 at 08:08 -0400, f0rkz wrote:
> No worries mate.  I know I am guilty of drunk calls/posts so I know  
> where you are coming from.
> 
> My beef is that I just feel like people try to back others into  
> corners and beat them up like bullies.  This way they buy their way  
> into the srcds mailing list cool club and aren't flamed themselves.
> No wonder valve wants to shut the lists down.  Honestly, I figure the  
> day would have come already.  Half the flames/posts on here are a  
> waste of bandwidth.
> Honestly this is a very hostile environment and it shouldn't be.  If  
> linux discussion groups were structured like this, we would still be  
> stuck in the days of Redhat 5.  I am just glad we actually don't write  
> the code for the server platform, nothing would get done.  Instead, we  
> would argue and make fun of each other over what version of gcc is the  
> best!
> 
> A more civil approach to things will really help get things done in  
> these crap times.  Then again, it wouldn't be the same mailing lists  
> we have come to hate.
> 
> f0rkz
> 
> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> 
> > Umm, ok, umm
> >
> > Apologies for my emails on this.
> >
> > It was a 4 day holiday over here in UK and i got badly wrecked on  
> > each day.
> >
> > A proper, sober reply to msleepers email would have been something  
> > like:
> >
> > "you'll have to ask Philip Bembridge why he thought a hlmappers  
> > email would
> > be relevant to hlds as he forwarded it to hlds"
> >
> > i've got a really bad hangover if its any consolation, and btw i'm  
> > nothing
> > to do with MyIS.
> > ___
> > To unsubscribe, edit your list preferences, or view the list  
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Patrick Shelley
@ Olly - googles is installed now

@ Forkz - thanks for understanding

@ Matan - you need the HLDSWhiteSupremicists list i think ;)

@ Robert - Im 38 with 3 kids, i should know better

@ Everyone else, sorry for wasting your bandwidth

On Tue, Apr 14, 2009 at 2:56 PM, Robert Whelan  wrote:

> Parents should learn to password their computers while unsupervised kids
> are present
>
>
>
>
> 
> From: Jeff Wozniak 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Tuesday, April 14, 2009 8:36:28 AM
> Subject: Re: [hlds] "Writing the code was typically less than half the
> problem."
>
> *DOH!*
>
> On Tue, Apr 14, 2009 at 7:55 AM, matan nov  wrote:
>
> > Oh shit, I sent that to the wrong mailing list.Ignore please.
> >
> > On Tue, Apr 14, 2009 at 2:55 PM, matan nov  wrote:
> >
> > > All niggers must hang.
> > >
> > >
> > > On Tue, Apr 14, 2009 at 2:08 PM, f0rkz  wrote:
> > >
> > >> No worries mate.  I know I am guilty of drunk calls/posts so I know
> > >> where you are coming from.
> > >>
> > >> My beef is that I just feel like people try to back others into
> > >> corners and beat them up like bullies.  This way they buy their way
> > >> into the srcds mailing list cool club and aren't flamed themselves.
> > >> No wonder valve wants to shut the lists down.  Honestly, I figure the
> > >> day would have come already.  Half the flames/posts on here are a
> > >> waste of bandwidth.
> > >> Honestly this is a very hostile environment and it shouldn't be.  If
> > >> linux discussion groups were structured like this, we would still be
> > >> stuck in the days of Redhat 5.  I am just glad we actually don't write
> > >> the code for the server platform, nothing would get done.  Instead, we
> > >> would argue and make fun of each other over what version of gcc is the
> > >> best!
> > >>
> > >> A more civil approach to things will really help get things done in
> > >> these crap times.  Then again, it wouldn't be the same mailing lists
> > >> we have come to hate.
> > >>
> > >> f0rkz
> > >>
> > >> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> > >>
> > >> > Umm, ok, umm
> > >> >
> > >> > Apologies for my emails on this.
> > >> >
> > >> > It was a 4 day holiday over here in UK and i got badly wrecked on
> > >> > each day.
> > >> >
> > >> > A proper, sober reply to msleepers email would have been something
> > >> > like:
> > >> >
> > >> > "you'll have to ask Philip Bembridge why he thought a hlmappers
> > >> > email would
> > >> > be relevant to hlds as he forwarded it to hlds"
> > >> >
> > >> > i've got a really bad hangover if its any consolation, and btw i'm
> > >> > nothing
> > >> > to do with MyIS.
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> > >> > archives, please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >>
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Robert Whelan
Parents should learn to password their computers while unsupervised kids are 
present





From: Jeff Wozniak 
To: Half-Life dedicated Win32 server mailing list 
Sent: Tuesday, April 14, 2009 8:36:28 AM
Subject: Re: [hlds] "Writing the code was typically less than half the problem."

*DOH!*

On Tue, Apr 14, 2009 at 7:55 AM, matan nov  wrote:

> Oh shit, I sent that to the wrong mailing list.Ignore please.
>
> On Tue, Apr 14, 2009 at 2:55 PM, matan nov  wrote:
>
> > All niggers must hang.
> >
> >
> > On Tue, Apr 14, 2009 at 2:08 PM, f0rkz  wrote:
> >
> >> No worries mate.  I know I am guilty of drunk calls/posts so I know
> >> where you are coming from.
> >>
> >> My beef is that I just feel like people try to back others into
> >> corners and beat them up like bullies.  This way they buy their way
> >> into the srcds mailing list cool club and aren't flamed themselves.
> >> No wonder valve wants to shut the lists down.  Honestly, I figure the
> >> day would have come already.  Half the flames/posts on here are a
> >> waste of bandwidth.
> >> Honestly this is a very hostile environment and it shouldn't be.  If
> >> linux discussion groups were structured like this, we would still be
> >> stuck in the days of Redhat 5.  I am just glad we actually don't write
> >> the code for the server platform, nothing would get done.  Instead, we
> >> would argue and make fun of each other over what version of gcc is the
> >> best!
> >>
> >> A more civil approach to things will really help get things done in
> >> these crap times.  Then again, it wouldn't be the same mailing lists
> >> we have come to hate.
> >>
> >> f0rkz
> >>
> >> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> >>
> >> > Umm, ok, umm
> >> >
> >> > Apologies for my emails on this.
> >> >
> >> > It was a 4 day holiday over here in UK and i got badly wrecked on
> >> > each day.
> >> >
> >> > A proper, sober reply to msleepers email would have been something
> >> > like:
> >> >
> >> > "you'll have to ask Philip Bembridge why he thought a hlmappers
> >> > email would
> >> > be relevant to hlds as he forwarded it to hlds"
> >> >
> >> > i've got a really bad hangover if its any consolation, and btw i'm
> >> > nothing
> >> > to do with MyIS.
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> > archives, please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Jeff Wozniak
*DOH!*

On Tue, Apr 14, 2009 at 7:55 AM, matan nov  wrote:

> Oh shit, I sent that to the wrong mailing list.Ignore please.
>
> On Tue, Apr 14, 2009 at 2:55 PM, matan nov  wrote:
>
> > All niggers must hang.
> >
> >
> > On Tue, Apr 14, 2009 at 2:08 PM, f0rkz  wrote:
> >
> >> No worries mate.  I know I am guilty of drunk calls/posts so I know
> >> where you are coming from.
> >>
> >> My beef is that I just feel like people try to back others into
> >> corners and beat them up like bullies.  This way they buy their way
> >> into the srcds mailing list cool club and aren't flamed themselves.
> >> No wonder valve wants to shut the lists down.  Honestly, I figure the
> >> day would have come already.  Half the flames/posts on here are a
> >> waste of bandwidth.
> >> Honestly this is a very hostile environment and it shouldn't be.  If
> >> linux discussion groups were structured like this, we would still be
> >> stuck in the days of Redhat 5.  I am just glad we actually don't write
> >> the code for the server platform, nothing would get done.  Instead, we
> >> would argue and make fun of each other over what version of gcc is the
> >> best!
> >>
> >> A more civil approach to things will really help get things done in
> >> these crap times.  Then again, it wouldn't be the same mailing lists
> >> we have come to hate.
> >>
> >> f0rkz
> >>
> >> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
> >>
> >> > Umm, ok, umm
> >> >
> >> > Apologies for my emails on this.
> >> >
> >> > It was a 4 day holiday over here in UK and i got badly wrecked on
> >> > each day.
> >> >
> >> > A proper, sober reply to msleepers email would have been something
> >> > like:
> >> >
> >> > "you'll have to ask Philip Bembridge why he thought a hlmappers
> >> > email would
> >> > be relevant to hlds as he forwarded it to hlds"
> >> >
> >> > i've got a really bad hangover if its any consolation, and btw i'm
> >> > nothing
> >> > to do with MyIS.
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> > archives, please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
> ___
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> please visit:
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>
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread matan nov
All niggers must hang.

On Tue, Apr 14, 2009 at 2:08 PM, f0rkz  wrote:

> No worries mate.  I know I am guilty of drunk calls/posts so I know
> where you are coming from.
>
> My beef is that I just feel like people try to back others into
> corners and beat them up like bullies.  This way they buy their way
> into the srcds mailing list cool club and aren't flamed themselves.
> No wonder valve wants to shut the lists down.  Honestly, I figure the
> day would have come already.  Half the flames/posts on here are a
> waste of bandwidth.
> Honestly this is a very hostile environment and it shouldn't be.  If
> linux discussion groups were structured like this, we would still be
> stuck in the days of Redhat 5.  I am just glad we actually don't write
> the code for the server platform, nothing would get done.  Instead, we
> would argue and make fun of each other over what version of gcc is the
> best!
>
> A more civil approach to things will really help get things done in
> these crap times.  Then again, it wouldn't be the same mailing lists
> we have come to hate.
>
> f0rkz
>
> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
>
> > Umm, ok, umm
> >
> > Apologies for my emails on this.
> >
> > It was a 4 day holiday over here in UK and i got badly wrecked on
> > each day.
> >
> > A proper, sober reply to msleepers email would have been something
> > like:
> >
> > "you'll have to ask Philip Bembridge why he thought a hlmappers
> > email would
> > be relevant to hlds as he forwarded it to hlds"
> >
> > i've got a really bad hangover if its any consolation, and btw i'm
> > nothing
> > to do with MyIS.
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread matan nov
Oh shit, I sent that to the wrong mailing list.Ignore please.

On Tue, Apr 14, 2009 at 2:55 PM, matan nov  wrote:

> All niggers must hang.
>
>
> On Tue, Apr 14, 2009 at 2:08 PM, f0rkz  wrote:
>
>> No worries mate.  I know I am guilty of drunk calls/posts so I know
>> where you are coming from.
>>
>> My beef is that I just feel like people try to back others into
>> corners and beat them up like bullies.  This way they buy their way
>> into the srcds mailing list cool club and aren't flamed themselves.
>> No wonder valve wants to shut the lists down.  Honestly, I figure the
>> day would have come already.  Half the flames/posts on here are a
>> waste of bandwidth.
>> Honestly this is a very hostile environment and it shouldn't be.  If
>> linux discussion groups were structured like this, we would still be
>> stuck in the days of Redhat 5.  I am just glad we actually don't write
>> the code for the server platform, nothing would get done.  Instead, we
>> would argue and make fun of each other over what version of gcc is the
>> best!
>>
>> A more civil approach to things will really help get things done in
>> these crap times.  Then again, it wouldn't be the same mailing lists
>> we have come to hate.
>>
>> f0rkz
>>
>> On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:
>>
>> > Umm, ok, umm
>> >
>> > Apologies for my emails on this.
>> >
>> > It was a 4 day holiday over here in UK and i got badly wrecked on
>> > each day.
>> >
>> > A proper, sober reply to msleepers email would have been something
>> > like:
>> >
>> > "you'll have to ask Philip Bembridge why he thought a hlmappers
>> > email would
>> > be relevant to hlds as he forwarded it to hlds"
>> >
>> > i've got a really bad hangover if its any consolation, and btw i'm
>> > nothing
>> > to do with MyIS.
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread f0rkz
No worries mate.  I know I am guilty of drunk calls/posts so I know  
where you are coming from.

My beef is that I just feel like people try to back others into  
corners and beat them up like bullies.  This way they buy their way  
into the srcds mailing list cool club and aren't flamed themselves.
No wonder valve wants to shut the lists down.  Honestly, I figure the  
day would have come already.  Half the flames/posts on here are a  
waste of bandwidth.
Honestly this is a very hostile environment and it shouldn't be.  If  
linux discussion groups were structured like this, we would still be  
stuck in the days of Redhat 5.  I am just glad we actually don't write  
the code for the server platform, nothing would get done.  Instead, we  
would argue and make fun of each other over what version of gcc is the  
best!

A more civil approach to things will really help get things done in  
these crap times.  Then again, it wouldn't be the same mailing lists  
we have come to hate.

f0rkz

On Apr 14, 2009, at 7:33 AM, Patrick Shelley wrote:

> Umm, ok, umm
>
> Apologies for my emails on this.
>
> It was a 4 day holiday over here in UK and i got badly wrecked on  
> each day.
>
> A proper, sober reply to msleepers email would have been something  
> like:
>
> "you'll have to ask Philip Bembridge why he thought a hlmappers  
> email would
> be relevant to hlds as he forwarded it to hlds"
>
> i've got a really bad hangover if its any consolation, and btw i'm  
> nothing
> to do with MyIS.
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds




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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Olly
I see you are using GMail. Kindly install the Mail Goggles labs app.

2009/4/14 Patrick Shelley 

> Umm, ok, umm
>
> Apologies for my emails on this.
>
> It was a 4 day holiday over here in UK and i got badly wrecked on each day.
>
> A proper, sober reply to msleepers email would have been something like:
>
> "you'll have to ask Philip Bembridge why he thought a hlmappers email would
> be relevant to hlds as he forwarded it to hlds"
>
> i've got a really bad hangover if its any consolation, and btw i'm nothing
> to do with MyIS.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>



-- 
Sent from Olly's SEGA Game Gear
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-14 Thread Patrick Shelley
Umm, ok, umm

Apologies for my emails on this.

It was a 4 day holiday over here in UK and i got badly wrecked on each day.

A proper, sober reply to msleepers email would have been something like:

"you'll have to ask Philip Bembridge why he thought a hlmappers email would
be relevant to hlds as he forwarded it to hlds"

i've got a really bad hangover if its any consolation, and btw i'm nothing
to do with MyIS.
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread DontWannaName!
eeek run away... they dont offer remote desktop on their dedicated servers.
Not to mention vent, team speak or a website.

On Mon, Apr 13, 2009 at 9:01 PM, f0rkz  wrote:

> The face of myinternetservices.com!
>
> f0rkz
>
> On Apr 13, 2009, at 9:03 PM, Patrick Shelley wrote:
>
> > I reserve the right to say wtf i like to msleeper - and FYI Mr
> > Freud, he is
> > dumb, very dumb.
> >
> > On Tue, Apr 14, 2009 at 1:46 AM, Saul Rennison  > >wrote:
> >
> >> msleeper's "relevence" question was rhetorical-- the irony is that
> >> you're calling him dumb when you didn't see the 5th grade literacy
> >> devices used in his email.
> >>
> >> On 13 Apr 2009, at 23:11, Patrick Shelley 
> >> wrote:
> >>
> >>> Im blaming Philip Bembridge!
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
> ___
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread f0rkz
The face of myinternetservices.com!

f0rkz

On Apr 13, 2009, at 9:03 PM, Patrick Shelley wrote:

> I reserve the right to say wtf i like to msleeper - and FYI Mr  
> Freud, he is
> dumb, very dumb.
>
> On Tue, Apr 14, 2009 at 1:46 AM, Saul Rennison  >wrote:
>
>> msleeper's "relevence" question was rhetorical-- the irony is that
>> you're calling him dumb when you didn't see the 5th grade literacy
>> devices used in his email.
>>
>> On 13 Apr 2009, at 23:11, Patrick Shelley   
>> wrote:
>>
>>> Im blaming Philip Bembridge!
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives, please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Robert Whelan
Not really, at least a 'cat fight' would be worth following :p

this is nonsense...
 
Cat fight

On Mon, Apr 13, 2009 at 9:03 PM, Patrick Shelley wrote:

> I reserve the right to say wtf i like to msleeper - and FYI Mr Freud, he is
> dumb, very dumb.
>
> On Tue, Apr 14, 2009 at 1:46 AM, Saul Rennison  >wrote:
>
> > msleeper's "relevence" question was rhetorical-- the irony is that
> > you're calling him dumb when you didn't see the 5th grade literacy
> > devices used in his email.
> >
> > On 13 Apr 2009, at 23:11, Patrick Shelley  wrote:
> >
> > > Im blaming Philip Bembridge!
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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> please visit:
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____________

From: Jake Skenna 
To: Half-Life dedicated Win32 server mailing list 
Sent: Monday, April 13, 2009 10:12:19 PM
Subject: Re: [hlds] "Writing the code was typically less than half the problem."



  
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Jake Skenna
Cat fight

On Mon, Apr 13, 2009 at 9:03 PM, Patrick Shelley wrote:

> I reserve the right to say wtf i like to msleeper - and FYI Mr Freud, he is
> dumb, very dumb.
>
> On Tue, Apr 14, 2009 at 1:46 AM, Saul Rennison  >wrote:
>
> > msleeper's "relevence" question was rhetorical-- the irony is that
> > you're calling him dumb when you didn't see the 5th grade literacy
> > devices used in his email.
> >
> > On 13 Apr 2009, at 23:11, Patrick Shelley  wrote:
> >
> > > Im blaming Philip Bembridge!
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Patrick Shelley
I reserve the right to say wtf i like to msleeper - and FYI Mr Freud, he is
dumb, very dumb.

On Tue, Apr 14, 2009 at 1:46 AM, Saul Rennison wrote:

> msleeper's "relevence" question was rhetorical-- the irony is that
> you're calling him dumb when you didn't see the 5th grade literacy
> devices used in his email.
>
> On 13 Apr 2009, at 23:11, Patrick Shelley  wrote:
>
> > Im blaming Philip Bembridge!
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Saul Rennison
msleeper's "relevence" question was rhetorical-- the irony is that  
you're calling him dumb when you didn't see the 5th grade literacy  
devices used in his email.

On 13 Apr 2009, at 23:11, Patrick Shelley  wrote:

> Im blaming Philip Bembridge!
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Patrick Shelley
Im blaming Philip Bembridge!
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread MjrNuT
The Cabal process is certainly not a living thing here, or maybe it is.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Mon, Apr 13, 2009 at 2:38 PM, wrote:

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> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>   1. Re: "Writing the code was typically less than halfthe
>  problem." (msleeper)
>   2. Re: "Writing the code was typically less than half the
>  problem." (Brent Veal)
>   3. Re: "Writing the code was typically less than halfthe
>  problem." (Alec Sanger)
>
>
> ----------------------
>
> Message: 1
> Date: Mon, 13 Apr 2009 17:32:58 -0400
> From: msleeper 
> Subject: Re: [hlds] "Writing the code was typically less than half  the
>problem."
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID: <1239658378.16373.9.ca...@svm.conepuppy.com.conepuppy.com>
> Content-Type: text/plain; charset=utf-8
>
> Normally you'd be right but in this case, no. The article has nothing at
> all to do with server administration.
>
>  * The first paragraph is describing how before HL2, Valve's design
> process was not close-knit like they are now.
>  * The second paragraph is describing how they fixed it when the
> developers started working closely together.
>  * The third paragraph is the author whining that the SDK is too hard to
> learn.
>
> I see nothing that has to do with server administration. At all. It was
> posted here because whoever posted it thought it was "interesting".
> Which it is. But what it's not is -relevent to the administration of
> game servers-.
>
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Alec Sanger

nothing against you, Pat, but I kind of agree with sleeper on this one. I 
personally don't like the guy much, but he does make a valid point.

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> From: mslee...@cyberwurx.com
> To: hlds@list.valvesoftware.com
> Date: Mon, 13 Apr 2009 17:32:58 -0400
> Subject: Re: [hlds] "Writing the code was typically less than halfthe 
> problem."
> 
> Normally you'd be right but in this case, no. The article has nothing at
> all to do with server administration.
> 
>  * The first paragraph is describing how before HL2, Valve's design
> process was not close-knit like they are now.
>  * The second paragraph is describing how they fixed it when the
> developers started working closely together.
>  * The third paragraph is the author whining that the SDK is too hard to
> learn.
> 
> I see nothing that has to do with server administration. At all. It was
> posted here because whoever posted it thought it was "interesting".
> Which it is. But what it's not is -relevent to the administration of
> game servers-.
> 
> 
> On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote:
> > I dont reward msleeper in any way.
> > 
> > Like i said, if he had read the entire email, he would have answered his own
> > question.
> > 
> > My money is on that he *did* read the entire email, and knows full well why
> > it ended up on hlds, and that his "relevant to server administration"
> > comment was just to wind others up.
> > 
> > But to quote one of his catchphrases ... "i dont reward stupidity"
> > 
> > On Mon, Apr 13, 2009 at 10:16 PM, f0rkz  wrote:
> > 
> > > CLEVER
> > >
> > > f0rkz
> > >
> > > On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
> > >
> > > > Fork off
> > > >
> > > > On Mon, Apr 13, 2009 at 10:11 PM, f0rkz  wrote:
> > > >
> > > >> Inb4internet bully.
> > > >>
> > > >> Grow up.
> > > >>
> > > >> f0rkz
> > > >>
> > > >>
> > > >> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
> > > >>
> > > >>> Its a pity you dont care enough about being a complete tosser.
> > > >>>
> > > >>> Like i said, twat, if you'd have read the whole email you'd have
> > > >>> answered
> > > >>> your own fucking question.
> > > >>>
> > > >>> Nice to see your still plumbing the depths of your own stupidity.
> > > >>> Looks like
> > > >>> your still coming up with fresh ways to show everyone what a prick
> > > >>> you are.
> > > >>>
> > > >>> On Mon, Apr 13, 2009 at 9:59 PM, msleeper 
> > > >>> wrote:
> > > >>>
> > > >>>> If I cared about the hlmappers list I'd subscribe there.
> > > >>>>
> > > >>>>
> > > >>>> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > > >>>>> Get a grip you twat - read the whole fucking email and you would
> > > >>>>> have
> > > >>>> found
> > > >>>>> out why it ended up on the hlds.
> > > >>>>>
> > > >>>>> This is hlmappers email and someone decided to post it on hlds -
> > > >>>>> but if
> > > >>>>> you'd have spared 1 ounze of common sense you'd have read what
> > > >>>>> happened.
> > > >>>>>
> > > >>>>> On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
> > > >>>> wrote:
> > > >>>>>
> > > >>>>>> Cool article but this has what to do with server administration?
> > > >>>>>>
> > > >>>>>>
> > > >>>>>> On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > > >>>>>>> Interesting post on the HLmappers mailing list :-)
> > > >>>>>>>
> > > >>>>>>> Phil
> > > >>>>>>>
> > > >>>>>>> 2009/4/5 Nathan Voge 
> > > >>>>>>>
> > > >>>>>>>>
> > > >>>>>>>> I just thought I would throw up this quote from a Gamasutra
> >

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Brent Veal
And if you hadn't made a reply, it wouldnt currently be cluttering our
mailboxes


On Mon, Apr 13, 2009 at 2:32 PM, msleeper  wrote:

> Normally you'd be right but in this case, no. The article has nothing at
> all to do with server administration.
>
>  * The first paragraph is describing how before HL2, Valve's design
> process was not close-knit like they are now.
>  * The second paragraph is describing how they fixed it when the
> developers started working closely together.
>  * The third paragraph is the author whining that the SDK is too hard to
> learn.
>
> I see nothing that has to do with server administration. At all. It was
> posted here because whoever posted it thought it was "interesting".
> Which it is. But what it's not is -relevent to the administration of
> game servers-.
>
>
> On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote:
> > I dont reward msleeper in any way.
> >
> > Like i said, if he had read the entire email, he would have answered his
> own
> > question.
> >
> > My money is on that he *did* read the entire email, and knows full well
> why
> > it ended up on hlds, and that his "relevant to server administration"
> > comment was just to wind others up.
> >
> > But to quote one of his catchphrases ... "i dont reward stupidity"
> >
> > On Mon, Apr 13, 2009 at 10:16 PM, f0rkz  wrote:
> >
> > > CLEVER
> > >
> > > f0rkz
> > >
> > > On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
> > >
> > > > Fork off
> > > >
> > > > On Mon, Apr 13, 2009 at 10:11 PM, f0rkz  wrote:
> > > >
> > > >> Inb4internet bully.
> > > >>
> > > >> Grow up.
> > > >>
> > > >> f0rkz
> > > >>
> > > >>
> > > >> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
> > > >>
> > > >>> Its a pity you dont care enough about being a complete tosser.
> > > >>>
> > > >>> Like i said, twat, if you'd have read the whole email you'd have
> > > >>> answered
> > > >>> your own fucking question.
> > > >>>
> > > >>> Nice to see your still plumbing the depths of your own stupidity.
> > > >>> Looks like
> > > >>> your still coming up with fresh ways to show everyone what a prick
> > > >>> you are.
> > > >>>
> > > >>> On Mon, Apr 13, 2009 at 9:59 PM, msleeper 
> > > >>> wrote:
> > > >>>
> > >  If I cared about the hlmappers list I'd subscribe there.
> > > 
> > > 
> > >  On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > > > Get a grip you twat - read the whole fucking email and you would
> > > > have
> > >  found
> > > > out why it ended up on the hlds.
> > > >
> > > > This is hlmappers email and someone decided to post it on hlds -
> > > > but if
> > > > you'd have spared 1 ounze of common sense you'd have read what
> > > > happened.
> > > >
> > > > On Mon, Apr 13, 2009 at 8:15 PM, msleeper <
> mslee...@cyberwurx.com>
> > >  wrote:
> > > >
> > > >> Cool article but this has what to do with server administration?
> > > >>
> > > >>
> > > >> On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > > >>> Interesting post on the HLmappers mailing list :-)
> > > >>>
> > > >>> Phil
> > > >>>
> > > >>> 2009/4/5 Nathan Voge 
> > > >>>
> > > 
> > >  I just thought I would throw up this quote from a Gamasutra
> > >  article
> > >  on
> > > >> The
> > >  Cabal: Valve’s Design Process For Creating Half-Life found at
> > >  http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > > 
> > >  [
> > >  No Good Deed Goes Unpunished
> > > 
> > >  Until the Cabal process got underway, technology was added to
> > >  Half-Life
> > >  freely. It was assumed that "if we build it, they will come,"
> > >  meaning
> > > >> that
> > >  any new technology would just naturally find a creative use by
> > >  the
> > > >> content
> > >  creation folks. A prime example of this fallacy was our "beam"
> > >  effect,
> > >  basically a technique for doing highly tunable squiggly
> glowing
> > >  lines
> > >  between two points; stuff like lightning, lasers, and
> > >  mysterious
> > > >> glowing
> > >  beams of energy. It was added to the engine, the parameters
> > >  were
> > > >> exposed,
> > >  and an e-mail was sent out explaining it. The result was …
> > >  nothing.
> > > >> After
> > >  two months only one level designer had put it in a map.
> > >  Engineering
> > >  was
> > >  baffled.
> > > 
> > >  During the Cabal process, we realized that although the level
> > >  designers
> > >  knew of the feature, they really had no clear idea of what it
> > >  was
> > >  for.
> > > >> The
> > >  parameters were all very cryptic, and the wrong combinations
> > >  would
> > > >> cause the
> > >  beams to have very ugly-looking effec

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread msleeper
Normally you'd be right but in this case, no. The article has nothing at
all to do with server administration.

 * The first paragraph is describing how before HL2, Valve's design
process was not close-knit like they are now.
 * The second paragraph is describing how they fixed it when the
developers started working closely together.
 * The third paragraph is the author whining that the SDK is too hard to
learn.

I see nothing that has to do with server administration. At all. It was
posted here because whoever posted it thought it was "interesting".
Which it is. But what it's not is -relevent to the administration of
game servers-.


On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote:
> I dont reward msleeper in any way.
> 
> Like i said, if he had read the entire email, he would have answered his own
> question.
> 
> My money is on that he *did* read the entire email, and knows full well why
> it ended up on hlds, and that his "relevant to server administration"
> comment was just to wind others up.
> 
> But to quote one of his catchphrases ... "i dont reward stupidity"
> 
> On Mon, Apr 13, 2009 at 10:16 PM, f0rkz  wrote:
> 
> > CLEVER
> >
> > f0rkz
> >
> > On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
> >
> > > Fork off
> > >
> > > On Mon, Apr 13, 2009 at 10:11 PM, f0rkz  wrote:
> > >
> > >> Inb4internet bully.
> > >>
> > >> Grow up.
> > >>
> > >> f0rkz
> > >>
> > >>
> > >> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
> > >>
> > >>> Its a pity you dont care enough about being a complete tosser.
> > >>>
> > >>> Like i said, twat, if you'd have read the whole email you'd have
> > >>> answered
> > >>> your own fucking question.
> > >>>
> > >>> Nice to see your still plumbing the depths of your own stupidity.
> > >>> Looks like
> > >>> your still coming up with fresh ways to show everyone what a prick
> > >>> you are.
> > >>>
> > >>> On Mon, Apr 13, 2009 at 9:59 PM, msleeper 
> > >>> wrote:
> > >>>
> >  If I cared about the hlmappers list I'd subscribe there.
> > 
> > 
> >  On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > > Get a grip you twat - read the whole fucking email and you would
> > > have
> >  found
> > > out why it ended up on the hlds.
> > >
> > > This is hlmappers email and someone decided to post it on hlds -
> > > but if
> > > you'd have spared 1 ounze of common sense you'd have read what
> > > happened.
> > >
> > > On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
> >  wrote:
> > >
> > >> Cool article but this has what to do with server administration?
> > >>
> > >>
> > >> On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > >>> Interesting post on the HLmappers mailing list :-)
> > >>>
> > >>> Phil
> > >>>
> > >>> 2009/4/5 Nathan Voge 
> > >>>
> > 
> >  I just thought I would throw up this quote from a Gamasutra
> >  article
> >  on
> > >> The
> >  Cabal: Valve’s Design Process For Creating Half-Life found at
> >  http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > 
> >  [
> >  No Good Deed Goes Unpunished
> > 
> >  Until the Cabal process got underway, technology was added to
> >  Half-Life
> >  freely. It was assumed that "if we build it, they will come,"
> >  meaning
> > >> that
> >  any new technology would just naturally find a creative use by
> >  the
> > >> content
> >  creation folks. A prime example of this fallacy was our "beam"
> >  effect,
> >  basically a technique for doing highly tunable squiggly glowing
> >  lines
> >  between two points; stuff like lightning, lasers, and
> >  mysterious
> > >> glowing
> >  beams of energy. It was added to the engine, the parameters
> >  were
> > >> exposed,
> >  and an e-mail was sent out explaining it. The result was …
> >  nothing.
> > >> After
> >  two months only one level designer had put it in a map.
> >  Engineering
> >  was
> >  baffled.
> > 
> >  During the Cabal process, we realized that although the level
> >  designers
> >  knew of the feature, they really had no clear idea of what it
> >  was
> >  for.
> > >> The
> >  parameters were all very cryptic, and the wrong combinations
> >  would
> > >> cause the
> >  beams to have very ugly-looking effects. There were no decent
> >  textures
> > >> to
> >  apply to them, and setting them up was a bit of a mystery. It
> >  became
> > >> very
> >  clear the technology itself was only a small part of the work
> >  and
> >  integration, training, and follow-through were absolutely
> >  necessary
> >  to
> > >> make
> >  the technology useful to the game. Writin

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Patrick Shelley
I dont reward msleeper in any way.

Like i said, if he had read the entire email, he would have answered his own
question.

My money is on that he *did* read the entire email, and knows full well why
it ended up on hlds, and that his "relevant to server administration"
comment was just to wind others up.

But to quote one of his catchphrases ... "i dont reward stupidity"

On Mon, Apr 13, 2009 at 10:16 PM, f0rkz  wrote:

> CLEVER
>
> f0rkz
>
> On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
>
> > Fork off
> >
> > On Mon, Apr 13, 2009 at 10:11 PM, f0rkz  wrote:
> >
> >> Inb4internet bully.
> >>
> >> Grow up.
> >>
> >> f0rkz
> >>
> >>
> >> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
> >>
> >>> Its a pity you dont care enough about being a complete tosser.
> >>>
> >>> Like i said, twat, if you'd have read the whole email you'd have
> >>> answered
> >>> your own fucking question.
> >>>
> >>> Nice to see your still plumbing the depths of your own stupidity.
> >>> Looks like
> >>> your still coming up with fresh ways to show everyone what a prick
> >>> you are.
> >>>
> >>> On Mon, Apr 13, 2009 at 9:59 PM, msleeper 
> >>> wrote:
> >>>
>  If I cared about the hlmappers list I'd subscribe there.
> 
> 
>  On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > Get a grip you twat - read the whole fucking email and you would
> > have
>  found
> > out why it ended up on the hlds.
> >
> > This is hlmappers email and someone decided to post it on hlds -
> > but if
> > you'd have spared 1 ounze of common sense you'd have read what
> > happened.
> >
> > On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
>  wrote:
> >
> >> Cool article but this has what to do with server administration?
> >>
> >>
> >> On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> >>> Interesting post on the HLmappers mailing list :-)
> >>>
> >>> Phil
> >>>
> >>> 2009/4/5 Nathan Voge 
> >>>
> 
>  I just thought I would throw up this quote from a Gamasutra
>  article
>  on
> >> The
>  Cabal: Valve’s Design Process For Creating Half-Life found at
>  http://www.gamasutra.com/features/19991210/birdwell_01.htm
> 
>  [
>  No Good Deed Goes Unpunished
> 
>  Until the Cabal process got underway, technology was added to
>  Half-Life
>  freely. It was assumed that "if we build it, they will come,"
>  meaning
> >> that
>  any new technology would just naturally find a creative use by
>  the
> >> content
>  creation folks. A prime example of this fallacy was our "beam"
>  effect,
>  basically a technique for doing highly tunable squiggly glowing
>  lines
>  between two points; stuff like lightning, lasers, and
>  mysterious
> >> glowing
>  beams of energy. It was added to the engine, the parameters
>  were
> >> exposed,
>  and an e-mail was sent out explaining it. The result was …
>  nothing.
> >> After
>  two months only one level designer had put it in a map.
>  Engineering
>  was
>  baffled.
> 
>  During the Cabal process, we realized that although the level
>  designers
>  knew of the feature, they really had no clear idea of what it
>  was
>  for.
> >> The
>  parameters were all very cryptic, and the wrong combinations
>  would
> >> cause the
>  beams to have very ugly-looking effects. There were no decent
>  textures
> >> to
>  apply to them, and setting them up was a bit of a mystery. It
>  became
> >> very
>  clear the technology itself was only a small part of the work
>  and
>  integration, training, and follow-through were absolutely
>  necessary
>  to
> >> make
>  the technology useful to the game. Writing the code was
>  typically
>  less
> >> than
>  half the problem.
>  ]
> 
>  It still seems that this problem is still around Source
>  modding,
>  mapping,... The technology is there to do almost anything we
>  want,
>  but
> >> we
>  still have to search and trial and error for hours to achieve
>  it.
>  I'm
>  speaking as someone who has left and returned to many of my
>  maps
>  over
> >> and
>  over again because I don't have the time for another full time
>  job
>  -
> >> and
>  that is what it currently takes to make sense of it all. I'm
>  only
> >> posting
>  this because the L4D SDK is on the horizon and I'd love to
>  get my
>  ideas
> >> into
>  maps without having to reverse engineer maps (I talk here about
>  the
> >> complex
> 

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread f0rkz
CLEVER

f0rkz

On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:

> Fork off
>
> On Mon, Apr 13, 2009 at 10:11 PM, f0rkz  wrote:
>
>> Inb4internet bully.
>>
>> Grow up.
>>
>> f0rkz
>>
>>
>> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
>>
>>> Its a pity you dont care enough about being a complete tosser.
>>>
>>> Like i said, twat, if you'd have read the whole email you'd have
>>> answered
>>> your own fucking question.
>>>
>>> Nice to see your still plumbing the depths of your own stupidity.
>>> Looks like
>>> your still coming up with fresh ways to show everyone what a prick
>>> you are.
>>>
>>> On Mon, Apr 13, 2009 at 9:59 PM, msleeper 
>>> wrote:
>>>
 If I cared about the hlmappers list I'd subscribe there.


 On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> Get a grip you twat - read the whole fucking email and you would
> have
 found
> out why it ended up on the hlds.
>
> This is hlmappers email and someone decided to post it on hlds -
> but if
> you'd have spared 1 ounze of common sense you'd have read what
> happened.
>
> On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
 wrote:
>
>> Cool article but this has what to do with server administration?
>>
>>
>> On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
>>> Interesting post on the HLmappers mailing list :-)
>>>
>>> Phil
>>>
>>> 2009/4/5 Nathan Voge 
>>>

 I just thought I would throw up this quote from a Gamasutra
 article
 on
>> The
 Cabal: Valve’s Design Process For Creating Half-Life found at
 http://www.gamasutra.com/features/19991210/birdwell_01.htm

 [
 No Good Deed Goes Unpunished

 Until the Cabal process got underway, technology was added to
 Half-Life
 freely. It was assumed that "if we build it, they will come,"
 meaning
>> that
 any new technology would just naturally find a creative use by
 the
>> content
 creation folks. A prime example of this fallacy was our "beam"
 effect,
 basically a technique for doing highly tunable squiggly glowing
 lines
 between two points; stuff like lightning, lasers, and  
 mysterious
>> glowing
 beams of energy. It was added to the engine, the parameters  
 were
>> exposed,
 and an e-mail was sent out explaining it. The result was …
 nothing.
>> After
 two months only one level designer had put it in a map.
 Engineering
 was
 baffled.

 During the Cabal process, we realized that although the level
 designers
 knew of the feature, they really had no clear idea of what it  
 was
 for.
>> The
 parameters were all very cryptic, and the wrong combinations
 would
>> cause the
 beams to have very ugly-looking effects. There were no decent
 textures
>> to
 apply to them, and setting them up was a bit of a mystery. It
 became
>> very
 clear the technology itself was only a small part of the work  
 and
 integration, training, and follow-through were absolutely
 necessary
 to
>> make
 the technology useful to the game. Writing the code was  
 typically
 less
>> than
 half the problem.
 ]

 It still seems that this problem is still around Source  
 modding,
 mapping,... The technology is there to do almost anything we
 want,
 but
>> we
 still have to search and trial and error for hours to achieve  
 it.
 I'm
 speaking as someone who has left and returned to many of my  
 maps
 over
>> and
 over again because I don't have the time for another full time
 job
 -
>> and
 that is what it currently takes to make sense of it all. I'm  
 only
>> posting
 this because the L4D SDK is on the horizon and I'd love to  
 get my
 ideas
>> into
 maps without having to reverse engineer maps (I talk here about
 the
>> complex
 example maps that are sometimes included in the SDKs and not
 decompiled
 maps), or trial and error (guess) what entities work  
 together, or
 have
>> to
 wait/search for community tutorials. Please improve this
 drastically
>> with
 the next SDK release. I know I and the rest of the community
 would
>> thank you
 Valve.

 ~Nate



>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
 archives,
>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>> _

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Patrick Shelley
Fork off

On Mon, Apr 13, 2009 at 10:11 PM, f0rkz  wrote:

> Inb4internet bully.
>
> Grow up.
>
> f0rkz
>
>
> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
>
> > Its a pity you dont care enough about being a complete tosser.
> >
> > Like i said, twat, if you'd have read the whole email you'd have
> > answered
> > your own fucking question.
> >
> > Nice to see your still plumbing the depths of your own stupidity.
> > Looks like
> > your still coming up with fresh ways to show everyone what a prick
> > you are.
> >
> > On Mon, Apr 13, 2009 at 9:59 PM, msleeper 
> > wrote:
> >
> >> If I cared about the hlmappers list I'd subscribe there.
> >>
> >>
> >> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> >>> Get a grip you twat - read the whole fucking email and you would
> >>> have
> >> found
> >>> out why it ended up on the hlds.
> >>>
> >>> This is hlmappers email and someone decided to post it on hlds -
> >>> but if
> >>> you'd have spared 1 ounze of common sense you'd have read what
> >>> happened.
> >>>
> >>> On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
> >> wrote:
> >>>
>  Cool article but this has what to do with server administration?
> 
> 
>  On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > Interesting post on the HLmappers mailing list :-)
> >
> > Phil
> >
> > 2009/4/5 Nathan Voge 
> >
> >>
> >> I just thought I would throw up this quote from a Gamasutra
> >> article
> >> on
>  The
> >> Cabal: Valve’s Design Process For Creating Half-Life found at
> >> http://www.gamasutra.com/features/19991210/birdwell_01.htm
> >>
> >> [
> >> No Good Deed Goes Unpunished
> >>
> >> Until the Cabal process got underway, technology was added to
> >> Half-Life
> >> freely. It was assumed that "if we build it, they will come,"
> >> meaning
>  that
> >> any new technology would just naturally find a creative use by
> >> the
>  content
> >> creation folks. A prime example of this fallacy was our "beam"
> >> effect,
> >> basically a technique for doing highly tunable squiggly glowing
> >> lines
> >> between two points; stuff like lightning, lasers, and mysterious
>  glowing
> >> beams of energy. It was added to the engine, the parameters were
>  exposed,
> >> and an e-mail was sent out explaining it. The result was …
> >> nothing.
>  After
> >> two months only one level designer had put it in a map.
> >> Engineering
> >> was
> >> baffled.
> >>
> >> During the Cabal process, we realized that although the level
> >> designers
> >> knew of the feature, they really had no clear idea of what it was
> >> for.
>  The
> >> parameters were all very cryptic, and the wrong combinations
> >> would
>  cause the
> >> beams to have very ugly-looking effects. There were no decent
> >> textures
>  to
> >> apply to them, and setting them up was a bit of a mystery. It
> >> became
>  very
> >> clear the technology itself was only a small part of the work and
> >> integration, training, and follow-through were absolutely
> >> necessary
> >> to
>  make
> >> the technology useful to the game. Writing the code was typically
> >> less
>  than
> >> half the problem.
> >> ]
> >>
> >> It still seems that this problem is still around Source modding,
> >> mapping,... The technology is there to do almost anything we
> >> want,
> >> but
>  we
> >> still have to search and trial and error for hours to achieve it.
> >> I'm
> >> speaking as someone who has left and returned to many of my maps
> >> over
>  and
> >> over again because I don't have the time for another full time
> >> job
> >> -
>  and
> >> that is what it currently takes to make sense of it all. I'm only
>  posting
> >> this because the L4D SDK is on the horizon and I'd love to get my
> >> ideas
>  into
> >> maps without having to reverse engineer maps (I talk here about
> >> the
>  complex
> >> example maps that are sometimes included in the SDKs and not
> >> decompiled
> >> maps), or trial and error (guess) what entities work together, or
> >> have
>  to
> >> wait/search for community tutorials. Please improve this
> >> drastically
>  with
> >> the next SDK release. I know I and the rest of the community
> >> would
>  thank you
> >> Valve.
> >>
> >> ~Nate
> >>
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> >> archives,
>  please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives,
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Cc2iscooL
And this is why we can't have nice things.

On Mon, Apr 13, 2009 at 3:59 PM, msleeper  wrote:

> If I cared about the hlmappers list I'd subscribe there.
>
>
> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > Get a grip you twat - read the whole fucking email and you would have
> found
> > out why it ended up on the hlds.
> >
> > This is hlmappers email and someone decided to post it on hlds - but if
> > you'd have spared 1 ounze of common sense you'd have read what happened.
> >
> > On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
> wrote:
> >
> > > Cool article but this has what to do with server administration?
> > >
> > >
> > > On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > > > Interesting post on the HLmappers mailing list :-)
> > > >
> > > > Phil
> > > >
> > > > 2009/4/5 Nathan Voge 
> > > >
> > > > >
> > > > > I just thought I would throw up this quote from a Gamasutra article
> on
> > > The
> > > > > Cabal: Valve’s Design Process For Creating Half-Life found at
> > > > > http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > > > >
> > > > > [
> > > > > No Good Deed Goes Unpunished
> > > > >
> > > > > Until the Cabal process got underway, technology was added to
> Half-Life
> > > > > freely. It was assumed that "if we build it, they will come,"
> meaning
> > > that
> > > > > any new technology would just naturally find a creative use by the
> > > content
> > > > > creation folks. A prime example of this fallacy was our "beam"
> effect,
> > > > > basically a technique for doing highly tunable squiggly glowing
> lines
> > > > > between two points; stuff like lightning, lasers, and mysterious
> > > glowing
> > > > > beams of energy. It was added to the engine, the parameters were
> > > exposed,
> > > > > and an e-mail was sent out explaining it. The result was … nothing.
> > > After
> > > > > two months only one level designer had put it in a map. Engineering
> was
> > > > > baffled.
> > > > >
> > > > > During the Cabal process, we realized that although the level
> designers
> > > > > knew of the feature, they really had no clear idea of what it was
> for.
> > > The
> > > > > parameters were all very cryptic, and the wrong combinations would
> > > cause the
> > > > > beams to have very ugly-looking effects. There were no decent
> textures
> > > to
> > > > > apply to them, and setting them up was a bit of a mystery. It
> became
> > > very
> > > > > clear the technology itself was only a small part of the work and
> > > > > integration, training, and follow-through were absolutely necessary
> to
> > > make
> > > > > the technology useful to the game. Writing the code was typically
> less
> > > than
> > > > > half the problem.
> > > > > ]
> > > > >
> > > > > It still seems that this problem is still around Source modding,
> > > > > mapping,... The technology is there to do almost anything we want,
> but
> > > we
> > > > > still have to search and trial and error for hours to achieve it.
> I'm
> > > > > speaking as someone who has left and returned to many of my maps
> over
> > > and
> > > > > over again because I don't have the time for another full time job
> -
> > > and
> > > > > that is what it currently takes to make sense of it all. I'm only
> > > posting
> > > > > this because the L4D SDK is on the horizon and I'd love to get my
> ideas
> > > into
> > > > > maps without having to reverse engineer maps (I talk here about the
> > > complex
> > > > > example maps that are sometimes included in the SDKs and not
> decompiled
> > > > > maps), or trial and error (guess) what entities work together, or
> have
> > > to
> > > > > wait/search for community tutorials. Please improve this
> drastically
> > > with
> > > > > the next SDK release. I know I and the rest of the community would
> > > thank you
> > > > > Valve.
> > > > >
> > > > > ~Nate
> > > > >
> > > > >
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread f0rkz
Inb4internet bully.

Grow up.

f0rkz


On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:

> Its a pity you dont care enough about being a complete tosser.
>
> Like i said, twat, if you'd have read the whole email you'd have  
> answered
> your own fucking question.
>
> Nice to see your still plumbing the depths of your own stupidity.  
> Looks like
> your still coming up with fresh ways to show everyone what a prick  
> you are.
>
> On Mon, Apr 13, 2009 at 9:59 PM, msleeper   
> wrote:
>
>> If I cared about the hlmappers list I'd subscribe there.
>>
>>
>> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
>>> Get a grip you twat - read the whole fucking email and you would  
>>> have
>> found
>>> out why it ended up on the hlds.
>>>
>>> This is hlmappers email and someone decided to post it on hlds -  
>>> but if
>>> you'd have spared 1 ounze of common sense you'd have read what  
>>> happened.
>>>
>>> On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
>> wrote:
>>>
 Cool article but this has what to do with server administration?


 On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> Interesting post on the HLmappers mailing list :-)
>
> Phil
>
> 2009/4/5 Nathan Voge 
>
>>
>> I just thought I would throw up this quote from a Gamasutra  
>> article
>> on
 The
>> Cabal: Valve’s Design Process For Creating Half-Life found at
>> http://www.gamasutra.com/features/19991210/birdwell_01.htm
>>
>> [
>> No Good Deed Goes Unpunished
>>
>> Until the Cabal process got underway, technology was added to
>> Half-Life
>> freely. It was assumed that "if we build it, they will come,"
>> meaning
 that
>> any new technology would just naturally find a creative use by  
>> the
 content
>> creation folks. A prime example of this fallacy was our "beam"
>> effect,
>> basically a technique for doing highly tunable squiggly glowing
>> lines
>> between two points; stuff like lightning, lasers, and mysterious
 glowing
>> beams of energy. It was added to the engine, the parameters were
 exposed,
>> and an e-mail was sent out explaining it. The result was …  
>> nothing.
 After
>> two months only one level designer had put it in a map.  
>> Engineering
>> was
>> baffled.
>>
>> During the Cabal process, we realized that although the level
>> designers
>> knew of the feature, they really had no clear idea of what it was
>> for.
 The
>> parameters were all very cryptic, and the wrong combinations  
>> would
 cause the
>> beams to have very ugly-looking effects. There were no decent
>> textures
 to
>> apply to them, and setting them up was a bit of a mystery. It
>> became
 very
>> clear the technology itself was only a small part of the work and
>> integration, training, and follow-through were absolutely  
>> necessary
>> to
 make
>> the technology useful to the game. Writing the code was typically
>> less
 than
>> half the problem.
>> ]
>>
>> It still seems that this problem is still around Source modding,
>> mapping,... The technology is there to do almost anything we  
>> want,
>> but
 we
>> still have to search and trial and error for hours to achieve it.
>> I'm
>> speaking as someone who has left and returned to many of my maps
>> over
 and
>> over again because I don't have the time for another full time  
>> job
>> -
 and
>> that is what it currently takes to make sense of it all. I'm only
 posting
>> this because the L4D SDK is on the horizon and I'd love to get my
>> ideas
 into
>> maps without having to reverse engineer maps (I talk here about  
>> the
 complex
>> example maps that are sometimes included in the SDKs and not
>> decompiled
>> maps), or trial and error (guess) what entities work together, or
>> have
 to
>> wait/search for community tutorials. Please improve this
>> drastically
 with
>> the next SDK release. I know I and the rest of the community  
>> would
 thank you
>> Valve.
>>
>> ~Nate
>>
>>
>>
> ___
> To unsubscribe, edit your list preferences, or view the list
>> archives,
 please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


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

>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> arc

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Patrick Shelley
Its a pity you dont care enough about being a complete tosser.

Like i said, twat, if you'd have read the whole email you'd have answered
your own fucking question.

Nice to see your still plumbing the depths of your own stupidity. Looks like
your still coming up with fresh ways to show everyone what a prick you are.

On Mon, Apr 13, 2009 at 9:59 PM, msleeper  wrote:

> If I cared about the hlmappers list I'd subscribe there.
>
>
> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > Get a grip you twat - read the whole fucking email and you would have
> found
> > out why it ended up on the hlds.
> >
> > This is hlmappers email and someone decided to post it on hlds - but if
> > you'd have spared 1 ounze of common sense you'd have read what happened.
> >
> > On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
> wrote:
> >
> > > Cool article but this has what to do with server administration?
> > >
> > >
> > > On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > > > Interesting post on the HLmappers mailing list :-)
> > > >
> > > > Phil
> > > >
> > > > 2009/4/5 Nathan Voge 
> > > >
> > > > >
> > > > > I just thought I would throw up this quote from a Gamasutra article
> on
> > > The
> > > > > Cabal: Valve’s Design Process For Creating Half-Life found at
> > > > > http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > > > >
> > > > > [
> > > > > No Good Deed Goes Unpunished
> > > > >
> > > > > Until the Cabal process got underway, technology was added to
> Half-Life
> > > > > freely. It was assumed that "if we build it, they will come,"
> meaning
> > > that
> > > > > any new technology would just naturally find a creative use by the
> > > content
> > > > > creation folks. A prime example of this fallacy was our "beam"
> effect,
> > > > > basically a technique for doing highly tunable squiggly glowing
> lines
> > > > > between two points; stuff like lightning, lasers, and mysterious
> > > glowing
> > > > > beams of energy. It was added to the engine, the parameters were
> > > exposed,
> > > > > and an e-mail was sent out explaining it. The result was … nothing.
> > > After
> > > > > two months only one level designer had put it in a map. Engineering
> was
> > > > > baffled.
> > > > >
> > > > > During the Cabal process, we realized that although the level
> designers
> > > > > knew of the feature, they really had no clear idea of what it was
> for.
> > > The
> > > > > parameters were all very cryptic, and the wrong combinations would
> > > cause the
> > > > > beams to have very ugly-looking effects. There were no decent
> textures
> > > to
> > > > > apply to them, and setting them up was a bit of a mystery. It
> became
> > > very
> > > > > clear the technology itself was only a small part of the work and
> > > > > integration, training, and follow-through were absolutely necessary
> to
> > > make
> > > > > the technology useful to the game. Writing the code was typically
> less
> > > than
> > > > > half the problem.
> > > > > ]
> > > > >
> > > > > It still seems that this problem is still around Source modding,
> > > > > mapping,... The technology is there to do almost anything we want,
> but
> > > we
> > > > > still have to search and trial and error for hours to achieve it.
> I'm
> > > > > speaking as someone who has left and returned to many of my maps
> over
> > > and
> > > > > over again because I don't have the time for another full time job
> -
> > > and
> > > > > that is what it currently takes to make sense of it all. I'm only
> > > posting
> > > > > this because the L4D SDK is on the horizon and I'd love to get my
> ideas
> > > into
> > > > > maps without having to reverse engineer maps (I talk here about the
> > > complex
> > > > > example maps that are sometimes included in the SDKs and not
> decompiled
> > > > > maps), or trial and error (guess) what entities work together, or
> have
> > > to
> > > > > wait/search for community tutorials. Please improve this
> drastically
> > > with
> > > > > the next SDK release. I know I and the rest of the community would
> > > thank you
> > > > > Valve.
> > > > >
> > > > > ~Nate
> > > > >
> > > > >
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>

Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread msleeper
If I cared about the hlmappers list I'd subscribe there.


On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> Get a grip you twat - read the whole fucking email and you would have found
> out why it ended up on the hlds.
> 
> This is hlmappers email and someone decided to post it on hlds - but if
> you'd have spared 1 ounze of common sense you'd have read what happened.
> 
> On Mon, Apr 13, 2009 at 8:15 PM, msleeper  wrote:
> 
> > Cool article but this has what to do with server administration?
> >
> >
> > On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > > Interesting post on the HLmappers mailing list :-)
> > >
> > > Phil
> > >
> > > 2009/4/5 Nathan Voge 
> > >
> > > >
> > > > I just thought I would throw up this quote from a Gamasutra article on
> > The
> > > > Cabal: Valve’s Design Process For Creating Half-Life found at
> > > > http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > > >
> > > > [
> > > > No Good Deed Goes Unpunished
> > > >
> > > > Until the Cabal process got underway, technology was added to Half-Life
> > > > freely. It was assumed that "if we build it, they will come," meaning
> > that
> > > > any new technology would just naturally find a creative use by the
> > content
> > > > creation folks. A prime example of this fallacy was our "beam" effect,
> > > > basically a technique for doing highly tunable squiggly glowing lines
> > > > between two points; stuff like lightning, lasers, and mysterious
> > glowing
> > > > beams of energy. It was added to the engine, the parameters were
> > exposed,
> > > > and an e-mail was sent out explaining it. The result was … nothing.
> > After
> > > > two months only one level designer had put it in a map. Engineering was
> > > > baffled.
> > > >
> > > > During the Cabal process, we realized that although the level designers
> > > > knew of the feature, they really had no clear idea of what it was for.
> > The
> > > > parameters were all very cryptic, and the wrong combinations would
> > cause the
> > > > beams to have very ugly-looking effects. There were no decent textures
> > to
> > > > apply to them, and setting them up was a bit of a mystery. It became
> > very
> > > > clear the technology itself was only a small part of the work and
> > > > integration, training, and follow-through were absolutely necessary to
> > make
> > > > the technology useful to the game. Writing the code was typically less
> > than
> > > > half the problem.
> > > > ]
> > > >
> > > > It still seems that this problem is still around Source modding,
> > > > mapping,... The technology is there to do almost anything we want, but
> > we
> > > > still have to search and trial and error for hours to achieve it. I'm
> > > > speaking as someone who has left and returned to many of my maps over
> > and
> > > > over again because I don't have the time for another full time job -
> > and
> > > > that is what it currently takes to make sense of it all. I'm only
> > posting
> > > > this because the L4D SDK is on the horizon and I'd love to get my ideas
> > into
> > > > maps without having to reverse engineer maps (I talk here about the
> > complex
> > > > example maps that are sometimes included in the SDKs and not decompiled
> > > > maps), or trial and error (guess) what entities work together, or have
> > to
> > > > wait/search for community tutorials. Please improve this drastically
> > with
> > > > the next SDK release. I know I and the rest of the community would
> > thank you
> > > > Valve.
> > > >
> > > > ~Nate
> > > >
> > > >
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


___
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visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread Patrick Shelley
Get a grip you twat - read the whole fucking email and you would have found
out why it ended up on the hlds.

This is hlmappers email and someone decided to post it on hlds - but if
you'd have spared 1 ounze of common sense you'd have read what happened.

On Mon, Apr 13, 2009 at 8:15 PM, msleeper  wrote:

> Cool article but this has what to do with server administration?
>
>
> On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > Interesting post on the HLmappers mailing list :-)
> >
> > Phil
> >
> > 2009/4/5 Nathan Voge 
> >
> > >
> > > I just thought I would throw up this quote from a Gamasutra article on
> The
> > > Cabal: Valve’s Design Process For Creating Half-Life found at
> > > http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > >
> > > [
> > > No Good Deed Goes Unpunished
> > >
> > > Until the Cabal process got underway, technology was added to Half-Life
> > > freely. It was assumed that "if we build it, they will come," meaning
> that
> > > any new technology would just naturally find a creative use by the
> content
> > > creation folks. A prime example of this fallacy was our "beam" effect,
> > > basically a technique for doing highly tunable squiggly glowing lines
> > > between two points; stuff like lightning, lasers, and mysterious
> glowing
> > > beams of energy. It was added to the engine, the parameters were
> exposed,
> > > and an e-mail was sent out explaining it. The result was … nothing.
> After
> > > two months only one level designer had put it in a map. Engineering was
> > > baffled.
> > >
> > > During the Cabal process, we realized that although the level designers
> > > knew of the feature, they really had no clear idea of what it was for.
> The
> > > parameters were all very cryptic, and the wrong combinations would
> cause the
> > > beams to have very ugly-looking effects. There were no decent textures
> to
> > > apply to them, and setting them up was a bit of a mystery. It became
> very
> > > clear the technology itself was only a small part of the work and
> > > integration, training, and follow-through were absolutely necessary to
> make
> > > the technology useful to the game. Writing the code was typically less
> than
> > > half the problem.
> > > ]
> > >
> > > It still seems that this problem is still around Source modding,
> > > mapping,... The technology is there to do almost anything we want, but
> we
> > > still have to search and trial and error for hours to achieve it. I'm
> > > speaking as someone who has left and returned to many of my maps over
> and
> > > over again because I don't have the time for another full time job -
> and
> > > that is what it currently takes to make sense of it all. I'm only
> posting
> > > this because the L4D SDK is on the horizon and I'd love to get my ideas
> into
> > > maps without having to reverse engineer maps (I talk here about the
> complex
> > > example maps that are sometimes included in the SDKs and not decompiled
> > > maps), or trial and error (guess) what entities work together, or have
> to
> > > wait/search for community tutorials. Please improve this drastically
> with
> > > the next SDK release. I know I and the rest of the community would
> thank you
> > > Valve.
> > >
> > > ~Nate
> > >
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
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> please visit:
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Re: [hlds] "Writing the code was typically less than half the problem."

2009-04-13 Thread msleeper
Cool article but this has what to do with server administration?


On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> Interesting post on the HLmappers mailing list :-)
> 
> Phil
> 
> 2009/4/5 Nathan Voge 
> 
> >
> > I just thought I would throw up this quote from a Gamasutra article on The
> > Cabal: Valve’s Design Process For Creating Half-Life found at
> > http://www.gamasutra.com/features/19991210/birdwell_01.htm
> >
> > [
> > No Good Deed Goes Unpunished
> >
> > Until the Cabal process got underway, technology was added to Half-Life
> > freely. It was assumed that "if we build it, they will come," meaning that
> > any new technology would just naturally find a creative use by the content
> > creation folks. A prime example of this fallacy was our "beam" effect,
> > basically a technique for doing highly tunable squiggly glowing lines
> > between two points; stuff like lightning, lasers, and mysterious glowing
> > beams of energy. It was added to the engine, the parameters were exposed,
> > and an e-mail was sent out explaining it. The result was … nothing. After
> > two months only one level designer had put it in a map. Engineering was
> > baffled.
> >
> > During the Cabal process, we realized that although the level designers
> > knew of the feature, they really had no clear idea of what it was for. The
> > parameters were all very cryptic, and the wrong combinations would cause the
> > beams to have very ugly-looking effects. There were no decent textures to
> > apply to them, and setting them up was a bit of a mystery. It became very
> > clear the technology itself was only a small part of the work and
> > integration, training, and follow-through were absolutely necessary to make
> > the technology useful to the game. Writing the code was typically less than
> > half the problem.
> > ]
> >
> > It still seems that this problem is still around Source modding,
> > mapping,... The technology is there to do almost anything we want, but we
> > still have to search and trial and error for hours to achieve it. I'm
> > speaking as someone who has left and returned to many of my maps over and
> > over again because I don't have the time for another full time job - and
> > that is what it currently takes to make sense of it all. I'm only posting
> > this because the L4D SDK is on the horizon and I'd love to get my ideas into
> > maps without having to reverse engineer maps (I talk here about the complex
> > example maps that are sometimes included in the SDKs and not decompiled
> > maps), or trial and error (guess) what entities work together, or have to
> > wait/search for community tutorials. Please improve this drastically with
> > the next SDK release. I know I and the rest of the community would thank you
> > Valve.
> >
> > ~Nate
> >
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


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[hlds] "Writing the code was typically less than half the problem."

2009-04-11 Thread Philip Bembridge
Interesting post on the HLmappers mailing list :-)

Phil

2009/4/5 Nathan Voge 

>
> I just thought I would throw up this quote from a Gamasutra article on The
> Cabal: Valve’s Design Process For Creating Half-Life found at
> http://www.gamasutra.com/features/19991210/birdwell_01.htm
>
> [
> No Good Deed Goes Unpunished
>
> Until the Cabal process got underway, technology was added to Half-Life
> freely. It was assumed that "if we build it, they will come," meaning that
> any new technology would just naturally find a creative use by the content
> creation folks. A prime example of this fallacy was our "beam" effect,
> basically a technique for doing highly tunable squiggly glowing lines
> between two points; stuff like lightning, lasers, and mysterious glowing
> beams of energy. It was added to the engine, the parameters were exposed,
> and an e-mail was sent out explaining it. The result was … nothing. After
> two months only one level designer had put it in a map. Engineering was
> baffled.
>
> During the Cabal process, we realized that although the level designers
> knew of the feature, they really had no clear idea of what it was for. The
> parameters were all very cryptic, and the wrong combinations would cause the
> beams to have very ugly-looking effects. There were no decent textures to
> apply to them, and setting them up was a bit of a mystery. It became very
> clear the technology itself was only a small part of the work and
> integration, training, and follow-through were absolutely necessary to make
> the technology useful to the game. Writing the code was typically less than
> half the problem.
> ]
>
> It still seems that this problem is still around Source modding,
> mapping,... The technology is there to do almost anything we want, but we
> still have to search and trial and error for hours to achieve it. I'm
> speaking as someone who has left and returned to many of my maps over and
> over again because I don't have the time for another full time job - and
> that is what it currently takes to make sense of it all. I'm only posting
> this because the L4D SDK is on the horizon and I'd love to get my ideas into
> maps without having to reverse engineer maps (I talk here about the complex
> example maps that are sometimes included in the SDKs and not decompiled
> maps), or trial and error (guess) what entities work together, or have to
> wait/search for community tutorials. Please improve this drastically with
> the next SDK release. I know I and the rest of the community would thank you
> Valve.
>
> ~Nate
>
>
>
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