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

2009-04-15 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 tanktun...@gmail.com wrote:

   
 no u

 On Tue, Apr 14, 2009 at 9:13 PM, msleeper mslee...@cyberwurx.com 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.
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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 mac...@mods.de wrote:

 http://www.urbandictionary.com/define.php?term=no+u
  Ugh... No, you!
 
  On Tue, Apr 14, 2009 at 3:23 PM, matan nov tanktun...@gmail.com wrote:
 
 
  no u
 
  On Tue, Apr 14, 2009 at 9:13 PM, msleeper mslee...@cyberwurx.com
 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.
  ___
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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 Olly
I see you are using GMail. Kindly install the Mail Goggles labs app.

2009/4/14 Patrick Shelley sidest...@gmail.com

 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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 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 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 Jeff Wozniak
*DOH!*

On Tue, Apr 14, 2009 at 7:55 AM, matan nov tanktun...@gmail.com wrote:

 Oh shit, I sent that to the wrong mailing list.Ignore please.

 On Tue, Apr 14, 2009 at 2:55 PM, matan nov tanktun...@gmail.com wrote:

  All niggers must hang.
 
 
  On Tue, Apr 14, 2009 at 2:08 PM, f0rkz h...@f0rkznet.net 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
 
 
 
 
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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 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 mrrjwhe...@yahoo.com wrote:

 Parents should learn to password their computers while unsupervised kids
 are present




 
 From: Jeff Wozniak jeffwozn...@gmail.com
 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 tanktun...@gmail.com wrote:

  Oh shit, I sent that to the wrong mailing list.Ignore please.
 
  On Tue, Apr 14, 2009 at 2:55 PM, matan nov tanktun...@gmail.com wrote:
 
   All niggers must hang.
  
  
   On Tue, Apr 14, 2009 at 2:08 PM, f0rkz h...@f0rkznet.net 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.
___
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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 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:
 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
no u

On Tue, Apr 14, 2009 at 9:13 PM, msleeper mslee...@cyberwurx.com 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
 
 
 
 
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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 mslee...@cyberwurx.com  
 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




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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 tanktun...@gmail.com wrote:

 no u

 On Tue, Apr 14, 2009 at 9:13 PM, msleeper mslee...@cyberwurx.com 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.
___
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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 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 tanktun...@gmail.com wrote:

  no u
 
  On Tue, Apr 14, 2009 at 9:13 PM, msleeper mslee...@cyberwurx.com
 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.
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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 hl2fr...@msn.com
 
 
  I just thought I would throw up this quote from a Gamasutra article on The
  Cabal: Valve’s Design Process For Creating Half-Life found at
  http://www.gamasutra.com/features/19991210/birdwell_01.htm
 
  [
  No Good Deed Goes Unpunished
 
  Until the Cabal process got underway, technology was added to Half-Life
  freely. It was assumed that if we build it, they will come, meaning that
  any new technology would just naturally find a creative use by the content
  creation folks. A prime example of this fallacy was our beam effect,
  basically a technique for doing highly tunable squiggly glowing lines
  between two points; stuff like lightning, lasers, and mysterious glowing
  beams of energy. It was added to the engine, the parameters were exposed,
  and an e-mail was sent out explaining it. The result was … nothing. After
  two months only one level designer had put it in a map. Engineering was
  baffled.
 
  During the Cabal process, we realized that although the level designers
  knew of the feature, they really had no clear idea of what it was for. The
  parameters were all very cryptic, and the wrong combinations would cause the
  beams to have very ugly-looking effects. There were no decent textures to
  apply to them, and setting them up was a bit of a mystery. It became very
  clear the technology itself was only a small part of the work and
  integration, training, and follow-through were absolutely necessary to make
  the technology useful to the game. Writing the code was typically less than
  half the problem.
  ]
 
  It still seems that this problem is still around Source modding,
  mapping,... The technology is there to do almost anything we want, but we
  still have to search and trial and error for hours to achieve it. I'm
  speaking as someone who has left and returned to many of my maps over and
  over again because I don't have the time for another full time job - and
  that is what it currently takes to make sense of it all. I'm only posting
  this because the L4D SDK is on the horizon and I'd love to get my ideas into
  maps without having to reverse engineer maps (I talk here about the complex
  example maps that are sometimes included in the SDKs and not decompiled
  maps), or trial and error (guess) what entities work together, or have to
  wait/search for community tutorials. Please improve this drastically with
  the next SDK release. I know I and the rest of the community would thank you
  Valve.
 
  ~Nate
 
 
 
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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 mslee...@cyberwurx.com wrote:

 Cool article but this has what to do with server administration?


 On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
  Interesting post on the HLmappers mailing list :-)
 
  Phil
 
  2009/4/5 Nathan Voge hl2fr...@msn.com
 
  
   I just thought I would throw up this quote from a Gamasutra article on
 The
   Cabal: Valve’s Design Process For Creating Half-Life found at
   http://www.gamasutra.com/features/19991210/birdwell_01.htm
  
   [
   No Good Deed Goes Unpunished
  
   Until the Cabal process got underway, technology was added to Half-Life
   freely. It was assumed that if we build it, they will come, meaning
 that
   any new technology would just naturally find a creative use by the
 content
   creation folks. A prime example of this fallacy was our beam effect,
   basically a technique for doing highly tunable squiggly glowing lines
   between two points; stuff like lightning, lasers, and mysterious
 glowing
   beams of energy. It was added to the engine, the parameters were
 exposed,
   and an e-mail was sent out explaining it. The result was … nothing.
 After
   two months only one level designer had put it in a map. Engineering was
   baffled.
  
   During the Cabal process, we realized that although the level designers
   knew of the feature, they really had no clear idea of what it was for.
 The
   parameters were all very cryptic, and the wrong combinations would
 cause the
   beams to have very ugly-looking effects. There were no decent textures
 to
   apply to them, and setting them up was a bit of a mystery. It became
 very
   clear the technology itself was only a small part of the work and
   integration, training, and follow-through were absolutely necessary to
 make
   the technology useful to the game. Writing the code was typically less
 than
   half the problem.
   ]
  
   It still seems that this problem is still around Source modding,
   mapping,... The technology is there to do almost anything we want, but
 we
   still have to search and trial and error for hours to achieve it. I'm
   speaking as someone who has left and returned to many of my maps over
 and
   over again because I don't have the time for another full time job -
 and
   that is what it currently takes to make sense of it all. I'm only
 posting
   this because the L4D SDK is on the horizon and I'd love to get my ideas
 into
   maps without having to reverse engineer maps (I talk here about the
 complex
   example maps that are sometimes included in the SDKs and not decompiled
   maps), or trial and error (guess) what entities work together, or have
 to
   wait/search for community tutorials. Please improve this drastically
 with
   the next SDK release. I know I and the rest of the community would
 thank you
   Valve.
  
   ~Nate
  
  
  
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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
If I cared about the hlmappers list I'd subscribe there.


On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
 Get a grip you twat - read the whole fucking email and you would have found
 out why it ended up on the hlds.
 
 This is hlmappers email and someone decided to post it on hlds - but if
 you'd have spared 1 ounze of common sense you'd have read what happened.
 
 On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com wrote:
 
  Cool article but this has what to do with server administration?
 
 
  On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
   Interesting post on the HLmappers mailing list :-)
  
   Phil
  
   2009/4/5 Nathan Voge hl2fr...@msn.com
  
   
I just thought I would throw up this quote from a Gamasutra article on
  The
Cabal: Valve’s Design Process For Creating Half-Life found at
http://www.gamasutra.com/features/19991210/birdwell_01.htm
   
[
No Good Deed Goes Unpunished
   
Until the Cabal process got underway, technology was added to Half-Life
freely. It was assumed that if we build it, they will come, meaning
  that
any new technology would just naturally find a creative use by the
  content
creation folks. A prime example of this fallacy was our beam effect,
basically a technique for doing highly tunable squiggly glowing lines
between two points; stuff like lightning, lasers, and mysterious
  glowing
beams of energy. It was added to the engine, the parameters were
  exposed,
and an e-mail was sent out explaining it. The result was … nothing.
  After
two months only one level designer had put it in a map. Engineering was
baffled.
   
During the Cabal process, we realized that although the level designers
knew of the feature, they really had no clear idea of what it was for.
  The
parameters were all very cryptic, and the wrong combinations would
  cause the
beams to have very ugly-looking effects. There were no decent textures
  to
apply to them, and setting them up was a bit of a mystery. It became
  very
clear the technology itself was only a small part of the work and
integration, training, and follow-through were absolutely necessary to
  make
the technology useful to the game. Writing the code was typically less
  than
half the problem.
]
   
It still seems that this problem is still around Source modding,
mapping,... The technology is there to do almost anything we want, but
  we
still have to search and trial and error for hours to achieve it. I'm
speaking as someone who has left and returned to many of my maps over
  and
over again because I don't have the time for another full time job -
  and
that is what it currently takes to make sense of it all. I'm only
  posting
this because the L4D SDK is on the horizon and I'd love to get my ideas
  into
maps without having to reverse engineer maps (I talk here about the
  complex
example maps that are sometimes included in the SDKs and not decompiled
maps), or trial and error (guess) what entities work together, or have
  to
wait/search for community tutorials. Please improve this drastically
  with
the next SDK release. I know I and the rest of the community would
  thank you
Valve.
   
~Nate
   
   
   
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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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 mslee...@cyberwurx.com wrote:

 If I cared about the hlmappers list I'd subscribe there.


 On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
  Get a grip you twat - read the whole fucking email and you would have
 found
  out why it ended up on the hlds.
 
  This is hlmappers email and someone decided to post it on hlds - but if
  you'd have spared 1 ounze of common sense you'd have read what happened.
 
  On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
 wrote:
 
   Cool article but this has what to do with server administration?
  
  
   On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
Interesting post on the HLmappers mailing list :-)
   
Phil
   
2009/4/5 Nathan Voge hl2fr...@msn.com
   

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

 [
 No Good Deed Goes Unpunished

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

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

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

 ~Nate



___
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 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
Inb4internet bully.

Grow up.

f0rkz


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

 Its a pity you dont care enough about being a complete tosser.

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

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

 On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com  
 wrote:

 If I cared about the hlmappers list I'd subscribe there.


 On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
 Get a grip you twat - read the whole fucking email and you would  
 have
 found
 out why it ended up on the hlds.

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

 On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
 wrote:

 Cool article but this has what to do with server administration?


 On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
 Interesting post on the HLmappers mailing list :-)

 Phil

 2009/4/5 Nathan Voge hl2fr...@msn.com


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

 [
 No Good Deed Goes Unpunished

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

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

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

 ~Nate



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


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

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

On Mon, Apr 13, 2009 at 3:59 PM, msleeper mslee...@cyberwurx.com wrote:

 If I cared about the hlmappers list I'd subscribe there.


 On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
  Get a grip you twat - read the whole fucking email and you would have
 found
  out why it ended up on the hlds.
 
  This is hlmappers email and someone decided to post it on hlds - but if
  you'd have spared 1 ounze of common sense you'd have read what happened.
 
  On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
 wrote:
 
   Cool article but this has what to do with server administration?
  
  
   On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
Interesting post on the HLmappers mailing list :-)
   
Phil
   
2009/4/5 Nathan Voge hl2fr...@msn.com
   

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

 [
 No Good Deed Goes Unpunished

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

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

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

 ~Nate



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

On Mon, Apr 13, 2009 at 10:11 PM, f0rkz h...@f0rkznet.net wrote:

 Inb4internet bully.

 Grow up.

 f0rkz


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

  Its a pity you dont care enough about being a complete tosser.
 
  Like i said, twat, if you'd have read the whole email you'd have
  answered
  your own fucking question.
 
  Nice to see your still plumbing the depths of your own stupidity.
  Looks like
  your still coming up with fresh ways to show everyone what a prick
  you are.
 
  On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com
  wrote:
 
  If I cared about the hlmappers list I'd subscribe there.
 
 
  On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
  Get a grip you twat - read the whole fucking email and you would
  have
  found
  out why it ended up on the hlds.
 
  This is hlmappers email and someone decided to post it on hlds -
  but if
  you'd have spared 1 ounze of common sense you'd have read what
  happened.
 
  On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
  wrote:
 
  Cool article but this has what to do with server administration?
 
 
  On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
  Interesting post on the HLmappers mailing list :-)
 
  Phil
 
  2009/4/5 Nathan Voge hl2fr...@msn.com
 
 
  I just thought I would throw up this quote from a Gamasutra
  article
  on
  The
  Cabal: Valve’s Design Process For Creating Half-Life found at
  http://www.gamasutra.com/features/19991210/birdwell_01.htm
 
  [
  No Good Deed Goes Unpunished
 
  Until the Cabal process got underway, technology was added to
  Half-Life
  freely. It was assumed that if we build it, they will come,
  meaning
  that
  any new technology would just naturally find a creative use by
  the
  content
  creation folks. A prime example of this fallacy was our beam
  effect,
  basically a technique for doing highly tunable squiggly glowing
  lines
  between two points; stuff like lightning, lasers, and mysterious
  glowing
  beams of energy. It was added to the engine, the parameters were
  exposed,
  and an e-mail was sent out explaining it. The result was …
  nothing.
  After
  two months only one level designer had put it in a map.
  Engineering
  was
  baffled.
 
  During the Cabal process, we realized that although the level
  designers
  knew of the feature, they really had no clear idea of what it was
  for.
  The
  parameters were all very cryptic, and the wrong combinations
  would
  cause the
  beams to have very ugly-looking effects. There were no decent
  textures
  to
  apply to them, and setting them up was a bit of a mystery. It
  became
  very
  clear the technology itself was only a small part of the work and
  integration, training, and follow-through were absolutely
  necessary
  to
  make
  the technology useful to the game. Writing the code was typically
  less
  than
  half the problem.
  ]
 
  It still seems that this problem is still around Source modding,
  mapping,... The technology is there to do almost anything we
  want,
  but
  we
  still have to search and trial and error for hours to achieve it.
  I'm
  speaking as someone who has left and returned to many of my maps
  over
  and
  over again because I don't have the time for another full time
  job
  -
  and
  that is what it currently takes to make sense of it all. I'm only
  posting
  this because the L4D SDK is on the horizon and I'd love to get my
  ideas
  into
  maps without having to reverse engineer maps (I talk here about
  the
  complex
  example maps that are sometimes included in the SDKs and not
  decompiled
  maps), or trial and error (guess) what entities work together, or
  have
  to
  wait/search for community tutorials. Please improve this
  drastically
  with
  the next SDK release. I know I and the rest of the community
  would
  thank you
  Valve.
 
  ~Nate
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
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  ___
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  archives,
  please visit:
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  ___
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  archives,
  please visit:
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Re: [hlds] Writing the code was typically less than half the problem.

2009-04-13 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 h...@f0rkznet.net wrote:

 Inb4internet bully.

 Grow up.

 f0rkz


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

 Its a pity you dont care enough about being a complete tosser.

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

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

 On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com
 wrote:

 If I cared about the hlmappers list I'd subscribe there.


 On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
 Get a grip you twat - read the whole fucking email and you would
 have
 found
 out why it ended up on the hlds.

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

 On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
 wrote:

 Cool article but this has what to do with server administration?


 On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
 Interesting post on the HLmappers mailing list :-)

 Phil

 2009/4/5 Nathan Voge hl2fr...@msn.com


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

 [
 No Good Deed Goes Unpunished

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

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

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

 ~Nate



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


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
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 ___
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 archives,
 please visit:
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 archives,
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 ___
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 archives,
 please visit:
 

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 h...@f0rkznet.net wrote:

 CLEVER

 f0rkz

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

  Fork off
 
  On Mon, Apr 13, 2009 at 10:11 PM, f0rkz h...@f0rkznet.net wrote:
 
  Inb4internet bully.
 
  Grow up.
 
  f0rkz
 
 
  On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
 
  Its a pity you dont care enough about being a complete tosser.
 
  Like i said, twat, if you'd have read the whole email you'd have
  answered
  your own fucking question.
 
  Nice to see your still plumbing the depths of your own stupidity.
  Looks like
  your still coming up with fresh ways to show everyone what a prick
  you are.
 
  On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com
  wrote:
 
  If I cared about the hlmappers list I'd subscribe there.
 
 
  On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
  Get a grip you twat - read the whole fucking email and you would
  have
  found
  out why it ended up on the hlds.
 
  This is hlmappers email and someone decided to post it on hlds -
  but if
  you'd have spared 1 ounze of common sense you'd have read what
  happened.
 
  On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
  wrote:
 
  Cool article but this has what to do with server administration?
 
 
  On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
  Interesting post on the HLmappers mailing list :-)
 
  Phil
 
  2009/4/5 Nathan Voge hl2fr...@msn.com
 
 
  I just thought I would throw up this quote from a Gamasutra
  article
  on
  The
  Cabal: Valve’s Design Process For Creating Half-Life found at
  http://www.gamasutra.com/features/19991210/birdwell_01.htm
 
  [
  No Good Deed Goes Unpunished
 
  Until the Cabal process got underway, technology was added to
  Half-Life
  freely. It was assumed that if we build it, they will come,
  meaning
  that
  any new technology would just naturally find a creative use by
  the
  content
  creation folks. A prime example of this fallacy was our beam
  effect,
  basically a technique for doing highly tunable squiggly glowing
  lines
  between two points; stuff like lightning, lasers, and
  mysterious
  glowing
  beams of energy. It was added to the engine, the parameters
  were
  exposed,
  and an e-mail was sent out explaining it. The result was …
  nothing.
  After
  two months only one level designer had put it in a map.
  Engineering
  was
  baffled.
 
  During the Cabal process, we realized that although the level
  designers
  knew of the feature, they really had no clear idea of what it
  was
  for.
  The
  parameters were all very cryptic, and the wrong combinations
  would
  cause the
  beams to have very ugly-looking effects. There were no decent
  textures
  to
  apply to them, and setting them up was a bit of a mystery. It
  became
  very
  clear the technology itself was only a small part of the work
  and
  integration, training, and follow-through were absolutely
  necessary
  to
  make
  the technology useful to the game. Writing the code was
  typically
  less
  than
  half the problem.
  ]
 
  It still seems that this problem is still around Source
  modding,
  mapping,... The technology is there to do almost anything we
  want,
  but
  we
  still have to search and trial and error for hours to achieve
  it.
  I'm
  speaking as someone who has left and returned to many of my
  maps
  over
  and
  over again because I don't have the time for another full time
  job
  -
  and
  that is what it currently takes to make sense of it all. I'm
  only
  posting
  this because the L4D SDK is on the horizon and I'd love to
  get my
  ideas
  into
  maps without having to reverse engineer maps (I talk here about
  the
  complex
  example maps that are sometimes included in the SDKs and not
  decompiled
  maps), or trial and error (guess) what entities work
  together, or
  have
  to
  wait/search for community tutorials. Please improve this
  drastically
  with
  the next SDK release. I know I and the rest of the community
  would
  thank you
  Valve.
 
  ~Nate
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  

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 mslee...@cyberwurx.com wrote:

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

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

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


 On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote:
  I dont reward msleeper in any way.
 
  Like i said, if he had read the entire email, he would have answered his
 own
  question.
 
  My money is on that he *did* read the entire email, and knows full well
 why
  it ended up on hlds, and that his relevant to server administration
  comment was just to wind others up.
 
  But to quote one of his catchphrases ... i dont reward stupidity
 
  On Mon, Apr 13, 2009 at 10:16 PM, f0rkz h...@f0rkznet.net wrote:
 
   CLEVER
  
   f0rkz
  
   On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
  
Fork off
   
On Mon, Apr 13, 2009 at 10:11 PM, f0rkz h...@f0rkznet.net wrote:
   
Inb4internet bully.
   
Grow up.
   
f0rkz
   
   
On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
   
Its a pity you dont care enough about being a complete tosser.
   
Like i said, twat, if you'd have read the whole email you'd have
answered
your own fucking question.
   
Nice to see your still plumbing the depths of your own stupidity.
Looks like
your still coming up with fresh ways to show everyone what a prick
you are.
   
On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com
wrote:
   
If I cared about the hlmappers list I'd subscribe there.
   
   
On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
Get a grip you twat - read the whole fucking email and you would
have
found
out why it ended up on the hlds.
   
This is hlmappers email and someone decided to post it on hlds -
but if
you'd have spared 1 ounze of common sense you'd have read what
happened.
   
On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
 mslee...@cyberwurx.com
wrote:
   
Cool article but this has what to do with server administration?
   
   
On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
Interesting post on the HLmappers mailing list :-)
   
Phil
   
2009/4/5 Nathan Voge hl2fr...@msn.com
   
   
I just thought I would throw up this quote from a Gamasutra
article
on
The
Cabal: Valve’s Design Process For Creating Half-Life found at
http://www.gamasutra.com/features/19991210/birdwell_01.htm
   
[
No Good Deed Goes Unpunished
   
Until the Cabal process got underway, technology was added to
Half-Life
freely. It was assumed that if we build it, they will come,
meaning
that
any new technology would just naturally find a creative use by
the
content
creation folks. A prime example of this fallacy was our beam
effect,
basically a technique for doing highly tunable squiggly
 glowing
lines
between two points; stuff like lightning, lasers, and
mysterious
glowing
beams of energy. It was added to the engine, the parameters
were
exposed,
and an e-mail was sent out explaining it. The result was …
nothing.
After
two months only one level designer had put it in a map.
Engineering
was
baffled.
   
During the Cabal process, we realized that although the level
designers
knew of the feature, they really had no clear idea of what it
was
for.
The
parameters were all very cryptic, and the wrong combinations
would
cause the
beams to have very ugly-looking effects. There were no decent
textures
to
apply to them, and setting them up was a bit of a mystery. It
became
very
clear the technology itself was only a small part of the work
and
integration, training, and follow-through were absolutely
necessary
to
make
the technology useful to the game. Writing the code was
typically
less
than
half the problem.
]
   
It still seems that this problem is still around Source
modding,
mapping,... The technology is there to do almost anything we
want,
but
we
still have to search and trial and error for hours to achieve
it.
I'm
speaking as someone who has left and returned to many of my
maps
over
and
over again because I don't have the time for another full time

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 h...@f0rkznet.net wrote:
  
   CLEVER
  
   f0rkz
  
   On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
  
Fork off
   
On Mon, Apr 13, 2009 at 10:11 PM, f0rkz h...@f0rkznet.net wrote:
   
Inb4internet bully.
   
Grow up.
   
f0rkz
   
   
On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
   
Its a pity you dont care enough about being a complete tosser.
   
Like i said, twat, if you'd have read the whole email you'd have
answered
your own fucking question.
   
Nice to see your still plumbing the depths of your own stupidity.
Looks like
your still coming up with fresh ways to show everyone what a prick
you are.
   
On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com
wrote:
   
If I cared about the hlmappers list I'd subscribe there.
   
   
On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
Get a grip you twat - read the whole fucking email and you would
have
found
out why it ended up on the hlds.
   
This is hlmappers email and someone decided to post it on hlds -
but if
you'd have spared 1 ounze of common sense you'd have read what
happened.
   
On Mon, Apr 13, 2009 at 8:15 PM, msleeper mslee...@cyberwurx.com
wrote:
   
Cool article but this has what to do with server administration?
   
   
On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
Interesting post on the HLmappers mailing list :-)
   
Phil
   
2009/4/5 Nathan Voge hl2fr...@msn.com
   
   
I just thought I would throw up this quote from a Gamasutra
article
on
The
Cabal: Valve’s Design Process For Creating Half-Life found at
http://www.gamasutra.com/features/19991210/birdwell_01.htm
   
[
No Good Deed Goes Unpunished
   
Until the Cabal process got underway, technology was added to
Half-Life
freely. It was assumed that if we build it, they will come,
meaning
that
any new technology would just naturally find a creative use by
the
content
creation folks. A prime example of this fallacy was our beam
effect,
basically a technique for doing highly tunable squiggly glowing
lines
between two points; stuff like lightning, lasers, and
mysterious
glowing
beams of energy. It was added to the engine, the parameters
were
exposed,
and an e-mail was sent out explaining it. The result was …
nothing.
After
two months only one level designer had put it in a map.
Engineering
was
baffled.
   
During the Cabal process, we realized that although the level
designers
knew of the feature, they really had no clear idea of what it
was
for.
The
parameters were all very cryptic, and the wrong combinations
would
cause the
beams to have very ugly-looking effects. There were no decent
textures
to
apply to them, and setting them up was a bit of a mystery. It
became
very
clear the technology itself was only a small part of the work
and
integration, training, and follow-through were absolutely
necessary
to
make
the technology useful to the game. Writing the code was
typically
less
than
half the problem.
]
   
It still seems that this problem is still around Source
modding,
mapping,... The technology is there to do almost anything we
want,
but
  

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, hlds-requ...@list.valvesoftware.comwrote:

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 When replying, please edit your Subject line so it is more specific
 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 mslee...@cyberwurx.com
 Subject: Re: [hlds] Writing the code was typically less than half  the
problem.
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 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 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 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 saul.renni...@gmail.comwrote:

 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 sidest...@gmail.com wrote:

  Im blaming Philip Bembridge!
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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 sidest...@gmail.comwrote:

 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 saul.renni...@gmail.com
 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 sidest...@gmail.com wrote:
 
   Im blaming Philip Bembridge!
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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 sidest...@gmail.comwrote:

 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 saul.renni...@gmail.com
 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 sidest...@gmail.com wrote:
 
   Im blaming Philip Bembridge!
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From: Jake Skenna halflife...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
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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