Re: [hlcoders] Re: "Extra App ID set to 211, but no SteamAppId"

2005-12-29 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] Thanks, is there any chance of finding a list of some sort that Valve keeps up to date about updates and bug fixes? Obviously you have some internal list could someone possibly take the most current bugs that are being worked on and post them som

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Ah no...I really don't want to go exactly to what they had...just being a little person in a huge map is fun! On 12/30/05, Jason Houston <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > hmm maybe, but go ahea

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] hmm maybe, but go ahead and try it, if you can get a team going you will love it. But be warned! It is hard to stay on such a project, you feel obliged to stay true to the original and your creative freedom gets suffocated by the fans who will fla

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You don't think a mod based on the Army Men game is too niche? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I just added a section on starting small and using your own progress in the mod to bring potential modders to your team, as well as why niche mods are hard to start and why to avoid starting one(DBZ mods and such, beleive me, they are hard :o). I

RE: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Robin Walker
In the past we've written some guidelines on general mod making (on the wiki at http://developer.valvesoftware.com/wiki/Making_a_MOD ), and we're planning to expand it soon with more of a focus on mod design & team building (right now it spends most of its time on the shipping process). One of the

RE: [hlcoders] Re: "Extra App ID set to 211, but no SteamAppId"

2005-12-29 Thread David Speyrer
We'll have a fix for this tomorrow. In the meanwhile, please run Steam with a "-beta sdk" command-line argument to work around this. For example: "C:\Program Files\Valve\Steam\Steam.exe" -beta sdk -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] as often as its neccessary, post on your site, post help wanted requests on moddb every few weeks if you have trouble with it. Also make any pleas for help look professional, "Hi, my mod needs a modeler its going to be like cs but with better guns

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Spektre
Find out where the mod community hangs out. There's a number of methods of communication, and the best thing you can do is to make youself known on all of them. To be honest, that can be a fulltime position, just watching all the traffic. I mean, there's forums (http://www.chatbear.com/board.plm

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] But I don't want to seem annoying...how often do you think I post for help? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mai

Re: [hlcoders] A modification of shot distribution for Source

2005-12-29 Thread Teddy
This is really cool, I've implemented this in Dystopia and we're very pleased with the results. Biased spread rewards good aiming alot more, and that's what we like to see! :-) Thanks for posting this Tim! On 12/21/05, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > Tim Holt wrote: > > >I wondered a

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Teddy
It's a fair bit of pot luck as to who will see your ad/post, so you just gotta keep trying. Once you have a core team together and you start producing stuff you can show off, then people will start to seek you out, indeed thats how we found the most dedicated members of Team Dystopia. On 12/30/05

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I've tried posting at hl2files...probably the wrong place to look? On 12/29/05, Kuja <[EMAIL PROTECTED]> wrote: > > If you have to actively search for people, something is extremely wrong. > In the five years I've been running the development tea

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Kuja
If you have to actively search for people, something is extremely wrong. In the five years I've been running the development team for DPB, there has never been a shortage of people willing to do work for the mod. The trick is, getting talented people without the ego/time problems. If you really,

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Yes but how DO you find people? On 12/29/05, Teddy <[EMAIL PROTECTED]> wrote: > > Even when you get a mod team, keeping them isn't that easy. For the 12 > or so people who actually contributed to Dystopia, we had over 60 > people come and go over

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Teddy
Even when you get a mod team, keeping them isn't that easy. For the 12 or so people who actually contributed to Dystopia, we had over 60 people come and go over the past 2 years. Be prepared that people wont do work, or those that do will disappear from time to time, always have a backup person rea

RE: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Rice, Rick
LOL, if you have to ask that question, then you have not worked with others on serious projects. How many times have you had to bail out that one member of your team? How many times has that one member put you behind schedule? How many times has that one member been a disruption? How many times ha

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] I'd like to know how to get a mod team though...I've been waiting around doing nothing for my mod for months... On 12/29/05, fjulll <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > What's that suppoused to me

Re: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread fjulll
-- [ Picked text/plain from multipart/alternative ] What's that suppoused to mean? On 12/29/05, Rice, Rick <[EMAIL PROTECTED]> wrote: > > Remember: Teamwork is natures way of identifying the weak. > > Richard Rice, BSCS > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROT

RE: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Rice, Rick
Remember: Teamwork is natures way of identifying the weak. Richard Rice, BSCS -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Thursday, December 29, 2005 3:34 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Successful mod t

RE: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Scott Loyd
If you consider Goldeneye: Source a successful mod so far, then this is what I have to say as a programmer on the team: - Sharing of source; the code is just as valuable as the rest of the source material, and having the *source* available to other developers incase you just get up and leave, or h

[hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Tim Holt
I put up a new page on the Valve Wiki to talk about what makes a successful mod team. I thought I'd email here to see if I could get a few additions and war stories from you the list members, since many of you have recognizable names as long time mod developers, etc. http://developer.valvesoftwar