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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
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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:
>
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> hmm maybe, but go ahea
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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
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You don't think a mod based on the Army Men game is too niche?
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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
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
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
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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
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
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But I don't want to seem annoying...how often do you think I post for help?
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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
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
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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
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,
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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
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
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
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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:
>
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> What's that suppoused to me
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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
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
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
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
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