Can an admin ban/remove this kiddy who thought he was grown up enough
to be in the hlcoders mail list?

2009/8/19 ZuM <eduardo...@gmail.com>:
> OH, PLEASE GOD SOMEONE REMOVE HIM!
>
> As said before, if you don't want this spam mail, REMOVE YOURSELF FROM THE
> LIST PLEASE.
>
> 2009/8/19 Joost van kempen <little_jo...@hotmail.com>
>
>>
>> I DONT WANT THIS SPAM MAIL ANYMORE
>>
>> > From: adamjbuckl...@gmail.com
>> > To: hlcoders@list.valvesoftware.com
>> > Date: Wed, 19 Aug 2009 21:02:56 +0100
>> > Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost
>> tons  of data.
>> >
>> > I would politely suggest that you unsubscribe from the list or opt for
>> > the daily digest instead. There was no need for that childish display.
>> >
>> > On 19 Aug 2009, at 20:36, Joost van kempen <little_jo...@hotmail.com>
>> > wrote:
>> >
>> > >
>> > > I DONT WANT THIS SPAM MAIL ANYMORE
>> > >
>> > >> Date: Wed, 19 Aug 2009 12:02:35 -0700
>> > >> From: gear....@gmail.com
>> > >> To: hlcoders@list.valvesoftware.com
>> > >> Subject: Re: [hlcoders] My harddrive died overnight. No warning. I
>> > >> lost tons    of data.
>> > >>
>> > >> Stay on Topic.
>> > >>
>> > >> On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery <
>> > >> harry101jeff...@googlemail.com> wrote:
>> > >>
>> > >>> For a full conversion 3-4 (maybe even 5) coders is acceptable but
>> > >>> the
>> > >>> majority of mods really don't need as many coders as they try to
>> > >>> get.
>> > >>>
>> > >>> Generally I learn the bit of the SDK I'm about to work on, for a bit
>> > >>> before I start work instead of learning the whole thing.
>> > >>>
>> > >>> By doing gameplay and logic first (the bit I'm best at IMHO) I can
>> > >>> get
>> > >>> a fun and playable mod. While the 2D and 3D artists are at work
>> > >>> during
>> > >>> the art pass on the mod I can get to grips with visual coding;
>> > >>> particles and vgui for example.
>> > >>>
>> > >>> I generally look through the code for 30 mins and test some things
>> > >>> out. If I cant find what I'm looking for I ask for a pointer in the
>> > >>> source coding forums or on here. That usually solves the problem for
>> > >>> me.
>> > >>>
>> > >>>
>> > >>> 2009/8/19 ZuM <eduardo...@gmail.com>:
>> > >>>> Well, one coder to develop a total conversion mod for a game in my
>> > >>> opinion
>> > >>>> is a small number. There are a lot of ground to cover and also
>> > >>>> most of
>> > >>> the
>> > >>>> people work full-time and develop the mods on their free time, so
>> > >>>> it's
>> > >>> not
>> > >>>> unreasonable to have 4-5 coders...
>> > >>>>
>> > >>>> Also this way everybody can specialise on some parts of the SDK
>> > >>>> instead
>> > >>> of
>> > >>>> being a Jack-of-all-trades.
>> > >>>>
>> > >>>> 2009/8/19 Harry Jeffery <harry101jeff...@googlemail.com>
>> > >>>>
>> > >>>>> @ Richard
>> > >>>>>
>> > >>>>> I learn by reading through the code and experimenting. Sometimes
>> > >>>>> there
>> > >>>>> are previous implementations I can use for reference. If someone
>> > >>>>> wants
>> > >>>>> to help a newbie by mentoring them that's great. I just feel that
>> > >>>>> while being mentored the newbie should concentrate on becoming
>> > >>>>> competent with the engine by prehaps making a smaller
>> > >>>>> experimental mod
>> > >>>>> rather than tagging along with a mod team that already has a
>> > >>>>> coder.
>> > >>>>> Learning by doing is far better than watching.
>> > >>>>>
>> > >>>>> @ Adam
>> > >>>>>
>> > >>>>> Sure, they would. That's how I started working for Nightmare
>> > >>>>> House 2.
>> > >>>>> It was on the verge of death because Hen couldn't get a coder to
>> > >>>>> finish the work he needed done who wasn't asking for money. While
>> > >>>>> working on that mod I learnt a lot.
>> > >>>>>
>> > >>>>> I'm also working on a fully fledged surf mod (CSS style surfing)
>> > >>>>> It
>> > >>>>> uses a point system similar to those found in skateboarding games.
>> > >>>>> Implementing something like that only took me a couple of days
>> > >>>>> at most
>> > >>>>> on my own and I'm not exactly a highly skilled coder.
>> > >>>>>
>> > >>>>> Anyway, my point is all these new mods start asking for 2-3 coders
>> > >>>>> right off the bat and trying to pull a big team together. From
>> > >>>>> experience it's far better to have just 1 coder to get the
>> > >>>>> gameplay
>> > >>>>> working and then maybe bring in a second for bugfixing and
>> > >>>>> polish if
>> > >>>>> necessary.
>> > >>>>>
>> > >>>>> I just feel mods having several unnecessary coders sets a bad
>> > >>>>> example
>> > >>>>> to newbies and is a bit unfair on mods with a great team that just
>> > >>>>> cannot get hold of a coder to do some simple changes to the
>> > >>>>> game. By
>> > >>>>> having each mod take only what it needs from the hl2 modding
>> > >>>>> community
>> > >>>>> it would give other mods with lots of potential a better chance of
>> > >>>>> being completed and released.
>> > >>>>>
>> > >>>>> _______________________________________________
>> > >>>>> To unsubscribe, edit your list preferences, or view the list
>> > >>>>> archives,
>> > >>>>> please visit:
>> > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>>>
>> > >>>>>
>> > >>>> _______________________________________________
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>> > >>>> archives,
>> > >>> please visit:
>> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>>
>> > >>>>
>> > >>>
>> > >>> _______________________________________________
>> > >>> To unsubscribe, edit your list preferences, or view the list
>> > >>> archives,
>> > >>> please visit:
>> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>>
>> > >>>
>> > >>
>> > >>
>> > >> --
>> > >> Gear Dev
>> > >> _______________________________________________
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>> > >> archives, please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>
>> > >
>> > > _________________________________________________________________
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>> > >
>> >
>> > _______________________________________________
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>> please visit:
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>> >
>>
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