On 1/2/06, Ben Everett [EMAIL PROTECTED] wrote:
[...] We don't
have to worry about team bloat (which I believe Insurgency is having to deal
with to a LARGE extent) and we don't have to worry about any communication
issues. By leaving our team small we can work even more closely together to
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Sorry, going backwards a little here, but about realism. I tend to stay away
from that sort of gameplay, it bores me alot. Recently on the BG2 forums I
have been fighting to keep anal realism out of what is generally a rather
arcadish game. The
Of Jason Houston
Sent: Monday, January 02, 2006 2:48 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Successful mod team tips and warstories?
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Sorry, going backwards a little here, but about realism. I tend to stay away
from that sort
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Aye, couldn't of said it better myself. I have been doing that during my
time asone of the BG2 coders and have been scolded on the forums plenty for
my apparent closed-mindedness. It does help to get some input though. I am
always running little
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Granted that my experience comes from RL work in graphic animation but and of
course I also get paid for it, but the structure and procedures apply the same.
Yes Input should always be welcomed, but only as input suggestions The core
of
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Please let me add this, I am not currently part of any MOD team, my hardcore
experience come from working with large teams for an animation Co.
I have experience in MOD's from having worked on Xen Rebels and Karl is an
excelent
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Well I have been following this conversation for awhile now very interesting
indeed.
But if I can throw in my two cents.
I have been an enormous fan of HL since it first came out and like many others
what I found was that being able to
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That's a good point, all these new realism mods are hell bent of have a
conformed look to them that makes them try and replicate commercial
successes such as Counter Strike. There are 2 sides to that coin.
1) The modding community has reached a
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Yeah. The sad thing is that even if your mod isn't a realism mod, and
has one of the most fun concepts ever, it is still so easy to fail. Take
(for example) the mod I'm working on as a coder: Elite Force: Total
Conversion. It is a continuation of the
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I tell you another problem that at least at that time and appears by the
conversations that I have read even here still persist.
With Xen rebels when I received the email from Karl Jones, welcoming me to
Xen Rebels, One of the very first
Sounds like the people who still work on the mod need to get rid of the
leader and choose a new one. What good is a leader if he doesn't
contribute anything or at least keep things in order and on schedule?
Philip Withnall wrote:
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Yeah. The sad
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In his defence, he did start a new job at Ubisoft (as a modeller) a
short time into the mod.
Justin Krenz wrote:
Sounds like the people who still work on the mod need to get rid of the
leader and choose a new one. What good is a leader if he
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.
: [hlcoders] Successful mod team tips and warstories?
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
@list.valvesoftware.com
Subject: [hlcoders] Successful mod team tips and warstories?
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
] On Behalf Of Scott Loyd
Sent: Thursday, December 29, 2005 3:34 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Successful mod team tips and warstories?
If you consider Goldeneye: Source a successful mod so far, then this is
what
I have to say as a programmer on the team
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Successful mod team tips and warstories?
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
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Successful mod team tips and warstories?
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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
@list.valvesoftware.com
Subject: Re: [hlcoders] Successful mod team tips and warstories?
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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
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of fjulll
Sent: Thursday, December 29, 2005 4:22 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Successful mod team tips and warstories?
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What's
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 team tips and warstories?
If you consider Goldeneye: Source a successful mod so far, then this
is
what
: Thursday, December 29, 2005 4:22 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Successful mod team tips and warstories?
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What's that suppoused to mean?
On 12/29/05, Rice, Rick [EMAIL PROTECTED] wrote:
Remember
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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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To unsubscribe, edit your list preferences, or view the list archives, please
visit:
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
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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
mod team tips and warstories?
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
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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
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You don't think a mod based on the Army Men game is too niche?
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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
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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 ahead and
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