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 has that one member constantly failed to produce?

Teamwork readily identifies those that 'can' from those that either cannot
or are unwilling/lazy/incompetent.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of fjulll
Sent: Thursday, December 29, 2005 4:22 PM
To: [email protected]
Subject: Re: [hlcoders] Successful mod team tips and warstories?

--
[ 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 PROTECTED] On Behalf Of Scott Loyd
> Sent: Thursday, December 29, 2005 3:34 PM
> To: [email protected]
> 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 of the
> source
> material, and having the *source* available to other developers incase you
> just get up and leave, or have no time to develop your assignment, allows
> others to pick up where you left off.
> - Constant Communication; we use Ventrilo, IRC, and our forums to keep
> communication going.  Although we don't have as good of communication as a
> lot of us want, it still exists :).
> - Design Document WOULD have helped us :).  I proposed the idea of using a
> WIKI to develop our design document as a team (this was before our alpha
> release, and I believe this is our next goal).
> - Not everyone on the team needs to work as a team, but you need a few
> that
> do.  I would say that at least one from each area of development should be
> in good communication with the rest.
> - Use CVS/SVN/P4 if you can.  We use it to hold our Source and our MOD.
> Gives you a good idea of the development activity and also what to
> test/add
> as others develop :).
> - Value the knowledge of your team mates, this goes along with respect.
> - Get rid of those that don't work.  From my experience, the programmers
> tend to come and go... :(
> - Motivation...
>
> I believe we are doing "those that contribute, lead."  I am thinking,
> those
> that contribute have the respect of the team and simply lead by example...
> With a proper design document, the team should know what needs to be done
> anyways, and should just have good communication to check up on one
> another.
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
> Sent: Thursday, December 29, 2005 2:01 AM
> To: [email protected]
> 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 recognizable
> names
> as
> long time mod developers, etc.
>
> http://developer.valvesoftware.com/wiki/Successful_Mod_Team_Tips
>
>
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