-- [ 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 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 ready to step in. > > It also helps if you find some really good artists early on in the > piece, as releasing great looking renders/shots is actually a good way > to attract more quality dev team members. Sad but true! > > On 12/30/05, Rice, Rick <[EMAIL PROTECTED]> wrote: > > 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 > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list 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 > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list 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 > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

