-- [ Picked text/plain from multipart/alternative ] 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 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, really are hurting for that one extra person, ModDB or a > Planet Half-life news post usually garner the attention of the type of > people you'd be looking for. > > -Jeff Katz > Digital Paintball > > > > Aaron Schiff wrote: > > >-- > >[ 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 > > > > > > > > > > > _______________________________________________ > 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

