--
[ 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

Reply via email to