It's a fair bit of pot luck as to who will see your ad/post, so you
just gotta keep trying.

Once you have a core team together and you start producing stuff you
can show off, then people will start to seek you out, indeed thats how
we found the most dedicated members of Team Dystopia.

On 12/30/05, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> --
> [ 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
>
>

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