You deserve to get another one...
> > I DONT WANT THIS SPAM MAIL ANYMORE > >> Date: Wed, 19 Aug 2009 12:02:35 -0700 >> From: [email protected] >> To: [email protected] >> Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost >> tons of data. >> >> Stay on Topic. >> >> On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery < >> [email protected]> wrote: >> >> > For a full conversion 3-4 (maybe even 5) coders is acceptable but the >> > majority of mods really don't need as many coders as they try to get. >> > >> > Generally I learn the bit of the SDK I'm about to work on, for a bit >> > before I start work instead of learning the whole thing. >> > >> > By doing gameplay and logic first (the bit I'm best at IMHO) I can get >> > a fun and playable mod. While the 2D and 3D artists are at work during >> > the art pass on the mod I can get to grips with visual coding; >> > particles and vgui for example. >> > >> > I generally look through the code for 30 mins and test some things >> > out. If I cant find what I'm looking for I ask for a pointer in the >> > source coding forums or on here. That usually solves the problem for >> > me. >> > >> > >> > 2009/8/19 ZuM <[email protected]>: >> > > Well, one coder to develop a total conversion mod for a game in my >> > opinion >> > > is a small number. There are a lot of ground to cover and also most >> > > of >> > the >> > > people work full-time and develop the mods on their free time, so >> > > it's >> > not >> > > unreasonable to have 4-5 coders... >> > > >> > > Also this way everybody can specialise on some parts of the SDK >> > > instead >> > of >> > > being a Jack-of-all-trades. >> > > >> > > 2009/8/19 Harry Jeffery <[email protected]> >> > > >> > >> @ Richard >> > >> >> > >> I learn by reading through the code and experimenting. Sometimes >> > >> there >> > >> are previous implementations I can use for reference. If someone >> > >> wants >> > >> to help a newbie by mentoring them that's great. I just feel that >> > >> while being mentored the newbie should concentrate on becoming >> > >> competent with the engine by prehaps making a smaller experimental >> > >> mod >> > >> rather than tagging along with a mod team that already has a coder. >> > >> Learning by doing is far better than watching. >> > >> >> > >> @ Adam >> > >> >> > >> Sure, they would. That's how I started working for Nightmare House >> > >> 2. >> > >> It was on the verge of death because Hen couldn't get a coder to >> > >> finish the work he needed done who wasn't asking for money. While >> > >> working on that mod I learnt a lot. >> > >> >> > >> I'm also working on a fully fledged surf mod (CSS style surfing) It >> > >> uses a point system similar to those found in skateboarding games. >> > >> Implementing something like that only took me a couple of days at >> > >> most >> > >> on my own and I'm not exactly a highly skilled coder. >> > >> >> > >> Anyway, my point is all these new mods start asking for 2-3 coders >> > >> right off the bat and trying to pull a big team together. From >> > >> experience it's far better to have just 1 coder to get the gameplay >> > >> working and then maybe bring in a second for bugfixing and polish if >> > >> necessary. >> > >> >> > >> I just feel mods having several unnecessary coders sets a bad >> > >> example >> > >> to newbies and is a bit unfair on mods with a great team that just >> > >> cannot get hold of a coder to do some simple changes to the game. By >> > >> having each mod take only what it needs from the hl2 modding >> > >> community >> > >> it would give other mods with lots of potential a better chance of >> > >> being completed and released. >> > >> >> > >> _______________________________________________ >> > >> 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 >> > >> > >> >> >> -- >> Gear Dev >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > _________________________________________________________________ > What can you do with the new Windows Live? Find out > http://www.microsoft.com/windows/windowslive/default.aspx > _______________________________________________ > 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

