I would politely suggest that you unsubscribe from the list or opt for  
the daily digest instead. There was no need for that childish display.

On 19 Aug 2009, at 20:36, Joost van kempen <[email protected]>  
wrote:

>
> 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
>>>>>
>>>>>
>>>> _______________________________________________
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>>>> archives,
>>> please visit:
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>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
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>>>
>>>
>>
>>
>> -- 
>> Gear Dev
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list  
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
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