OH, PLEASE GOD SOMEONE REMOVE HIM!

As said before, if you don't want this spam mail, REMOVE YOURSELF FROM THE
LIST PLEASE.

2009/8/19 Joost van kempen <[email protected]>

>
> I DONT WANT THIS SPAM MAIL ANYMORE
>
> > From: [email protected]
> > To: [email protected]
> > Date: Wed, 19 Aug 2009 21:02:56 +0100
> > Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost
> tons  of data.
> >
> > 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
> > >>>>>
> > >>>>>
> > >>>> _______________________________________________
> > >>>> 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
> > >>
> > >
> > > _________________________________________________________________
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> > >
> >
> > _______________________________________________
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> please visit:
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> >
>
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