And this is why we can't have nice things.

On Mon, Apr 13, 2009 at 3:59 PM, msleeper <[email protected]> wrote:

> If I cared about the hlmappers list I'd subscribe there.
>
>
> On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> > Get a grip you twat - read the whole fucking email and you would have
> found
> > out why it ended up on the hlds.
> >
> > This is hlmappers email and someone decided to post it on hlds - but if
> > you'd have spared 1 ounze of common sense you'd have read what happened.
> >
> > On Mon, Apr 13, 2009 at 8:15 PM, msleeper <[email protected]>
> wrote:
> >
> > > Cool article but this has what to do with server administration?
> > >
> > >
> > > On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> > > > Interesting post on the HLmappers mailing list :-)
> > > >
> > > > Phil
> > > >
> > > > 2009/4/5 Nathan Voge <[email protected]>
> > > >
> > > > >
> > > > > I just thought I would throw up this quote from a Gamasutra article
> on
> > > The
> > > > > Cabal: Valve’s Design Process For Creating Half-Life found at
> > > > > http://www.gamasutra.com/features/19991210/birdwell_01.htm
> > > > >
> > > > > [
> > > > > No Good Deed Goes Unpunished
> > > > >
> > > > > Until the Cabal process got underway, technology was added to
> Half-Life
> > > > > freely. It was assumed that "if we build it, they will come,"
> meaning
> > > that
> > > > > any new technology would just naturally find a creative use by the
> > > content
> > > > > creation folks. A prime example of this fallacy was our "beam"
> effect,
> > > > > basically a technique for doing highly tunable squiggly glowing
> lines
> > > > > between two points; stuff like lightning, lasers, and mysterious
> > > glowing
> > > > > beams of energy. It was added to the engine, the parameters were
> > > exposed,
> > > > > and an e-mail was sent out explaining it. The result was … nothing.
> > > After
> > > > > two months only one level designer had put it in a map. Engineering
> was
> > > > > baffled.
> > > > >
> > > > > During the Cabal process, we realized that although the level
> designers
> > > > > knew of the feature, they really had no clear idea of what it was
> for.
> > > The
> > > > > parameters were all very cryptic, and the wrong combinations would
> > > cause the
> > > > > beams to have very ugly-looking effects. There were no decent
> textures
> > > to
> > > > > apply to them, and setting them up was a bit of a mystery. It
> became
> > > very
> > > > > clear the technology itself was only a small part of the work and
> > > > > integration, training, and follow-through were absolutely necessary
> to
> > > make
> > > > > the technology useful to the game. Writing the code was typically
> less
> > > than
> > > > > half the problem.
> > > > > ]
> > > > >
> > > > > It still seems that this problem is still around Source modding,
> > > > > mapping,... The technology is there to do almost anything we want,
> but
> > > we
> > > > > still have to search and trial and error for hours to achieve it.
> I'm
> > > > > speaking as someone who has left and returned to many of my maps
> over
> > > and
> > > > > over again because I don't have the time for another full time job
> -
> > > and
> > > > > that is what it currently takes to make sense of it all. I'm only
> > > posting
> > > > > this because the L4D SDK is on the horizon and I'd love to get my
> ideas
> > > into
> > > > > maps without having to reverse engineer maps (I talk here about the
> > > complex
> > > > > example maps that are sometimes included in the SDKs and not
> decompiled
> > > > > maps), or trial and error (guess) what entities work together, or
> have
> > > to
> > > > > wait/search for community tutorials. Please improve this
> drastically
> > > with
> > > > > the next SDK release. I know I and the rest of the community would
> > > thank you
> > > > > Valve.
> > > > >
> > > > > ~Nate
> > > > >
> > > > >
> > > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

Reply via email to