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On Mon, Apr 13, 2009 at 10:11 PM, f0rkz <[email protected]> wrote:

> Inb4internet bully.
>
> Grow up.
>
> f0rkz
>
>
> On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
>
> > Its a pity you dont care enough about being a complete tosser.
> >
> > Like i said, twat, if you'd have read the whole email you'd have
> > answered
> > your own fucking question.
> >
> > Nice to see your still plumbing the depths of your own stupidity.
> > Looks like
> > your still coming up with fresh ways to show everyone what a prick
> > you are.
> >
> > On Mon, Apr 13, 2009 at 9:59 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
>
>
>
> _______________________________________________
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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