Fork off 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 > > > > _______________________________________________ > 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

