CLEVER

f0rkz

On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:

> 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
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>> _______________________________________________
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>>>>>> please visit:
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>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>> please visit:
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>>>>>>
>>>>> _______________________________________________
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>>>>> archives,
>>>> please visit:
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>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>> _______________________________________________
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>>
>>
>>
>> _______________________________________________
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>> archives,
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>>
> _______________________________________________
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