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 >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> _______________________________________________ >>>>>>> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

