so if you knew all that in the first place- why bother asking your dumb question at all.
seriously, your a troll and i'm gonna do this to you every time. On 13/04/2009, msleeper <[email protected]> wrote: > Normally you'd be right but in this case, no. The article has nothing at > all to do with server administration. > > * The first paragraph is describing how before HL2, Valve's design > process was not close-knit like they are now. > * The second paragraph is describing how they fixed it when the > developers started working closely together. > * The third paragraph is the author whining that the SDK is too hard to > learn. > > I see nothing that has to do with server administration. At all. It was > posted here because whoever posted it thought it was "interesting". > Which it is. But what it's not is -relevent to the administration of > game servers-. > > > On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote: >> I dont reward msleeper in any way. >> >> Like i said, if he had read the entire email, he would have answered his >> own >> question. >> >> My money is on that he *did* read the entire email, and knows full well >> why >> it ended up on hlds, and that his "relevant to server administration" >> comment was just to wind others up. >> >> But to quote one of his catchphrases ... "i dont reward stupidity" >> >> On Mon, Apr 13, 2009 at 10:16 PM, f0rkz <[email protected]> wrote: >> >> > 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 >> > >> _______________________________________________ >> 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 > -- Sent from my mobile device _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

