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

Reply via email to