The Cabal process is certainly not a living thing here, or maybe it is.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Mon, Apr 13, 2009 at 2:38 PM, <[email protected]>wrote:

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>   1. Re: "Writing the code was typically less than half        the
>      problem." (msleeper)
>   2. Re: "Writing the code was typically less than half the
>      problem." (Brent Veal)
>   3. Re: "Writing the code was typically less than     half    the
>      problem." (Alec Sanger)
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> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 13 Apr 2009 17:32:58 -0400
> From: msleeper <[email protected]>
> Subject: Re: [hlds] "Writing the code was typically less than half      the
>        problem."
> To: Half-Life dedicated Win32 server mailing list
>        <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=utf-8
>
> 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-.
>
>
>
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