[hlcoders] Experienced (non-game) Programmer looking for work on an HL or HL2 mod

2003-05-27 Thread Jamie Esliger
I posted this at planethalflife.com mod forums.  Sending it out to this list
as well...


Hi everyone. I'm an experienced programmer looking to work on a HL or HL2
mod. While I have very little game programming experience, I have been
programming for a living for over 10 years now, in the Telecom industry.

My game programming experience is limited only to a little fooling around
with some 2D stuff from an old Lamothe book Windows Game Programming for
Dummies, as well as a tiny little bit of DirectX programming
experimentation.

I know C very well, and some C++. I can find my way around a C++ program and
have written some small programs, but nothing major. I learn fast.

Programming itself is not the problem. I just want an interesting project to
work on.

I'm interested in learning more about game programming, and developing a mod
seems to be a great path to take.

I'd like to work on something with a well thought-out game design, and a
motivated team leader.

I'm willing to start from scratch on a new mod, or join an existing mod
team, even if it is just to quash those final few bugs. I just want to get
into the guts of the game.

Thanks,
Jamie


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread MoD
that gives me

a) relief, no more silly discussion.
b) confusion, how will they makej it easier for modders, documentation,
perhaps? :
c) hope, valve ppl still read our mumblings :

--

MoD,

Always @ your service.

- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 The Source SDK will be similar to the existing Half-Life SDK in that it
will
 be C++ based, not a using a proprietary scripting language.

 Erik Johnson

 -Original Message-
 From: Sniper [mailto:[EMAIL PROTECTED]
 Sent: Saturday, May 24, 2003 7:56 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Half-Life 2: Programming, Hmm?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Just a quick thought/question.

 Half-Life 2 and it's modifications will be done with C/C++, as it was in
 Half-Life, correct? There's a handful of discussions blooming up on
various
 Half-Life 2 forums talking about this. Scripting languages can be very
 limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
 article said:


 While the old system required its fair share of technical know-how,
amateur
 modders are now promised the chance to focus on content and gameplay flow
 rather than the nuts and bolts of programming.


 This could imply a scripting language, don't you agree? (Emphasis on
could)
 Hopefully this is not the case, of course.

 A scripting language might be neat for people new to creating
modifications,
 but it'd be nice to have C/C++ in addition. I don't think Valve would step
 away from the power C/C++ offers to modders, but nothing has really been
 confirmed.

 Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


 Sniper
 --


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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Jeroen \ShadowLord\ Bogers
 If you (or ANYONE) belive that C++ is the be all and end all of
developement
 of games then you need to take a reality check, wake up and stop being so
 blinkered.
It's not the be all and all. But it is the base for almost any AAA game. So
you can't just shove C/C++ aside without looking back.

 Anyways, I'm not going to argue this point any more, simply because i've
 been in your postion, did some reading and researching into scripting
 systems and realised just how good they are and what you can do with them,
 and frankly i've had enuff of bashing my head against a brick wall here
and
 i've better things to do (like work and make a living).
 So, go through life beliving C++ is the best if you like, but if you plan
on
 taking your skills out into the game industry be prepared for a shock and
a
 kick in the teeth when they use other things as well.
The thing is that with only a scripting language Half-Life 2 modding will
never be as big. The modders basicly need the same access to the game as the
developper had, except maybe the core engine (altho there are ways aorund
the enige too). Just like the HL SDK works now. With only scripting this is
just not feasable. The scripting would be so complex and feature rich that
it would be easier to just start coding in binary code :)

The key is a combination of scriping and C/C++, just like game developpers
use. The creative staff uses the scripting language to create whatever they
want in a simple way. If it doesn't support a certain feature, it's added
with C/C++. Just like that, the modder would need the same access. If you
want to create a 'simple' mod, you can just use the scripting language only.
And you're happy it was all so simple to mod HL. On the other hand, if you
want to make a real TC, like a rally mod, you just fire up your favorite
C/C++ editor next to the script editor and start working... If you need
extra power or a new script feature, you just switch ot your C/C++ window,
code it there and then continue with the script. This way you have the best
of both worlds. And it allows the creative staff of your mod to do a lot of
coding for you with the script, while the core coding team concentrates on
the bowels of the engine.

Jeroen ShadowLord Bogers


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jeroen \ShadowLord\ Bogers
A bit of an update on this. GamingNEXT had an interview with Gabe Newell...
This is what he had to say about the modability of the engine:

GamingNEXT - Finally, how user friendly is this engine and will modders be
able to create unique environments and maps that made the first Half-Life
last so long?
Gabe Newell - We learned a lot through our experiences with TFC,
Counter-Strike, Day of Defeat, and so on.  This engine is much more MOD'able
(if that's a word) than Half-Life 1 was, and the tool set has been improved
a lot.  We'll also be releasing a bunch of material to help MOD teams get
their existing work up and running on the new engine as a starting point.


His last line suggests that you can port existing work for HL MODs to HL2.
If this is the case, it's almost certain there will be C/C++ modding. Please
note that this does NOT exclude a scripting language.

To read the full interview, go to
http://www.gamingnext.com/articles/index.asp?id=17

Jeroen ShadowLord Bogers

- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 25, 2003 04:56
Subject: [hlcoders] Half-Life 2: Programming, Hmm?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just a quick thought/question.

Half-Life 2 and it's modifications will be done with C/C++, as it was in
Half-Life, correct? There's a handful of discussions blooming up on various
Half-Life 2 forums talking about this. Scripting languages can be very
limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
article said:


While the old system required its fair share of technical know-how, amateur
modders are now promised the chance to focus on content and gameplay flow
rather than the nuts and bolts of programming.


This could imply a scripting language, don't you agree? (Emphasis on could)
Hopefully this is not the case, of course.

A scripting language might be neat for people new to creating modifications,
but it'd be nice to have C/C++ in addition. I don't think Valve would step
away from the power C/C++ offers to modders, but nothing has really been
confirmed.

Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


Sniper
--


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[hlcoders] Mods on CD?

2003-05-27 Thread Jeff Katz
Lo, list ;)

Some of my forum gnomes have been clamouring for me to sell cds
with my mod on it. I wasn't exactly sure if this was legal as per the
EULA. We wouldn't actually be making any profit from the sales of the cd
- just whatever cafepress charges.

Thanks for any (informed) responses...

Jeff 'Kuja' Katz
http://www.digitalpaintball.net


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RE: [hlcoders] c++ vs. scripts

2003-05-27 Thread Kyle
OMFG MY EMAIL, jesus christ you guys clam DOWN!

LOL


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Monday, May 26, 2003 8:39 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] c++ vs. scripts

I'm replying to myself because I just re-read it, it may seem like I have
this thing against CS, but I don't. Anyway, more to the point, because of
something phantom said about hl being one of the first.. well, no. Quake.
I'll bring up quake any day of the week. From what I know/remember, the
majority (or at least, a large chunk.. robin with tf, yahn with BSP, steve
used to run a quake modding site (he even helped me with some stuff back in
the day for quake, thanks steve!) of valve are/were all Quake Modders. It
isn't because its written in c/c++ that the mod community is so big; its
BECAUSE THEY SUPPORT IT. I've yet to see another retail game where the TEAM
sets up a coding mailing list, and other forms of communication to keep
community interaction with their project. HL could have had its own
variation on QuakeC, and I'm willing to bet it still would have risen to the
top.

Sure, it may not have lasted AS long, with so many things being recycled,
it's the fact that valve has always supported the mod community, being
modders themselves that put them to the top.

From what I've seen, even if hl2 used a scripting language, I'd STILL mod
for it, unlike unreal. I just don't see the support aspect there.


omega
Blackened Interactive - http://www.blackened-interactive.com
Wavelength - http://www.thewavelength.net

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Tony omega Sergi
 Sent: May 26, 2003 11:30 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] c++ vs. scripts

 No other game has counter-strike, and people wanting to clone it either.
 No other game has a huge following that thinks CS *IS* the engine, and
 that
 they want to mod it.

 I just felt like throwing this in for no real reason. I'm all for c/c++
 over
 scripting anyway, always have been, however its surely not because of
 c/c++
 that there are so many mods. There are hundreds if not thousands of mods
 that are by people that don't know how to program anyway, they just want a
 piece of the hl mod pie, and most of them are CS players.




 omega
 Blackened Interactive - http://www.blackened-interactive.com
 Wavelength - http://www.thewavelength.net

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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Sniper
Truth hurts, doesn't it. The average game out there IS just a bunch of
crappy weapon mods. Take the entire Starsiege: Tribes series for instance.
The mod community was built around a scripting engine the game featured.
Nothing but double warhammer shotgun flameball thrower plasma bomb
launcher weapon mods were created.

There are several different examples of why scripting languages usually lead
to crappy weapon mods. Too many to list.

Sniper

- Original Message -
From: Phantom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 26, 2003 10:00 PM
Subject: Re: [hlcoders] c++ vs. scripts



 - Original Message -
 From: Michael A. Hobson [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, May 26, 2003 9:18 PM
 Subject: RE: [hlcoders] c++ vs. scripts


  Persons who are not up to programming in C or C++ are not up to
  programming at all and are certainly not skilled enough to produce
 anything
  but crappy weapons mods.

 oh, one last thing, this is the most bigoeted, short sighed and childish
 comment in this whole convasion.
 Your going to write off the work of everyone who programs in something
else
 other than C or C++ because they are 'not upto it' if they havent needed
to
 learn it?
 Tell me when you get out into the real world and discover C++ isnt 'all
 that' :)
 (btw, i'd be intrested to know just how much of C++ you really do know
:) )

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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Oskar Lindgren
Lovely :D

- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 The Source SDK will be similar to the existing Half-Life SDK in that it
will
 be C++ based, not a using a proprietary scripting language.

 Erik Johnson

 -Original Message-
 From: Sniper [mailto:[EMAIL PROTECTED]
 Sent: Saturday, May 24, 2003 7:56 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Half-Life 2: Programming, Hmm?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Just a quick thought/question.

 Half-Life 2 and it's modifications will be done with C/C++, as it was in
 Half-Life, correct? There's a handful of discussions blooming up on
various
 Half-Life 2 forums talking about this. Scripting languages can be very
 limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
 article said:


 While the old system required its fair share of technical know-how,
amateur
 modders are now promised the chance to focus on content and gameplay flow
 rather than the nuts and bolts of programming.


 This could imply a scripting language, don't you agree? (Emphasis on
could)
 Hopefully this is not the case, of course.

 A scripting language might be neat for people new to creating
modifications,
 but it'd be nice to have C/C++ in addition. I don't think Valve would step
 away from the power C/C++ offers to modders, but nothing has really been
 confirmed.

 Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


 Sniper
 --


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RE: [hlcoders] Experienced (non-game) Programmer looking for work on an HL or HL 2 mod

2003-05-27 Thread Geoff
http://mods.moddb.com/hw/?hw=2

Flick through that list and see if you spot anything you like. :)

-EvilGrin
http://halflife-central.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jamie
Esliger
Sent: Tuesday, May 27, 2003 9:10 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Experienced (non-game) Programmer looking for work
on an HL or HL 2 mod

I posted this at planethalflife.com mod forums.  Sending it out to this
list
as well...


Hi everyone. I'm an experienced programmer looking to work on a HL or
HL2
mod. While I have very little game programming experience, I have been
programming for a living for over 10 years now, in the Telecom industry.

My game programming experience is limited only to a little fooling
around
with some 2D stuff from an old Lamothe book Windows Game Programming
for
Dummies, as well as a tiny little bit of DirectX programming
experimentation.

I know C very well, and some C++. I can find my way around a C++ program
and
have written some small programs, but nothing major. I learn fast.

Programming itself is not the problem. I just want an interesting
project to
work on.

I'm interested in learning more about game programming, and developing a
mod
seems to be a great path to take.

I'd like to work on something with a well thought-out game design, and a
motivated team leader.

I'm willing to start from scratch on a new mod, or join an existing mod
team, even if it is just to quash those final few bugs. I just want to
get
into the guts of the game.

Thanks,
Jamie


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Re: [hlcoders] Mods on CD?

2003-05-27 Thread MoD
 Now, therefore, in consideration of the mutual promises made herein, the
parties agree as follows:

1. License.

 1.1 License Grant.  Valve hereby grants Licensee a nonexclusive,
royalty-free, terminable, worldwide, nontransferable license to:

(a) use, reproduce and modify the SDK in source code form, solely to develop
a Mod; and

(b) reproduce, distribute and license the Mod in object code form, solely to
licensed end users of Half-Life, _without_charge_.

Apparently not.

--

MoD,

Often @ your service.

- Original Message -
From: Jeff Katz [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 10:14 PM
Subject: [hlcoders] Mods on CD?


 Lo, list ;)

 Some of my forum gnomes have been clamouring for me to sell cds
 with my mod on it. I wasn't exactly sure if this was legal as per the
 EULA. We wouldn't actually be making any profit from the sales of the cd
 - just whatever cafepress charges.

 Thanks for any (informed) responses...

 Jeff 'Kuja' Katz
 http://www.digitalpaintball.net


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RE: [hlcoders] Mods on CD?

2003-05-27 Thread Michael Shimmins
Actually I'd be very careful doing that.  Who's to say shipping didn't cost
$89.90?

My point is its not enough to be beyond reproach you have to appear to be
beyond reproach.  If you really are just charging for shipping, it may look
as though you are also making a bit on the side.

Apart from that, I don't think you can charge full stop.  I remember a few
years ago there was a discussion about this and the final answer was you
could charge for an internet distribution, but not for a distribution on
physical media.  I don't know if that has since changed.  You should email
Eric Smith and ask him.  He will pass it onto the relevant legal people.

Also on a side note, if you really want to make money from a mod, why not
look at more original ways of doing it rather than selling it perse?  Banner
ads etc for instance.  Yahn once said to me that making money is not a good
driving force behind the production of a mod.  Good advice.

Michael Shimmins
Sesechial Software

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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm
Sent: Wednesday, 28 May 2003 1:15 PM
To: [EMAIL PROTECTED]

On Tue, 27 May 2003, Jeff Katz wrote:

 Lo, list ;)

   Some of my forum gnomes have been clamouring for me to sell cds
 with my mod on it. I wasn't exactly sure if this was legal as per the
 EULA. We wouldn't actually be making any profit from the sales of the cd
 - just whatever cafepress charges.

 Thanks for any (informed) responses...

I doubt you could charge for the mod, but could probably charge for
shipping/handling and to cover cost of producing the CD itself. Linux is
free but you can buy redhat in the store or download it for free off
the redhat's site.

You should read Valve's license carefully since HL is not GPL'ed. But I
think you would be ok with charging 5-10 bucks or something for the CD
burned with mod on it and shipping charge included in that charge.

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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Phantom
And i wonder how many 'crappy weapon mods' have existed for HL and just
faded away.. probably no less.

btw, most of my comment was directed at the idea that unless you can code in
C or C++ you might as well not bother programming at all, which unless you
are crazy and an idiot you cant agree with :)

- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 9:21 PM
Subject: Re: [hlcoders] c++ vs. scripts


 Truth hurts, doesn't it. The average game out there IS just a bunch of
 crappy weapon mods. Take the entire Starsiege: Tribes series for instance.
 The mod community was built around a scripting engine the game featured.
 Nothing but double warhammer shotgun flameball thrower plasma bomb
 launcher weapon mods were created.

 There are several different examples of why scripting languages usually
lead
 to crappy weapon mods. Too many to list.

 Sniper


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jonathan Day
Yes, it did clear some questions up.  I'm glad C++ is still being used.  I
never thought it would be any other way, but you never know.  Well, I guess
now you know.

Jonathan Day
www.trepid.net


- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 28, 2003 1:30 AM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 Erik Johnson wrote:
  The Source SDK will be similar to the existing Half-Life SDK in that it
will
  be C++ based, not a using a proprietary scripting language.
  
  Erik Johnson

 Thank you Erik for replying!  I'm sure it meant a lot to quite a few on
 this list.


 HoundDawg
 http://www.unitedadmins.com

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