Well, doesn't the client load the prop_static entities and the like?
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On Source, user created code is first run quite a while after the game has
started launchng, hell even quite a while after your dlls are loaded. I once
did this by exiting the game in the first called usercode, and then launchng
another executable. I think the same is possible with GoldSrc.
Are lightmaps actually being built for the material/shader in VRAD?
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You might also want to have a look at produceral textures, and perhaps
how the AVI code available on the wiki is done.
On 2010-10-04 06:28, Joel R. wrote:
You'd first have to know the size of the board. Then just use a ray trace
to capture where on the board you are clicking and convert to 2D
Searching through the code is exactly how I program for Source. Any respectful
IDE has a function that allows you to search the entire source code (including
headers). You then enter what you might be looking for, and soon you find some
sample code related to what you want to do, or at least a
I find it ammusing that you follow the trend and use a more
complicated vocabulary as well which will probably leave the op quite
confused when he runs this through google translate.
#ifdef __INTELLIGENCE__
I just wrap my posts in ifdefs if I don't want some people to read them.
And
A friend of mine and I have begun work on reimplementing HL2 on the AlienSwarm
engine. We have set up a SVN, got first person working, and we about to
reimplement GCF loading through hllib. We have confirmed that GCF support is
gone. If anyone is interested in helping out on our project
On 2010-07-21 17:45, Tom Edwards wrote:
That simply isn't true. If another user of the computer owns HL2 then the GCFs
will be there, and I expect most of them will be there if the HL2 demo is
installed too.
Requiring HL2 to be installed makes your whole effort redundant anyway! It's
already
You should find the vgui code that the bik system is based upon. It creates a
panel with a special bik material. Though, bik support in the source engine is
horribly hacked together, and has lots of limitations.
Sent from my endlessly awesome Nokia N900, take that damn iPhone owners on this
You guys simply have to edit sourcesdk\bin\engine
version\bin\GameConfig.txt and add your mod data to it. Then it will be
fully moddable. Reseting the Source SDK game config does not always
handle all mods and games correctly.
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linking incorrectly, or forgetting to
include an external library. Anyway, this can be caused by all sorts of
things.
We need the name of missing symbol/external (function or variable
written to the output), otherwise we cannot help you on this list.
Good luck!
Jonas 'Sortie' Termansen
Right, if you have a mod based on the 2007 engine you need these lines in
your gameinfo.txt now:
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
You cannot have SteamAppId 420 in there.
It is worth noting that AdditionalContentID is implemented in the Mod
Code, not in Steam
Shouldn't hl2 be added to the search paths too?
That depends on your gameinfo.txt. I don't even think you need to add
these search paths - I don't really know what they do, considering the
.gcf's are mounted. This works just fine for me.
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Yeah, use an external library. Unless, that is, you want to get
throat-deep in the mysteries of TCP/IP socket programming, HTTP parsing,
and various other stuff.
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On 2010-06-17 16:24, Adam Buckland wrote:
You say that, I'm not sure it's that the lighting 'sucks', but more
that it's a pain in the arse for modders because they don't have
server farms to compile lightmaps unlike Valve.
What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz).
I'd like to share a few experiences about porting code and writing
portable code. Scroll down, if you just want my thoughts on how portable
the Source Engine is.
Recently I've been porting my in-development digital distribution
platform to GNU/Linux for the fun of it. Naturally, most of my
relevant. I will check out the
slides, though.
Thanks,
Jonas 'Sortie' Termansen.
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Your tool seems truly interesting, I didn't know such a tool existed in
the first place, but it could be useful for a few things of mine. I use
VS2008 though (and MinGW :D) and I can't open the solution files. Though
I have experience backporting VS2008 projects to VS2005 using notepad,
so I
From what I heard at
http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1,
they have found a bash script in the mac beta that adds future support
for Linux. And they have also released .so files for Linux in Left 4
Dead once, and so on. There is some evidence but nothing
1nsane wrote:
Also this, apparently:
http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
Indeed, from the looks of
http://store.steampowered.com/public/client/steam_client_linux it has
a version number which currently is
version 1272069501
Which if you
Well, what I would like to see is a MinGW port of the Source SDK - I
just ported my own software project to it, so I think I have the
experience to do it, but the Souce SDK is a very, very big project and
unless Valve carefully followed the C++ standard it's gonna be
difficult. Though, since
Iain Breen wrote:
Hi list,
how can I bring up the profiling tools ala the screenshot here:
http://source.valvesoftware.com/programming.php
Is that available to SDK users or just engine purchasers?
It's done through the console. Enable cheats using sv_cheats 1 and use
stuff like
Do you use a NULL pointer after the static cast or do you print a NULL pointer?
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Better use CBaseHandleCBaseEntity (alias EHANDLE)
I didn't ask the original question, but is this thread-safe? I need to make
some unusual callbacks from an extermal .dll.
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I am very interested in this.
In theory the users of my (alpha-state) digital distribution platform would be
able to validate their accounts, which would make it more secure for my systems
(previously I just scanned the working dir for the username). But would it be
more secure for the users?
Feel free to contact me if you want to help develop the program to be cross
platform. My current plan is to use GTK+, but the version I am working on atm
uses native windows functions. .NET is out of the question and so is Java. So
far I have a basic UI subsystem set up and am able to execute
It's possible. You can render an AVI ingame or perhaps use the (broken?
I never got it working) Bink-subsystem. Personally I am experimenting
with a ffmpeg system and it is working very, very well, but the
implementation is not finished enough for proper deployment.
Brent Lewis skrev:
Well,
Brent Lewis wrote:
I hadn't even thought of using ffmpeg. Cool idea. Are you willing to share
your source code?
Surely!
I put it under a copyleft license so that you can do what you please
with it if you send me your improvements or document it on the dev wiki :D
Oh, I forgot to include the ffmpeg include headers. You should be able
to find them on your own, otherwise I'll send you them! Sorry for this
unnessary email.
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I am perfectly happy being listed as a contributor - but remember to also thank
the people I thank, as they did all the heavy lifting.
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Uh, lately when I have been responding to this list, I get a bounce
email from Naver.com in Korean/English saying my mail was rejected for
no reason. Do anyone else get this? The offending email is
jsw1...@naver.com mailto:jsw1...@naver.com - I suspect his email
service thinks of hlcoders as
Brent Lewis wrote:
If a mod includes code from ffmpeg then it's a derivative work, and you have
to make the whole of the work (the mod) available as source code - as you
said. Not only is our mod a closed source mod, but modders dont have the
right to redistribute the modified SDK code -
aren't really the problem, Hammer is to be honest.
- ScarT
On 18 March 2010 22:50, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
David Kraeutmann wrote:
LGPL is useless for standalone apps. BSD-style licenses are good tho'.
That is not true. What if I wanted to copy code
need to worry
about codecs.
loading a bink video actually returns a material anyway, and there is an
actual 'bik' shader for drawing on objects.
i've never used the shader myself though, i just know it exists.
-Tony
On Fri, Mar 19, 2010 at 3:19 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk
David Kraeutmann wrote:
LGPL is useless for standalone apps. BSD-style licenses are good tho'.
That is not true. What if I wanted to copy code from my GPL'd program to
my LGPL library and the code is commited by others?
If I released my Maxsi Compile tool under the GNU LGPLv3, then you are
Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free
software alternative to VBCT released under the GNU General Public License.
VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is
one of the most useful tools I have used for modding. It's a batch
compile
Please do not respond to these things. That's what he wants you to.
Rodrigo 'r2d2rigo' Diaz wrote:
And there comes the usual anti-Valve bashing in their own mailing list...
2010/3/17 Nick xnicho...@gmail.com
Why? Valve doesn't much like open source, or linux. Valve doesn't want
to release
Gladly! VBCT is a really great program but it has a few bugs regarding
seperate LDR and HDR builds and custom map preprocession (I am working
on a great tool for that, it filters visgroups so you can use the same
.vmf for multiple maps.) But most of all, I think the user interface is
way too
I would like to get in touch with people interested in developing this
tool with me, but also your feedback on how you would like the tool to
be? What features?
I am thinking firefox tabbed browsing, progress bars on the build steps,
error reporting. Being able to switch between maps log
, but otherwise it's very good. Way better
than VBCT in my opinion.
http://nemesis.thewavelength.net/index.php?c=1
On 17/03/2010 3:29, Jonas 'Sortie' Termansen wrote:
Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free
software alternative to VBCT released under the GNU
Jeffrey botman Broome wrote:
I'm not so sure that a Mac port makes sense financially. According to NPD
(October 2009)...
The indie game Overgrowth (sequel to Lugaru) supports Windows, Mac, and
Linux. While most of thier points to do so don't apply to a large game
studio like Valve, some
Well, Mac support makes a lot of sense really. According to wikipedia
Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux
only is only 1%. If you look at this pie chart
http://en.wikipedia.org/wiki/File:Operating_system_usage_share.svg you
can clearly see that if Valve
I am not sure what you mean. Code has to be recompiled for all platforms
(unless they are enough alike). From my understanding Mac OS X can't use
Windows binaries, so they have to be compiled (does OS X use .so dynamic
link libraries like other unix-alike systems?). And hacking? Huh?
Matt
VAC isn't anti DLL -- It only gets triggered if you replace existing
DLLs. It is perfectly safe to use DLLs that isn't provided by Valve.
Replacing opengl.dll will get you VAC-banned, though.
I don't get why you are interested in modern effects, while you work
with an engine that is 12 years
How about using the Shift+F1 debug shortcut (at least, that's what I
think it is, try a few combiantions if it doesn't work) to disable
rendering of most stuff? The logic code still runs, but the stuff isn't
rendered. This menu allows you to control exactly what groups of
entities are
The first function called in client.dll that you should override is
CHLClient::Init() in cdll_client_int.cpp
(The actual first function called is CreateInterface but I wouldn't go
no-where near that function, it's better to do stuff in CHLClient::Init())
Sadly, it is not possible to do
Just wondering, what are you trying to do that requires the Steam Id
outside a steam game?
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That's right! It has been 40 years!
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Any access to a memory location just above 0x is usually caused
by accessing a class member where the memory location of the class is
0x, meaning that a null-pointer to a class was used somewhere.
Minidumps, such as the one you attached, cannot be used without a .pdb
symbol
To me it looks like a bug in the antialiasing code/functions.
I took a picture to explain the issue better what I mean, it is not ideal
being a jpeg, but I zoomed in on a tga of the text and noted that you have
outline then a blurred edge of the text which is causing the background to
bleed in
I'm a bit surprised that no one even bothered to check the Free Software
Foundation's very brilliant and well-documented FAQ for this.
http://www.fsf.org/licensing/licenses/gpl-faq.html#GPLPluginsInNF:
Can I apply the GPL when writing a plug-in for a non-free program?
If the program uses
How can that possibly work, or compile? The pEnt is defined in _DEBUG
but you assert it in the non-_DEBUG build. Doesn't that throw a warning?
void CNewGameRules::CreateStandardEntities( void )
{
#ifndef CLIENT_DLL
CGameRules::CreateStandardEntities();
g_pLastCombineSpawn = NULL;
Nice! I used notepad to change a few settings in the .sln and .vcproj
files and make -2005 versions that can be opened with VS2005. I didn't
test if they compile correctly - but unless Tom did any nasty setting
fixes in his -2008 versions, it should work fine. My version contains
both the 2005
Try using
void SetTimerInHUD( CBaseEntity *pTimer )
{
if ( pTimer )
{
m_iTimerToShowInHUD = pTimer-entindex();
}
else
{
m_iTimerToShowInHUD = NULL;
}
}
instead. Somehow it looks like you are accessing a null pointer like a
class, and then accessing a member of that
In portal, I once made a portal into the void using Hammer. That was
interesting.
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Of course your code crashes. Let me tell you what is happening in it.
char *m_pTextUser = ;
char *m_pTextPass = ;
Here you initialize two strings to the value . This means that both
strings already point to a string. This string is null-terminated, and
because the string is
Heimo Stieg skrev:
You have also other options:
Check the steam account name( just check the folders )
Read the steamid out of the registry or the log files
BIOS or motherboard serial number ( use WMI for that )
Kyle '1/4 Life' and I decided on detecting the Steam Account Names using
the
We know that the system isn't reliable and can be hacked. The only
secure way to prevent this, is by signing the binaries to detect if they
have been tampered with. The int hash system is a pretty good idea - but
it's not worth the effort - we only want to prevent Joe Average from
playing any
about preventing leaks, that is.
- Jonas Sortie Termansen
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You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be
Also, I forgot to add - every now and again my camera view glitches out
and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of
the screen but the centre of where I was facing is now in the middle of
the whole screen. I have to hit shift-z a few times and it's annoying as
Also, I forgot to add - every now and again my camera view glitches out
and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of
the screen but the centre of where I was facing is now in the middle of
the whole screen. I have to hit shift-z a few times and it's annoying as
/scripts/kb_act.lst
If this file isn't in your mod - you need to extract it using GCFScape
from one of the game .gcf files.
Welcome to the list!
Hi everyone
this is the first time that I use this mailing list and I am very new to the
source engine therefore I dont know much about the
There are lots of problems with compiling inside Hammer. Compiles are
often slowed down because of Hammer using a lot of memory, plus Hammer
is frozen while the Compile is going on. And when you finally get
ingame, Hammer is still using the memory, and depending on your
computer, the game will
Any links to said VS Plugins?
I used CVS for 8 years and my last job and it was hellish. We use SVN
for our mod and I would never consider going back to CVS.
There are also some very nice SVN plug-ins for Visual Studio which
make it even easier to work with as well as the excellent
Source should do the trick with the gameplay and networking. You don't
need that much Engine Access to to optimations, though, all you need is
a clear understanding of the engine. Unfortunately Source isn't
cross-platform, so you are required to use Windows (which the vast
majority of gamers
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If that isn't helpful, please tell us and we'll help you get off the list. (Or
can some administrator simply remove him permanently so he doesn't spam
How about simply reading how they wrote the Rollermine in the code?
Greetings,
I have been a fan of the game and level design in general for some time.
I am getting my feet wet in regards to HL2 coding. My current project
necessitates the creation of some new spherical entities similar to
Sounds reasonable - but perhaps it'd be more useful to also have it on
the pages about the particles, so people interested in particles will
see the fix instead of having to dig through the bug list? But I guess
this discussion should be moved to the wiki, not.
OK, I posted my fix for the
Did anyone post this on the wiki? The information will be much more
available there compared to this list's thousands of emails.
Hi Jonathan,
I'm not really friendly with particle behaviours meaning that I can't really
test that your fix is working but looking at your explaination I feel
The only reliable way to do this is to find out exactly what leaves the
projector projects into and then see if any of them is in the PVS. After
searching the code, I found that there are some lists of all shadows in
the game, and that each leaf has a handle per shadow (projectors?).
Try
Are you combining Ep2 (OB) or newer compile tools with the Ep1 engine? (Or
something nasty like that).
- Original Message -
From: Minh minh...@telus.net
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, August 06, 2009 5:05 PM
Subject: [hlcoders]
Yeah, if the callstack does not include any of the .dll's then it's a
system-level (or lower) crash. Your code can cause it though, and it's not
easy detecting exactly what caused it. The easiest way to debug such
mysterious errors is to debug them the moment they begin to crash, and not
keep
Sorry, but you need to use a bit more punctuation in your mails, you don't
use periods to stop your sentences making them really hard to read.
Sorry for spamming your mailbox on another spam topic on this list. Sorry!
- Original Message -
From: cathal mc nally mcnallycat...@yahoo.ie
I imagine supporting some material proxies might be tough, or at least to
support them in the exact same way as the engine.
- Original Message -
From: Jed j...@wunderboy.org
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, July 14, 2009 2:12 AM
(Ep1 maps works in OB according to my experience)
- Original Message -
From: Mark Chandler lo...@iinet.net.au
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, July 07, 2009 4:37 PM
Subject: Re: [hlcoders] Could not load library client Error
Are
. joelru...@gmail.com:
I think he is trying to learn how to remove speed hackers by using
recorded
demos. In any case, he definately needs some work on that
engrish.
On Fri, Jul 3, 2009 at 7:38 AM, botman botman.hlcod...@gmail.com
wrote:
Jonas 'Sortie' Termansen wrote
Well, you don't check if pRagdollPhys is a NULL-pointer.
- Original Message -
From: Kyle Gospodnetich onequarterli...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Sunday, July 05, 2009 3:25 AM
Subject: [hlcoders] Hopwire Vortex issues - Need a
Engrish anyone?
Trinitron, I have no idea what you are talking about. This isn't a 'forum',
it's a mailing list. But if you want to see the previous mails, there should
be some website where you can browse them.
But what I understood was, you want the current .dem format?
- Original
It's happening for almost everyone.
It happens when Steam tries to play a sound, like recieving a message or a
friend coming online, while the GameOverlayUI.exe process is running. It
automatically goes away after 10 seconds, any other *fixes* is just pure
luck. The fix I found is to launch
Access to the Source Code is actually very useful, even if you don't modify
it. You have access to much better debugging of engine specific bugs, you
have better documentation (the source code itself) and you can see how Valve
did stuff. All these things and more makes development and debugging
...@list.valvesoftware.com] On Behalf Of Jonas
'Sortie' Termansen
Sent: Wednesday, June 17, 2009 10:17 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK Beta Concluded
Which file is it?
Aw man I fixed this ages ago in my working copy, had I known
Of Jonas
'Sortie'
Termansen
Sent: Thursday, 18 June 2009 6:59 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK Beta Concluded
Workaround for fixing Hammer's model browser:
Using GCFScape, extract platform/resource/mdlpickerscreencaps.res from
multiplayer ob
Which file is it?
Aw man I fixed this ages ago in my working copy, had I known that was the
problem I could have sent you guys that resource file a long time ago.
Sorry
guys :/
Anyways for Portal and Ep2 it will probably work if you find the
appropriate
resource file in the TF2 cache
Actually, a null pointer crash could mean a lot of things. Perhaps the code
wasn't supposed to fail, becaues a null pointer would have ruined
everything, so the bug is in a completely other place.
- Original Message -
From: Harry Jeffery harry101jeff...@googlemail.com
To: Discussion of
If you have any intelligence,
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- Original Message -
From: Joost van kempen little_jo...@hotmail.com
To: hlcoders@list.valvesoftware.com
Sent:
AM
Subject: Re: [hlcoders] Why did VALVe remove almost everything we got
inthenew SDK beta update?
Aww, another update and still no normal2ssbump :(
James
On Fri, Jun 12, 2009 at 7:08 PM, Jonas 'Sortie' Termansen
hlcod...@maxsi.dk
wrote:
Indeed, and all Europeans have to pay the same
Third Party Games?
Someone wasn't around in the first versions of Steam.
- Original Message -
From: Harry Jeffery harry101jeff...@googlemail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Saturday, June 13, 2009 12:39 PM
Subject: Re: [hlcoders] Hint to
My Steam Client has just downloaded a small Source SDK Update, but I cannot
find any mentions about such an update anywhere. I'd like a changelist :D
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Why don't you just do a
-Flags |= TEXTUREFLAGS_POINTSAMPLE;
Or at least find out the memory location of the flags and copy that bit into
it.
- Original Message -
From: AzuiSleet azuisl...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday,
Hmm, don't we still have the sources for some of the most used compiling
tools, and probably backups of the tools somewhere. But this whole business
is weird.
- Original Message -
From: Saul Rennison saul.renni...@gmail.com
To: Discussion of Half-Life Programming
Fix:
Refresh your SDK Content.
The new tools won't be available though, unless somebody managed to get a
copy while possible.
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Indeed, and all Europeans have to pay the same price in EUR too.
- Original Message -
From: Yatin Vadhia yatinvad...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Saturday, June 13, 2009 1:03 AM
Subject: Re: [hlcoders] Why did VALVe remove almost
DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
Client missing DT class CWaterBullet
The client project is missing the data table CWaterBullet. This is most
likely caused by forgetting to include a file on the client (or including a
file on the server that isn't fully
std::string::c_str() returns exactly what it says, a 8-bit ascii (UTF-8)
string, which of course doesn't have any unicode support, because it's
acsii. Get a wide character string pointer and use that one instead with a
function that supports it.
- Sortie.
- Original Message -
From:
but the question is why does it work in the first place?
and also in the debugger i can see that c_str returns the characters
with umlauts :/ ( even on the not working label )
Jonas 'Sortie' Termansen schrieb:
std::string::c_str() returns exactly what it says, a 8-bit ascii (UTF-8)
string
Simply find out whether the player is one of these characters that see in
first person, or one of those persons that see in third person. Then use
that result to set the value of a boolean value that states whether the
player should see in third person or not. The code would be something like
But it doesn't have any mod support - so you can't directly make it point to
any specific gameinfo.txt and thus won't load the nessesary mod content, if
you for instance use Ep2 content like I do.
- Original Message -
From: Ryan Sheffer darksk...@gmail.com
To: Discussion of Half-Life
Despite your awful English and bad formatting and poorly asked question, I
am already working on a technology to keep mods automatically updated using
a content server network and torrenting for additional bandwidth. It's
already in its beta stages and is used for my own mod's demos, but I'll
Got a link with more info?
Jonas 'Sortie' Termansen wrote:
Despite your awful English and bad formatting and poorly asked question,
I
am already working on a technology to keep mods automatically updated
using
a content server network and torrenting for additional bandwidth. It's
already
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