Ya, sorry, my bad. :)  I made some sweeping changes to the way the code was
stored and broke registrations and the forgotten password function.  I'll be
more careful and thorough in my checking next time. :)

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Pat Magnan
Sent: Friday, November 22, 2002 4:56 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] water gone screwy :(


And I was just going to respond telling you that some of us have been
TRYING to but there was an error in the registration page.. fixed now.. so
never mind :)

At 09:45 AM 11/21/2002 -0800, you wrote:
>If you want a place to post tutorials... *cough*
>http://collective.valve-erc.com/ :)
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED]]On Behalf Of omega
>Sent: Thursday, November 21, 2002 9:27 AM
>To: [EMAIL PROTECTED]
>Subject: RE: [hlcoders] water gone screwy :(
>
>
>Hrm, if I starless would fix my login on nofadz I could update that
>tutorial a bit.. but anyway..
>
>The rescale shouldn't physically affect the water, it doesn't rescale
>brushes. So maybe you're just seeing something funny when you're in the
>water due to the fact that those hulls don't work with zhlt, unless you
>modify hlcsg.exe so that it'll read in the qcsg formatted hulls.txt
>(which is what I used when I wrote that thing) as for being tied to
>water, that's simply so it can move up/down (ie: like un undertow, when
>you hit the button the water fills up) and to allow it to be rendered
>transparent.
>
>Now back to the hulls again, since you're using zhlt, zoner used a
>different format on the hulls.txt . it just takes the positive values
>and mirrors it exactly on the opposite. The old way you specified the
>top and the bottom (you could make non-perfect boxes, the old way, so
>you could in essence have the origin not in the exact center) which is
>probably the problem here. So, you'll have to make new hulls and change
>the code to use em.
>
>There's also some other things missing from that tut to make it work
>perfectly, too.
>
>
>-omega
>Blackened Interactive - http://blackened-interactive.com
>Front Line Force - http://www.flfmod.com
>
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED]] On Behalf Of jc
>Sent: November 20, 2002 2:21 PM
>To: [EMAIL PROTECTED]
>Subject: [hlcoders] water gone screwy :(
>
>all of a sudden the water in my mod has stopped working properly (in
>doesnt
>extend down fully any more - there is space under the water !!). the
>water
>was working before and im clueless as to what could be causing this.
>
>i first noticed the problem after rescaling using this tut:
>http://www.nofadz.com/blackened/hltuts/rescale.html
>
>the maps are compiled with a modified hull file using ZHLT
>
>has anyone had any problems like this before and can anyone suggest how
>i
>can fix this? i look at func_water in the sdk and its linked to a door
>so im
>even more clueless......
>
>jc
>
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