What kind of stats are you talking about?  Like in game stats like the gamespy 
program sort of allowed or aggregate game stats like 
http://aoa.planethalflife.gamespy.com/stats/frag-stats.html or something?

I guess I should zilla this, but what I'd really like is the ability for a mod 
to show some more stats on the game in steam, ie add another few columns to the 
Steam server list page.

At 2006/10/10 07:57 PM, Mike Durand wrote:
>Well, there is a gamestats.cpp and a gamestats.h in our production build
>we kinda left that out on purpose for now because we don't mods to cause
>stats traffic problems on our Steam servers. Our stats implementation is
>very much bound to Steam at this point and we would potentially be
>opening ourselves up for a security problem if we expose those APIs.
>
>I talked to the engineer who implemented the game stats and he says that
>he thinks the best thing to do would be for mods to roll their own stats
>solution since there isn't anything miraculous in the gamestats.cpp and
>gamestats.h files that we are excluding. All that we're doing is
>creating an object that can serialize itself over a the wire,
>unserializing it on the other side, and inserting data into a SQL
>database. We happen to be doing this through the engine, but there's no
>reason you couldn't implement this completely in the server. You could
>even make SQL calls from the server DLL if you didn't want to bother
>with the serialization bit.
>
>-Mike
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
>Davison
>Sent: Tuesday, October 10, 2006 5:27 PM
>To: [email protected]
>Subject: Re: [hlcoders] poorer prediction with new SDK?
>
>--
>[ Picked text/plain from multipart/alternative ] Good to know Mike, but
>I have a request to make :) Is there any chance we could get the stats
>upload code? And the corresponding webpage code you guys use? I think
>that would be interesting to have a look at and to be able to use :D
>
>On 10/11/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>>
>> Hi All-
>>
>> I'm working through the Visual Studio 2005 SDK work. So once I'm done
>> making sure that it works using both 2003 and 2005 I will put it out.
>> Probably some time next week.
>>
>> With regard to the lag compensation - that code will be back in the
>> SDK with the next release.
>>
>> -Mike
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Nick
>> Sent: Tuesday, October 10, 2006 1:13 PM
>> To: [email protected]
>> Subject: Re: [hlcoders] poorer prediction with new SDK?
>>
>> I wonder when the next sdk code update will be released?
>>
>> On 10/7/06, [EMAIL PROTECTED]
>> <[EMAIL PROTECTED]> wrote:
>> > Well I've added back the lag compensation calls in
>> > player_command.cpp
>> that the old SDK had.  Seemingly 100% of the players that were
>> complaining before now agree that everything is much better (as it was
>
>> prior to the SDK update).
>> >
>> > At 2006/09/24 08:40 AM, Robbie Groenewoudt wrote:
>> > >--
>> > >[ Picked text/plain from multipart/alternative ] Ah yes, you are
>> > >right. Interpolation plays a roll.
>> > >
>> > >Are there any other situations that needs lagcompensation? Also, if
>
>> > >you do it in player_command, player's physics position also gets
>> > >updated with the lagcompensated-position, which may give funny
>> results...
>> > >
>> > >On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>> > >>
>> > >> --
>> > >> [ Picked text/plain from multipart/alternative ] I have to
>> > >> disagree. Right in the StartLagCompensation function you will see
>
>> > >> that the amount of time to back track the enemy player is
>> > >> calculated like
>> > >> this:
>> > >>
>> > >> back track time = cmd transit time (net. latency) + cl_interp
>> > >> value
>> > >>
>> > >> Check the first 10-15 lines of StartLagCompensation to see that
>> > >> in action (note that player->m_fLerpTime is elswhere set to the
>> > >> player's value for
>> > >> cl_interp.) cl_interp is the determining factor in how far behind
>
>> > >> the client renders an entity vs. the servers position data.
>> > >>
>> > >> The amount the player is moved back is not simply the players
>> > >> ping,
>>
>> > >> its a composite of how far behind their rendering is (cl_interp)
>> > >> and how long it took for their ucmd to reach the server.
>> > >>
>> > >> And yes, like I said you can do it in FireBullets if you use
>> > >> IsPlayer and cast the entity to CBasePlayer, but you can also do
>> > >> it
>>
>> > >> in RunCommand and catch other situations where you use tracelines
>
>> > >> but are not necessarily calling FireBullets.
>> > >>
>> > >> On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>> > >> >
>> > >> > --
>> > >> > [ Picked text/plain from multipart/alternative ] In fact, I
>> > >> > already moved it to CBaseEntity::FireBullets and I tested it
>> > >> > and it works. player_command.cpp sets the last usercmd in the
>> > >> > player class, which you can get via
>CBasePlayer::GetLastUserCommand().
>> > >> > Also, func_tank gives the player as an argument to
>> > >> > FireBullets() so in the class itself
>> > >> I
>> > >> > do
>> > >> > a pAttacker->IsPlayer() check, which works for everything.
>> > >> >
>> > >> > You are forgetting something. It's ping. And if you have a ping
>
>> > >> > of
>> > >> 250ms,
>> > >> > you don't hit anything because the location of players are
>> > >> > different
>> > >> 250ms
>> > >> > ago. Lagcompensation fixes this by moving all other players,
>> > >> > that
>>
>> > >> > the player could shoot, back in time (amount is equivalent to
>> > >> > the
>>
>> > >> > player's ping )
>> > >> and
>> > >> > then execute the tracelines to check if a bullet has hit
>someone.
>> > >> > Interpolation has nothing to do with lagcompensation.
>> > >> >
>> > >> > On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>> > >> > >
>> > >> > > --
>> > >> > > [ Picked text/plain from multipart/alternative ] What Teddy
>> > >> > > said is probably the best place. CBaseEntity::FireBullets
>> > >> is
>> > >> > > probably not good because StartLagCompensation takes
>> > >> > > CBasePlayer and CUserCmd as parameters so passing the this
>> > >> > > pointer from within CBaseEntity::FireBullets won't compile,
>> > >> > > you'd have to wrap it in IsPlayer(), so there's no benefit to
>
>> > >> > > func_tank.
>> > >> > >
>> > >> > > Garry's right, the lag compensation moves the player back to
>> > >> > > match
>> > >> what
>> > >> > > the
>> > >> > > client would have been shooting at since the client is behind
>
>> > >> > > the
>> > >> > server.
>> > >> > > Client rendering is always kept (cl_interp 0.1, ~100 ms)
>> > >> > > behind
>>
>> > >> > > the
>> > >> > server
>> > >> > > so that the client can keep enough data ahead of the actual
>> > >> > > rendering
>> > >> to
>> > >> > > smoothly interpolate movement.
>> > >> > >
>> > >> > > You can get a really good idea what's going on by adding a
>> > >> > > bot,
>> > >> turning
>> > >> > on
>> > >> > >
>> > >> > > sv_showhitboxes 2
>> > >> > > sv_showlagcompensation 1
>> > >> > > host_timescale 0.1
>> > >> > >
>> > >> > > Now you should see some colorful hitboxes that are the
>> > >> > > servers
>> > >> position,
>> > >> > > the
>> > >> > > rendered enemy player is the clients which lags behind those
>> > >> > > hitboxes because of cl_interp, and when you shoot at the bot,
>
>> > >> > > you should see a bunch of blue hitboxes which are the lag
>> > >> > > compensated hitboxes that are
>> > >> > actually
>> > >> > > used when tracing your shots. In slowmo you can see that the
>> > >> > > blue
>> > >> boxes
>> > >> > > overlap the client-rendered player pretty well.
>> > >> > >
>> > >> > > Hope that helps, BK & Robbie.
>> > >> > >
>> > >> > > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>> > >> > > >
>> > >> > > > --
>> > >> > > > [ Picked text/plain from multipart/alternative ] Let me
>> > >> > > > rephrase that last. Maybe the best place to lagcompensate
>> > >> would
>> > >> > > be
>> > >> > > > CBaseEntity:FireBullets(). Then you are sure no other
>> > >> > > > things get
>> > >> > messed
>> > >> > > > up... (there's some other stuff in CBasePlayer::PostThink
>> > >> > > > that may
>> > >> not
>> > >> > > > like
>> > >> > > > changing positions).
>> > >> > > >
>> > >> > > > Also, it's possible that the func_tank has no
>> > >> > > > lagcompensation
>>
>> > >> > > > at the moment (I'm not sure) so moving it to FireBullets()
>> > >> > > > would do
>> > >> lagcompensation
>> > >> > > for
>> > >> > > > everything that fires bullets ;) I doubt that it's called
>> > >> > > > more then
>> > >> > once
>> > >> > > > in
>> > >> > > > a frame so moving it shouldn't be harmfull.
>> > >> > > >
>> > >> > > > Just thinking out loud here... Please tell me if I am wrong
>> > >> > > > :)
>> > >> > > >
>> > >> > > > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>> > >> > > > >
>> > >> > > > > FX_FireBullets() calls CSDKPlayer::FireBullet() and
>> > >> > > > > that's where
>> > >> the
>> > >> > > > > bullet-code is done.
>> > >> > > > >
>> > >> > > > > However, with mods based on HL2DM, it's a bit different.
>> > >> > > > > CBasePlayer::PostThink() calls
>> > >> > > > > CBasePlayer::ItemPostFrame()
>>
>> > >> > > > > and
>> > >> that
>> > >> > > > calls
>> > >> > > > > the ItemPostFrame() of the weapon.. And that calls via
>> > >> > > > > via the
>> > >> > > function
>> > >> > > > > CBaseEntity::FireBullets(), which is the equivalent of
>> > >> > > > > CSDKPlayer::FireBullet().
>> > >> > > > >
>> > >> > > > > So lagcompensation in HL2DM mods should be done in
>> > >> > > > > PostThink() or ItemPostFrame().
>> > >> > > > >
>> > >> > > > > On 9/23/06, [EMAIL PROTECTED] <
>> > >> > > > [EMAIL PROTECTED]>
>> > >> > > > > wrote:
>> > >> > > > > >
>> > >> > > > > > Ah I think I'm starting to see how the pieces fit
>> > >> > > > > > together
>> > >> > then.  I
>> > >> > > > was
>> > >> > > > > > thrown off by all the FX code, thinking it was a
>> > >> > > > > > client-side
>> > >> > > function,
>> > >> > > > but
>> > >> > > > > > there's a surprisingly useful comment at the top of
>> > >> > FX_FireBullets:
>> > >> > > > > >
>> > >> > > > > > // This runs on both the client and the server.
>> > >> > > > > > // On the server, it only does the damage calculations.
>> > >> > > > > > // On the client, it does all the effects.
>> > >> > > > > >
>> > >> > > > > > So client-rendering prediction is completely unrelated
>> > >> > > > > > to
>>
>> > >> > > > > > all of
>> > >> > > this.
>> > >> > > > > >
>> > >> > > > > > It looks like bullet weapons should still be fine
>> > >> > > > > > (which is what
>> > >> I
>> > >> > > > > > tested previously, and they did seem fine) but that
>> > >> > > > > > bludgeon
>> > >> > weapons
>> > >> > > > in the
>> > >> > > > > > SDK are no broken with respect to lag-compensated hit
>> > >> > > detection.  I'll
>> > >> > > > look
>> > >> > > > > > into that more.
>> > >> > > > > >
>> > >> > > > > > At 2006/09/23 04:18 AM, Garry Newman wrote:
>> > >> > > > > > >--
>> > >> > > > > > >[ Picked text/plain from multipart/alternative ] I
>> > >> > > > > > >think
>>
>> > >> > > > > > >it's the other way around.
>> > >> > > > > > >
>> > >> > > > > > >The server is moving the other players back to where
>> > >> > > > > > >it thinks
>> > >> > they
>> > >> > > > > > were
>> > >> > > > > > >when you fired the bullets, then tracing and seeing if
>
>> > >> > > > > > >you hit
>> > >> > > then,
>> > >> > > > > > then
>> > >> > > > > > >moving them back.
>> > >> > > > > > >
>> > >> > > > > > >
>> > >> > > > > > >
>> > >> > > > > > >On 9/23/06, [EMAIL PROTECTED] <
>> > >> > > > > > [EMAIL PROTECTED]>
>> > >> > > > > > >wrote:
>> > >> > > > > > >>
>> > >> > > > > > >> Forgive my perhaps naive question, but if you only
>> > >> > > > > > >> lag
>> > >> > compensate
>> > >> > > > > > during
>> > >> > > > > > >> bullet firing, and not the rest of the time, won't
>> > >> > > > > > >> you
>>
>> > >> > > > > > >> be
>> > >> > > rendering
>> > >> > > > > > your
>> > >> > > > > > >> opponents on screen in the wrong position?
>> > >> > > > > > >>
>> > >> > > > > > >> At 2006/09/22 06:48 PM, Teddy wrote:
>> > >> > > > > > >> >In the new SDK, StartLagCompensation happens on
>> > >> > > > > > >> >line
>> > >> > > > > > >> >#193 of sdk_fx_shared.cpp, during the
>> FX_FireBullets() function.
>> > >> It's
>> > >> > > done
>> > >> > > > > > >> >here so it doesn't effect player movement (aka
>> > >> > > > > > >> >sticky
>>
>> > >> > > > > > >> >player collisions). The problem with this is if
>> > >> > > > > > >> >your weapon needs
>> > >> > > > unlagged
>> > >> > > > > > >> >positions for anything other than firing bullets,
>> > >> > > > > > >> >it won't
>> > >> > work.
>> > >> > > > > > >> >
>> > >> > > > > > >> >I would recommend you instead StartLagCompensation
>> > >> > > > > > >> >before RunPostThink( player ) in the
>> > >> > > > > > >> >CPlayerMove::RunCommand()
>> > >> > > function.
>> > >> > > > > > >> >
>> > >> > > > > > >> >On 9/23/06, Robbie Groenewoudt <
>> > >> > > > > > >> >[EMAIL PROTECTED]>
>> wrote:
>> > >> > > > > > >> >>--
>> > >> > > > > > >> >>[ Picked text/plain from multipart/alternative ]
>> > >> > > > > > >> >>Damn, you are right. There's no
>> > >> > > > > > >> >>StartLagCompensation-call
>> > >> in
>> > >> > > the
>> > >> > > > > > entire
>> > >> > > > > > >> >>code. I don't see any reason why it isn't because
>> > >> > > > > > >> >>it
>>
>> > >> > > > > > >> >>worked
>> > >> > > good.
>> > >> > > > > > In the
>> > >> > > > > > >> new
>> > >> > > > > > >> >>SDK-code the lagcompensation-code is even
>> > >> > > > > > >> >>expended... It's
>> > >> a
>> > >> > > bug
>> > >> > > > I
>> > >> > > > > > >> guess....
>> > >> > > > > > >> >>
>> > >> > > > > > >> >>On 9/22/06, Paul Peloski <[EMAIL PROTECTED]>
>> wrote:
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>> --
>> > >> > > > > > >> >>> [ Picked text/plain from multipart/alternative ]
>
>> > >> > > > > > >> >>> I'm at home now, sv_showlagcompensation the
>> > >> > > > > > >> >>> right name,
>> > >> > it's
>> > >> > > > > > >> implemented
>> > >> > > > > > >> >>> in
>> > >> > > > > > >> >>> player_lagcompensation.cpp with the following
>> > >> description:
>> > >> > > > "Show
>> > >> > > > > > lag
>> > >> > > > > > >> >>> compensated hitboxes whenever a player is lag
>> > >> compensated."
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>> If you compare the file player_command.cpp
>> > >> > > > > > >> >>> between
>>
>> > >> > > > > > >> >>> the
>> > >> old
>> > >> > > SDK
>> > >> > > > > > source
>> > >> > > > > > >> and
>> > >> > > > > > >> >>> the Aug 11 source, you should notice that the
>> > >> > > > > > >> >>> call
>>
>> > >> > > > > > >> >>> to
>> > >> > > > > > >> StartLagCompensation
>> > >> > > > > > >> >>> is missing from CPlayerMove::StartCommand in
>> > >> > > player_command.cpp
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>> I wondered about this when I merged the new SDK,
>
>> > >> > > > > > >> >>> and
>> > >> > decided
>> > >> > > to
>> > >> > > > > > keep
>> > >> > > > > > >> the
>> > >> > > > > > >> >>> startLagCompensation for our mod and haven't had
>
>> > >> > > > > > >> >>> any
>> > >> > problems
>> > >> > > > > > with
>> > >> > > > > > >> shots
>> > >> > > > > > >> >>> registering. Maybe this is a bug in the new SDK?
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>> On 9/22/06, [EMAIL PROTECTED] <
>> > >> > > > > > >> [EMAIL PROTECTED]
>> > >> > > > > > >> >>> >
>> > >> > > > > > >> >>> wrote:
>> > >> > > > > > >> >>> >
>> > >> > > > > > >> >>> > Closest I see is player_showpredictedposition,
>
>> > >> > > > > > >> >>> > but it
>> > >> > > doesn't
>> > >> > > > > > seem
>> > >> > > > > > >> to
>> > >> > > > > > >> >>> > visually change anything at all.
>> > >> > > > > > >> >>> >
>> > >> > > > > > >> >>> > At 2006/09/21 08:41 AM, Paul Peloski wrote:
>> > >> > > > > > >> >>> > >--
>> > >> > > > > > >> >>> > >[ Picked text/plain from
>> > >> > > > > > >> >>> > >multipart/alternative ] Check that the lag
>> > >> > > > > > >> >>> > >compensation system is still being
>> > >> > used
>> > >> > > > to
>> > >> > > > > > move
>> > >> > > > > > >> >>> > entities
>> > >> > > > > > >> >>> > >when a player is shooting, IIRC you can use
>> > >> > > > > > sv_showlagcompensation
>> > >> > > > > > >> 1 or
>> > >> > > > > > >> >>> > >something similar to show some hitboxes when
>> > >> > > > > > >> >>> > >a player
>> > >> is
>> > >> > > > being
>> > >> > > > > > lag
>> > >> > > > > > >> >>> > >compensated (ie, you have to be shooting at
>> > >> > > > > > >> >>> > >him
>>
>> > >> > > > > > >> >>> > >and
>> > >> lag
>> > >> > > > > > >> compensation
>> > >> > > > > > >> >>> has
>> > >> > > > > > >> >>> > to
>> > >> > > > > > >> >>> > >be turned on, etc.) I remember the
>> > >> > > > > > >> >>> lagcompensation->StartLagCompensation
>> > >> > > > > > >> >>> > was
>> > >> > > > > > >> >>> > >missing in the player command code on the
>> > >> > > > > > >> >>> > >server side
>> > >> > with
>> > >> > > > > > regard
>> > >> > > > > > >> to
>> > >> > > > > > >> >>> the
>> > >> > > > > > >> >>> > lag
>> > >> > > > > > >> >>> > >compensation system when I first merged with
>> > >> > > > > > >> >>> > >the new
>> > >> > SDK.
>> > >> > > > > > >> >>> > >
>> > >> > > > > > >> >>> > >Sorry I can't be more specific, I'm at work
>> > >> > > > > > >> >>> > >and
>>
>> > >> > > > > > >> >>> > >don't
>> > >> > have
>> > >> > > > > > access
>> > >> > > > > > >> to
>> > >> > > > > > >> >>> the
>> > >> > > > > > >> >>> > SDK
>> > >> > > > > > >> >>> > >right now.
>> > >> > > > > > >> >>> > >
>> > >> > > > > > >> >>> > >On 9/21/06, [EMAIL PROTECTED] <
>> > >> > > > > > >> >>> > [EMAIL PROTECTED]>
>> > >> > > > > > >> >>> > >wrote:
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >> I'm getting lots of complaints from my user
>
>> > >> > > > > > >> >>> > >> base
>> > >> that,
>> > >> > > > > > following
>> > >> > > > > > >> the
>> > >> > > > > > >> >>> > SDK
>> > >> > > > > > >> >>> > >> update, lag prediction has gotten worse.
>> > >> > > > > > >> >>> > >> Has
>>
>> > >> > > > > > >> >>> > >> anyone
>> > >> > > else
>> > >> > > > > > >> experienced
>> > >> > > > > > >> >>> > >> this?  I haven't really experienced much of
>
>> > >> > > > > > >> >>> > >> a
>> > >> change,
>> > >> > > but
>> > >> > > > > > then I
>> > >> > > > > > >> >>> don't
>> > >> > > > > > >> >>> > have
>> > >> > > > > > >> >>> > >> as large of a ping to any of my mod's
>> > >> > > > > > >> >>> > >> servers
>>
>> > >> > > > > > >> >>> > >> as
>> > >> some
>> > >> > of
>> > >> > > > my
>> > >> > > > > > users
>> > >> > > > > > >> do.
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >> After receiving complaints a few days ago I
>
>> > >> > > > > > >> >>> > >> reviewed
>> > >> > SDK
>> > >> > > > > > changes
>> > >> > > > > > >> and
>> > >> > > > > > >> >>> > >> noticed massive amounts of code changes
>> > >> > > > > > >> >>> > >> around
>> > >> > > > > > prediction.  But
>> > >> > > > > > >> most
>> > >> > > > > > >> >>> of
>> > >> > > > > > >> >>> > it
>> > >> > > > > > >> >>> > >> seems to be centered around the creation of
>
>> > >> > > > > > >> >>> > >> a
>> > >> > seemingly
>> > >> > > > > > unused
>> > >> > > > > > >> and
>> > >> > > > > > >> >>> > pointless
>> > >> > > > > > >> >>> > >> NO_ENTITY_PREDICTION define to segregate
>> > >> > > > > > >> >>> > >> out the
>> > >> > > > prediction
>> > >> > > > > > >> >>> > code.  Maybe
>> > >> > > > > > >> >>> > >> it's used by Valve for debugging or
>> something?
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >> It's unclear whether any behavioral changes
>
>> > >> > > > > > >> >>> > >> exist -
>> > >> > > anyone
>> > >> > > > > > found
>> > >> > > > > > >> >>> > evidence
>> > >> > > > > > >> >>> > >> of any?  Unfortunately we got a years worth
>
>> > >> > > > > > >> >>> > >> of SDK
>> > >> > code
>> > >> > > > > > thrash in
>> > >> > > > > > >> one
>> > >> > > > > > >> >>> > patch,
>> > >> > > > > > >> >>> > >> so it's a bit much to try to code review.
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >> -bk
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >> ___________________________________________
>> > >> > > > > > >> >>> > >> __ __ To unsubscribe, edit your list
>> > >> > > > > > >> >>> > >> preferences, or view
>> > >> > the
>> > >> > > > list
>> > >> > > > > > >> >>> archives,
>> > >> > > > > > >> >>> > >> please visit:
>> > >> > > > > > >> >>> > >>
>> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >>
>> > >> > > > > > >> >>> > >--
>> > >> > > > > > >> >>> > >
>> > >> > > > > > >> >>> > >_____________________________________________
>> > >> > > > > > >> >>> > >__ To unsubscribe, edit your list
>> > >> > > > > > >> >>> > >preferences, or view
>> > >> the
>> > >> > > list
>> > >> > > > > > >> archives,
>> > >> > > > > > >> >>> > please visit:
>> > >> > > > > > >> >>> > >
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> > > > > > >> >>> >
>> > >> > > > > > >> >>> > ______________________________________________
>> > >> > > > > > >> >>> > _ To unsubscribe, edit your list preferences,
>> > >> > > > > > >> >>> > or view the
>> > >> > > list
>> > >> > > > > > >> archives,
>> > >> > > > > > >> >>> > please visit:
>> > >> > > > > > >> >>> > http://list.valvesoftware.com/mailman/listinfo
>> > >> > > > > > >> >>> > /h
>> > >> > > > > > >> >>> > lcoders
>> > >> > > > > > >> >>> >
>> > >> > > > > > >> >>> >
>> > >> > > > > > >> >>> --
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>> _______________________________________________
>> > >> > > > > > >> >>> To unsubscribe, edit your list preferences, or
>> > >> > > > > > >> >>> view the
>> > >> > list
>> > >> > > > > > archives,
>> > >> > > > > > >> >>> please visit:
>> > >> > > > > > >> >>> http://list.valvesoftware.com/mailman/listinfo/h
>> > >> > > > > > >> >>> lc
>> > >> > > > > > >> >>> oders
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>>
>> > >> > > > > > >> >>--
>> > >> > > > > > >> >>
>> > >> > > > > > >> >>_______________________________________________
>> > >> > > > > > >> >>To unsubscribe, edit your list preferences, or
>> > >> > > > > > >> >>view the
>> > >> list
>> > >> > > > > > archives,
>> > >> > > > > > >> please visit:
>> > >> > > > > > >> >>http://list.valvesoftware.com/mailman/listinfo/hlc
>> > >> > > > > > >> >>od
>> > >> > > > > > >> >>ers
>> > >> > > > > > >> >>
>> > >> > > > > > >> >
>> > >> > > > > > >> >_______________________________________________
>> > >> > > > > > >> >To unsubscribe, edit your list preferences, or view
>
>> > >> > > > > > >> >the list
>> > >> > > > > > archives,
>> > >> > > > > > >> please visit:
>> > >> > > > > > >> >http://list.valvesoftware.com/mailman/listinfo/hlco
>> > >> > > > > > >> >de
>> > >> > > > > > >> >rs
>> > >> > > > > > >>
>> > >> > > > > > >> _______________________________________________
>> > >> > > > > > >> To unsubscribe, edit your list preferences, or view
>> > >> > > > > > >> the list
>> > >> > > > > > archives,
>> > >> > > > > > >> please visit:
>> > >> > > > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcod
>> > >> > > > > > >> er
>> > >> > > > > > >> s
>> > >> > > > > > >>
>> > >> > > > > > >>
>> > >> > > > > > >--
>> > >> > > > > > >
>> > >> > > > > > >_______________________________________________
>> > >> > > > > > >To unsubscribe, edit your list preferences, or view
>> > >> > > > > > >the list
>> > >> > > > archives,
>> > >> > > > > > please visit:
>> > >> > > > > > >http://list.valvesoftware.com/mailman/listinfo/hlcoder
>> > >> > > > > > >s
>> > >> > > > > >
>> > >> > > > > > _______________________________________________
>> > >> > > > > > To unsubscribe, edit your list preferences, or view the
>
>> > >> > > > > > list
>> > >> > > archives,
>> > >> > > > > > please visit:
>> > >> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> > > > > >
>> > >> > > > > >
>> > >> > > > >
>> > >> > > > --
>> > >> > > >
>> > >> > > > _______________________________________________
>> > >> > > > To unsubscribe, edit your list preferences, or view the
>> > >> > > > list
>> > >> archives,
>> > >> > > > please visit:
>> > >> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> > > >
>> > >> > > >
>> > >> > > --
>> > >> > >
>> > >> > > _______________________________________________
>> > >> > > To unsubscribe, edit your list preferences, or view the list
>> > >> > > archives, please visit:
>> > >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> > >
>> > >> > >
>> > >> > --
>> > >> >
>> > >> > _______________________________________________
>> > >> > To unsubscribe, edit your list preferences, or view the list
>> > >> > archives, please visit:
>> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> >
>> > >> >
>> > >> --
>> > >>
>> > >> _______________________________________________
>> > >> To unsubscribe, edit your list preferences, or view the list
>> > >> archives, please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>
>> > >>
>> > >--
>> > >
>> > >_______________________________________________
>> > >To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
>--
>- Benjamin Davison
>--
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders

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