Yeah, I guess it makes much more sense if I treat it as sarcasm.
Meh.

2009/8/6 Tony Paloma <[email protected]>:
> I think you missed the sarcasm.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Harry Jeffery
> Sent: Thursday, August 06, 2009 2:53 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] whats happening with this engine
>
> They use their tools to make their games to make lots of money and
> game of the year... again.
>
> 2009/8/6 botman <[email protected]>:
>> How else is VAVLe going to be successful unless they listen to our
>> helpful comments?  It's obvious they don't know what they are doing and
>> need our help.
>>
>> On 8/5/2009 5:47 PM, Garry Newman wrote:
>>> They're probably too busy doing actual work to respond to a list of
>>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>>
>>> garry
>>>
>>> On Wed, Aug 5, 2009 at 11:34 PM, Nick<[email protected]>  wrote:
>>>> I like how valve has absolutely no response to make regarding this
> subject.
>>>>
>>>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison<[email protected]>
>  wrote:
>>>>> Seconded!
>>>>>
>>>>> Thanks,
>>>>> - Saul.
>>>>>
>>>>>
>>>>> 2009/7/26 Matt Hoffman<[email protected]>
>>>>>
>>>>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>>>>
>>>>>> Or should I make a separate hlcoders email about that instead of
> including
>>>>>> all my hard-earned research in this one?
>>>>>>
>>>>>>
>>>>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>>>>> <[email protected]>wrote:
>>>>>>
>>>>>>> My only wish for updates to the tools is to update Faceposer to work
>>>>>> fully
>>>>>>> with Vista. Currently it is not possible to do auto-generation of the
>>>>>>> lip-synch data in Vista, and furthermore another dev and I both had
>>>>>> trouble
>>>>>>> on his XP machine locating a working link to the Speech SDK that
>>>>>> Faceposer
>>>>>>> requires, all the MS links were 404, etc.
>>>>>>>
>>>>>>> I will just say that doing the lip synch data yourself is extremely
>>>>>> lemons,
>>>>>>> not to mention that I am a coder not an artiste :D
>>>>>>>
>>>>>>> Chris
>>>>>>>
>>>>>>> -----Original Message-----
>>>>>>> From: [email protected]
>>>>>>> [mailto:[email protected]] On Behalf Of Harry
>>>>>>> Pidcock
>>>>>>> Sent: Saturday, July 25, 2009 9:32 PM
>>>>>>> To: Discussion of Half-Life Programming
>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>
>>>>>>> Whitespace should be easy to embed in the engine if you create a
> wrapper
>>>>>>> that works with the feature I presented before. Whitespace is a very
>>>>>> visual
>>>>>>> language that is great for particle effects and shaders(it is then
>>>>>>> translated into complex hlsl).
>>>>>>>
>>>>>>> --------------------------------------------------
>>>>>>> From: "Harry Jeffery"<[email protected]>
>>>>>>> Sent: Sunday, July 26, 2009 4:40 AM
>>>>>>> To: "Discussion of Half-Life Programming"<
>>>>>> [email protected]
>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>
>>>>>>>> I thought it looked so clean and easy, then I selected the
> whitespace.
>>>>>> =[
>>>>>>>> 2009/7/25 Spencer 'voogru' MacDonald<[email protected]>:
>>>>>>>>> I like this one better.
>>>>>>>>>
>>>>>>>>> http://compsoc.dur.ac.uk/whitespace/
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -----Original Message-----
>>>>>>>>> From: [email protected]
>>>>>>>>> [mailto:[email protected]] On Behalf Of Olly
>>>>>>>>> Sent: Saturday, July 25, 2009 10:54 AM
>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>
>>>>>>>>> Its a good job you used tinyurl, otherwise it wouldn't have fit on
> my
>>>>>>>>> screen!...
>>>>>>>>>
>>>>>>>>> 2009/7/25 Harry Pidcock<[email protected]>
>>>>>>>>>
>>>>>>>>>> Valve contacted me yesterday to tell me they have successfully
>>>>>>>>>> implemented
>>>>>>>>>> a
>>>>>>>>>> new feature.
>>>>>>>>>>
>>>>>>>>>> http://tinyurl.com/4f6mt
>>>>>>>>>>
>>>>>>>>>> I hope to see more of these innovations in the future.
>>>>>>>>>>
>>>>>>>>>> --------------------------------------------------
>>>>>>>>>> From: "Andrew Ritchie"<[email protected]>
>>>>>>>>>> Sent: Saturday, July 25, 2009 10:21 AM
>>>>>>>>>> To: "Discussion of Half-Life Programming"
>>>>>>>>>> <[email protected]
>>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>>
>>>>>>>>>>> Surely this topic could be split into several different points.
>>>>>>>>>> Personally
>>>>>>>>>>> I
>>>>>>>>>>> see 4 different ones here.
>>>>>>>>>>>
>>>>>>>>>>> 1) Engine features
>>>>>>>>>>> 2) Tools Capabilities
>>>>>>>>>>> 3) Tools Availability
>>>>>>>>>>> 4) Tools Presentation
>>>>>>>>>>>
>>>>>>>>>>> The first is ignorable, Valve is clearly only going to add new
>>>>>>>>>>> features
>>>>>>>>>> or
>>>>>>>>>>> change things, like BSP and displacement maps, when they think
> it's
>>>>>>>>>>> important.  It's their engine and it needs to do what their games
>>>>>>> need
>>>>>>>>>>> doing.  If you choose to use Source then you have to accept you
> are
>>>>>>>>>>> modding
>>>>>>>>>>> their engine.  Sure TF, CS, DoD etc.. all were mods that made
> Valve
>>>>>> a
>>>>>>>>> lot
>>>>>>>>>>> of
>>>>>>>>>>> money and brought huge success but they were also developed
> around
>>>>>>> the
>>>>>>>>>>> constraints of the engine rather than the engine being built FOR
>>>>>>> these
>>>>>>>>>>> mods
>>>>>>>>>>> to be made.  If a technical limitation is big enough to warrent
> an
>>>>>>>>> engine
>>>>>>>>>>> change then do so rather than hanging about wanting Valve to add
>>>>>> the
>>>>>>>>>>> feature, as big as the previous mentioned mods are you'd need to
>>>>>>>>>>> really
>>>>>>>>>>> prove you're up to their popularity before Valve would make a
>>>>>> drastic
>>>>>>>>>>> change
>>>>>>>>>>> for you.  So either accept the engine's features before you get
>>>>>>>>>>> underway
>>>>>>>>>>> or
>>>>>>>>>>> be prepared to encounter the fact you can't do certain things
>>>>>> without
>>>>>>>>>>> a
>>>>>>>>>>> lot
>>>>>>>>>>> of work, if not at all.
>>>>>>>>>>>
>>>>>>>>>>> The Tools Capabilities I think is what Jed was really getting at,
> I
>>>>>>>>> don't
>>>>>>>>>>> mean like adding features to hammer and stuff but specifically
>>>>>>>>>>> allowing
>>>>>>>>>>> the
>>>>>>>>>>> chance for modders to by pass say model exporting to smd and just
>>>>>> use
>>>>>>>>>>> a
>>>>>>>>>>> common format.  The tool would need to have the importer and
>>>>>>> converter
>>>>>>>>>>> written but I personally think that approaching Valve with a
>>>>>> specific
>>>>>>>>> and
>>>>>>>>>>> industry accepted intermediate format might be a good cause.
>>>>>>>>>>> Especially
>>>>>>>>>> if
>>>>>>>>>>> it makes life easier for getting the raw assets into a format
> that
>>>>>>> the
>>>>>>>>>>> tool
>>>>>>>>>>> can then use.
>>>>>>>>>>>
>>>>>>>>>>> With the availability of tools, I mean those asking that they be
>>>>>> open
>>>>>>>>>>> source.  Specifically referring to a comment about hammer, look
> at
>>>>>>>>>>> Worldcraft and BSP ( Yahn's editor iirc ) they were originally
>>>>>>>>>>> personal
>>>>>>>>>>> projects.  So you could take a leaf and have a bash at your own
>>>>>>> editor
>>>>>>>>>> and
>>>>>>>>>>> open source it, you never know might turn out to be a better
>>>>>> designed
>>>>>>>>>>> tool.
>>>>>>>>>>> However just having the source code to hammer, I doubt would be
> of
>>>>>>> any
>>>>>>>>>>> benefit, you'd have dozens of versions of the tool floating
> around
>>>>>>> and
>>>>>>>>> do
>>>>>>>>>>> you really think you could add something useful to it?  It may
> have
>>>>>>>>>>> bugs
>>>>>>>>>>> but
>>>>>>>>>>> if you advocate open source then why not take the initiative and
>>>>>> lead
>>>>>>>>>>> by
>>>>>>>>>>> example?
>>>>>>>>>>>
>>>>>>>>>>> The last one, has been brought up in regards to wrapping a tool
>>>>>> with
>>>>>>> a
>>>>>>>>> UI
>>>>>>>>>>> or
>>>>>>>>>>> removing the need for QC files.  With this I think the issue is
>>>>>>>>> balancing
>>>>>>>>>>> the technical knowledge and the capabilities of a tool.  However
> I
>>>>>>>>>>> feel
>>>>>>>>>> it
>>>>>>>>>>> again falls back to a situation where Valve are happy to use it
> the
>>>>>>>>>>> way
>>>>>>>>>> it
>>>>>>>>>>> is, they understand it and can get any of their tools to do what
>>>>>> they
>>>>>>>>>>> need.
>>>>>>>>>>> It's the new, non technical, or perhaps slightly lazy people who
>>>>>>> would
>>>>>>>>>>> need
>>>>>>>>>>> that more complex aspects automated for them.  I'd refer this
> back
>>>>>> to
>>>>>>>>>>> Hammer, the early days of mapping could often mean rooting around
>>>>>> in
>>>>>>> a
>>>>>>>>>> hex
>>>>>>>>>>> or text editor and as things progressed and art started needing
> the
>>>>>>>>>>> technical requirements to be simplified you found map editors
>>>>>> hiding
>>>>>>>>> away
>>>>>>>>>>> the old formats.  Worldcraft and Hammer essentially sit between
> the
>>>>>>>>>>> user
>>>>>>>>>>> and
>>>>>>>>>>> the BSP, VIS, RAD etc.. compilers.  The format they accept might
>>>>>> be,
>>>>>>>>>>> at
>>>>>>>>>>> this
>>>>>>>>>>> stage, more heavily tied into hammer but it's still a front end
> for
>>>>>>>>>> those.
>>>>>>>>>>> Again perhaps Worldcraft was a special case with Valve gobbling
> it
>>>>>>> up,
>>>>>>>>>>> HLMV
>>>>>>>>>>> too, but I think if the community is adamant enough about
>>>>>> simplifying
>>>>>>>>> and
>>>>>>>>>>> unifying the tool chain then perhaps a bit of proactive
> development
>>>>>>>>> could
>>>>>>>>>>> lead the way or at least prove to Valve that everyone is serious
>>>>>>> about
>>>>>>>>>>> rethinking the way we interact with the SDK.
>>>>>>>>>>>
>>>>>>>>>>> Ok, sorry bit of a ramble but mainly what I wanted to share was
>>>>>> that
>>>>>>>>>>> specific things like adding FBX to the formats studiomdl can
> accept
>>>>>>>>> would
>>>>>>>>>>> be
>>>>>>>>>>> good ventures as they are specific and have an immediately
> obvious
>>>>>>>>>> reason.
>>>>>>>>>>> The other stuff like creating a unified system might be something
>>>>>>> that
>>>>>>>>> is
>>>>>>>>>>> best approached with good old community spirit.  If you're
> serious
>>>>>>>>> enough
>>>>>>>>>>> about wanting to use the engine but can genuinely improve the way
>>>>>>>>>>> users
>>>>>>>>>>> develop for it then get organized and see if it's a viable thing
> to
>>>>>>>>>>> tackle.
>>>>>>>>>>> Even if it's just to prove you were right.  I know the later is a
>>>>>> bit
>>>>>>>>>>> of
>>>>>>>>>> a
>>>>>>>>>>> cop out but Jed, Nem and NS2 (prior to dropping Source ) are
>>>>>> examples
>>>>>>>>>>> of
>>>>>>>>>>> those who have gone out of their way to do so with tools and
> Garrys
>>>>>>>>>>> mod
>>>>>>>>>> is
>>>>>>>>>>> a
>>>>>>>>>>> prime example of taking what is available game code wise and
> adding
>>>>>>>>>>> the
>>>>>>>>>>> extensions (Specifically scriptint) you want. Plus it beats just
>>>>>>>>>>> falling
>>>>>>>>>>> back to the "Valve Needs to Support Mods" and "Valve do whats
> best
>>>>>>> for
>>>>>>>>>>> Valve
>>>>>>>>>>> games and mods need to deal with it" arguments that go no where.
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears<[email protected]>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> As a 3D modeller, animator, and mapper, (and not a coder) I
> agree
>>>>>>>>>>>> with
>>>>>>>>>>>> what
>>>>>>>>>>>> Jed said 100%.
>>>>>>>>>>>>
>>>>>>>>>>>> Jed, can you please just go work for Valve?
>>>>>>>>>>>>
>>>>>>>>>>>> great, thanks!
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Jul 24, 2009 at 12:23 PM, Jed<[email protected]>  wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> No I wasn't advocating an 3D app ->  MDL path. Simply adding
>>>>>>> support
>>>>>>>>>>>>> for a more common/cross platform 3D format to those that
>>>>>> StudioMDL
>>>>>>>>>>>>> supports.
>>>>>>>>>>>>>
>>>>>>>>>>>>> The problem with the SMD format is that it's an old format from
>>>>>>> and
>>>>>>>>>>>>> old engine and requires plug-ins to be written for 3D apps to
>>>>>>>>>>>>> support
>>>>>>>>>>>>> it. This leaves it down to Valve to write them.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Take Max for example - a plug-in for one version does not
>>>>>>>>>>>>> automatically work with another, it needs to be recompiled
>>>>>> against
>>>>>>>>> the
>>>>>>>>>>>>> new versions SDK. A shop like Valve is probably only going to
>>>>>> have
>>>>>>>>> one
>>>>>>>>>>>>> version and not upgrade every time a new one comes along.
>>>>>>> Therefore
>>>>>>>>>>>>> SMD plug-ins for other versions are going to have to be made by
>>>>>>> the
>>>>>>>>> 3D
>>>>>>>>>>>>> app users themselves.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Now there are plenty of suitable cross-app 3D formats such as
>>>>>> DAE,
>>>>>>>>>>>>> FBX, etc. that Valve could add support for to the StudioMDL
>>>>>>>>>>>>> compiler
>>>>>>>>>>>>> (and I've vocally expressed this to Valve many times) in
>>>>>>> *addition*
>>>>>>>>> to
>>>>>>>>>>>>> the SMD, OBJ and MRM formats it already supports.
>>>>>>>>>>>>>
>>>>>>>>>>>>> So why should they do it?
>>>>>>>>>>>>>
>>>>>>>>>>>>> - Common file format means more 3D apps that can produce
> content
>>>>>>>>>>>>> out-of-the-box or via publisher made plug-ins. For example
>>>>>> DAE/FBX
>>>>>>>>>>>>> is
>>>>>>>>>>>>> supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
>>>>>>>>>>>>> - Gives modders/studios/licensees choice to use the 3D app of
>>>>>>> their
>>>>>>>>>>>>> choice to create content.
>>>>>>>>>>>>> - Valve doesn't need to produce plug-ins for apps, just support
>>>>>>> the
>>>>>>>>>>>>> format in the compiler.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Simply put SMD format is binding end users to the few apps that
>>>>>>>>>>>>> write
>>>>>>>>>>>>> it and the generosity of community users such as myself, Prall,
>>>>>> et
>>>>>>>>> al.
>>>>>>>>>>>>> to write these plug-ins for the 3D apps we want to use.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Interesting case in point - a Canadian studio approached me
> once
>>>>>>>>>>>>> asking me when my plug-ins would be available for 3DS Max 2009
>>>>>>>>> because
>>>>>>>>>>>>> that was their in-shop 3D content creation tool and they had
>>>>>>>>>>>>> invested
>>>>>>>>>>>>> a lot of money in software and training and didn't want to have
>>>>>> to
>>>>>>>>>>>>> move to something else. Their apparent decision to purchase a
>>>>>>>>>>>>> Source
>>>>>>>>>>>>> license for their title was hanging on the availability of
>>>>>>> plug-ins
>>>>>>>>>>>>> for Max.
>>>>>>>>>>>>>
>>>>>>>>>>>>> My main issue with some of the SDK tool is that that it feels
>>>>>> like
>>>>>>>>>>>>> Valve aren't being smart about it. Good tools means wider
>>>>>> adoption
>>>>>>>>>>>>> which might result in more licensees and from a modders
>>>>>>>>>>>>> perspective,
>>>>>>>>>>>>> more people getting into it and maybe making the next
>>>>>>>>>>>>> CSS/TF2/Portal
>>>>>>>>>>>>> that Valve can snap up as their IP. I think Valve should have a
>>>>>>>>>>>>> dedicated tool guy (not me) turning out polished useful tools -
>>>>>>> not
>>>>>>>>>>>>> this rehashed crap that's hung over from Half-Life 1.
>>>>>>>>>>>>>
>>>>>>>>>>>>> - Start over with StudioMDL - make it a GUI app from the start
>>>>>>> (and
>>>>>>>>>>>>> adding batch/scripting to it wouldn't be hard)
>>>>>>>>>>>>> - Make HLMV a proper MFC of WPF app and get rid of the old
> buggy
>>>>>>>>>>>>> mxtk
>>>>>>>>>>>>> GUI from Mete's HLMV.
>>>>>>>>>>>>> - Add support form more 3D modern file formats and eventually
>>>>>>> phase
>>>>>>>>>>>>> out SMD, etc.
>>>>>>>>>>>>> - If for license/NDA reasons you can't release all the source
>>>>>> code
>>>>>>>>> for
>>>>>>>>>>>>> apps, at least release parts of it. A lot can be learned from
>>>>>> even
>>>>>>>>>>>>> partial code that could help us as modders make our own apps.
>>>>>>>>>>>>> - Add some SDK tool API stuff - for example code to render a 3D
>>>>>>>>> window
>>>>>>>>>>>>> like in HLMV. It can still require steam but make it accessible
>>>>>> so
>>>>>>>>>>>>> that developers can add support for model rendering in other
>>>>>> apps.
>>>>>>>>>>>>> - Polished tools will make the SDK/Engine more attractive to
> end
>>>>>>>>>>>>> users. Modding shouldn't be a right of passage but a warm
>>>>>>> welcoming
>>>>>>>>>>>>> experience to inspire the next great ideas.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I could go on but you get the general idea...
>>>>>>>>>>>>>
>>>>>>>>>>>>> - Jed
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> 2009/7/24 Jorge Rodriguez<[email protected]>:
>>>>>>>>>>>>>> On Fri, Jul 24, 2009 at 2:41 AM, Minh<[email protected]>
>>>>>>> wrote:
>>>>>>>>>>>>>>> The .smd format is extremely robust the way  accomodates
>>>>>>>>>>>>>>> reference
>>>>>>>>>>>>> meshes,
>>>>>>>>>>>>>>> AND skeletal animation. So you want a method to go straight
>>>>>>> from
>>>>>>>>> 3d
>>>>>>>>>>>>> model /
>>>>>>>>>>>>>>> animation ->  .mdl ?
>>>>>>>>>>>>>>> How is that going to work with parametric animation? where
>>>>>> you
>>>>>>>>>>>>>>> can
>>>>>>>>>>>>> combine
>>>>>>>>>>>>>>> multiple .smds to make an animation?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Minh, while the capabilities of the studio compiler are
>>>>>>>>>>>>>> formidable,
>>>>>>>>>>>>>> it
>>>>>>>>>>>>> still
>>>>>>>>>>>>>> leaves much to be desired in terms of file format and syntax.
>>>>>>>>>>>>>> Don't
>>>>>>>>>>>> tell
>>>>>>>>>>>>> me
>>>>>>>>>>>>>> you've never struggled with the qc format. I am constantly
>>>>>>> having
>>>>>>>>>>>>> problems
>>>>>>>>>>>>>> with its limitations. It's a rather robust system that allows
>>>>>>> for
>>>>>>>>>>>>> combining
>>>>>>>>>>>>>> animations in many interesting ways, but the syntax still
>>>>>> pisses
>>>>>>>>>>>>>> me
>>>>>>>>>>>>>> off
>>>>>>>>>>>>>> quite a bit, and the technicality of it leaves it out of reach
>>>>>>> of
>>>>>>>>>>>>>> most
>>>>>>>>>>>>>> artists. I hear Valve wrote some simple tools around it, but
>>>>>> I'm
>>>>>>>>>>>>> surprised
>>>>>>>>>>>>>> they haven't replaced it entirely.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> The SMD format is perhaps a bit clunky, but I don't have too
>>>>>>> many
>>>>>>>>>>>>> problems
>>>>>>>>>>>>>> with it, because it does exactly what is needed, even if it
>>>>>> does
>>>>>>>>>>>>>> it
>>>>>>>>>>>>>> in
>>>>>>>>>>>> a
>>>>>>>>>>>>> bit
>>>>>>>>>>>>>> of a backwards way.
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> 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
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>> No virus found in this incoming message.
>>>>>>>>>>> Checked by AVG - www.avg.com
>>>>>>>>>>> Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
>>>>>>>>>> 07/24/09
>>>>>>>>>>> 18:24:00
>>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives,
>>>>>>>>>> please visit:
>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> Sent from Olly's SEGA Game Gear
>>>>>>>>> _______________________________________________
>>>>>>>>> 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
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> No virus found in this incoming message.
>>>>>>>> Checked by AVG - www.avg.com
>>>>>>>> Version: 8.5.392 / Virus Database: 270.13.30/2262 - Release Date:
>>>>>>> 07/25/09
>>>>>>>> 18:01:00
>>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> 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
>>>
>>
>> --
>> Jeffrey "botman" Broome
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
> _______________________________________________
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> please visit:
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>
>
>
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