still no reply, im not surprised though

On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
<[email protected]> wrote:
> 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:
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>>>
>>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
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>> please visit:
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>>
>
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