That's ok, I'm not expecting you to mess with it and fix it for me. I'm
just a little frustrated right now, I've been messing with that problem for
a long time, and it just seems like there's no solutions. So I just keep
posting what I noticed in hope someone will recognize the problem.

With that said, I already followed your advices, but even when I keep the
bare minimum it still does it, every time I make a new test vehicle from
scratch it does the same thing. And sometimes when exiting the vehicle the
player does it too.

Also I converted the vehicle back to orangebox, and it doesn't jitter on
OB. So it must be something with the settings in ASW I guess. The server
red cross shakes as much, but the view and the client entity is steady. (
http://www.youtube.com/watch?v=wXaLVWcZZDg&feature=youtu.be)

On Wed, May 2, 2012 at 2:21 AM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> Like i said in the first place.. it's only simulating properly on ONE
> SIDE. which is why you're jittering.
> I'm sorry I don't have time to actually play with it for you, but if you
> listen to me that should get you on the right track.
> the client side is running it's update code as it should, but the server
> is not moving. so the client is "fighting" with the networked values.
>
>
> On Wed, May 2, 2012 at 1:40 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> *I meant in MP with predictions off
>>
>>
>> On Wed, May 2, 2012 at 12:39 AM, Psy_Commando <psycomma...@gmail.com>wrote:
>>
>>> I'm starting to think something on the server is messing with the
>>> server-side position..
>>>
>>> I ran the code in MP , and noticed that the clientside position was
>>> steady, while the server-side pos was jittering.
>>> http://www.youtube.com/watch?v=m5w3dT7F6Q4&feature=youtu.be
>>>
>>>
>>>
>>> On Mon, Apr 30, 2012 at 4:46 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>>
>>>> Oh, and did I mention that the Hl2 buggy does the same thing ?
>>>>
>>>>
>>>> On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>>>
>>>>> Well I didn't change much from the ES code, I just cut the useful
>>>>> parts, and tweaked them to fit the vehicle code I had. So yeah, its pretty
>>>>> much the same thing they did, but I'm guessing maybe it was written that
>>>>> way to fix bug they had with the old prediction system, so that might
>>>>> explain why it doesn't work in my case.
>>>>>
>>>>> Also, since I want this to work in multiplayer, I have to have it
>>>>> shared between client/server. If its only server side the controls will be
>>>>> laggy, and if its client side, it will be difficult to update the position
>>>>> on other clients.
>>>>>
>>>>> I already did override the GetRenderOrigin method and copied the
>>>>> smoothing code for the player in there. The problem is that it works only
>>>>> if there are prediction errors detected, and it detects none.
>>>>>
>>>>> I think you're not far with the truth by saying it might be a battle
>>>>> between smoothing and simulation. One odd thing I noticed, is that when I
>>>>> run the game with maxplayer to 1, it runs only the server code, and the
>>>>> jitter is still there...
>>>>>
>>>>>
>>>>>
>>>>> On Sun, Apr 29, 2012 at 4:56 PM, Joel R. <joelru...@gmail.com> wrote:
>>>>>
>>>>>> I'd start from scratch again.
>>>>>>
>>>>>> Quick question though...  Are the ships in Eternal Silence updating
>>>>>> the client entity position and angles as you are?  Or is it server side
>>>>>> only...?
>>>>>>
>>>>>> On the flip side... I would create my own custom clientside entity.
>>>>>> This way YOU control everything that happens to it, and not the server,
>>>>>> because it appears like you are battling with the prediction system.  If
>>>>>> the origin/angles are off by a small tolerance (defined in
>>>>>> c_baseentity.cpp), the client will teleport immediately to the server
>>>>>> values.
>>>>>>
>>>>>> Also, for the smoothing, I'd override the GetRenderOrigin and
>>>>>> GetRenderAngles functions.  This way you can display a smoothed
>>>>>> origin/angles, but the simulation origin and angles are still simulated
>>>>>> perfectly.  This may be another reason why you are getting jitter, 
>>>>>> because
>>>>>> of the battle between smoothing and simulation.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando 
>>>>>> <psycomma...@gmail.com>wrote:
>>>>>>
>>>>>>> Finally got the dedicated server to work with my local network ip.
>>>>>>> It does the same thing as with net_fakelag on the listen server, it 
>>>>>>> doesn't
>>>>>>> look broken to me...
>>>>>>>
>>>>>>> Still can't find what part of the code is causing the stuttering...
>>>>>>>
>>>>>>>
>>>>>>> On Sun, Apr 29, 2012 at 10:43 AM, Ben Pye <bfh...@gmail.com> wrote:
>>>>>>>
>>>>>>>> With the dedicated server run with the argument "-ip 127.0.0.1" and
>>>>>>>> then it should listen on localhost.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sun, Apr 29, 2012 at 12:36 AM, Psy_Commando <
>>>>>>>> psycomma...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> You're sure about that ? you're the first person to tell me that.
>>>>>>>>> Besides, I can't connect to a dedicated server on the same machine
>>>>>>>>> for some reasons, it just timeouts, whether I use 127.0.0.1 or my 
>>>>>>>>> local
>>>>>>>>> network IP.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, Apr 28, 2012 at 5:09 PM, Stephen Swires <
>>>>>>>>> stephen.swi...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Like I said. Fake lag does not work properly on listen servers in
>>>>>>>>>> ASW. You can check for any lag prediction issues by creating a local
>>>>>>>>>> dedicated server and connecting to it, then fake lag works as 
>>>>>>>>>> intended.
>>>>>>>>>>  On Apr 28, 2012 8:32 PM, "Psy_Commando" <psycomma...@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> I made some progress changing the base class's base class to
>>>>>>>>>>> CBaseAnimating instead of CPhysicsPropMultiplayer, it fixed some of 
>>>>>>>>>>> the
>>>>>>>>>>> stuttering, but once you add lag with net_fakelag it does it again. 
>>>>>>>>>>> I can't
>>>>>>>>>>> find the reason why the origin differs between client and server 
>>>>>>>>>>> though, at
>>>>>>>>>>> a glance it looks like the client is slightly ahead in time 
>>>>>>>>>>> compared to the
>>>>>>>>>>> server.
>>>>>>>>>>> If it can help, here's the base class :
>>>>>>>>>>>
>>>>>>>>>>> Client :
>>>>>>>>>>> c_prop_sfr_vehicle.h - http://pastebin.com/tqUFNGQZ
>>>>>>>>>>> c_prop_sfr_vehicle.cpp -http://pastebin.com/eCKcE3VX
>>>>>>>>>>>
>>>>>>>>>>> Server :
>>>>>>>>>>> prop_sfr_vehicle.h - h <http://goog_156218657>
>>>>>>>>>>> http://pastebin.com/zPb3HbEh
>>>>>>>>>>> prop_sfr_vehicle.cpp - http://pastebin.com/5y1m0S89
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 27, 2012 at 11:18 AM, Joel R. 
>>>>>>>>>>> <joelru...@gmail.com>wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Nick, if you knew anything about coding, you'd be able to make
>>>>>>>>>>>> it work fairly quickly.  He is not going to give you all the SDK 
>>>>>>>>>>>> code
>>>>>>>>>>>> prepped and ready.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Apr 26, 2012 at 11:17 PM, Nick <xnicho...@gmail.com>wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> The code you posted certainly is impressive. I just can't find
>>>>>>>>>>>>> an easy
>>>>>>>>>>>>> way to put it in a sdk and run it? How to spawn the vech?
>>>>>>>>>>>>>
>>>>>>>>>>>>> Make an sdk with the files included that works, (with a
>>>>>>>>>>>>> working copy
>>>>>>>>>>>>> of the mod) and all of the code and send a link to valve.. I
>>>>>>>>>>>>> am sure
>>>>>>>>>>>>> they will help out.
>>>>>>>>>>>>>
>>>>>>>>>>>>> A single file isn't at all helpful compared to a working
>>>>>>>>>>>>> source code
>>>>>>>>>>>>> copy, and actual files and a 10 step list to "test" the exact
>>>>>>>>>>>>> problem
>>>>>>>>>>>>> you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE
>>>>>>>>>>>>> IF U
>>>>>>>>>>>>> WANT ANY HELP ON SUCH A MASSIVE "PROBLEM"..
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando <
>>>>>>>>>>>>> psycomma...@gmail.com> wrote:
>>>>>>>>>>>>> > I already posted a link to the pastebin with the whole code
>>>>>>>>>>>>> earlier (
>>>>>>>>>>>>> > http://pastebin.com/eMcKh1YL ). And who at valve would help
>>>>>>>>>>>>> ? Most of the
>>>>>>>>>>>>> > time I don't get answers when I mail devs. And what do you
>>>>>>>>>>>>> mean share what
>>>>>>>>>>>>> > the problem is with you, isn't it what I've been foing?
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > Is there any examples of simple moving predicted entities,
>>>>>>>>>>>>> besides the
>>>>>>>>>>>>> > player ? I could really use an example...
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > By the way, is what Stephen says accurate ? Is the
>>>>>>>>>>>>> net_fakelag command not
>>>>>>>>>>>>> > working on listen servers ?
>>>>>>>>>>>>> >
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > On Thu, Apr 26, 2012 at 12:34 AM, Nick <xnicho...@gmail.com>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> >> i think you should give us a basic code, and send it to
>>>>>>>>>>>>> valve... only
>>>>>>>>>>>>> >> valve can help you. Usually valve is quite nice, and I am
>>>>>>>>>>>>> sure they
>>>>>>>>>>>>> >> wouldn't mind helping you out, as long as you can share
>>>>>>>>>>>>> what the
>>>>>>>>>>>>> >> problem is with the rest of us.....
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> >> On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando <
>>>>>>>>>>>>> psycomma...@gmail.com>
>>>>>>>>>>>>> >> wrote:
>>>>>>>>>>>>> >> > Alright, what else could be causing jittering ? There is
>>>>>>>>>>>>> so little going
>>>>>>>>>>>>> >> > on
>>>>>>>>>>>>> >> > in that entity.
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> >> > On Sat, Apr 21, 2012 at 8:40 PM, Tony "omega" Sergi
>>>>>>>>>>>>> >> > <omegal...@gmail.com>
>>>>>>>>>>>>> >> > wrote:
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >> As I said. looking at your prediction dump, it's not
>>>>>>>>>>>>> actually
>>>>>>>>>>>>> >> >> predicting
>>>>>>>>>>>>> >> >> properly.
>>>>>>>>>>>>> >> >> Either they're not updating at the same rate, or they're
>>>>>>>>>>>>> not running
>>>>>>>>>>>>> >> >> the
>>>>>>>>>>>>> >> >> same code producing the same results.
>>>>>>>>>>>>> >> >> see your screenshot:
>>>>>>>>>>>>> http://dl.dropbox.com/u/13343993/abox0003.jpg
>>>>>>>>>>>>> >> >> notice in red, velocity is 0 0 0 that means
>>>>>>>>>>>>> >> >> disabling VPhysicsUpdate is not the solution, as that
>>>>>>>>>>>>> means you break
>>>>>>>>>>>>> >> >> every vphysics object. Look at what it's doing, it's
>>>>>>>>>>>>> getting it's
>>>>>>>>>>>>> >> >> position
>>>>>>>>>>>>> >> >> after vphysics simulates and updating the entity.
>>>>>>>>>>>>> >> >> so unless you're trying to make a purely
>>>>>>>>>>>>> client-authoritive ship, you
>>>>>>>>>>>>> >> >> can't disable that without adding code to update the
>>>>>>>>>>>>> position from the
>>>>>>>>>>>>> >> >> client.
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >> On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires
>>>>>>>>>>>>> >> >> <stephen.swi...@gmail.com>
>>>>>>>>>>>>> >> >> wrote:
>>>>>>>>>>>>> >> >>>
>>>>>>>>>>>>> >> >>> It maybe worth mentioning that net_fakelag is broken on
>>>>>>>>>>>>> listen servers
>>>>>>>>>>>>> >> >>> in
>>>>>>>>>>>>> >> >>> Alien Swarm. It works on dedicated, however
>>>>>>>>>>>>> >> >>>
>>>>>>>>>>>>> >> >>>
>>>>>>>>>>>>> >> >>> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando <
>>>>>>>>>>>>> psycomma...@gmail.com>
>>>>>>>>>>>>> >> >>> wrote:
>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>> >> >>>> I found what was causing the stuttering with 0 ping
>>>>>>>>>>>>> and in
>>>>>>>>>>>>> >> >>>> singleplayer.
>>>>>>>>>>>>> >> >>>> I disabled this code in cbaseentity_shared :
>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> //-----------------------------------------------------------------------------
>>>>>>>>>>>>> >> >>>>> // Purpose: My physics object has been updated, react
>>>>>>>>>>>>> or extract
>>>>>>>>>>>>> >> >>>>> data
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> //-----------------------------------------------------------------------------
>>>>>>>>>>>>> >> >>>>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject
>>>>>>>>>>>>> *pPhysics )
>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>> >> >>>>>     switch( GetMoveType() )
>>>>>>>>>>>>> >> >>>>>     {
>>>>>>>>>>>>> >> >>>>>     case MOVETYPE_VPHYSICS:
>>>>>>>>>>>>> >> >>>>>         {
>>>>>>>>>>>>> >> >>>>>             if ( GetMoveParent() )
>>>>>>>>>>>>> >> >>>>>             {
>>>>>>>>>>>>> >> >>>>>                 Log_Warning( LOG_DEVELOPER_VERBOSE,
>>>>>>>>>>>>> "Updating
>>>>>>>>>>>>> >> >>>>> physics
>>>>>>>>>>>>> >> >>>>> on object in hierarchy %s!\n", GetClassname());
>>>>>>>>>>>>> >> >>>>>                 return;
>>>>>>>>>>>>> >> >>>>>             }
>>>>>>>>>>>>> >> >>>>>             Vector origin;
>>>>>>>>>>>>> >> >>>>>             QAngle angles;
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>             pPhysics->GetPosition( &origin, &angles );
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>             if ( !IsFinite( angles.x ) || !IsFinite(
>>>>>>>>>>>>> angles.y ) ||
>>>>>>>>>>>>> >> >>>>> !IsFinite( angles.x ) )
>>>>>>>>>>>>> >> >>>>>             {
>>>>>>>>>>>>> >> >>>>>                 Msg( "Infinite angles from vphysics!
>>>>>>>>>>>>> (entity %s)\n",
>>>>>>>>>>>>> >> >>>>> GetDebugName() );
>>>>>>>>>>>>> >> >>>>>                 angles = vec3_angle;
>>>>>>>>>>>>> >> >>>>>             }
>>>>>>>>>>>>> >> >>>>> #ifndef CLIENT_DLL
>>>>>>>>>>>>> >> >>>>>             Vector prevOrigin = GetAbsOrigin();
>>>>>>>>>>>>> >> >>>>> #endif
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>             for ( int i = 0; i < 3; ++i )
>>>>>>>>>>>>> >> >>>>>             {
>>>>>>>>>>>>> >> >>>>>                 angles[ i ] = AngleNormalize( angles[
>>>>>>>>>>>>> i ] );
>>>>>>>>>>>>> >> >>>>>             }
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>> #ifndef CLIENT_DLL
>>>>>>>>>>>>> >> >>>>>             NetworkQuantize( origin, angles );
>>>>>>>>>>>>> >> >>>>> #endif
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>             if ( origin.IsValid() )
>>>>>>>>>>>>> >> >>>>>             {
>>>>>>>>>>>>> >> >>>>>                 SetAbsOrigin( origin );
>>>>>>>>>>>>> >> >>>>>             }
>>>>>>>>>>>>> >> >>>>>             else
>>>>>>>>>>>>> >> >>>>>             {
>>>>>>>>>>>>> >> >>>>>                 Msg( "Infinite origin from vphysics!
>>>>>>>>>>>>> (entity %s)\n",
>>>>>>>>>>>>> >> >>>>> GetDebugName() );
>>>>>>>>>>>>> >> >>>>>             }
>>>>>>>>>>>>> >> >>>>>             SetAbsAngles( angles );
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>>             // Interactive debris converts back to
>>>>>>>>>>>>> debris when it
>>>>>>>>>>>>> >> >>>>> comes
>>>>>>>>>>>>> >> >>>>> to rest
>>>>>>>>>>>>> >> >>>>>             if ( pPhysics->IsAsleep() &&
>>>>>>>>>>>>> GetCollisionGroup() ==
>>>>>>>>>>>>> >> >>>>> COLLISION_GROUP_INTERACTIVE_DEBRIS )
>>>>>>>>>>>>> >> >>>>>             {
>>>>>>>>>>>>> >> >>>>>                 SetCollisionGroup(
>>>>>>>>>>>>> COLLISION_GROUP_DEBRIS );
>>>>>>>>>>>>> >> >>>>>             }
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> >> >>>>> #ifndef CLIENT_DLL
>>>>>>>>>>>>> >> >>>>>             PhysicsTouchTriggers( &prevOrigin );
>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>> PhysicsRelinkChildren(gpGlobals->frametime);
>>>>>>>>>>>>> >> >>>>> #endif
>>>>>>>>>>>>> >> >>>>>         }
>>>>>>>>>>>>> >> >>>>>     break;
>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>> >> >>>> However I still have stuttering when I set
>>>>>>>>>>>>> "net_fakelag" to anything
>>>>>>>>>>>>> >> >>>> >
>>>>>>>>>>>>> >> >>>> 0. And its gets worst the higher the FPS...
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >> _______________________________________________
>>>>>>>>>>>>> >> >> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>> >> >> please visit:
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> >> > _______________________________________________
>>>>>>>>>>>>> >> > To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>> >> > please visit:
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> >> >
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> >> _______________________________________________
>>>>>>>>>>>>> >> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>> >> please visit:
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>> >>
>>>>>>>>>>>>> >
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > _______________________________________________
>>>>>>>>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives,
>>>>>>>>>>>>> > please visit:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>> >
>>>>>>>>>>>>> >
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
>
> _______________________________________________
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> please visit:
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>
>
>
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