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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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