@Michael :
I changed the recv and send proxy to the sames as the marine npcs/player
and I still get jittering. I also put a breakpoints in setnetworkorigin but
I only found out that the client entity was overwriting the networkorigin
with its local one. When I fixed that it started lagging even without any
lag applied :(

Is it possible this whole problem be due to the network settings, like the
cmdrate ?

On Thu, May 3, 2012 at 3:55 AM, Michael Kramer <kra...@siosphere.com> wrote:

> Have you setup breakpoints when it is setting the NetworkOrigin and
> stepped through the code to find out why the server vectors are not
> properly being set?
>
> ASW Might be using a default proxy that is causing the server vectors to
> fail. That is where I'd start.
>
>
> On Thu, May 3, 2012 at 1:09 AM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> 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
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
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>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
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>>>> 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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>> please visit:
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>>
>>
>>
>
>
> --
> *Michael Kramer, Software Engineer & SEO Expert*
> http://www.siosphere.com | kra...@siosphere.com
>  *[c] 801-530-9454*
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> *
> *
> *
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