is there any way to fix net_fakelag? Everytime i use it things get
glichy like i am on dialup..

On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye <bfh...@gmail.com> wrote:
> Psy_commando, net_fakelag is broken on a listen server, the results are
> unpredictable.
>
>
> On Thu, Jun 7, 2012 at 6:26 PM, Nick <xnicho...@gmail.com> wrote:
>>
>> .... i like the video it makes a much better picture of whats going
>> wrong.. It seems something with the view angles are being dampened?
>>
>> Is it possible to check when the clientside viewangles and the
>> serverside viewangles reach a certain trigger point 0 or 90 or 180 and
>> do a breakpoint on both the client and the server to determine which
>> exact parts are responsible for the slow serverside viewangle
>> adjustments?
>>
>> On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando <psycomma...@gmail.com>
>> wrote:
>> > I think my explanation wasn't all that clear so here's a vid :
>> > http://youtu.be/xHYjoYWU8Kg
>> >
>> > Basically, I made the fighter into a marine useable entity,  in a clean
>> > new
>> > asw build, and the jittering is gone. Its obviously something this build
>> > of
>> > asw has that my main build has not. Most likely something in the marine
>> > code.
>> >
>> > And Nick, stop begging for code I already told you the code would be
>> > available publicly soon.
>> >
>> >
>> > On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk <mreeu...@yahoo.com>
>> > wrote:
>> >>
>> >> I told you where to find what his question is bout (don't even know if
>> >> that part's source code is avail, not looked).... you wanted to take a
>> >> look
>> >> on it.
>> >>
>> >> I would have replied to him if I had done stuff similar or with the
>> >> same
>> >> in the past and . As I didn't, and have no time to start figuring out
>> >> from
>> >> the SDK to come to the same position as he is now, its no use.  I
>> >> replied to
>> >> you, to get you to get smarter with the replies, for you keep asking
>> >> for
>> >> "full source code" which nobody is ever going to give unless you're in
>> >> the
>> >> same team/project and have that already. Either give a meaningful
>> >> reply, or
>> >> give some feedback in which you might search, so they can continue. He
>> >> as
>> >> programmer wont be scared to try some stuff out or find out if its
>> >> correct.
>> >> Just replying without thinking which achieves nothing is just a waste
>> >> of
>> >> time.
>> >>
>> >> Now, go back to that question, what was the question about?
>> >> The discussion had lead to the question what the difference in handling
>> >> was between a marine object and another moving object. The first thing
>> >> that
>> >> comes to mind for me is vertical/horizontal movement limiters/dampeners
>> >> or
>> >> speed ramping in w/e capacity it is coded in. For movements in liquid
>> >> should
>> >> be moving slower, speeding up/down slower and more limited in
>> >> speed/direction etc. But I didn't answer that, for I (normally) am not
>> >> kicking in a open door, for he would know that already. Question would
>> >> be:
>> >> isn't the same type of code active, but just the marine with smaller
>> >> bounds
>> >> which make it way less/not noticeable.
>> >>
>> >> ________________________________
>> >> From: Nick <xnicho...@gmail.com>
>> >> To: Mart-Jan Reeuwijk <mreeu...@yahoo.com>; Discussion of Half-Life
>> >> Programming <hlcoders@list.valvesoftware.com>
>> >> Sent: Thursday, 7 June 2012, 13:44
>> >>
>> >> Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>> >>
>> >> LOL! U talk nice words. It is easy to pop up out of nowhere and attack
>> >> me( i was  only person to even offer a reply).
>> >>
>> >> Mart-Jan Reeuwijk can you determine what the problem is without
>> >> looking at his code??
>> >>
>> >> I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious
>> >> issue and
>> >> Psy_Commando is very eager to have this thing fixed!
>> >>
>> >>
>> >>
>> >> On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk <mreeu...@yahoo.com>
>> >> wrote:
>> >> > stop asking for the code, esp when they use it from the VALVE
>> >> > SDK's....
>> >> > which means it should already be on your hard disk. If its some they
>> >> > wrote
>> >> > themselves, they wouldn't ask what the difference is between marine
>> >> > vehicle
>> >> > code and other handling code within it. Instead they would link up
>> >> > the
>> >> > code
>> >> > fragments that they wrote themselves.
>> >> >
>> >> > And this is bout the 4th time I see you asking for code or when they
>> >> > quote
>> >> > some code part asking for the full code where its totally irrelevant.
>> >> > Seems
>> >> > to me your not a dev,
>> >> >
>> >> > ________________________________
>> >> > From: Nick <xnicho...@gmail.com>
>> >> > To: Discussion of Half-Life Programming
>> >> > <hlcoders@list.valvesoftware.com>
>> >> > Sent: Thursday, 7 June 2012, 7:23
>> >> >
>> >> > Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>> >> >
>> >> > Nobody can answer that if you don't share the code........
>> >> >
>> >> > On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando <psycomma...@gmail.com>
>> >> > wrote:
>> >> >> I tried to go with the marine/aircraft hybrid, but I decided to turn
>> >> >> it
>> >> >> into
>> >> >> a marine driven vehicle before. And for some reasons, it works
>> >> >> perfectly
>> >> >> with no jitter !
>> >> >> What could be taking place in the marine code that would solve that
>> >> >> jittering problem ?
>> >> >>
>> >> >>
>> >> >>
>> >> >> Thu, May 17, 2012 at 1:26 AM, Psy_Commando <psycomma...@gmail.com>
>> >> >> wrote:
>> >> >>>
>> >> >>> Urgh, forget what I said before, the problem is still there..
>> >> >>> However,
>> >> >>> attaching a point_viewcontrol to to the vehicle reduce most of the
>> >> >>> sluggishness
>> >> >>>
>> >> >>> And thanks for the answer Tony.
>> >> >>>
>> >> >>>
>> >> >>> On Wed, May 16, 2012 at 1:37 AM, Tony "omega" Sergi
>> >> >>> <omegal...@gmail.com>
>> >> >>> wrote:
>> >> >>>>
>> >> >>>> It's probably your movement type.
>> >> >>>> If you're simulating with vphysics, then you've gotta use either
>> >> >>>> applyvelocityimpulse or make a motion controller to apply the
>> >> >>>> velocity
>> >> >>>> properly.
>> >> >>>> if you're not using movetype_vphysics then SetAbsVelocity should
>> >> >>>> work
>> >> >>>> with for example MOVETYPE_NOCLIP or MOVETYPE_FLY.
>> >> >>>>
>> >> >>>>
>> >> >>>>
>> >> >>>> On Wed, May 16, 2012 at 1:31 PM, Psy_Commando
>> >> >>>> <psycomma...@gmail.com>
>> >> >>>> wrote:
>> >> >>>>>
>> >> >>>>> Alright, I think I fixed some of the problem. It still jitters
>> >> >>>>> from
>> >> >>>>> time
>> >> >>>>> to time, but if you're lucky it won't do it at all.. Thanks for
>> >> >>>>> the
>> >> >>>>> help
>> >> >>>>> this far guys.
>> >> >>>>>
>> >> >>>>> The problem was that the new origin and velocity weren't
>> >> >>>>> matching.
>> >> >>>>> on
>> >> >>>>> the server itself during the same frame.
>> >> >>>>>
>> >> >>>>> But I still don't get it ... For some reasons if I set a velocity
>> >> >>>>> and
>> >> >>>>> then change the origin, the velocity will be applied 2x times to
>> >> >>>>> the
>> >> >>>>> entity,
>> >> >>>>> making it move very fast :
>> >> >>>>>>
>> >> >>>>>> SetAbsVelocity( Vel );
>> >> >>>>>>
>> >> >>>>>> SetAbsOrigin( GetAbsOrigin() + Vel );
>> >> >>>>>
>> >> >>>>>
>> >> >>>>> If I just set the velocity and not the origin, no movement at
>> >> >>>>> all:
>> >> >>>>>>
>> >> >>>>>> SetAbsVelocity( Vel );
>> >> >>>>>
>> >> >>>>>
>> >> >>>>>  If I calculate my new origin, by adding a velocity I computed to
>> >> >>>>> the
>> >> >>>>> current origin, the plane move a the right speed but the velocity
>> >> >>>>> stays
>> >> >>>>> at 0
>> >> >>>>> evidently, causing issue with any velocity based method ...
>> >> >>>>>>
>> >> >>>>>> SetAbsOrigin( GetAbsOrigin() + Vel );
>> >> >>>>>
>> >> >>>>>
>> >> >>>>> Does anybody knows what's applying the velocity, and why it
>> >> >>>>> doesn't
>> >> >>>>> apply it when the vehicle origin isn't changed ?
>> >> >>>>>
>> >> >>>>>
>> >> >>>>>
>> >> >>>>> On Thu, May 3, 2012 at 11:59 PM, Nick <xnicho...@gmail.com>
>> >> >>>>> wrote:
>> >> >>>>>>
>> >> >>>>>> Hard to believe a free sdk such as ALIEN SWARM is going to get
>> >> >>>>>> any
>> >> >>>>>> complaints if the code is buggy to begin with..I feel sorry for
>> >> >>>>>> commando.....because without him uploading aworking sdk with the
>> >> >>>>>> problem, there is no way for someone to help him fix it.
>> >> >>>>>>
>> >> >>>>>> On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk
>> >> >>>>>> <mreeu...@yahoo.com>
>> >> >>>>>> wrote:
>> >> >>>>>> > Nick, ppl only need that piece of specific code sometimes, the
>> >> >>>>>> > rest
>> >> >>>>>> > can just
>> >> >>>>>> > be discussed on points of interest. Which is what this mailing
>> >> >>>>>> > list
>> >> >>>>>> > is for.
>> >> >>>>>> > Nobody will upload a full working codebox to test it out, as
>> >> >>>>>> > the
>> >> >>>>>> > snippet of
>> >> >>>>>> > relevant code is the only part thats interesting to the case.
>> >> >>>>>> >
>> >> >>>>>> > He's only looking for pointers and idea's. That way he finds
>> >> >>>>>> > new
>> >> >>>>>> > places to
>> >> >>>>>> > explore in relation to the problem.
>> >> >>>>>> >
>> >> >>>>>> > Uploading the complete edited kit where he has a problem with
>> >> >>>>>> > solves
>> >> >>>>>> > nothing. For 99.9999 % of all that is not relevant, not even
>> >> >>>>>> > withstanding
>> >> >>>>>> > that uploading a SDK is against terms most probably of the
>> >> >>>>>> > SDK.
>> >> >>>>>> > He
>> >> >>>>>> > stated
>> >> >>>>>> > that he used a certain SDK, and that his relevant snippet of
>> >> >>>>>> > code
>> >> >>>>>> > is
>> >> >>>>>> > on a
>> >> >>>>>> > certain place. Thats all thats needed really.
>> >> >>>>>> >
>> >> >>>>>> > ________________________________
>> >> >>>>>> > From: Nick <xnicho...@gmail.com>
>> >> >>>>>> > To: Discussion of Half-Life Programming
>> >> >>>>>> > <hlcoders@list.valvesoftware.com>
>> >> >>>>>> > Sent: Thursday, 3 May 2012, 6:34
>> >> >>>>>> >
>> >> >>>>>> > Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>> >> >>>>>> >
>> >> >>>>>> > Everything would be solved if there was a working demo of the
>> >> >>>>>> > problem.
>> >> >>>>>> > If a random person can't download and reproduce the problem in
>> >> >>>>>> > one
>> >> >>>>>> > or
>> >> >>>>>> > two clicks... then....................... not going to be
>> >> >>>>>> > solved.
>> >> >>>>>> >
>> >> >>>>>> > Please give us an exact copy of the sdk u are using. so there
>> >> >>>>>> > is
>> >> >>>>>> > no
>> >> >>>>>> > doubt we can reproduce the problem exactly. that is the only
>> >> >>>>>> > way
>> >> >>>>>> > it
>> >> >>>>>> > will be fixed, ever.
>> >> >>>>>> >
>> >> >>>>>> > On Wed, May 2, 2012 at 4:50 AM, Saul Rennison
>> >> >>>>>> > <saul.renni...@gmail.com>
>> >> >>>>>> > wrote:
>> >> >>>>>> >> Don't worry Tony, he'll ignore you again, and ask for the
>> >> >>>>>> >> next
>> >> >>>>>> >> week
>> >> >>>>>> >> what's
>> >> >>>>>> >> still wrong.
>> >> >>>>>> >>
>> >> >>>>>> >>
>> >> >>>>>> >> On Wednesday, May 2, 2012, Tony "omega" Sergi 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.
>> >> >>>>>> >>> Update on prediction jittering
>> >> >>>>>> >>>
>> >> >>>>>> >>>
>> >> >>>>>> >>>
>> >> >>>>>> >>> 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:
>> >> >>>>>> >>>
>> >> >>>>>> >>> W
>> >> >>>>>> >>>
>> >> >>>>>> >>> --
>> >> >>>>>> >>> -Tony
>> >> >>>>>> >>>
>> >> >>>>>> >>
>> >> >>>>>> >>
>> >> >>>>>> >> --
>> >> >>>>>> >>
>> >> >>>>>> >>
>> >> >>>>>> >> Kind regards,
>> >> >>>>>> >> Saul Rennison
>> >> >>>>>> >>
>> >> >>>>>> >> _______________________________________________
>> >> >>>>>> >> 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
>> >> >>>>
>> >> >>>>
>> >> >>>
>> >> >>
>> >> >>
>> >> >> _______________________________________________
>> >> >> 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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> please visit:
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>
>

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