Is there a skill.cfg with all the right damage/health values in your mod's
directory?

On 3 January 2015 at 18:20, Peter Urbanics <purban...@hotmail.com> wrote:

> Some more info from the console:
> The NPC should play these faceposer clips and as the console says they are
> missing. There is no scenes folder. Where should this be?
> Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!
> Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!
> Scene 'scenes\at3_npc_catch_pistol.vcd' missing!
>
> When the zombies die (by themselves) the console says:
> ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
> ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
> ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
>
> Another bug:
> Crates, boxes and even glass bottles don't break now when I keep hitting
> them with the crowbar.
> I am able to push them around, and the glass bottles break when kicked or
> picked up and thrown but not when hit with the crowbar.
> ???
>
> There is a few of these error messages when I hit and push these things
> around:
> AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
> AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
> No caption found for 'wood_crate.scraperough'
> No caption found for 'wood_crate.scraperough'
>
>
> Any idea what to try to fix these?
>
> 2. More progress:
> I have no idea where that scenes folder went so I copied it back under the
> MOD's folder from a backup and tried again and now the NPC played them
> nicely. VO lines, animations, lip syncing, everything seems to work.
> (Except for the captions I had for each line.)
> Console says:
> No caption found for 'at3_npc_help_call_01'
> No caption found for 'at3_npc_catch_pistol'
> No caption found for 'at3_npc_find_a_way'
>
> So I checked these captions and found that the closecaption_english.txt in
> my resource folder was some default one not the hangover specific one, so I
> copied that back from my backup too and magically the captions appeared.
> :-)
>
> 3. Crowbar bug:
> Every time I hit some physics thing with it this appears in the console:
> AddMultiDamage:  g_MultiDamage.GetDamageForce() == ve
> Every time I hit something with the crowbar that should take damage and be
> thrown around.
> This appears in the console about 6 times and then not any more.
>
> There are facecrab ragdols, cinder blocks, wooden crates and box, wood
> rails, that should move and/or break whan hit with the crowbar, but they
> don't, only the proper hit mark appears on them.
> I can push, pick up and throw these things around but they won't move when
> hit with the crowbar.
> There is even an explosive barrel that used to go BOOM, now it will only
> dent when hit or shot at, but wont move or blow up.
>
> The crowbar is not all useless. There are a few headcrabs in this first
> area of the MOD I tested and those can be killed with it and than thier
> ragdoll body moved around by hitting.
>
> 4. I am not taking any damage from headcrab jumping at me. Console does
> not display any error or info.
> ???
>
> Please share any idea!
>
> Thanks,
> Peter
>
> ------------------------------
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sat, 3 Jan 2015 08:25:00 +0100
>
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Hi,
>
> Thanks for the explanation. Much progress was made, again!
> Those paths were commented out because I did not have a Hangover
> configuration in Hammer before and un-commenting / commenting out those
> lines did not change anything, but now they make sense.
> Everything is there in Hammer and looks OK, so I started the game (the
> old build by the way, did not compile now)
> and the menu background scene played just fine. I believe everything
> worked as before if I remember correctly.
> Then started playing and all seemed good till I reached the area were an
> NPC comes out to a balcony and SHOULD PLAY some animations I have put
> together in Faceposer, but now she just runs out to the balcony and then
> goes into a pose there and stops. (There were animations, lip syncing,
> dialog lines, which don't work now.)
>
> After this I triggered the wake up of some zombies and they, stand up, do
> their wake up sound perfectly .... then just die and turn into ragdolls
> right on the spot.
> :-)
>
> Any idea what could cause this? Did Faceposer change too?
> Do I need to go to Faceposer and re-export? all the stuff?
> Or compile the whole thing to refresh it with VBCT, to make it work again?
>
> Thanks,
> Peter
>
> ------------------------------
> From: pmckeown2...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sun, 28 Dec 2014 19:04:59 +0000
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Hi again,
>
> The FGD determines what entities are available (i.e. what shows up in the
> entity list, what keyvalues they have) and so on. Actually loading content,
> like models and textures, is done via mounting the other game's .vpks as
> search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You
> will need something like this in the gameinfo (I think you already had
> them, but commented them out):
>
> game |all_source_engine_paths|ep2/ep2_english.vpk
> game |all_source_engine_paths|ep2/ep2_pak.vpk
> game |all_source_engine_paths|episodic/ep1_english.vpk
> game |all_source_engine_paths|episodic/ep1_pak.vpk
>
> You may also want to mount the other game's folders, as well as the vpks.
> The folders contain misc files that may be useful to your mod, such a font
> files and localisation files.
>
> game |all_source_engine_paths|ep2
> game |all_source_engine_paths|episodic
>
> Be aware that the order you mount files matters,  with I believe the
> higher up mounts having priority over the lower ones. This means that files
> such as the ep2 models with the same name as ep1 ones will load the ep2
> variant. As some of Valve's model animations were changed in EP2, compared
> to say, HL2, you might find missing animations if EP2 removed animations
> that existed in HL2 depending on what you are trying to accomplish. Files
> in the gameinfo folder (i.e. hangover's mod folder) will have priority over
> all external content as long as the |gameinfo_path| remains above all other
> mounts.
>
> Hope this helps!
>
> Peter
>
> ------------------------------
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sun, 28 Dec 2014 09:01:51 +0100
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Hi,
>
> Great info, thanks!
> Some progress was made.
>
> So I added this to the GameConfig.txt
> "Hangover"
> {
> "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover"
> "Hammer"
> {
> "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK
> Base 2013 Singleplayer\bin\halflife2.fgd"
> "TextureFormat" "5"
> "MapFormat" "4"
> "DefaultTextureScale" "0.250000"
> "DefaultLightmapScale" "16"
> "GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base
> 2013 Singleplayer\hl2.exe"
> "DefaultSolidEntity" "func_detail"
> "DefaultPointEntity" "info_player_start"
> "BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin\vbsp.exe"
> "Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin\vvis.exe"
> "Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base
> 2013 Singleplayer\bin\vrad.exe"
> "GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK
> Base 2013 Singleplayer"
> "MapDir" "C:\Hangover\mapsrc"
> "BSPDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps"
> "CordonTexture" "tools\toolsskybox"
> "MaterialExcludeCount" "0"
> }
> }
>
> which is in:
> C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin
>
> Then if I run the hammer.exe there, now it does not ask anymore which
> config to start with but in the options it is set to Hangover so I guess it
> uses that.
> Now I can finally see my custom Hangover models in the model browser.
> It looks like the ones that have custom textures are textured but the ones
> that use textures from other Half Life products are just displayed with the
> black-pink checker texture.
> Unfortunately now every other model (which are not Hangover custom stuff
> but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are still
> missing and displayed as ERROR texts.
>
> I tried adding some more Game Data Files directory paths in the options to
> the Hangover config but it did not change anything.
> It adds them to the GameConfig.txt like so:
> "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
> Deathmatch\bin\base.fgd"
> "GameData1" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
> Deathmatch\bin\halflife2.fgd"
> "GameData2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
> Deathmatch\bin\hl2mp.fgd"
> "GameData3" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life
> 2\bin\base.fgd"
> "GameData4" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life
> 2\bin\halflife2.fgd"
> "GameData5" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK
> Base 2013 Singleplayer\bin\halflife2.fgd"
> but after restarting Hammer and loading the same map file, all the same
> stuff is still missing.
>
> I only have Source SDK Base 2013 Singleplayer installed now. Do I need to
> install Source SDK or Source SDK Base 2006, etc. to be able to add those
> directory paths?
> Is that what is required?
> I remember two years ago I was using the Source SDK and starting hammer
> from that one.
>
> One more thing I tried:
> if I switch the game config to EP2 inside Hammer then it tells me to
> restart, then when I open the same scene the trees and logs are there but
> the Hangover MOD specific models are missing. :-)
>
> What should I try?
> Please help!
> How do I make it load the models from both configs?
>
> Thanks,
> Peter
>
> ------------------------------
> From: pmckeown2...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 19 Dec 2014 22:36:53 +0000
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Hi,
>
> Unless I've misread the problem, you said earlier you are starting Hammer
> with the Half-Life 2: Episode 2 configuration, that seems to be what the
> problem is. If you are making your own mod (with content in it's own folder
> in the SourceMods folder), you will need to create a custom Hammer
> configuration for it. You can do this within hammer, but the easiest way is
> to go to the SDK Base 2013/bin folder of your choice, and open
> GameConfig.txt . Make a copy of one of the existing configs, and paste it
> within the file, and edit the paths and names  to reference your mod.
> Launch hammer with your game select and that should fix your missing
> content problem.
>
> Hope this helps, apologies if I've gotten your problem wrong. Best regards.
>
> ------------------------------
> Date: Fri, 19 Dec 2014 12:55:24 -0600
> From: xnicho...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> This problem could be solved by allowing developers access to the closed
> source filesystem dlls.
>
> Or valve could actually program their closed source filesystem dlls with
> MASSIVE verbosity. I mean line by line verbosity so that mod developers
> know exactly what is happening when steam goes through each line of
> gameinfo txt.
>
>
> gameinfo.txt ---- produces zero output. It is controlled by a blackbox
> software with no output only failure messages and obviscation..
> please make it extremely verbose line by line so us developers wont have
> to spend hours trying to figure it out...
>
>
>
> On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics <purban...@hotmail.com>
> wrote:
>
> Hi,
>
> It's been a long time. :-)
> I wasn't lazy, just working on other stuff and have pretty low motivation
> for Hammer with this crap I am facing. :-(
>
> ------------------------------------------------------------------------
> ------------------
> I start hammer.exe from
> C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin
> with the Half-Life 2: Episode Two game configuration
> than it seems like I am only missing my mod specific stuff:
>
> http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png
>
> How do I add those back? Why does it not find those?
>
> My gaminfo txt looks like this:
>
> "GameInfo"
> {
> name "Hangover"
>         game "Hangover"
> title "Hangover"
> type singleplayer_only
>  developer "Peter Urbanics"
> developer_url "http://sites.google.com/site/purbanics/";
>         icon "icon/hangover_icon"
>
>  // gamelogo 1
>  // nodifficulty 1 // Hides the difficulty tab
>   nodegraph 0             // When false, prevents the engine from
> creating nodegraphs.
>
> FileSystem
> {
> SteamAppId 243730 // Source SDK Base 2013 Singleplayer
> SearchPaths
> {
> // No /custom/ folders because they can interfere with mod content and
> shouldn't be in mod gameinfo.
> game+mod+mod_write+default_write_path |gameinfo_path|. // Mod
> gamebin |gameinfo_path|bin // Mod's Binaries
>
> // Base Half-Life 2 Content: ep2, episodic, hl2
> game_lv |all_source_engine_paths|hl2/hl2_lv.vpk
> // game |all_source_engine_paths|ep2/ep2_english.vpk
> // game |all_source_engine_paths|ep2/ep2_pak.vpk
> // game |all_source_engine_paths|episodic/ep1_english.vpk
> // game |all_source_engine_paths|episodic/ep1_pak.vpk
> game |all_source_engine_paths|hl2/hl2_english.vpk
> game |all_source_engine_paths|hl2/hl2_pak.vpk
> game |all_source_engine_paths|hl2/hl2_textures.vpk
> game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
> game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
> game |all_source_engine_paths|hl2/hl2_misc.vpk
> platform |all_source_engine_paths|platform/platform_misc.vpk
>
> // TODO; find out what is it and why it's here
> //                       game |all_source_engine_paths|ep2
> // game |all_source_engine_paths|episodic
> game |all_source_engine_paths|hl2
> platform |all_source_engine_paths|platform
> }
> }
> }
>
> ------------------------------------------------------------------------
> -----------------
>
> Thanks for any ideas I should try.
> Br,
> Peter
>
> ------------------------------
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sun, 5 Oct 2014 19:56:56 +0200
>
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> I think I had those lines there in the gameinfo, but I'll check that out
> again then.
>
> Thanks,
> Peter
>
> ------------------------------
> Date: Sun, 5 Oct 2014 01:14:34 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> You most likely just need to update your gameinfo.txt so that it mounts
> hl2 episodic and ep2 content.
> On Oct 4, 2014 1:59 AM, "Peter Urbanics" <purban...@hotmail.com> wrote:
>
> Thanks. Using your dll-s some progress has been made:
> Now I can start the MOD but there are a bunch of props missing already
> from the menu background.
> See image:
> http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
>
> Then when I try to start the game it crashes.
>
> So I went on to start Hammer to take a look there, but the Hammer.bat under
> C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin
> just says: "\Steam\steamapps\SourceMods\hangover was unexpected at this
> time."
> So I start the hammer.exe and load a scene, then there again a bunch of
> objects are missing. Some of them are my own models, some are ferns, etc. I
> don't remember from which episode.
> http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
>
> ARGH!!!!   :-)
>
> Please help, what should I try, or post here so somebody can get an idea
> what could be wrong?
>
> I would hate to give up so close to finally releasing the MOD I worked on
> so much and also to let down the people on on ModDB watching it.
> Before I put the MOD to sleep 2 years ago, everything was error free,
> working perfectly and now with this new SDK I can't get it to work again.
>
> Thanks in advance,
> Peter
>
> ------------------------------
> Date: Sat, 20 Sep 2014 08:57:47 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> I put together an example HL2 EP2 mod for someone a few weeks ago  you can
> just grab the .dlls from it if you want
> http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing
> is changed in it I just compiled the singleplayer code.
>
> I'm not sure why .dlls are not under the EP2 folder I could have sworn
> that's where they were located. If you don't want to use mine you can also
> just grab them from the game itself and it should work.
>
> On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics <purban...@hotmail.com>
> wrote:
>
>  Hi,
>
> So finally I dared to try this and got stuck going through these:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
>
> at this point:
> ---------------------------------------------
> The bin folder
> The bin folder is where your client and server .dll files will go from
> your compiled code
> Navigate to
> ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy
> the client.dll and paste it into the bin folder located in your
> steamapps\sourcmodes\modname
> Same thing for server.dll
> ---------------------------------------------
>
> There is no such thing as "Release_mod_hl2" and there are no client and
> server .dll-s to be found there.
>
> By the way I did not do the setting up the code base and compiling part
> in the beginning as you suggested.
>
> You wrote: " If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead."
>
> Unfortunately I did not find any dll-s there either. The only folder that
> has those around there, is:
> Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\sourcetest\bin
>
> Are those dll-s good?
> Why don't I find them under ep2 as you suggested?
>
> Please help!
> Thanks in advance,
> Peter
>
>
> ------------------------------
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 8 Aug 2014 06:43:52 +0200
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Thanks for the explanation. Sounds promising!
>
> Br,
> Peter
>
> ------------------------------
> Date: Thu, 7 Aug 2014 19:01:52 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> There shouldn't be a need to convert anything, the only thing you will
> need to remake for sure is the gameinfo.txt. Map files, sound files,
> textures, models, etc should be fine.
>
> HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are
> required to own HL2 or it's episodes to play HL2 mods. Upon launching your
> mod they will auto install sdk 2013 singleplayer if they don't already.
>
>
> On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics <purban...@hotmail.com>
> wrote:
>
> Thanks Jesse,
>
> I found it:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
> I'll try that out and let you know what happened ... soon.
>
> Just to make this a bit clearer for me: I have to set up a new MOD and
> then copy all the content stuff from my old MOD into it?
> Is this how it has to be done? Isn't there a convert or something?
> And why do I need to go to this new SDK 2013 anyway, can't I just get my
> old MOD working and release it for people to play who have HL2?
>
> Thanks,
> Peter
>
> ------------------------------
> Date: Thu, 7 Aug 2014 06:47:20 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
>
> I have a guide on the sdk group hub page on steam for setting up a single
> player mod. If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead.
> On Aug 7, 2014 1:30 AM, "Peter Urbanics" <purban...@hotmail.com> wrote:
>
>  Dear HLCoders,
>
> It's been exactly 2 years since I have not touched my MOD because I
> decided it was finished and will release it as soon as I get the last few
> graffiti and smack those on some walls.
> Finally I have them, YAY!
>
> http://www.moddb.com/mods/hangover
>
> But as I feared all along a lot has changed in the Source world in two
> years and now after fooling around for several days and trying various,
> said to work solutions, I still can't get the MOD to run, if I manage to
> start Hammer, models are missing, the VBCT compile tool does not see the
> MOD, etc.
> ARGH!  :-(
>
> I'm confused now as there is so much different info out there (some
> already outdated) about how to convert your MOD to Source SDK 2013 or start
> Hammer differently, edit various txt files… I'm not even sure I need to
> convert or what exactly I should be doing to get this back up running. I
> fear I'm not seeing the forest from the tree and all this should be much
> easier.
>
> It was a simple Orange Box MOD with no code modification.
>
>
> *Is there anybody out there with experience in sorting this kind of crap
> out?*
> *Anybody willing to take a look?*
>
> I am so close to releasing the MOD, just need to get this sorted out.
> It all worked perfectly 2 years ago, so I am sure there is not much other
> crap going on in the MOD, just this SDK change needs some love to get it
> running again.
>
>
> I hope this makes sense to someone with experience in this.
> It's all gray for me. I just want to design!!!
>
> Any help would be very much appreciated.
> Thanks in advance,
> Peter Urbanics
>
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