Over 9000 would be my answer :P
Op 6-11-2010 21:54, AndreaZzZ schreef:
Lol! How much did you pay?
2010/11/6 Dexter Haslemdexter.has...@gmail.com
I just bought 10 POUNDS OF VIAGRA!
On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Don't bother with the
Unless you're on Steamworks, I'd say no.
Greenberet schreef:
Hello Guys,
we are using an extra configuration application for our mod. The
problem is with doubleclick on the game in steam the mod will directly
start. I want to use an option panel like in overlord when this happens.
So:
unless the mod gets Steamworks access).
Regards,
Yorg DuckSauce Kuijs
Tony omega Sergi wrote:
just compare the source from alien swarm\sdk_src to your mod source and
incorporate the changes, doing so fixes it, at least it did for me.
-Tony
On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs yorg.ku
Hey list,
As some of you may know, Alien Swarm uses some VPK files to store some
stuff, for some reason it will load files in it over files directly in
the folder, which means making your own vpk.
Can anyone tell me the advantages of rebuilding a .vpk over and over
just to make one line of
game. BeyondCompare or Perforce can make copying over the changes quick and easy.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
Sent: Tuesday, July 27, 2010 4:49 AM
To: Discussion of Half-Life
Just:
vgui::surface()-DrawSetColor(255, 255, 255, alpha);
Should work.
Here's my .vmt:
UnlitGeneric
{
$basetexture hud\markers\marker_stopwatch_green
$translucent 1
$no_fullbright 1
$ignorez 1
$nolod 1
$vertexalpha 1
}
vertexalpha and translucent might be the cause.
I'd like to confirm I have the same problem as him, mod's named and
steam.inf contains appid 218(same in gameinfo), I don't think the change
from OB to 2007 caused it either, it worked fine for a while, but lately
it also turned into Source SDK Base 2007.
C-F Strid wrote:
A mere speculation:
I believe this has to do with those types of entities being triggers
themselves, using a bounding box of sorts to detect if a player is
touching it.
These triggers capable of moving can not trigger invisble non-solid
triggers, apparently to reduce the amount of touch-links.
It's an engine
Nor do I then in my own mods, the _english.txt works fine for me, isn't
gameinfo_path the mod directory?
Anyway I've tried to help him on the Steam coding forums already and
referred him to try here.
Would it be an option to make a new testmod and test out if you can get
the file working
For HL2MP mod see:
http://developer.valvesoftware.com/wiki/Last_Man_Standing_Gametype
Probably outdated if you're on OB, just peek through it to find some
default functions and the entities you will need to add to a certain filter.
If an older version of the engine follow the tutorial for as
ZuM did you mean Ballmen?
Link: http://www.moddb.com/mods/ballmen
ZuM wrote:
Hi,
I don't know how to answer this, but there's a mod out that unfortunately i
can't remember the name, but the mod was all about changing the orientation
of the players, and the gravity, so in one moment you where
Ehm the pointer itself would be the null pointer?
So m_pVehicle is a NULL pointer, not enough to know when or how the
pointer should get something to point to though.
Matt Hoffman wrote:
How do I find which part of that line points to a NULL-pointer?
On Sun, Jul 19, 2009 at 11:23 AM,
Afaik the SDK Base orange box is an update to the original Base, so you
would need both, not just one or the other.
Also it will make sure you can play other mods without problems as well
if you have both the SDK Base sdk's
Tobias Kammersgaard wrote:
First you need the Source SDK installed. If
I'm no expert on this, but I just read somewhere that using allowdebug
will turn off VAC protection, try running the servers without VAC
protection and without the -allowdebug parameter.
Hope that helps!
Mandibull wrote:
On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote:
It's a server side beam, so a lot of network traffic is taking place if
you're moving a beam around I guess.
Only way to get over that is make it clientside(if that's even possible)
or find some other solution I guess.
I could be wrong though , but I remember seeing some other post about
Hey list,
I have some pickups that float around and stuff, they're hard to see and
could do with some fancy effects, however it seems the effect won't move
along with the model and for that I assume it needs an attachement to
link it too?
The problem is apperently information about
Heh, you're too late and no am not on the OB engine, me and my modeller
pulled it off, mostly my modeller though, since he had to actually
create the attachment, I just had to use it :P
It works so that's that...
Thanks for the answering though.
Michael Corsaro wrote:
If you are using the OB
Not exactly a tutorial but here's something that can help you:
http://forums.steampowered.com/forums/showthread.php?t=824025
I've been asking questions in that thread about a variety of things
concerning optimization, a little bit down in the thread is a bunch of
information about networking a
Hey list,
also posted this on the steam forum
In my HL2MP Ep1 mod I'm maually creating particles using a derived class
from the original hl2 explosion, the explosion I'm currently working on
only has a particle effect based on the fire_embers released after an
explosion.
Everything's good
If you have GCFscape you can open a half life 2 related .gcf and find
the stunstick and other missing stuff there, then just extract them to
your own folder.
And yeah some documentation on it would be great though, newbie
documentation is like, ok here make a mod, compile and now you have a
Best joke of the week lol
Saul Rennison wrote:
I'm still laughing at the OP.
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Hey list,
In my mod I want the winner of a round to be announced with a hud print
center and print console.
This will work by score(mind you, score is seperated from the frags
already).
I don't really have any experience when it comes to selecting the
highest score out of multiple
Looking good, thanks for the correction.
Guess I also forgot static variable would also be saved between function
calls, besides just saving the value for each loop iteration.
Tony Paloma wrote:
The second loop is unnecessary. You can keep track of the winner player in
the first loop and then
If you're trying to find the sound itself, afaik it's generated by audio
part of source I guess and isn't in a .wav
If not I don't know if this will help but in CBasePlayer where you've
been messing around I have found that this does handle ear ringing at
least, maybe not the DSP thing but I
Hey list,
I have implemented a hitsound system now, with some help from here,
although I'm not 100% sure, anyway when testing alone though I found out
that the game crashes if it has to send the hitsound to an attacker
that's not the player(mostly just the world, like hurting water).
I fixed
I have it looking like this now:
CBasePlayer *pAttacker = ( CBasePlayer* )inputInfo.GetAttacker();
bool bAttackerIsPlayer = pAttacker-IsPlayer();
if ( pAttacker != this bAttackerIsPlayer inputInfo.GetDamage()
0 )
{
CRecipientFilter filter;
filter.AddRecipient(
Nope no bots, will try to remember though should there ever be some.
Ryan Sheffer wrote:
IsPlayer will always be valid, its set when a player entity is created and
only for player ents. Only one other check I would suggest if you are using
bots would be if the player is fake.
Yeah choppy may be a better word, the animation seems to skip a frame or
less every now and then making it jump
So if the interpolation is being ignored how would I fix that?
Ryan Sheffer wrote:
How do you mean laggy? As in choppy? Its possible the animation is ignoring
the use of
Seem to have fixed it, took another peek at dynamic props and found this
in it's constructor:
if ( g_pGameRules-IsMultiplayer() )
{
UseClientSideAnimation();
}
added to the Item constructor and voila fixed :)
Yorg Kuijs wrote:
Yeah choppy may be a better word, the animation
,
and should be predictable anyway.
- Rich
Jorge Rodriguez wrote:
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
I myself have been tinkering with that too, no matter what I did I
couldn't seem to change the playbackrate either,
I was instead trying to totally freeze a animation though,
the reply I got was:
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view
That kinda works, the animation doesn't play for about 1-2 seconds but
afterwards it happily trucks on, any other suggestions?
Skillet wrote:
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.
Yep, possibly engine level?
Robert Urda wrote:
Nah, it didn't work. My bet is that there's something that we're not seeing
within the code that defaults it to the standard playrate in multiplayer.
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Also worth noticing that there's a StopAnimation function which does
exactly that of setting playbackrate to 0, kinda funny how even that
doesn't work!
Yorg Kuijs wrote:
Yep, possibly engine level?
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Hey list,
got a few questions:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
are emitted into the world. I might be making a hitbleep system similar
to quake, wet, et:qw and dystopia, roughly I
How do I emit on client?
#ifdef client.dll?
Jorge Rodriguez wrote:
You can emit the sound on the client, or you can call the sound with a
single recipient filter instead of a pas filter.
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SimulatePlayerSimulatedEntities();
#endif
}
In player.cpp:
void CBasePlayer::PostThink()
{
if ( GetFlags() FL_FROZEN )
return;
// rest of code
}
Any help?
Yorg Kuijs wrote:
Hey list,
recently been trying to freeze weapon animations while a bool is set to
true, I'm not really sure
Hey list,
recently been trying to freeze weapon animations while a bool is set to
true, I'm not really sure what needs to be done and where though, I
believe StudioFrameAdvance should not be called, but animation still
continue, there's also the playbackrate but I'm not sure if setting it
to
Hey list,
weird issue some testers of my mod have been having, I only got this
like once a long time ago, I also seen it happen several times in the
mod Smashball so I know I'm not the only one who has this bug.
at random times it stops drawing the viewmodels for some players, they
can still
Well I have this:
void CHL2MP_Player::PickDefaultSpawnTeam( void )
{
if ( GetTeamNumber() == 0 )
{
if ( HL2MPRules()-IsTeamplay() == false )
{
if ( GetModelPtr() == NULL )
{
const char *szModelName = NULL;
szModelName
Glad I could help, I found this only due to wanting a teammenu, found
the default team function there
http://developer.valvesoftware.com/wiki/Creating_a_Team-Menu
Sykes wrote:
Interesting .. thanks Yorg..
I was wondering if it was no better done somewhere around the
Well, you say it returns the different model names correctly but
shouldn't there be a think function of sorts in the actual weapon file
so it will actually change it's viewmodel to the modelname returned?
I mean just cause it gets the name doesn't mean the model is gonna
actually be changed,
Fixed :)
Figured out it was something with the think function for sure after
finding out picked up items werent removed at MelonDeath mode(similar to
SuddenDeath if ur wondering)
Because the think related to removing the item was the same as the one
for animations.
Also caught myself doing a
, but
I can also make it loop using my think function, which is better in this
case? And could something happen if the model is turned invisble when
the animation is looped?
Yorg Kuijs wrote:
Well the think function for falling to the ground(fallthink) should have
been working, but copied
Thanks alot, that was it! (fx_explosion)
I there found I previously used fire_cloud2 as the filename, that was
the correct effect name and that changed it.
So any idea what the index is for then?
Ryan Sheffer wrote:
You will find all you need in:
This is where the client receives a message
Hey list,
sorry about the lot of posts but I have no idea what's wrong.
after doing my changes so my pickup worked properly and has animations
the entity eventually turned out to be respawning in the center of the map.
I tried reverting the changes related to making my item float in the sky
Well the think function for falling to the ground(fallthink) should have
been working, but copied the last bit of it anyway which set some
origins and created leveldesignerobject(so the pickup itself I guess?) ,
after doing that it worked... BUT a new problem arose, spent over half
an hour
Hey list,
got animations working for my ammo pickup, now thought I'd try to change
the explosions.
but dear me how is it done?
a long time ago I tried this as well but then simply replaced
zerogexplode.vtf with another, it worked then but I can't seem to get it
to work now anymore.
in the
well fixed the on the ground thing, so the pickup can now be in the air,
however the animation (obviously) still doesn't work, now I tried
yesterday copying code and implementing it in CItem(the base for all
pickups) but didn't get everything(seriously huge amount of animation
related stuff it
Hey list,
so been at this for a while, haven't found a fix yet, but thought of
something that may work, then again it may not, will probably try it
tommorow, would like to know what you guys think though.
The plan is to do the following:
remove the model completely for the pickup entity, the
nope, ammo is all grenade ammo but the actual grenades are seperate
entities, those don't drop either. The reason I have a special ammo
entity is cause standard grenade ammo(like weapon_frag) have physics and
no animations, the pickups I want can't be moved and have
spinning/floating
yeah that problem came to mind as well, anybody know if there's
something that can return whether the entity is parented to a prop? if
so there should be a way to make it work ...
maybe it'll be easier to try to fix it though... will see!
thanks for the help
also on a side note:
anybody know
Well I'm new to coding so forgive if I'm wrong but I found some
information that said a derived class is a class that inherits from a
base class?
well if so the pickup inhherits from CItem, CItem in turn inherits from
2 classes namely: public CBaseAnimating, public CDefaultPlayerPickupVPhysics
Hey List,
so development of my mod has been going pretty well recently, just now
today added a special ammo pickup for a grenade(my mod's all about
grenades hehe) took care of a problem with not getting ammo if you
didn't get the weapon yet so that works good and all, but the model it
uses is
Also second question below the quote.
Yorg Kuijs wrote:
alright here's how it continues after counting players:
if ( iRounds 0 )
{
if( IsTeamplay() == true )
{
if ( combinecountertotal= 1 rebelcountertotal= 1
combinecounter = 1 rebelcounter
Problem is debugger tutorial I found was rubbish and only tells you how
to set it up, it doesn't tell you how to bludy use it, doesnt say
anything about breakpoints, watches, etc so I think you can understand I
never bothered to use the debugger, not to mention I need people, does a
debug even
to use it , so no offense meant to whoever may have written
that tutorial though.
Yorg Kuijs wrote:
Problem is debugger tutorial I found was rubbish and only tells you how
to set it up, it doesn't tell you how to bludy use it, doesnt say
anything about breakpoints, watches, etc so I think
alright here's how it continues after counting players:
if ( iRounds 0 )
{
if( IsTeamplay() == true )
{
if ( combinecountertotal= 1 rebelcountertotal= 1
combinecounter = 1 rebelcounter = 0 )
{
GoToIntermission2();
Hey list,
my previous attemts at making a windnade turned out good :D
so I'm now going back to fixing some bugs
First bug is been in for a while and I've seen other mods that have it too:
Now and then spectate is bugged, when you free view into a wall it will
constantly fall down into the map
Gonna try the movetype noclip.
Any clues on why it leaves a round going in some cases when it shouldnt?
both 1 players and 0 players(and less???) is covered so there's no room
left for not doing it(unless more then one alive ofc)
Maarten De Meyer wrote:
I fixed mine with
have pointed you to that! :)
Andrew
Message: 6
Date: Fri, 19 Dec 2008 20:28:29 +0100
From: Yorg Kuijs yorg.ku...@home.nl
Subject: Re: [hlcoders] VelocityPunch and... what else?
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Message-ID: 494bf5dd.2060
A friend helped me out and pointed me too something usefull, namely a
entity for explosion that specifically has the code for pushing players,
but I haven't got it too work yet, I took the parts I needed but it
crashes on launch
have been busy all day and need a fresh pair of eyes to look at
Hey list,
planning to start soon on a new grenade, which can do 2 things:
1. push players(not very far) some objects(such as thrown grenades)
horizontally
2. vertical push, similar to rocket jump in tf2, but without the hurt
and a larger range capable of launching other players up as well.
Hey list,
maybe a stupid question but don't know whats wrong..
My mod uses round based play, so besides a Maptime it has roundtime as
well, I copied the maptimeremaining function and so have a
roundtimeremaining function, works FINE.
But now I have a float(can be an int too) to start
Heh, well got it working now, thanks!
Rodrigo 'r2d2rigo' Diaz wrote:
Actually, you'd be surprised how common that error is. I fell on it some
time ago, too :)
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Ok guys, I lost track of what you're talking about now? I already solved
the problem with the round wins(at least the problem didnt happen
through an hour of playtesting)
Another problem like I said earlier is with the sounds:
On some parts of the current map sound emitted from the player
Hey list,
so after several changes to last man standing and last team standing
gamemodes a weird problem started occuring during tests that we didn't
encounter before.
Basically if there's more then 2 people playing and only 1 still has
lives left then the game ends, the problem is when there
Well I don't know if anything is wrong with that but here's how I do it:
RemoveAllItems( true );
State_Transition( STATE_OBSERVER_MODE );
and to stop:
StopObserverMode();
State_Transition( STATE_ACTIVE );
this happens when the lives of the player run out, but
You mean something like this?:
if ( pPlayer ToHL2MPPlayer(pPlayer)-GetPlayerLives()= 0 )
playercountertotal++;
if( pPlayer ToHL2MPPlayer(pPlayer)-GetPlayerLives()0)
playercounter++;
Willem Engel wrote:
Have you looked at the actual values
The whole thing is in a for loop:
for ( int i = 1; i = gpGlobals-maxClients; i++ )
so for every player it adds 1 to playercounter or playercountertotal.
and you mean something like this then?:
if ( pPlayer )
playercountertotal++;
if( pPlayer
Think I found the problem and seems fixed now.
it wasnt in the tutorial but I added something like this:
if ( !pPlayer )
continue;
in the for loop.
also if statements about the alive players were in the for loop but in
the tutorial they werent so I moved those if statements outside the for
I digged into that a while ago cause I was interested in modding
Left4Dead, appently everything's pretty much available when the SDK is
out EXCEPT the code, but afaik it wasn't an official confirmation but
it's the likely course since the code for tf2, portal, css, etc wasnt
released
Hey list,
my mod will use round based gameplay, and will use the general timelimit
for the map and a roundtime so rounds dont last forever.
Problem is I'm not really sure where the timelimit is reset when it
starts a new round.. well
it's more like, round won, maptimer CONTINUES, but when you
to work perfect except it
does an extra bleep when throwing, tried doing something to prevent that
but didnt work(may be even the cause, maybe it wasnt even needed and
thats why it does extra bleep..)
anyway all good!
sorry for mail:p
Yorg Kuijs wrote:
Hey list,
my mod will use round based
Hey list,
about a month ago I started on a fix for this and it was to create the
entity of grenades early and then spawn the sound immediatly so the
sound would follow the entity and not the player.
been unable to do this, because I couldn't find a way to make the
invisble entity appear again
Got it working now, in a eh rather weird way, but it works fine at least
the check for grenade being thrown or not
I basically looked at how IsTeamplay works
and basically added WasThrown and SetThrown to hl2mp_gamerules
the SetThrown is then set in the weapon file and gets it in the grenade
Sorry I didn't answer for a while, got an reply elsewhere and tried that
and have been playing l4d demo.
Since I didn't get any further I took a look again at the replies I got
from the list and got me thinking.
Tom, you say make a bool into grenade_frag, but then there's know to set
the bool
Hey list,
have been fiddling with trying to get the bool fThrewGrenade from
weapon_frag to grenade_frag using extern bool
but whatever I try I can't seem to get it to work, can't find anything
about externs and searched through the code for examples and it seems it
can be done in a ton of ways
All mod's seem to have the problem at the moment except the ones that
are downloadable of steam.
I assume with that many mods having the problem a fix will come out soon
enough.
Janek wrote:
Hi,
Last Steam update sounds to have a bad effect in Servers list browser as
now none of servers of
Hey list,
so lately been fiddling with 3 things
mostly with smoke, I found some files for particle smoke entity and
particle smoke materials but can't find a useable example for emitting
the particle smoke, only can find a test thing but couldn't apply it to
my grenade, using ep1 hl2mp just so
Hey list,
since I wasn't getting any further with the sound issue I decided to
leave that alone for a while and continued on to making my next grenade
which will be a healing smoke grenade(there will also be a poision
gas/smoke grenade)
getting the grenade to smoke rather then explode was easy
well can't find it in MP so it may be in SP but I found a
smokegrenade_particle.vmt and .vtf in source sdk materials, tried using
it but seems I cant even change the smoke?
I changed it where it's declared/defined whatever and changed it to that
smoke.. wasnt different, to make sure I changed
Been thinking about it and, could it be that after the entity is created
the new settings (to turn visible and stop following player) are
simply not added to the entity..
so basically I can't change the existing entity(at least not after
weapon creation)
sooo is there anyway I can pass on
is
only sent once?
Any idea how I should have it sent the value again WITHOUT creating a
second entity.
because if I do the same line again then it would create a second entity...
Yorg Kuijs wrote:
Hmmm I'm a bit stuck, I tried something out and I think it can work but
I don't know if I'm doing
nevermind the first, I was to hung up on trying to do it the grenade
entity that I forgot I could do it in the weapon file but it still
doesn't work though.
Tried the following in the functions for throwing, rolling, etc:
if ( !fThrewGrenade )
{
debugger is this?:
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
if so that doesn't help lol o.0
anyone willing to take a peek at the code?
Jorge Rodriguez wrote:
Those functions should both work just fine. May I suggest: Use the debugger
and figure it out?
Hmmm I'm a bit stuck, I tried something out and I think it can work but
I don't know if I'm doing it right.
In the weapon file there's a bool in the area of the events used to
determine if the grenade was thrown, I moved it's declaration on top of
the file along with the rest of the variables
Hey list,
well I think I got the part of checking if it's thrown in the entity
now, but I still don't know how to create the entity before hand while
still being able to different throws.
I tried a rather dumb approach of using a switch that failed horribly,
so I was wondering if anyone had
Well EmitSound is unreliable for me when played from the viewmodel of
grenades, another dev who helps test said it's because the map I was
testing on uses looping ambient_generic sounds and the problem might go
away.
But from what I read the first time you mailed I didn't think it applies
on
Been at it for about a day and I can't really find a way to check for if
the grenade is thrown or not and changing between the entity following
the player or been thrown away.
I can do one or the other, I can also do it by having it create but
that's not what I want.
The velocity is defined in
That's what I meant to do, I'm not to great at explaining things :P
Tom Leighton wrote:
Could you not create your grenade, spawn it, but not render it and keep
it parented to the player until thrown?
(Another of Tom's bad ideas...)
___
To
So been at it for a while and I have no idea how to parent it to the
player, are there any examples of entities parenting to a player like this?
Can't find anything about parenting on entities besides doing it for
maps, nothing for coding though.
___
That can be done through events right?
Well will try it sometime soon and find out I guess
Jorge Rodriguez wrote:
Normally what's used is what's called a bone merge, but something like that
isn't really necessary in this case. Probably the easiest way is to have in
the grenade's think function
ok so how do I make it do that with frames then?
Only worked with animation events to do things based on frames.
Jorge Rodriguez wrote:
Events? Animation events? No, I wouldn't think so.
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Hey list,
stumbled on 2 annoying problems, my grenade timer starts from the
viewmodel and as such the sounds that go along with it must be started
along with it. I've turned the sound into a single .wav, for another
grenade goes the same but that one has a countdown sound that can't be
simple
No, Tom it wouldn't, the entity is created when thrown but the timer
starts when the pin is pulled, in the meantime you can still hold a
grenade until it blows, if you would release it late then the sound
starts when it already explodes. But like you said, starting the sound
with the entity is
hey List,
me again.
Got the grenade timer started on event and also have it forcing you to
throw at detonate time.
Timer continues on in the entity so that works now to.
One problem left: Sometimes if I hold a grenade for a short time, then
throw it, then press throw button again at exactly the
. This is inheritance.
-Tony
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: September-26-08 9:19 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] grenade code
alright I think I fixed the previous problems
but can't really
alright I think I fixed the previous problems
but can't really test it yet.
Right now in weapon_superfrag it does SetTimer bla bla bla and what is
actually that timer is named m_flThrowTime
in grenade_superfrag.cpp it uses m_flDetonateTime now what I need to
make is m_flDetonateTime =
it is defined and none of that even works
would be better if I could mail the files to someone?
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