Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code
Man, I can't believe I didn't see that earlier. Thanks though. - Original Message - From: Reedbeta [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 7:53 PM Subject: Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code How can I find the team Index of a client in the VGUI_Scoreboard code? g_PlayerExtraInfo[player_num].teamnumber ---Reedbeta __ Do You Yahoo!? Buy the perfect holiday gifts at Yahoo! Shopping. http://shopping.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code
Maybe not, when I mean client, I mean the local player. Does this work, I believe it does. if(g_TeamInfo[g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber].ownteam) // IfLocal player ison the same team as the player we are sorting.{ sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].numberoflives );} - Original Message - From: "Miguel Aleman" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:01 AM Subject: Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code Man, I can't believe I didn't see that earlier. Thanks though. - Original Message - From: "Reedbeta" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 7:53 PM Subject: Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code How can I find the team Index of a client in the VGUI_Scoreboard code? g_PlayerExtraInfo[player_num].teamnumber ---Reedbeta __ Do You Yahoo!? Buy the perfect holiday gifts at Yahoo! Shopping. http://shopping.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] question to valve, curious
Maybe they will release a half-life Directors cut J -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: 05 December 2001 02:12 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I did hear along time ago (probably a year after HL's release) that HL was supposed to start totally different with you actually making your way onto the train at the beginning (which is obviously where the released HL picked up), i remember hearing that these maps still existed. I would like to see those out of sheer curiosity. Chris 'Tal-N' Blane [C4 Software CEO] www.c4software.net - Original Message - From: [DRP]Avatar-X To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 2:07 PM Subject: Re: [hlcoders] [OT] question to valve, curious Yeah, and it's several years later now, and the SDK has gone from a sign-up-and-have-it-mailed CD to a anyone-can-download package. Maybe Valve will change their minds, I'd love to see the old maps in use somewhere. -av Biggs wrote: I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no.~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer.upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map.My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :)--cannibal -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] [OT] question to valve, curious
ha! Maybe even a Limited Edition DVD with THX and Widescreen? HoundDawg-WWg-nC- World Wide Gaming Networkhttp://hl.wwgaming.com/serving - Original Message - From: Andrew Hefford To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:32 AM Subject: RE: [hlcoders] [OT] question to valve, curious Maybe they will release a half-life Directors cut J -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' BlaneSent: 05 December 2001 02:12To: [EMAIL PROTECTED]Subject: Re: [hlcoders] [OT] question to valve, curious I did hear along time ago (probably a year after HL's release) that HL was supposed to start totally different with you actually making your way onto the train at the beginning (which is obviously where the released HL picked up), i remember hearing that these maps still existed. I would like to see those out of sheer curiosity. Chris 'Tal-N' Blane [C4 Software CEO] www.c4software.net - Original Message - From: [DRP]Avatar-X To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 2:07 PM Subject: Re: [hlcoders] [OT] question to valve, curious Yeah, and it's several years later now, and the SDK has gone from a sign-up-and-have-it-mailed CD to a anyone-can-download package. Maybe Valve will change their minds, I'd love to see the old maps in use somewhere. -av Biggs wrote: I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no.~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer.upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map.My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :)--cannibal -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] [OT] question to valve, curious
lol - more like bloopers reel. I have a feeling if they cut stuff, it's because it was not so great as compared to what they finally released. However a fake bloopers real would be funny. Barney dropping his gun, missed lines, shots of headcrab'ed scientists standing around between scenes at the donut table, etc. Andrew Hefford wrote: Maybe they will release a half-life Directors cut J -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: 05 December 2001 02:12 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I did hear along time ago (probably a year after HL's release) that HL was supposed to start totally different with you actually making your way onto the train at the beginning (which is obviously where the released HL picked up), i remember hearing that these maps still existed. I would like to see those out of sheer curiosity. Chris 'Tal-N' Blane[C4 Software CEO] www.c4software.net http://www.c4software.net - Original Message - From: [DRP]Avatar-X mailto:[EMAIL PROTECTED] To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 2:07 PM Subject: Re: [hlcoders] [OT] question to valve, curious Yeah, and it's several years later now, and the SDK has gone from a sign-up-and-have-it-mailed CD to a anyone-can-download package. Maybe Valve will change their minds, I'd love to see the old maps in use somewhere. -av Biggs wrote: I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no. ~Biggs - Original Message - From: Andrew Foss mailto:[EMAIL PROTECTED] To: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :) --cannibal -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] MS to MAX?
Hi! Is it possible to export to SMD and import it in MAX? Isthereanotherway to do it? I mean with all animations? / Oskar Lindgren
[hlcoders] console command
Hello, What is the function ( server side ) to reproduce a console command ? I mean this function would act like ClientCmd client side. Thanks ;) CortexHL Albator coder mapperwww.hlalbator.fr.st
Re: [hlcoders] console command
What is the function ( server side ) to reproduce a console command ? I mean this function would act like ClientCmd client side. There's a SERVER_COMMAND() macro that calls pfnServerCommand(). You can do something like this... SERVER_COMMAND(map stalkyard\n); ...don't forget the \n at the end. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
I'd like to check out some of those maps shown in the early screenshots... especially those sci-fi-ish yellowy ones :-) It would be cool to check out those super low poly boxy scientists too. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Neale Roberts [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:54 PM Subject: Re: [hlcoders] [OT] question to valve, curious ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A request
I used to use Macs daily, years ago... I still have a Mac Classic and a Mac SE lying around. I don't remember having any problems with crashing, although I haven't touched Mac's since OS 7.5... I can't afford them. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Saturday, November 24, 2001 11:14 PM Subject: Re: [hlcoders] A request Lol! Apple at its best I guess... Cool pages :) - Original Message - From: [BD]Avatar-X Sent: Saturday, November 24, 2001 6:13 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A request No, i'm not kidding, here's how it was: We had 4 Mac G4's running the latest version of OS 9. We shared our drives to access each others files. When one mac crashed, (ie, mine, from flash 5) ALL the other macs would ALSO crash. Every time. Thats Apple's attempt at networking for you! So, I now save VERY often, and in WC i save maybe once a minute. if you are interested, my webpages: www.dolunchwithmir.com www.mirlada.com www.boadigital.com www.boamedia.com -av Nathan Taylor wrote: haha :) Welcome to MacOS XXX brought to you hatefully by Crapintosh... - Original Message - From: [BD]Avatar-X Sent: Saturday, November 24, 2001 5:42 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] A request After using Flash 5 on a macintosh at work for 4 months, my fingers are glued to control-S at all times. When using flash, I save probably once every 15 seconds. (for those who dont know, flash 5 + mac = crash) -av Neale Roberts wrote: Not a HL coding issue as such, but can Valve please please PLEASE implement some kind of incremental autosave for the next version of Worldcraft? After losing another 2 hours of work for no immediately obvious reason, I would be utterly overjoyed to have Worldcraft automatically save my work to a new filename every 10 minutes. Please please please please please. Please. Neale Roberts Lead Designer Pi Mu Rho www.pimurho.co.uk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.comGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] console command
SERVER_COMMAND(buf); From: Cortex [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: coders [EMAIL PROTECTED] Subject: [hlcoders] console command Date: Wed, 5 Dec 2001 17:56:07 +0100 Hello, What is the function ( server side ) to reproduce a console command ? I mean this function would act like ClientCmd client side. Thanks ;) Cortex HL Albator coder mapper www.hlalbator.fr.st _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
That is not for MAX! - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:58 PM Subject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
Convert to 3DS, import into Max. I think you lose any bone assignments you may have set up, but you can get the model and the skin mesh back into max. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:07 PM Subject: Re: [hlcoders] MS to MAX? That is not for MAX! - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:58 PM Subject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
I was asking for animations... - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:14 PM Subject: Re: [hlcoders] MS to MAX? Convert to 3DS, import into Max. I think you lose any bone assignments you may have set up, but you can get the model and the skin mesh back into max. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:07 PM Subject: Re: [hlcoders] MS to MAX? That is not for MAX! - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 9:58 PM Subject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: dodgy [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod causing error on exit
All: One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod causing error on exit
Debug! - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:48 PM Subject: [hlcoders] Mod causing error on exit All: One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod causing error on exit
LOL. I would if I could, but I can't reproduce the error on my machine, and my teammate doesn't have MSVC++ on his machine. -Scott Oskar 'Zoot' Lindgren wrote: Debug! - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:48 PM Subject: [hlcoders] Mod causing error on exit All: One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MS to MAX?
No, Download that. Then import your SMD and then export the file to a .3ds and open in studio. Lakario - Original Message - From: Oskar 'Zoot' Lindgren Sent: Wednesday, December 05, 2001 4:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MS to MAX? That is not for MAX!- Original Message -From: "dodgy" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Wednesday, December 05, 2001 9:58 PMSubject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it?- Original Message - From: "dodgy" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] MS to MAX?
lol ".3ds"-files donĀ“t support animations - Original Message - From: Nathan Taylor To: HLCoders Sent: Wednesday, December 05, 2001 11:11 PM Subject: Re: [hlcoders] MS to MAX? No, Download that. Then import your SMD and then export the file to a .3ds and open in studio. Lakario - Original Message - From: Oskar 'Zoot' Lindgren Sent: Wednesday, December 05, 2001 4:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MS to MAX? That is not for MAX!- Original Message -From: "dodgy" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Wednesday, December 05, 2001 9:58 PMSubject: Re: [hlcoders] MS to MAX? http://www.swissquake.ch/chumbalum-soft/ -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:12 PM Subject: Re: [hlcoders] MS to MAX? Do you know where I can get it? - Original Message - From: "dodgy" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:50 PM Subject: Re: [hlcoders] MS to MAX? Via MilkShape 3D is the route I'd use... ... although I did hear a rumour that Valve/Gearbox have an unreleased Max SMD importer. -- dodgy aka David Hunt Leader, Uncrossable Parallel website: http://www.planethalflife.com/uncrossable/sf/ email: [EMAIL PROTECTED] irc: irc.gamesnet.net:6667 #parallels icq: 93350590 - Original Message - From: "Oskar 'Zoot' Lindgren" [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 6:52 PM Subject: [hlcoders] MS to MAX? Hi! Is it possible to export to SMD and import it in MAX? Is there another way to do it? I mean with all animations? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] Mod causing error on exit
One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? This looks like a typical memory corruption problem (freeing the same chunk of memory twice, or bad pointers writing to memory that they should not be writing to, etc.). You might want to find out how reproducible this problem is. Does it happen right away if he exits the game as soon as it is started? Or does it take several hours of running before this problem occurs. It would be helpful to have the tester(s) run Dr.Watson before starting up Half-Life and when it crashes, Dr.Watson will create a core dump log file that will give you all the information you need to track down which module is causing the memory corruption (or at least tell you which function is causing the error). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
However a fake bloopers real would be funny. Barney dropping his gun, missed lines, shots of headcrab'ed scientists standing around between scenes at the donut table, etc. Now I want to know who the voice actors were, so we can beg them to do lines for a bloopers demo... (imagine a HL/Blue shift/opfor/CS bloopers reel) Remember on PHL a while ago, they had an mp3 of some HL bloopers? I'd like to see that put to models, in a demo, with original voice actors... ... the chest chamber. Did you just say the chest chamber? aww, damn, can we go again? Maybe they will release a half-life Directors cut That sounds like a cool bit, just, all the content that they cut, and the approximate sequence, merged into HL... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
Sounds like fun. I love that media file! Okay, I can't take it anymore, what the hell is OT??? - Original Message - From: Andrew Foss Sent: Wednesday, December 05, 2001 7:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious However a fake bloopers real would be funny. Barney dropping his gun, missed lines, shots of headcrab'ed scientists standing around between scenes at the donut table, etc. Now I want to know who the voice actors were, so we can beg them to dolines for a bloopers demo... (imagine a HL/Blue shift/opfor/CS bloopersreel) Remember on PHL a while ago, they had an mp3 of some HL bloopers? I'dlike to see that put to models, in a demo, with original voice actors..."... the chest chamber."Did you just say "the chest chamber"?aww, damn, can we go again? Maybe they will release a half-life Directors cutThat sounds like a cool bit, just, all the content that they cut, and theapproximate sequence, merged into HL...___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com
RE: [hlcoders] [OT] question to valve, curious
Sounds like fun. I love that media file! Okay, I can't take it anymore, what the hell is OT??? OT = Off Topic. -James Corvidae Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Old E-Mails on List
Please remove me form the list. Thx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Erik Johnson Sent: Thursday, November 08, 2001 4:13 PM To: '[EMAIL PROTECTED]' Subject: [hlcoders] Old E-Mails on List If you're getting this mail, and you had unsubscribed to the Topica HLCODERS list a while back, send mail to me directly and I'll remove you from the list. Seems that the e-mail list I got from Topica has a bunch of addresses on there that we outdated. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] question to valve, curious
oh thank you god! - Original Message - From: James Williams Sent: Wednesday, December 05, 2001 9:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] [OT] question to valve, curious Sounds like fun. I love that media file! Okay, I can't take it anymore,what the hell is OT???OT = Off Topic.-James "Corvidae" Williams ([EMAIL PROTECTED])Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)Co-Leader / Coder, Underhive (http://www.underhive.com)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] Old E-Mails on List
It's funny how some people can't follow instructions HoundDawg-WWg-nC- World Wide Gaming Network http://hl.wwgaming.com/serving - Original Message - From: Desmond Fletcher [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 5:51 PM Subject: RE: [hlcoders] Old E-Mails on List Please remove me form the list. Thx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Erik Johnson Sent: Thursday, November 08, 2001 4:13 PM To: '[EMAIL PROTECTED]' Subject: [hlcoders] Old E-Mails on List If you're getting this mail, and you had unsubscribed to the Topica HLCODERS list a while back, send mail to me directly and I'll remove you from the list. Seems that the e-mail list I got from Topica has a bunch of addresses on there that we outdated. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] question to valve, curious
"no" sounds kind of nasty, like we're refusing and keeping it to ourselves.The answer is "we can't". The bsp's won't load with your version of the engine. A lot of the demo map files are either lost, changed beyond recognition, never checked in, reference textures that don't exist anymore, or are interim .rmf versions that WC can't read anymore. The monsters either were never finished, were done with out of date versions of Max,only work in the demo area, only work on privates builds of the engine, or got cut and AI code for them is long gone and nasty to try to dig back out. Our content database also has limits, so when the level designers are checking in their 1.5MB bsp's once every few days, it doesn't take long with 115+ filesto fill up the database (most maps went through 30-50 iterations) and things need to get flushed. With older content, typically versions only work with very specific builds of the engine, so we'd have to hunt through and recover everything in a hopes that just maybe _all_ the different files still exist somewhere for that date. You have everything we still have, I spent quiet a while hunting it down to put in the SDK. Okay, I suspect some of us have CD's buried somewhere at home that have really early builds of the engine. But, looking at it critically is really embarrassing. You know those school pictures your mom has of you in 2nd grade wearing that purple and brown velour shirt with you just after losing your front teeth and you had that really bad haircut your dad gave you? Remember those pictures? Well, without being very very careful with getting just the right shot, early versions of half-life look like that, except that it's also just about to sneeze. Hmm. Okay, maybe "no" is the correct answer. -Original Message-From: Biggs [mailto:[EMAIL PROTECTED]]Sent: Monday, December 03, 2001 10:22 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] [OT] question to valve, curious I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. Theanswer i got was no. ~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer. upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map. My question is this: Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work?can the mosters smell out the stinky bodies? :) --cannibal
Re: [hlcoders] Old E-Mails on List
It's crazy, it happends on my list all the time. Desmond, scroll down on any email from this list to the bottom. There is a link that says unsubscribe. Click it. - Original Message - From: HoundDawg [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:10 PM Subject: Re: [hlcoders] Old E-Mails on List It's funny how some people can't follow instructions HoundDawg-WWg-nC- World Wide Gaming Network http://hl.wwgaming.com/serving - Original Message - From: Desmond Fletcher [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 5:51 PM Subject: RE: [hlcoders] Old E-Mails on List Please remove me form the list. Thx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Erik Johnson Sent: Thursday, November 08, 2001 4:13 PM To: '[EMAIL PROTECTED]' Subject: [hlcoders] Old E-Mails on List If you're getting this mail, and you had unsubscribed to the Topica HLCODERS list a while back, send mail to me directly and I'll remove you from the list. Seems that the e-mail list I got from Topica has a bunch of addresses on there that we outdated. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Old E-Mails on List
Guys, there is no point in responding to these unsubscribe mails. Whenever we see them, we just unsubscribe these people manually. It takes about ten seconds. Please just ignore these messages and save us all from having to read three or four messages per unsubscribe request rather than just one. :) -Original Message- From: Miguel Aleman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, December 05, 2001 6:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Old E-Mails on List It's crazy, it happends on my list all the time. Desmond, scroll down on any email from this list to the bottom. There is a link that says unsubscribe. Click it. - Original Message - From: HoundDawg [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 8:10 PM Subject: Re: [hlcoders] Old E-Mails on List It's funny how some people can't follow instructions HoundDawg-WWg-nC- World Wide Gaming Network http://hl.wwgaming.com/serving - Original Message - From: Desmond Fletcher [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 5:51 PM Subject: RE: [hlcoders] Old E-Mails on List Please remove me form the list. Thx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Erik Johnson Sent: Thursday, November 08, 2001 4:13 PM To: '[EMAIL PROTECTED]' Subject: [hlcoders] Old E-Mails on List If you're getting this mail, and you had unsubscribed to the Topica HLCODERS list a while back, send mail to me directly and I'll remove you from the list. Seems that the e-mail list I got from Topica has a bunch of addresses on there that we outdated. Erik attachment: winmail.dat
Re: [hlcoders] [OT] question to valve, curious
LOL, that kind of makes it clear :) Too bad, but understandable. Can anyone link me to that bloopers sound? Oh, and one thing I want to know: who did that creepy VOX voice? or is it text-to-speech. -av Ken Birdwell wrote: "no" sounds kind of nasty, like we're refusing and keeping it to ourselves. The answer is "we can't". The bsp's won't load with your version of the engine. A lot of the demo map files are either lost, changed beyond recognition, never checked in, reference textures that don't exist anymore, or are interim .rmf versions that WC can't read anymore. The monsters either were never finished, were done with out of date versions of Max, only work in the demo area, only work on privates builds of the engine, or got cut and AI code for them is long gone and nasty to try to dig back out. Our content database also has limits, so when the level designers are checking in their 1.5MB bsp's once every few days, it doesn't take long with 115+ files to fill up the database (most maps went through 30-50 iterations) and things need to get flushed. With older content, typically versions only work with very specific builds of the engine, so we'd have to hunt through and recover everything in a hopes that just maybe _all_ the different files still exist somewhere for that date. You have everything we still have, I spent quiet a while hunting it down to put in the SDK.Okay, I suspect some of us have CD's buried somewhere at home that have really early builds of the engine. But, looking at it critically is really embarrassing. You know those school pictures your mom has of you in 2nd grade wearing that purple and brown velour shirt with you just after losing your front teeth and you had that really bad haircut your dad gave you? Remember those pictures? Well, without being very very careful with getting just the right shot, early versions of half-life look like that, except that it's also just about to sneeze. Hmm. Okay, maybe "no" is the correct answer.-Original Message- From: Biggs [mailto:[EMAIL PROTECTED]] Sent: Monday, December 03, 2001 10:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] [OT] question to valve, curious I asked this question years ago right after HL was released. The whole reason i wanted HL was because of most of what i saw in the demos that never made it in the game. I asked if they would concider releasing the old maps, monsters and other various stuff as kinda like an SDK addon. The answer i got was no.~Biggs - Original Message - From: Andrew Foss To: [EMAIL PROTECTED] Sent: Tuesday, December 04, 2001 12:59 AM Subject: [hlcoders] [OT] question to valve, curious I was digging around in my old CD's box, when I came upon a diamond viper driver disc. it contained a Half-life trailer.upon watching it, I noticed some cool bits. almost all the monsters in the demo are not seen in the game. (the models still exist) there are also a bunch of maps that didn't make the cut. Datacore is an example, it was originally a singleplayer map.My question is this:Since HL is actually HL2, because a lot of code, maps, textures, and models were cut/not in the final game, do you still have any of the old stuff laying around, and B: would you consider releasing any of it? I would love to see the original maps, because they look pretty cool. also, does the smelling gibs code work? can the mosters smell out the stinky bodies? :)--cannibal -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com