Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code

2001-12-05 Thread Miguel Aleman

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


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Re: [hlcoders] Finding out Client's Team Index in Scoreboard Code

2001-12-05 Thread Miguel Aleman



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
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RE: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Andrew Hefford









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

2001-12-05 Thread HoundDawg



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

2001-12-05 Thread Tim Holt

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
  
 


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[hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren



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

2001-12-05 Thread Cortex



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

2001-12-05 Thread botman

 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

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Re: [hlcoders] MS to MAX?

2001-12-05 Thread dodgy

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


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Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread dodgy

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

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Re: [hlcoders] A request

2001-12-05 Thread dodgy

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

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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren

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


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Re: [hlcoders] console command

2001-12-05 Thread Mugsy _


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



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Re: [hlcoders] MS to MAX?

2001-12-05 Thread dodgy

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
 
 
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 please visit:
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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren

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
  
  
   ___
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  please visit:
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Re: [hlcoders] MS to MAX?

2001-12-05 Thread dodgy

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
   
   
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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Oskar 'Zoot' Lindgren

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


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[hlcoders] Mod causing error on exit

2001-12-05 Thread [EMAIL PROTECTED]

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

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Re: [hlcoders] Mod causing error on exit

2001-12-05 Thread Oskar 'Zoot' Lindgren

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

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Re: [hlcoders] Mod causing error on exit

2001-12-05 Thread [EMAIL PROTECTED]

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
 
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Re: [hlcoders] MS to MAX?

2001-12-05 Thread Nathan Taylor
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?

2001-12-05 Thread Oskar 'Zoot' Lindgren



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 
  
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Re: [hlcoders] Mod causing error on exit

2001-12-05 Thread botman

 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

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Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Andrew Foss

 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...


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Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Nathan Taylor
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

2001-12-05 Thread James Williams

 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)

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RE: [hlcoders] Old E-Mails on List

2001-12-05 Thread Desmond Fletcher

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
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Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Nathan Taylor
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

2001-12-05 Thread HoundDawg

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
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 please visit:
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RE: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Ken Birdwell



"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

2001-12-05 Thread Miguel Aleman

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
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RE: [hlcoders] Old E-Mails on List

2001-12-05 Thread Leon Hartwig

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

2001-12-05 Thread [DRP]Avatar-X



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



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