Re: Re[2]: [hlcoders] Steam: Technology failure
For christ's sake this is a coding mailing list I'm sick of this crap filling my inbox. Can you *please* take it elsewhere. On Mon, 31 Jan 2005 16:10:45 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Maarten, Monday, January 31, 2005, 3:06:13 PM, you wrote: MvdZ Could we now please end this horribly off topic thread? Let us end when we'll hear some reply from Valve. Why do they ignore us? Why do their support doesn't work? I received yesterday a letter from one guy who lives in USA out of city in a village or something like that. He wrote me a big letter where he proposed to start massive anti-steam campaign. Here is a snippet: Currently we are sitting in an ice storm and would love to play HL2 and especially counter strike. Our connection to the internet is OK, but the steam servers are down or the major, network backbone peering is broken. Never mind the pain endured for steam updates, and other updates. Never mind the inherent, insidious nature of steam.We must start a petition or agressive movement to decouple Steam from HL2 and Counter-Strike. The approach is invasive and causes much misery and not a part of gaming. I've opened Steam feedback section on hl2source.com where we'll collect most informal letters from users about Steam. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ 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] moveable Spawnpoints
If you could place the spawn inside the open rear ramp of the APC you should be able to avoid this? On Thu, 27 Jan 2005 03:30:02 -0800, Andrew Foss [EMAIL PROTECTED] wrote: The issue I see here is that if it were attached to the sides of an APC, a malicious player could park the APC up against a wall and have players spawn into the void or into a solid wall, or into places in the map that they shouldn't be in (spawn on the other side of a wall where an objective is? into protected spawn areas?) On Thu, 27 Jan 2005 09:51:23 +, British_Bomber [EMAIL PROTECTED] wrote: Couldnt you acctually make an entity in and of itself that is a spawn point, but instead of attaching it to another entity, you used something similar to parent but it's based on loacational objects. Rofl sorry perhaps an example would be a little clearer, If you have a game play that is based on capturing specific locations, you start out at a base and with each new flag you capture, the spawn points all move to that flag, or a few of them do. Yes it could be done in a different way, but I think that should bring the topic back into the realm of coding :D ___ 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] Commercially released mods??
On a related note...license-wise, what would be the implications of a mod team charging for advertising space within a mod, product-placement in games being all the rage these days? Just out of curiosity :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders