Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-16 Thread Draco
British_Bomber wrote:
 I'm sure there was a point in there somewhere, but this is just going
 to turn into flames.

lol, you missed it, it was about 15 posts ago :D


--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread Deadman Standing
If someone changes a value within my codes or writes codes that change
the
behavior of my codes then he is actually reusing it.

Again copyright law in no way shape or form protects behavior. The
modification of a programs behavior does not violate copyright law. If
you can quantify the behavior in a formula or algorithm you can patent
the formula or algorithm and get protection that way.

Modification of binaries by an individual is a bit of a grey area as
long as the modified binaries are not redistributed. Keep in mind
someone running a server has not distributed any binaries in any form.

In terms of inherited classes this means that any direct copy of my
codes
that is then changed or an inherited class with changed behavior is
actually reusing my codes too. So this falls under the intellectual
property
copyright law.

Truth is I am not aware of any modification to a mod-game that uses
inheritance. You would have to distribute the original header files with
your mod-game for this to even be possible.

Inheritance and what constitutes derived work is another grey area. At
best it would prevent someone from distributing their modifications,
assuming the inheritance used the original classes of the game. It would
not prevent the modifications from being used on the server owned by the
person that made the modifications.

Most companies that distribute header files add a definition of derived
work to the right to use portion of the user agreement. Ex: All
binaries generated with these header files constitute a derived work and
is subject to all terms and conditions of this agreement.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Monday, February 14, 2005 9:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon
damages?

If someone changes a value within my codes or writes codes that change
the
behaviour of my codes then he is actually reusing it.
In terms of inherited classes this means that any direct copy of my
codes
that is then changed or an inherited class with changed behaviour is
actually reusing my codes too. So this falls under the intellectual
property
copyright law.

And to the SDK... I guess you will find some text in the readme/info
that
actually allows you to chnage the SDK source codes to a specific degree
for
non commercial projects... including mods.

But if a mod states in its licensee agreement that you are not allowed
to
change it in any way (agree to perform no after market modifications in
termy to be allowed to use it) then the whole thing will be copyrighted.
Either install it by agreeing or do not install it... your choice.

--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net



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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread Beppo
The only thing I don't get about you Lance is the fact that you seem to be
very aggressive in the way you stand your words.
Just one thing... why?
Maybe you should not change/ruin/enhance any mod out there... make your
own... there you can enhance and change as much stuff as you like...
why do you choose the very easy way in changing the work of others that
worked their asses off to get their baby to look like they wanted to have it
look??
I just don't get why you are acting like this.
If someone asks you nicely to leave their stuff alone... why do you not
simply show some respect to them as much as they show you and do not change
it...?
I guess it is just for 'the fun' ... your fun... not theirs off course.
That's what I simply do not like to see happen with any mod out there... one
or more folks that always go the aggressive style and have 'fun' in
destroying the fun of others...
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Lance Vorgin [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 15, 2005 7:45 AM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

On Tue, 15 Feb 2005 03:10:40 +0100, Beppo [EMAIL PROTECTED] wrote:
If someone changes a value within my codes or writes codes that change
the
behaviour of my codes then he is actually reusing it.
Neg. I'm not redistributing your [already freely available] work, nor
am I calling it my own. Sorry pal.
In terms of inherited classes this means that any direct copy of my codes
that is then changed or an inherited class with changed behaviour is
actually reusing my codes too. So this falls under the intellectual
property
copyright law.
Again, neg.
But if a mod states in its licensee agreement that you are not allowed to
change it in any way (agree to perform no after market modifications in
termy to be allowed to use it) then the whole thing will be copyrighted.
Either install it by agreeing or do not install it... your choice.
I believe I have my fair use rights despite the EULA, but assuming
we're in hell and I don't, then I hope both of your regular players
will enjoy all three of your mod's boring, identical servers for the
whole week.
Karl:
* I do take it as a challenge, as I find this kind of thing fun.
Beyond that if the system is never tested and publically disgraced it
will never be fixed. If I enjoyed the mod and wished to further mod
it, however, I'd aggressivly go at it with purpose. I wouldn't however
release something just to screw up gameplay :/ If I released
anything I would release something on which people could build
improvements to the gameplay despite the wishes of the original mod
authors.
* Just because the EFF is biased doesn't mean they're wrong :P
* Be happy to - 'stosw' on gamesurge, #sourcemod among others.
Me:
It's shouldn't you moron.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread tei
British_Bomber wrote:
I'm sure there was a point in there somewhere, but this is just going
to turn into flames.
hummm...
Remeber that modding its something coders do for fun.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread British_Bomber
I'm sure there was a point in there somewhere, but this is just going
to turn into flames.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread Lance Vorgin
On Tue, 15 Feb 2005 19:41:24 +0100, Beppo [EMAIL PROTECTED] wrote:
 The only thing I don't get about you Lance is the fact that you seem to be
 very aggressive in the way you stand your words.
 Just one thing... why?
I believe that if a game is good at its core but flawed or lacking in
some way in my eyes and the eyes of others that we should not turn
away from that mod, but that we should try to fix it. Perhaps you find
this proactive stance immature and unreasonable, but to each his own.

 Maybe you should not change/ruin/enhance any mod out there... make your
 own... there you can enhance and change as much stuff as you like...
 why do you choose the very easy way in changing the work of others that
 worked their asses off to get their baby to look like they wanted to have it
 look??
I love how you put ruin before enhance - you have a strange view.

As for making my own, that's actually how I was introduced to the sdk.
I've been a part of two unsuccessful mod teams (although it was quite
a while ago, and for the record I was doing my part), and seen
countless others suffer the same fate. So from that perspective I find
it far more logical to work with mods which are already successful and
have inertia than to attempt to create one from nothing, especially if
you already enjoy that mod but find it lacking in areas. Of course if
I had a team, an idea, and the will, I would create one, but why
should I when I enjoy existing mods, especially when I can improve
upon their already good foundation? A second reason for me choosing to
do this is because I enjoy this kind of code: my strange skill set
suits me pretty perfectly for this job. Many people want the ability
to mod mods, and I'm helping give it to them.

Regarding their baby looking like they want it to, my plugin wouldn't
change their creation, just the instance of it running on my box. They
still have their baby, and it looks exactly as they made it look, just
not on my server. If the plugin is popular and is on every server,
then they can choose to impliment it and change their baby for their
community, or not to and to suffocate their baby.

 I just don't get why you are acting like this.
 If someone asks you nicely to leave their stuff alone... why do you not
 simply show some respect to them as much as they show you and do not change
 it...?
 I guess it is just for 'the fun' ... your fun... not theirs off course.
Writing the plugin is for my fun, but the plugin being used is for the
fun of others. Just writing the plugin affects _nobody_ but me, but
releasing it can only bring about enjoyment as people who like it will
stay and play with it but those who don't like it _CAN LEAVE THE
SERVER_. You apparently fail to grasp this concept.

 That's what I simply do not like to see happen with any mod out there... one
 or more folks that always go the aggressive style and have 'fun' in
 destroying the fun of others...
Dude, this is server side. People play on servers to have fun, and
won't if they don't. explative omitted! Please, please tell me you
understand this. Nobody suffers from me releasing a shitty plugin,
because nobody will be f#cking affected by it. Now if the mod team
releases a shitty patch, then everyone is affected by it. What then?
(again) Go down with the ship? Turn away from the [my] answer out of
spite? You baffle me.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread Beppo
I fully understand you Lance, but still there is no need for aggressive
talk. And I'm not your dude, dude.
Just kepp your fingers from anything I will probably create in the future
and we are good to go. No need for hard words or anything.
But you really shouldn't take the work of others that easy.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Lance Vorgin [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 16, 2005 2:57 AM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

On Tue, 15 Feb 2005 19:41:24 +0100, Beppo [EMAIL PROTECTED] wrote:
The only thing I don't get about you Lance is the fact that you seem to
be
very aggressive in the way you stand your words.
Just one thing... why?
I believe that if a game is good at its core but flawed or lacking in
some way in my eyes and the eyes of others that we should not turn
away from that mod, but that we should try to fix it. Perhaps you find
this proactive stance immature and unreasonable, but to each his own.
Maybe you should not change/ruin/enhance any mod out there... make your
own... there you can enhance and change as much stuff as you like...
why do you choose the very easy way in changing the work of others that
worked their asses off to get their baby to look like they wanted to have
it
look??
I love how you put ruin before enhance - you have a strange view.
As for making my own, that's actually how I was introduced to the sdk.
I've been a part of two unsuccessful mod teams (although it was quite
a while ago, and for the record I was doing my part), and seen
countless others suffer the same fate. So from that perspective I find
it far more logical to work with mods which are already successful and
have inertia than to attempt to create one from nothing, especially if
you already enjoy that mod but find it lacking in areas. Of course if
I had a team, an idea, and the will, I would create one, but why
should I when I enjoy existing mods, especially when I can improve
upon their already good foundation? A second reason for me choosing to
do this is because I enjoy this kind of code: my strange skill set
suits me pretty perfectly for this job. Many people want the ability
to mod mods, and I'm helping give it to them.
Regarding their baby looking like they want it to, my plugin wouldn't
change their creation, just the instance of it running on my box. They
still have their baby, and it looks exactly as they made it look, just
not on my server. If the plugin is popular and is on every server,
then they can choose to impliment it and change their baby for their
community, or not to and to suffocate their baby.
I just don't get why you are acting like this.
If someone asks you nicely to leave their stuff alone... why do you not
simply show some respect to them as much as they show you and do not
change
it...?
I guess it is just for 'the fun' ... your fun... not theirs off course.
Writing the plugin is for my fun, but the plugin being used is for the
fun of others. Just writing the plugin affects _nobody_ but me, but
releasing it can only bring about enjoyment as people who like it will
stay and play with it but those who don't like it _CAN LEAVE THE
SERVER_. You apparently fail to grasp this concept.
That's what I simply do not like to see happen with any mod out there...
one
or more folks that always go the aggressive style and have 'fun' in
destroying the fun of others...
Dude, this is server side. People play on servers to have fun, and
won't if they don't. explative omitted! Please, please tell me you
understand this. Nobody suffers from me releasing a shitty plugin,
because nobody will be f#cking affected by it. Now if the mod team
releases a shitty patch, then everyone is affected by it. What then?
(again) Go down with the ship? Turn away from the [my] answer out of
spite? You baffle me.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-15 Thread Lance Vorgin
I apologize for any aggressive talk - I just figure everybody talks
this way :/ I honestly want only the best for any creation of any
modder, but, to paraphrase a recent relevant argument, if the mod
author has the attitude of its my mod and I won't fix the bugs so go
die, then it's in the hands of others to further the mod's
development.

Also apparently people get pissed off at me using I as it portrays
me as an egotistical assbag - I personally don't, never have, and
probably won't own a server and have yet to even make a server plugin
that is beyond a test dummy. I use I because it's quicker to type
than concerned persons who either own and / or adminster a server and
or have the ability to modify the mod on a / their server.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread British_Bomber
Now, in all fairness I did offer him an option, and none of what
anyone here has said really relates to who's prefference is right.
Merely options that modders have open to them for what goes on with
how their game is played.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Lance Vorgin
On Mon, 14 Feb 2005 15:45:02 +1000, Draco [EMAIL PROTECTED] wrote:
 Jeez, all this over whether to use scripts or hard code to decide
 weapon characteristics! It is a matter of preference, there is no need
 to try and convince others that yours is best. It would be like me
 saying my programming style 'pwns' yours and that your a 'stupid n00b'
 for using a different one. You would most likely tell me to 'STFU' and
 that my style should be crammed up whatever I traditionally cram
 things.
You wholly, entirely, completely miss the point of all this - where
you got the wildly wrong idea that this was a debate on whether
hardcoding or using a script interface was better is beyond me. The
discussion is about the futility of his quest, and his reasons behind
trying to do it. His last sentence makes this thread perfectly on
topic.

I do see, however, a similar futility in this argument. Some mod
authors may want to stop all customization of their mod [and in all
likelihood go down with their ship :p], and they will never be
convinced to abandon that position. I'm just saying, to them, don't be
surprised.

Beyond that it's not like we're detracting from any other threads
currently on the mailing list :P

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Beppo
Lance, just some things...
first, there is a difference between adding plugins and changing base
features a mod has.
Plugins or add-ons are changes that are all made of stuff you have written
on your own and do not use any content of the mod below.
Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to do
so.
What you run on your server is up to you, right, but if you run stuff that
modifies something that falls under a copyright then you can get in trouble
pretty fast ... again if the original authors have the time and money to sue
you. If your server runs not on your own machine at home, then a little
email to the company that you hired it from is enough to get your server
locked down.
But enough of this chit-chat... you have your opinion and I have mine...
just remember that there are several different things that automatically
have a copyright just by creating it (even your plug-in or add-on will have
this)...
no need to get a registered trademark going or stuff alike.
Anyway, if you mod mods or change their basic stuff then please add a
message presented on login or on startup of a round that tells the players
that this is a modified version of the mod... and not the original. That was
the main point here ... folks not being able to know or to notice that the
thing they play is the original or not.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Lance Vorgin [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, February 14, 2005 7:28 PM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

On Mon, 14 Feb 2005 15:45:02 +1000, Draco [EMAIL PROTECTED] wrote:
Jeez, all this over whether to use scripts or hard code to decide
weapon characteristics! It is a matter of preference, there is no need
to try and convince others that yours is best. It would be like me
saying my programming style 'pwns' yours and that your a 'stupid n00b'
for using a different one. You would most likely tell me to 'STFU' and
that my style should be crammed up whatever I traditionally cram
things.
You wholly, entirely, completely miss the point of all this - where
you got the wildly wrong idea that this was a debate on whether
hardcoding or using a script interface was better is beyond me. The
discussion is about the futility of his quest, and his reasons behind
trying to do it. His last sentence makes this thread perfectly on
topic.
I do see, however, a similar futility in this argument. Some mod
authors may want to stop all customization of their mod [and in all
likelihood go down with their ship :p], and they will never be
convinced to abandon that position. I'm just saying, to them, don't be
surprised.
Beyond that it's not like we're detracting from any other threads
currently on the mailing list :P
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Jeffrey \botman\ Broome
Beppo wrote:
Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to do
so.
Not necessarily.  See the recent Techmo vs. ninjahacker.net lawsuit...
http://games.slashdot.org/games/05/02/10/0347222.shtml?tid=211tid=123
http://www.security-focus.com/news/10466
...many legal analysts say the lawsuit is baseless...
Jason Schultz, an attorney with the non-profit Electronic Frontier
Foundation, couldn't disagree more. This complaint is absurd, said
Schultz. The law allows for fair use of other people's copyrighted
works without any permission needed, and one of the key things that
you're allowed to do is make copies in order to reverse engineer and
understand how they work.
snip
But enough of this chit-chat... you have your opinion and I have mine...
just remember that there are several different things that automatically
have a copyright just by creating it (even your plug-in or add-on will have
this)...
...and just remember that you also have Fair Use Rights on any
Copyrighted works...
http://www.law.cornell.edu/uscode/html/uscode17/usc_sec_17_0107000-.html
...which basically means you can use copyrighted material for non-profit
educational use.  How you define educational is not obvious.
In general, making claims about this is illegal or that is illegal
is usually not an absolute.  Different laws apply to different countries
and those laws are usually un-enforceable outside the country where the
law was created.
--
Jeffrey botman Broome
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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Deadman Standing
You might want to read up on copyright law. It protects the intellectual
property, in this case your code. This means they can not steal or reuse
your code. Copyright law does NOT prevent someone using engines calls to
insert messages into your mod that create or inhibit features. The only
way copyright law would be violated in this case is if they distributed
your mod with their changes.

To get the level of protection you are talking about requires making it
part of the Right to Use agreement. For example when the mod is
downloaded or installed have users agree to perform no after market
modifications to the mod and that such modifications revoke their right
to use the mod.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Monday, February 14, 2005 2:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon
damages?

Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to
do so.



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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread British_Bomber
Didn't Valve distribute plug in capabilities with the SDK?  So if you
are trying to say that plug in authors aren't allowed to create their
plug ins, then why are mod authors allowed to mod for the Source
engine?  I can see why you would want to put safe guards on what you
think should not be changed, but like I said it's a cycle, and
honestly no one truely has the right to say what goe's other than
either Valve and their almightyness, or the player's by simply playing
what they want.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Beppo
If someone changes a value within my codes or writes codes that change the
behaviour of my codes then he is actually reusing it.
In terms of inherited classes this means that any direct copy of my codes
that is then changed or an inherited class with changed behaviour is
actually reusing my codes too. So this falls under the intellectual property
copyright law.
And to the SDK... I guess you will find some text in the readme/info that
actually allows you to chnage the SDK source codes to a specific degree for
non commercial projects... including mods.
But if a mod states in its licensee agreement that you are not allowed to
change it in any way (agree to perform no after market modifications in
termy to be allowed to use it) then the whole thing will be copyrighted.
Either install it by agreeing or do not install it... your choice.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Deadman Standing [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, February 14, 2005 8:40 PM
Subject: RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

You might want to read up on copyright law. It protects the intellectual
property, in this case your code. This means they can not steal or reuse
your code. Copyright law does NOT prevent someone using engines calls to
insert messages into your mod that create or inhibit features. The only
way copyright law would be violated in this case is if they distributed
your mod with their changes.
To get the level of protection you are talking about requires making it
part of the Right to Use agreement. For example when the mod is
downloaded or installed have users agree to perform no after market
modifications to the mod and that such modifications revoke their right
to use the mod.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Monday, February 14, 2005 2:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon
damages?
Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to
do so.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Beppo
Plug ins are allowed... as long as they do not use/inherit codes of the
original mod and change them.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: British_Bomber [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, February 14, 2005 9:40 PM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

Didn't Valve distribute plug in capabilities with the SDK?  So if you
are trying to say that plug in authors aren't allowed to create their
plug ins, then why are mod authors allowed to mod for the Source
engine?  I can see why you would want to put safe guards on what you
think should not be changed, but like I said it's a cycle, and
honestly no one truely has the right to say what goe's other than
either Valve and their almightyness, or the player's by simply playing
what they want.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Jeffrey \botman\ Broome
Beppo wrote:
But if a mod states in its licensee agreement that you are not allowed to
change it in any way (agree to perform no after market modifications in
termy to be allowed to use it) then the whole thing will be copyrighted.
Either install it by agreeing or do not install it... your choice.
You do realize that by saying this you're just BEGGING people to make
all kinds of crazy plugins to screw up the gameplay in your MOD, right?  :)
--
Jeffrey botman Broome
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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Karl \XP-Cagey\ Patrick
From Beppo:
 In terms of inherited classes this means that any direct copy of my codes
 that is then changed or an inherited class with changed behaviour is
 actually reusing my codes too. So this falls under the intellectual
 property copyright law.

Do you have a case citation to back that up?  I'd be shocked if it's
possible to violate copyright without making a binary change to the original
code.  I don't believe that's the case--see voogru's post.

When you attempt to prohibit inheritance of a class, I think you're seeking
protection of an idea or method of execution, which is closer to patent law
than copyright (not that I want to open that can of worms).

 But if a mod states in its licensee agreement that you are not allowed to
 change it in any way (agree to perform no after market modifications in
 termy to be allowed to use it) then the whole thing will be copyrighted.
 Either install it by agreeing or do not install it... your choice.

What you're describing is a business contract between the end user and the
software developer that gives additional protection outside of standard
copyright law.  It may seem semantic, but a EULA doesn't expand the law any
more than a credit card transaction (another contract) does (see Deadman
Standing's post).

Blizzard's successful attempts to crush that battle.net imitator in court
illustrate that running a reverse engineered server can be a breach of
contract provided the EULA has a no reverse engineering clause; that wasn't
a copyright case, but Blizzard successfully sued because of the wording of
the original contract and a demonstrated economic impact for Blizzard.
Plugins don't fit the same category because they aren't reverse engineered
and don't modify the original code.

From Lance:
 You do realize that by saying this you're just BEGGING people to make all
 kinds of crazy plugins to screw up the gameplay in your MOD, right?  :)

I think it's unfortunate that people take this sort of thing as a challenge.
Is it really that important to  someone off and prove them wrong if you
weren't otherwise interested in their work?

From Lance again:
 Jason Schultz, an attorney with the non-profit Electronic Frontier
 Foundation, couldn't disagree more. This complaint is absurd, said
 Schultz. The law allows for fair use of other people's copyrighted works
 without any permission needed, and one of the key things that you're
 allowed to do is make copies in order to reverse engineer and understand
 how they work.

The EFF is a rights advocacy group (we fight measures that threaten basic
human rights principles), and can't be considered an objective source.
They've stated that the DMCA is probably unconstitutional and dismiss its
content out of hand.  I'd take analysis of current copyright law and
expected legal decisions from them with a grain of salt, the same way I
treat statements from ACLU lawyers.  Equating the trade of asset patches and
modification of the program for entertainment purposes with understand[ing]
how [programs] work is a stretch.

That said, I hope that the Tecmo case is dismissed because I believe that
people who have bought intellectual property should have the right to modify
it for their personal use (e.g. writing in the margin of a book).



Off-topic: Lance (and any other interested parties), would you mind having
an offline conversation on how to detect modification of a HL1 server?  NS
is committed to allowing plugins, but I'd like to know when the game is
running stock so that I can collect feedback for balancing the sides.

I can look at the module list in Win32, but I'm not sure if that catches all
cases and it's not cross-platform.  It would be even better if I could
fingerprint the modifications to know how popular they are and to see how
common gameplay changes affect balance.

Karl



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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Karl \XP-Cagey\ Patrick
Sorry Lance and Jeffery, attributed this quote to the wrong person in my
last reply, should have been Jeffery:

 You do realize that by saying this you're just BEGGING people to make all
 kinds of crazy plugins to screw up the gameplay in your MOD, right?  :)

Karl



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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-14 Thread Lance Vorgin
On Tue, 15 Feb 2005 03:10:40 +0100, Beppo [EMAIL PROTECTED] wrote:
 If someone changes a value within my codes or writes codes that change the
 behaviour of my codes then he is actually reusing it.
Neg. I'm not redistributing your [already freely available] work, nor
am I calling it my own. Sorry pal.

 In terms of inherited classes this means that any direct copy of my codes
 that is then changed or an inherited class with changed behaviour is
 actually reusing my codes too. So this falls under the intellectual property
 copyright law.
Again, neg.

 But if a mod states in its licensee agreement that you are not allowed to
 change it in any way (agree to perform no after market modifications in
 termy to be allowed to use it) then the whole thing will be copyrighted.
 Either install it by agreeing or do not install it... your choice.
I believe I have my fair use rights despite the EULA, but assuming
we're in hell and I don't, then I hope both of your regular players
will enjoy all three of your mod's boring, identical servers for the
whole week.

Karl:
 * I do take it as a challenge, as I find this kind of thing fun.
Beyond that if the system is never tested and publically disgraced it
will never be fixed. If I enjoyed the mod and wished to further mod
it, however, I'd aggressivly go at it with purpose. I wouldn't however
release something just to screw up gameplay :/ If I released
anything I would release something on which people could build
improvements to the gameplay despite the wishes of the original mod
authors.

 * Just because the EFF is biased doesn't mean they're wrong :P

 * Be happy to - 'stosw' on gamesurge, #sourcemod among others.

Me:
It's shouldn't you moron.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-13 Thread Beppo
I do not disagree, only for a little aspect... if you want your mod to be
this or that way and not another and someone changes it to become that
other, then it comes close to hitting the original mod authors right into
their faces. Not all mods out there do wish to fit for every player around
the globe. Some want to attract only a specific type of player and so will
not change their basic rules to allow the 'unwanted' folks to join the party
cause this will most times ruin the gameplay for the others.
Fixing obvious bugs is another thing of course but only if they are really
bugs and not features someone doesn't like.
New additional features should first be presented to the mod authors
themselves. Maybe by even showing them first hand. But the decission to
include them in the next release or 'granting you permission' to release the
modification to players/servers that want to use it is up to them. New
features often ruin the balance within the game or add features that the
original mod authors simply don't want to be integrated. Again, if your
changes are good and in the lines of what the original mod authors want or
plan to do, then there shouldn't be any reason for them to not listen to
you.
And if you then still want to do it, then I would consider you to make your
own mod with your own ideas instead of ripping the work of others.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, February 12, 2005 6:14 AM
Subject: RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

I am sure the .ctx could be decrypted but most people won't go to that
extent. For the people who do decrypt them It won't do them no good
because
they will not be able to encrypt them with a different key...
Getting the key is not that hard I don't think, I do not know how to do
it,
but Lance did it like a walk in the park with a really hot girl.
Once you get the key and decrypt the file, just slap it in the scripts
directory with weapon_name.txt, and the mod will use that, ignoring the
CTX
file.
That could be changed with little effort, but fact remains the CTX files
are
easily decrypted by someone who knows what they are doing.
The main reason for this is that not many will blame the server admin at
all... they will only blame him/her IF they already knew the original
version of the mod...
The example of new folks playing your mod for the first time rings a lot
of
bells here...
Proper notifications to clients that the server is modified would solve
this. A mod could even put in a mechanic to alert newbie's that the server
they are joining is modified.
And now think about your hard work (your mod) edited in a way that you do
not want it to be... what a nice first impression can result of this.
Not every mod is perfect, some admins and different communities might have
different opinions of certain parts of your mod, and giving them the
ability
to change a few minor things may keep them interested in your mod. Because
some mods are really great, but, there is one small thing that could be
changed.
Are you going to wait months for a patch? Or, go in and modify it
yourself.
What if the mod maker doesn't share your opinion? You won't even get to
see
it in action to see if it WOULD work.
Not the way to keep players interested.
A lot of people know I made modifications to the Natural-Selection mod,
some
people thought some of my ideas were downright crazy and stupid, and
people
thought they should NEVER be put in, except for those that were within my
community, and those that joined my community because of those
modifications.
As it turned out, some of those modifications made it into the actual mod,
which probably would have not happened if I didn't try it out for myself,
and people could see that it was indeed a good idea.
Now, normally, in order for something to get put into the mod, a mod maker
would want approval of pretty much 75% of the player base or more, this
wasn't the case with a lot of my modifications, but some of those that
disliked the idea at first, changed their minds once they saw it in
action.
What if someone has an idea, 2 communities, A that likes it, and B that
hates it, both with 5,000 players, you as the mod author, don't like the
idea.
Why shouldn't A be allowed to at least try the idea?
Anyways, Admins can't do anything too major to a mod, especially in
Source.
The only way I would not allow server admins to modify my mod on their
server, is if I decided to make a MMORPG type mod, where player data would
be shared across servers. Of course doing this type of thing would require
a
lot more than just code.
My reply does not address just weapon damage, but modifying mods (a mod of
a
mod

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-13 Thread tei
Beppo wrote:
I do not disagree, only for a little aspect... if you want your mod to be
this or that way and not another and someone changes it to become that
other, then it comes close to hitting the original mod authors right into
their faces. Not all mods out there do wish to fit for every player around
the globe. Some want to attract only a specific type of player and so will
not change their basic rules to allow the 'unwanted' folks to join the
party
cause this will most times ruin the gameplay for the others.
Fixing obvious bugs is another thing of course but only if they are really
bugs and not features someone doesn't like.
New additional features should first be presented to the mod authors
themselves. Maybe by even showing them first hand. But the decission to
include them in the next release or 'granting you permission' to release
the
modification to players/servers that want to use it is up to them. New
features often ruin the balance within the game or add features that the
original mod authors simply don't want to be integrated. Again, if your
changes are good and in the lines of what the original mod authors want or
plan to do, then there shouldn't be any reason for them to not listen to
you.
And if you then still want to do it, then I would consider you to make your
own mod with your own ideas instead of ripping the work of others.
I see 4 players
 Valve -- Modders - Plugin Modders - Players
Players have not choice, because will cheat. So cant pick his own map
version, his own textures, etc..
 Valve -- Modders - Plugin Modders  Players
Valve dont need to enforce rules about what-a-mod-will-use-for-model or
wath-health-a-explosion-will-substract. Becuase If valve enforce that,
you break the chain, and no modding will be posible.
 Valve  Modders - Plugin Modders  Players
So the disccusion is here. Who rulez games? the final decision of
what-to-run on servers its a plugin modder decision:
 Valve  Modders  Plugin Modders  Players
On singleplayer mods, no server exist so modders can rulez everything:
 Valve  Modders  Players
Or
 Valve  Players  Modders
With a 5 players game this can be expanded:
 Valve  Modders  Plugin Modders  League Admins  Players
Or ..reordering.
 Valve  Players  Modders  Plugin Modders  League Admins
Wellcome to a world where the host (league admins) can change sv_gravity.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-13 Thread Lance Vorgin
On Sun, 13 Feb 2005 12:13:51 +0100, Beppo [EMAIL PROTECTED] wrote:
 I do not disagree, only for a little aspect... if you want your mod to be
 this or that way and not another and someone changes it to become that
 other, then it comes close to hitting the original mod authors right into
 their faces. Not all mods out there do wish to fit for every player around
 the globe. Some want to attract only a specific type of player and so will
 not change their basic rules to allow the 'unwanted' folks to join the party
 cause this will most times ruin the gameplay for the others.
If third party features are added that attract 'unwanted folks', then
those people will play only on servers with those features, not the
base mod servers.

 Fixing obvious bugs is another thing of course but only if they are really
 bugs and not features someone doesn't like.
Who cares what someone doesn't like? If you don't like it, leave the
server. Lord.

 New additional features should first be presented to the mod authors
 themselves. Maybe by even showing them first hand.
Why? I value their opinion, and respect them and their work, but if,
in my eyes, my feature would better the mod, I will add it regardless
of their input. My plugin / feature does not become mandatory across
all of their servers, just those that choose to run it.

 But the decission to include them in the next release
Yes, this is entirely up to them, as it is their project. Only they
can officially release things under their mod's name and their team's
name.

 or 'granting you permission' to release the
 modification to players/servers that want to use it is up to them.
This is where you're wildly wrong. I can release whatever I damn well
please, and run whatever I want on my server. Sorry.

 New features often ruin the balance within the game
If they suck they won't be played. Survival of the fittest.

 or add features that the original mod authors simply don't want to be 
 integrated.
 Again, if your changes are good and in the lines of what the original mod 
 authors
 want or plan to do, then there shouldn't be any reason for them to not listen 
 to
 you.
The mod authors control the base mod, as it is their baby. I control,
however, what goes onto my server. If I want to run a plugin that adds
something that the mod authors consider blasphemous, but I enjoy, and
my community enjoys, then I will run it. They don't own my server.
Beyond that, again, successful mod authors rarely listen to reason.
There's a very obvious trend among mods.

 And if you then still want to do it, then I would consider you to make your
 own mod with your own ideas instead of ripping the work of others.
Nobody is ripping anybody. Plugin authors don't take credit for the
whole mod, just what they add, and rightfully so. Beyond that if a
plugin author takes time to improve the mod he obviously likes the
mod, so why would he write a new one? Now if the mod authors include
the features of that plugin into their mod without crediting the
original plugin author, _that_ is ripping.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-13 Thread Lance Vorgin
It shuoldn't be a war.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-13 Thread Draco
Jeez, all this over whether to use scripts or hard code to decide
weapon characteristics! It is a matter of preference, there is no need
to try and convince others that yours is best. It would be like me
saying my programming style 'pwns' yours and that your a 'stupid n00b'
for using a different one. You would most likely tell me to 'STFU' and
that my style should be crammed up whatever I traditionally cram
things.

unless someone has something constructive to add to the topic, which
was  - how can Imperio59 hide his weapon characteristics in the code
and not rely on scripts - , leave the topic be please.


--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread Lance Vorgin
 I'm speak

I sure wish I could edit my replies.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread British_Bomber
Imperio, slap in a few checks to verify they are the values you want,
and if they aren't then give some obscure error, blame DirectX and
crash the game...  Thus you have your weapons doing the damage you
want, and if anyone complains you can blame it on Microsoft, problem
solved :D

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread Steven Guy
humm... blame it on Microsoft... You know it may just work. I mean everyone
blames Microsoft anyways right?
From: British_Bomber [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Date: Fri, 11 Feb 2005 08:50:31 +
Imperio, slap in a few checks to verify they are the values you want,
and if they aren't then give some obscure error, blame DirectX and
crash the game...  Thus you have your weapons doing the damage you
want, and if anyone complains you can blame it on Microsoft, problem
solved :D
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread Lance Vorgin
If you do that I'll.. err.. someone will just send unmodified values
to the client and use modified values to calculate damage. And if you
move damage calculation to the client, then I'll laugh really really
hard.

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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread Spencer 'voogru' MacDonald
I am sure the .ctx could be decrypted but most people won't go to that
extent. For the people who do decrypt them It won't do them no good because
they will not be able to encrypt them with a different key...

Getting the key is not that hard I don't think, I do not know how to do it,
but Lance did it like a walk in the park with a really hot girl.

Once you get the key and decrypt the file, just slap it in the scripts
directory with weapon_name.txt, and the mod will use that, ignoring the CTX
file.

That could be changed with little effort, but fact remains the CTX files are
easily decrypted by someone who knows what they are doing.

The main reason for this is that not many will blame the server admin at
all... they will only blame him/her IF they already knew the original
version of the mod...
The example of new folks playing your mod for the first time rings a lot of
bells here...

Proper notifications to clients that the server is modified would solve
this. A mod could even put in a mechanic to alert newbie's that the server
they are joining is modified.

And now think about your hard work (your mod) edited in a way that you do
not want it to be... what a nice first impression can result of this.

Not every mod is perfect, some admins and different communities might have
different opinions of certain parts of your mod, and giving them the ability
to change a few minor things may keep them interested in your mod. Because
some mods are really great, but, there is one small thing that could be
changed.

Are you going to wait months for a patch? Or, go in and modify it yourself.
What if the mod maker doesn't share your opinion? You won't even get to see
it in action to see if it WOULD work.

Not the way to keep players interested.

A lot of people know I made modifications to the Natural-Selection mod, some
people thought some of my ideas were downright crazy and stupid, and people
thought they should NEVER be put in, except for those that were within my
community, and those that joined my community because of those
modifications.

As it turned out, some of those modifications made it into the actual mod,
which probably would have not happened if I didn't try it out for myself,
and people could see that it was indeed a good idea.

Now, normally, in order for something to get put into the mod, a mod maker
would want approval of pretty much 75% of the player base or more, this
wasn't the case with a lot of my modifications, but some of those that
disliked the idea at first, changed their minds once they saw it in action.

What if someone has an idea, 2 communities, A that likes it, and B that
hates it, both with 5,000 players, you as the mod author, don't like the
idea.

Why shouldn't A be allowed to at least try the idea?

Anyways, Admins can't do anything too major to a mod, especially in Source.

The only way I would not allow server admins to modify my mod on their
server, is if I decided to make a MMORPG type mod, where player data would
be shared across servers. Of course doing this type of thing would require a
lot more than just code.

My reply does not address just weapon damage, but modifying mods (a mod of a
mod... lol) in general.

These are just my thoughts, feel free to disagree.

- voogru.




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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Lance Vorgin
In every modified server I've been on (too many to count) it's the
server that's rightfully been blamed for the modifications to the mod
and not the mod or mod authors themselves. There's no way to stop
admins from changing pretty much anything about your mod's server and,
as stated, it's not an option to make anything important client side
(just play AVP2 for an example). In fact by trying to prevent people
from modifying your mod, you attract people excited by the challenge
[so to speak]. It's a bad idea not only because of the time it wastes,
but because it actually hurts the mod: if more people play on servers
with modified damage, then that's what people want to play. There will
always be classic servers as well, so why would you not want to give
people the opportunity to improve your mod?

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Jorge Rodriguez
On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
 In every modified server I've been on (too many to count) it's the
 server that's rightfully been blamed for the modifications to the mod
 and not the mod or mod authors themselves. There's no way to stop
 admins from changing pretty much anything about your mod's server and,
 as stated, it's not an option to make anything important client side
 (just play AVP2 for an example). In fact by trying to prevent people
 from modifying your mod, you attract people excited by the challenge
 [so to speak]. It's a bad idea not only because of the time it wastes,
 but because it actually hurts the mod: if more people play on servers
 with modified damage, then that's what people want to play. There will
 always be classic servers as well, so why would you not want to give
 people the opportunity to improve your mod?

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I may be coming in on the middle of this discussion, but I believe I have a 
good answer to this question.

When someone plays your game for the first time online, what will happen if 
they see people flying around and swinging off the walls, and if a pocket knife 
kills with one shot to the foot and the sniper rifle hits for 1 hp? I really 
don't trust server admins with knowing how to make a fun game. As a game 
designer, I would prefer that gameplay be consistent across all public servers 
so that players can hop from server to server without having to constantly 
adjust their playing style to whichever server they happen to be on. Otherwise, 
it becomes like HLDM or Unreal, or like how TFC is increasinly becoming: you 
can't seem to find a straight game anymore without all those hooks and mods and 
hookmods and super-awesome plugins that people love to install. CS on the other 
hand is fairly consistent across the board, and it's easy to find a server that 
fits your tastes.

Now, that's not to say that people shouldn't be allowed to modify how the game 
plays at all. In fact, just as you say, total restriction of any type of 
modification will make people simply want to do it more. On the contrary, it is 
good to allow administrators to change the settings on their own server to 
customize the style of play they like, and then the popularity of their servers 
will dictate whether or not that server will survive. However, giving the admin 
too much freedom causes a pain in the neck of players who want a consistent way 
of playing the game. It's the players I'm thinking about here.

In turn, when you make the game you should be especially in tune with what 
people want. If every server is hacking it up to put more damage in, then 
obviously people think your game would be more fun with more damage, so a 
damage hike is in order. Not listening to your players (who make your mod 
popular) is as dangerous as giving too much power to the admins.

--
Jorge Vino Rodriguez

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread tei
Lance Vorgin wrote:
[...]
 There will
always be classic servers as well, so why would you not want to give
people the opportunity to improve your mod?
Maybe If you ask a artist type of guy, the response will be NO. Its that,
so not changes allowed. But If you ask the type of guy play with sources,
the response will be YES, we can learn and play sharing the source.
If you whant the YES response, the trick its not to ask to the artist
type-of-guy.
Or
I suggest to use only mods you can get the sources.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Beppo
can only agree here... (sorry for going a bit OT now)
you can give admins options to setup ie the number of
reinforcements/respawns per player/team, maplists, timelimits and stuff
alike... but when it comes to weapon damage, firing rate, additional scopes,
grenade launchers and stuff alike then this kind of thing should stay the
same, no matter on which server you login to start a match.
The main reason for this is that not many will blame the server admin at
all... they will only blame him/her IF they already knew the original
version of the mod...
The example of new folks playing your mod for the first time rings a lot of
bells here... we had many folks that started to blame our development team
for specific things they disliked on this or that server and blamed us for
developing a big pile of sh..t. Actually these things were mutators (UT
stuff) that some folks added to their servers and that were developed to
change specific parts about our mod. These mutators come pretty close to
what is possible for admins on HL. Sure not 100% the same but 'adjusting'
the damage values, adding another scoreboard and stuff alike is the same and
can be a big pain in the a... so to speak.
What makes a player wanting to play a specific mod? It is most times the
first impression they got while playing it for the first time. But if this
first impression is not their kind of thing then they will never touch it
again most times. And now think about your hard work (your mod) edited in a
way that you do not want it to be... what a nice first impression can result
of this.
Easy example... realistic behaviour is geared towards a specific group of
players. Sure, some more action orientated folks will like your weapons or
some other parts of your mod and then they will maybe setup a server that
plays your stuff in a highly unrealistic pure action fun style... maybe
cool, but that was not the way the mod planned to end up. And you should
always show respect if people invest their free and spare time in developing
a mod the way they like. Suggestions welcome, but it is their toy, not
yours. So, adding nice additions is most times ok, but changing basics is
not.
So, imo, hard code whatever you want to hard code and leave stuff editable
only if you want them to change it.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, February 10, 2005 6:32 PM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
In every modified server I've been on (too many to count) it's the
server that's rightfully been blamed for the modifications to the mod
and not the mod or mod authors themselves. There's no way to stop
admins from changing pretty much anything about your mod's server and,
as stated, it's not an option to make anything important client side
(just play AVP2 for an example). In fact by trying to prevent people
from modifying your mod, you attract people excited by the challenge
[so to speak]. It's a bad idea not only because of the time it wastes,
but because it actually hurts the mod: if more people play on servers
with modified damage, then that's what people want to play. There will
always be classic servers as well, so why would you not want to give
people the opportunity to improve your mod?
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I may be coming in on the middle of this discussion, but I believe I have a
good answer to this question.
When someone plays your game for the first time online, what will happen if
they see people flying around and swinging off the walls, and if a pocket
knife kills with one shot to the foot and the sniper rifle hits for 1 hp? I
really don't trust server admins with knowing how to make a fun game. As a
game designer, I would prefer that gameplay be consistent across all public
servers so that players can hop from server to server without having to
constantly adjust their playing style to whichever server they happen to be
on. Otherwise, it becomes like HLDM or Unreal, or like how TFC is
increasinly becoming: you can't seem to find a straight game anymore without
all those hooks and mods and hookmods and super-awesome plugins that people
love to install. CS on the other hand is fairly consistent across the board,
and it's easy to find a server that fits your tastes.
Now, that's not to say that people shouldn't be allowed to modify how the
game plays at all. In fact, just as you say, total restriction of any type
of modification will make people simply want to do it more

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread r00t 3:16
Can we encrypt them like valve did with their weapon files?
IMO if it isn't a server config option then they shouldn't change it.
If I wanted someone to change the damage I would provide an option for it..
I am sure the .ctx could be decrypted but most people won't go to that
extent. For the people who do decrypt them It won't do them no good because
they will not be able to encrypt them with a different key...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Beppo [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, February 10, 2005 4:03 PM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

can only agree here... (sorry for going a bit OT now)
you can give admins options to setup ie the number of
reinforcements/respawns per player/team, maplists, timelimits and stuff
alike... but when it comes to weapon damage, firing rate, additional
scopes,
grenade launchers and stuff alike then this kind of thing should stay the
same, no matter on which server you login to start a match.
The main reason for this is that not many will blame the server admin at
all... they will only blame him/her IF they already knew the original
version of the mod...
The example of new folks playing your mod for the first time rings a lot
of
bells here... we had many folks that started to blame our development team
for specific things they disliked on this or that server and blamed us for
developing a big pile of sh..t. Actually these things were mutators (UT
stuff) that some folks added to their servers and that were developed to
change specific parts about our mod. These mutators come pretty close to
what is possible for admins on HL. Sure not 100% the same but 'adjusting'
the damage values, adding another scoreboard and stuff alike is the same
and
can be a big pain in the a... so to speak.
What makes a player wanting to play a specific mod? It is most times the
first impression they got while playing it for the first time. But if this
first impression is not their kind of thing then they will never touch it
again most times. And now think about your hard work (your mod) edited in
a
way that you do not want it to be... what a nice first impression can
result
of this.
Easy example... realistic behaviour is geared towards a specific group of
players. Sure, some more action orientated folks will like your weapons or
some other parts of your mod and then they will maybe setup a server that
plays your stuff in a highly unrealistic pure action fun style... maybe
cool, but that was not the way the mod planned to end up. And you should
always show respect if people invest their free and spare time in
developing
a mod the way they like. Suggestions welcome, but it is their toy, not
yours. So, adding nice additions is most times ok, but changing basics is
not.
So, imo, hard code whatever you want to hard code and leave stuff editable
only if you want them to change it.
--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
http://infiltration.sentrystudios.net

- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, February 10, 2005 6:32 PM
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon
damages?
On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
In every modified server I've been on (too many to count) it's the
server that's rightfully been blamed for the modifications to the mod
and not the mod or mod authors themselves. There's no way to stop
admins from changing pretty much anything about your mod's server and,
as stated, it's not an option to make anything important client side
(just play AVP2 for an example). In fact by trying to prevent people
from modifying your mod, you attract people excited by the challenge
[so to speak]. It's a bad idea not only because of the time it wastes,
but because it actually hurts the mod: if more people play on servers
with modified damage, then that's what people want to play. There will
always be classic servers as well, so why would you not want to give
people the opportunity to improve your mod?
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I may be coming in on the middle of this discussion, but I believe I have
a
good answer to this question.
When someone plays your game for the first time online, what will happen
if
they see people flying around and swinging off the walls, and if a pocket
knife kills with one shot to the foot and the sniper rifle hits for 1 hp?
I
really don't trust server admins with knowing how to make a fun game. As a
game designer, I would prefer that gameplay be consistent across all
public
servers so that players can hop from server

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread British_Bomber
If they want an SMG to do 10 Cagillion damage just by looking at
someone, then an SMG is Gonna do 10 Cagillion damage, they will find
away, but I have to agree to some extent that the mod teams do tend to
spend a lot of time balancing their game, and when they play on a
server that has changed that balance they feel hard done by.  All that
work to make a balanced game and some guy or girl or alien has gone
and changed that balance completely.  But that's life.


On Thu, 10 Feb 2005 17:08:16 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Can we encrypt them like valve did with their weapon files?

 IMO if it isn't a server config option then they shouldn't change it.
 If I wanted someone to change the damage I would provide an option for it..

 I am sure the .ctx could be decrypted but most people won't go to that
 extent. For the people who do decrypt them It won't do them no good because
 they will not be able to encrypt them with a different key...

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


 - Original Message -
 From: Beppo [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, February 10, 2005 4:03 PM
 Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

  can only agree here... (sorry for going a bit OT now)
 
  you can give admins options to setup ie the number of
  reinforcements/respawns per player/team, maplists, timelimits and stuff
  alike... but when it comes to weapon damage, firing rate, additional
  scopes,
  grenade launchers and stuff alike then this kind of thing should stay the
  same, no matter on which server you login to start a match.
 
  The main reason for this is that not many will blame the server admin at
  all... they will only blame him/her IF they already knew the original
  version of the mod...
  The example of new folks playing your mod for the first time rings a lot
  of
  bells here... we had many folks that started to blame our development team
  for specific things they disliked on this or that server and blamed us for
  developing a big pile of sh..t. Actually these things were mutators (UT
  stuff) that some folks added to their servers and that were developed to
  change specific parts about our mod. These mutators come pretty close to
  what is possible for admins on HL. Sure not 100% the same but 'adjusting'
  the damage values, adding another scoreboard and stuff alike is the same
  and
  can be a big pain in the a... so to speak.
 
  What makes a player wanting to play a specific mod? It is most times the
  first impression they got while playing it for the first time. But if this
  first impression is not their kind of thing then they will never touch it
  again most times. And now think about your hard work (your mod) edited in
  a
  way that you do not want it to be... what a nice first impression can
  result
  of this.
 
  Easy example... realistic behaviour is geared towards a specific group of
  players. Sure, some more action orientated folks will like your weapons or
  some other parts of your mod and then they will maybe setup a server that
  plays your stuff in a highly unrealistic pure action fun style... maybe
  cool, but that was not the way the mod planned to end up. And you should
  always show respect if people invest their free and spare time in
  developing
  a mod the way they like. Suggestions welcome, but it is their toy, not
  yours. So, adding nice additions is most times ok, but changing basics is
  not.
 
  So, imo, hard code whatever you want to hard code and leave stuff editable
  only if you want them to change it.
 
  --
  Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
  [EMAIL PROTECTED]   Sentry Studios - Infiltration
  [EMAIL PROTECTED]  http://www.sentrystudios.net
  http://infiltration.sentrystudios.net
 
 
 
  - Original Message -
  From: Jorge Rodriguez [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Thursday, February 10, 2005 6:32 PM
  Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon
  damages?
 
 
  On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
  In every modified server I've been on (too many to count) it's the
  server that's rightfully been blamed for the modifications to the mod
  and not the mod or mod authors themselves. There's no way to stop
  admins from changing pretty much anything about your mod's server and,
  as stated, it's not an option to make anything important client side
  (just play AVP2 for an example). In fact by trying to prevent people
  from modifying your mod, you attract people excited by the challenge
  [so to speak]. It's a bad idea not only because of the time it wastes,
  but because it actually hurts the mod: if more people play on servers
  with modified damage, then that's what people want to play. There will
  always be classic servers as well, so why would you not want to give
  people the opportunity to improve your mod

Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread jeff broome
Every weapon in every MOD should be insta-gib.  :P

Where is Holy Wars: Source?

(don't you people EVER trim posts when you reply?)

Jeffrey botman Broome

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Ben Davison
Negative Jeffery, gattling gun insta gib!

:P

On Thu, 10 Feb 2005 17:31:31 -0600, jeff broome [EMAIL PROTECTED] wrote:
 Every weapon in every MOD should be insta-gib.  :P

 Where is Holy Wars: Source?

 (don't you people EVER trim posts when you reply?)

 Jeffrey botman Broome

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--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread jeff broome
Sigh.  Gmail has spoiled a generation.  :(

Jeffrey botman Broome

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Lance Vorgin
Yeah guys you're making my PINE lag :P

The new players argument is the only one that's really made me think
here - but perhaps, should your enjoy success and the inevitable
modifications it brings, you should tell new players [in a document
called the Manual!] to look for a 'classic' or otherwise unmodified
server first. Why should the non new players suffer complete
conformity for the new players the majority of whom won't become
regular players anyway? Is seniority dead?

These mini mods suffer from natural selection: if a mod sucks, people
leave the server, and admins remove the mod or shutdown their crappy
empty server. If it doesn't suck, then people play on the server, and
all is well, unless you don't want to see your players enjoying the
game.

If people blame your mod for what a mutator does, then tell them it
was the mutator. Egads.

If a mini mod is liked [like the high damage example] by everybody,
then yes it should be implimented by the mod team. However, if a mod
is big enough to have such a mini mod base as, say, natural selection,
or any of the other large mods [nameless..], then it's pretty much
guaranteed that the mod team won't listen to anything the community
says, or, even worse, only listen to fanboys that have a horribly
retarded vision for the good game. Thanks, Fluyra [names edited to
protect the guilty]!

.ctx's are already useless - I don't see how people think it's
protection :P When code is running on a computer that people have
admin / root access to, _nothing_ is unmodifyable. Encrypt and
hardcode what you like, it's just adding needless and useless
complexity for you.

Oh, and who needs a mod's source when you have a debugger :)

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Steven Guy
It seems so far that some ppl believe that just because someone can change
something means we shouldn't even try to stop them. This is really dumb, no
matter what you do there will always be some way to subvert any protection
system but that doesn't mean someone will succeed in doing so. It's true
that the server can change anything but we shouldn't make it easy for him
unless you want to :).
It all comes down to what you what your mod to do. If you want server
configurable weapons then use the scripts. I myself will be making a TF like
mod so I want to have complete control over all weapon code. Because of this
I will use scripts to test and balance then when I'm done I'll change the
weapon code to not use scripts. Which should be rather easy.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Imperio59
I might not hard code it (to prevent attracting people i'd rather not
mess with my MOD's dlls) but i will probably put in a check in code to
display a message if the script files' values differ from the hardcoded
values.
After all, i don't really care if they want a special uber-cool SMG to
kill you in 1/2 of a shot, all i want is that the blame goes to the
server admin went people start yelling, not to the mod team.
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 265.8.7 - Release Date: 10/02/2005

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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Karl \XP-Cagey\ Patrick
 If people blame your mod for what a mutator does, then tell them it
 was the mutator. Egads.

This is, of course, extremely easy to do since new players always tell
developers why they won't give a mod another chance... ;)

I'm all for customization as long as players know it's a customized server.
If there was a simple indicator that a server was running plugins with their
names listed (like there is for mutators), then people could look for
themselves--I haven't played around with plugins for HL2 yet, so I'm not
sure if this interface is already part of the SDK. I miss it in the original
Half-Life engine.

 If a mini mod is liked [like the high damage example] by everybody,
 then yes it should be implimented by the mod team. However, if a mod is
 big enough to have such a mini mod base as, say, natural selection, or any

 of the other large mods [nameless..], then it's pretty much guaranteed
 that the mod team won't listen to anything the community says, or, even
 worse, only listen to fanboys that have a horribly retarded vision for the

 good game.  Thanks, Fluyra [names edited to protect the guilty]!

Ouch?

Actually, there are some cases of widespread plugin functionality that we're
aware of and want to include in future versions (nextmap is a no-brainer).
We don't (can't?) have the full picture of what mods user base is using on a
day-to-day basis, but we do listen (and not just to the bad ideas).

 .ctx's are already useless - I don't see how people think it's
 protection :P When code is running on a computer that people have
 admin / root access to, _nothing_ is unmodifyable. Encrypt and
 hardcode what you like, it's just adding needless and useless
 complexity for you.

 Oh, and who needs a mod's source when you have a debugger :)

I think this is analogous to anti-cheat on the client side.  Any person with
enough knowledge of how game code is layered on top of hardware drivers will
admit that it's impossible to stop all cheating, but making it harder to do
is still beneficial because it keeps the frequency of casual cheating down
(or so the people who invest time in anti-cheat like to think).

In environments where you want a level playing field across servers (i.e.
competitive gaming) it's still worthwhile to at least investigate having
checks to insure servers are running the unaltered mod (or the exact set of
mini-mods required by the league, ladder, or tournament, for that matter).

Karl



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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Lance Vorgin
I pretty much fully agree with you Karl.

I'm speak under the assumption that, like most of the servers I seem
to remember, the words OMG THIS SERVER IS RUNNING XMOD are plastered
all over a joining player's screen.

As far as I know there's no way to look for servers running specific
plugins, but if someone makes a popular third party server browser
it'd be plenty possible and I'd bet quite successful.

And perhaps I'm grizzled about my experience with successful mod
authors. I loved NS, and respect the hell out of him for authoring one
of my favorite games of all time, but am also sore at seeing 1.04 die.
It was fresh on my mind at the time of writing :(

I wasn't alluding to anti-cheats, and don't think it's the same
situation unless you consider admins enemies. Remember, admins are
vital to your mod's longevity :P

Regarding competative play I fully agree too - that's where those nazi
tourny plugins regarding round time, starting rules, consistency, and
everything come into play. Not all servers [in fact most I'd assume]
are competition servers though.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Draco
Personally I will be removing the damage/cycle time values and
anything else that greatly effects the characteristics of the weapon
once I have found the values I want.

This is simply a matter of preference, leave it open for editing if
you wish. To remove the guns dependance on a script you simply find
where they are read and replace it with  constant. I do suggest that
you leave the precache values be, so that the base class can precache
everything(i friggin love that!)



**
Draco
Coder for Perfect Dark(sorta coder for KZ mod)
http://perfectdark.game-mod.net

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[hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-09 Thread tei

Yea.
You think Its a nice day, then BANG, you died. And the whole day its ruined.
This universe its odd, 42 its not even power of two. Rats know why.

British_Bomber wrote:
*looks at book collection above computer*
I knew it rang a bell, but I wasn't aware he had died.  Botman, I
appologized for that.
On Wed, 9 Feb 2005 18:25:45 -0500, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
pKeyValuesData-GetInt( Damage, 42 ); // Douglas Adams 1952 - 2001
They must be real bad at math, 2001 - 1952 is 49, not 42.
;)
British_Bomber wrote:
real quick though, does anyone know who Douglas Adams is?
This is a joke, right?
If not...
http://www.douglasadams.com/
--
Jeffrey botman Broome
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