Re: [hlcoders] Counter Strike SDK

2011-08-17 Thread Stephen Micheals
the source code for CS1.6 was never released and i doubt it ever will be. We may someday see the source code for Half-life1 released, Maybe. but not cs 1.6. If you want to create a CS 1.6 clone you are going to have to do it from scratch. On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid

Re: [hlcoders] Shell eject issue

2011-02-21 Thread Stephen Micheals
with the old mod i worked on i noticed issues with the location of effects attached to the view models as well as awkward lighting on the viewmodels themselves. as it turned out the viewmodels were created at a much larger scale then the standard scale most viewmodels were made at and that was

Re: [hlcoders] Shell eject issue

2011-02-21 Thread Stephen Micheals
being a view model it can be created at any size, the way it looks from the players viewpoint is what matters, but it seems that lighting and other items may be applied to the viewmodel relative to the worldspace coordinates. i applied a small hack by adding $scale to the viewmodels qc and that

Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Stephen Micheals
Entities in all source MP games are handled by the server, the client is untrusted as such on connection to a server or loading a new map from the server the client downloads the entities to use from the server ( the entities in the clients BSP are never used ) there are different methods used to

Re: [hlcoders] VS2010 vprojtomake Utility Update

2010-04-25 Thread Stephen Micheals
No more xerces? thats damn nice. Nice work. On Sat, Apr 24, 2010 at 6:46 PM, Jonathan White killermonke...@gmail.com wrote: Whats more? Well I dumped the use of MSXML and XERCES, which means you NO LONGER NEED XERCES to compile Linux if you use my program!

Re: [hlcoders] Need a guide for code a local split screen multiplayer.

2009-12-21 Thread Stephen Micheals
It is supported within source engine but i do not think that its support is fully enabled in the orangebox mod codebase. you can do it fine in l4d and l4d2 for example: http://forums.steampowered.com/forums/showthread.php?t=745113 http://forums.steampowered.com/forums/showthread.php?t=1029890 On

Re: [hlcoders] Shader Compiling Issues

2009-11-13 Thread Stephen Micheals
my memory might be flawed or i might have missed something so anyone is welcome to correct me but i dont think valve ever got around to releasing a SDK code update that fixed compiling custom shaders for Orangebox based mods. On Fri, Nov 13, 2009 at 7:18 PM, Skillet skillet5...@gmail.com wrote:

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Stephen Micheals
only source engine game i have seen that in so far is Zeno Clash: http://store.steampowered.com/app/5205/ On Wed, Sep 23, 2009 at 10:18 PM, Michael Chang flux.black...@gmail.com wrote: 3. Has anyone done this before, or have an example of how best this is done? I'm programming a third person

Re: [hlcoders] Source control solution?

2009-08-24 Thread Stephen Micheals
http://code.google.com/p/tortoisegit/ its working very well so far. On Mon, Aug 24, 2009 at 1:34 PM, joshua simmonssimmons...@gmail.com wrote: Linus doesn't have much to do with git anymore, he just bootstrapped it really. Git's windows support certainly is a talking point, and I do

Re: [hlcoders] Source control solution?

2009-08-24 Thread Stephen Micheals
What other gui's are available for git on windows, i have not been able to find any that were even up to par with Tortoisegit. On Mon, Aug 24, 2009 at 2:31 PM, David Kraeutmannda...@davidkra.net wrote: TortoiseGIT was the worst git GUI I ever encountered. Also, if anyone needs SVN/git/whatever

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Stephen Micheals
yeah its painfull to loose alot of data, thankfully i have always been a rigid backup nazi and never lost any very important data. having a backup server for your home or a offsite backup tool such as: http://www.jungledisk.com/ can be very useful. On Tue, Aug 18, 2009 at 11:44 PM,

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-02 Thread Stephen Micheals
Lol wut? last i checked Subversion is supported and HAS been supported since about '06-07 http://apps.sourceforge.net/trac/sourceforge/wiki/Subversion On Fri, May 1, 2009 at 6:58 PM, Brent Lewis coder0...@hotmail.com wrote: I just joined back into the mailing list once I heard DuctTape was

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread Stephen Micheals
Staying on topic a bit wasn't the grain in the shadows introduced by valve because of nvidia (forcing a cheaper version to be used) cards that could not handle the newer flashlight effect in EP2 without lag? On Mon, Apr 27, 2009 at 4:00 PM, James Keith jimmy4...@gmail.com wrote: Once again,

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Stephen Micheals
as soon as git has a front end like tortisesvn i would also recommend that but subversion+tortisesvn is so much more smooth. winmerge also helps a good deal with merging. Even better than having to throw out your code every-time valve updates, you could use git (http://git-scm.com/). Which

Re: [hlcoders] Linux Build Problem

2009-02-15 Thread Stephen Micheals
you asked for help on this before sill post my response again since i did not see a reply: the problem i think may stem from files missing in the project file and thus causing problems later. http://www.nopaste.com/p/amuitIo1z check and see if those files are within your server vcproj file then

Re: [hlcoders] Linux server disconnects

2009-02-06 Thread Stephen Micheals
heres a snip of a diff file, check and see if those files are missing from the vcproj. http://www.nopaste.com/p/amuitIo1z On Sun, Feb 1, 2009 at 8:11 AM, Andrew Watkins a...@watkins.to wrote: Thanks for the suggestions guys, sorry for the delay. I've checked, and neither my mod project nor

Re: [hlcoders] hlcoders Digest, Vol 11, Issue 48

2009-01-22 Thread Stephen Micheals
The mod i worked on was hl2mp based and with a good bit of time i merged it into the OB sdk, then later got it running perfectly in linux with a good deal of work. there are a good number of fixes required in code as well as changes and additions needed to the visual studio project files. there

Re: [hlcoders] animated ammo model pickup

2009-01-06 Thread Stephen Micheals
afaik unless the entity specifically supports it that animation selection does nothing but change whats viewed in hammer. you would need to edit the ammo pickup entity so it uses a different model that has that animation as its idle or edit the entity to use the standard model but use a different

Re: [hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker

2008-08-12 Thread Stephen Micheals
With a good bit of work i have it compiled and working with my gentoo linux box with gcc 4.1.2/glibc2.6.1 and a ubuntu linux(gcc3.4.6) install under virtualbox. im also using tony's/Omega's Makefiles/Patch Some of the problems that had to be fixed: - #include directives with incorrect case of

Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Stephen Micheals
yes i had about the same problem. it seems to crash without reason in initalspawn but the crashdump did not point to anything of value. i later tracked it to the gamestats system calls. all odd crashes and problems were fixed by deleting the files: game/client/statgather.(h/cpp)

Re: [hlcoders] Post your code!

2008-06-15 Thread Stephen Micheals
That sounds very good, openly releasing all of the content and code like that is a great way to give that content life again and help other community members and mods. On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett [EMAIL PROTECTED] wrote: Hmm, since Forsaken is now officially dead (can't get in

Re: [hlcoders] OB Shader SDK?

2008-06-03 Thread Stephen Micheals
hell who cares if its annoying as long as we have access to it. that and the particle tools. On Tue, Jun 3, 2008 at 12:24 AM, Matt Stafford [EMAIL PROTECTED] wrote: You'll have an annoying time trying to get shaders working in OB. It involves screwing around with the paths in the Perl scripts

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Stephen Micheals
being patient is one thing but shader's and particles can be a important thing in a mod and we have been waiting for the code and tools for that a damn long time. On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn [EMAIL PROTECTED] wrote: Obviously, they're not working on at least two retail games

Re: [hlcoders] VGUI command KeyValues management

2008-04-23 Thread Stephen Micheals
keyvalues data objects are deleted when the button objects are destructed: Button::~Button() { if (_actionMessage) { _actionMessage-deleteThis(); } } On Wed, Apr 23, 2008 at 4:59 AM, Piotr SiĆ³dmak [EMAIL PROTECTED] wrote: Take a look at the following

Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-11 Thread Stephen Micheals
-- [ Picked text/plain from multipart/alternative ] for now as it is it will not work correctly unless you have a Orange box based game and have your mod use that game as its base.. with some time soon valve is going to update the rest of the valve catalog (hl2 and hl2dm etc) to use the orange

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Stephen Micheals
-- [ Picked text/plain from multipart/alternative ] the mod i'm working on currently is still in the alpha stages and we have yet to deal with this issue yet so excuse me if this idea is stupid or incorrect in a way. it is a bit hackish but what if you were to create a locked cvar on the client (

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Stephen Micheals
-- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then

Re: [hlcoders] Playing the mod offline

2007-10-27 Thread Stephen Micheals
But isn't it the same issue with a dedicated LAN server? yes having sv_lan 1 set on the dedicated server should fix that same as a listenserver, but i have not tested it myself in a while. ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Modifying a Client ConVar not declared in client.dll

2007-10-26 Thread Stephen Micheals
when i was making a way to check the setting of the clients music volume setting by creating a ConVar pointer: ConVar *m_fMusicVolume; witch is initialized like this: cvar-FindVar( snd_musicvolume ); be aware that cvar's grabbed such as this will not be set to their correct user defined

Re: [hlcoders] Playing the mod offline

2007-10-26 Thread Stephen Micheals
offline mode has always worked fine for me and a large number of other people, you just have to remember to launch each game and the games its based off of atleast once after each steam client/game update to make sure it will run in offline mode. its annoying but if you do that it will work

Re: [hlcoders] Playing the mod offline

2007-10-26 Thread Stephen Micheals
if your mod is a multiplayer game then you must make sure that when you create a listenserver to show/test on you MUST make sure the game is started with sv_lan 1 set. or else when you start the server it trys to check the users steam id and drops the user since it cant connect. On 10/26/07,

Re: [hlcoders] Loading woes

2007-09-29 Thread Stephen Micheals
a quick question is this freezing happening when the server is set to insecure for these users? could be some bug involving the download of the vac security module. On 9/28/07, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're getting users that have

Re: [hlcoders] No Steam Content Servers are available

2007-09-08 Thread Stephen Micheals
its not a myth, it always works fine for me. you just have to make sure you launch each game you might want to use and the sdk at least once after a update while online. anyways i'm also getting the same error when attempting to launch the SDK. On 9/8/07, Minh [EMAIL PROTECTED] wrote: -- [

Re: [hlcoders] Map entities on the client

2007-07-30 Thread Stephen Micheals
it is. do a find in files for the string cl_entitylist and you will see how its used. this question has come up twice before: http://www.mail-archive.com/search?q=cl_entitylistl=hlcoders%40list.valvesoftware.com On 7/30/07, Nick [EMAIL PROTECTED] wrote: I don't think it is possible from the

Re: [hlcoders] settings.scr and sv_lan

2007-07-09 Thread Stephen Micheals
theres probably a listenserver.cfg file thats overriding the setting. if the file is not in the cfg directory its in the base games gcf file. On 7/8/07, Ben Everett [EMAIL PROTECTED] wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've

Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-11 Thread Stephen Micheals
Any News? On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote: I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals
yes i do: sdk_vehicles.bsp On 1/9/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Do you have a map in the maps folder? ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals
i have been looking into it more and when the game is loaded and CServerGameDLL::DLLInit is called the function exits out at around line 500: if ( (scenefilecache = (ISceneFileCache *)engineFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) return false; so gpGlobals

Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals
Thanks! On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote: I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] gpGlobals NULL pointer crash on load

2007-01-08 Thread Stephen Micheals
i have started working on a small test project with the start from scratch codebase. i built the project and it compiles perfectly with vs2005 but when loading the game it will crash at line 845 in gameinterface.cpp: gpGlobals-eLoadType = MapLoad_NewGame; within the debugger comes out as a NULL

Re: [hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector

2006-08-30 Thread Stephen Micheals
callstack.png is only 2kb, utlmemoryassert.png is only 5kb, and the third image is 13kb, all are perfectly fine to read from. anyways i managed to fix the problem with a bit of sleep and looking at some of the bits of code i wrote, i forgot to reset the keyvalues pointer at the end of a for loop

[hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector

2006-08-28 Thread Stephen Micheals
i have been having some problems with some of the custom code i have written for a map config file system that sets what weapons a team can select and use along with a few other items. whenever the code gets to the point where in needs to add a item to the CUtlVector that was created it throws

Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Stephen Micheals
I've had a few problems since the update also such as its impossible for me to launch my mod via visual studio (crashes on load but works fine via normal steam link.), its making debugging a pain in the ass. Call Stack: http://www.rafb.net/paste/results/defiIg73.html On 7/27/06, Gus [EMAIL

Re: [hlcoders] Say broken suddenly

2006-04-27 Thread Stephen Micheals
Or Get a free copy of Winmerge and compare your code to the original copy... http://winmerge.sourceforge.net/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] The Advanced Shaders.

2006-02-13 Thread Stephen Micheals
I'm getting this exact same problem also actually. the sdk_vertexlistgeneric shader for me is totally broke also. (pops out a error then just has wireframe.) On 2/13/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey. Well im having some issues

Re: [hlcoders] Extra App ID set to 211, but no SteamAppId

2005-12-24 Thread Stephen Micheals
Nothing works now, this is so fucking stupid. On 12/24/05, Jurgen Knops [EMAIL PROTECTED] wrote: Run_hammer.bat doesn't work either.. It gives the same errors as you run it through the 'offical' way. (Extra App Id) - Jurgen Knops ___ To

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
i get this: srcds # ldd hostiletest/bin/server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/libm.so.6 (0xb72d3000) libdl.so.2 = /lib/libdl.so.2 (0xb72ce000) /opt/srcds/bin/tier0_i486.so (0xb72a) /opt/srcds/bin/vstdlib_i486.so (0xb728b000)

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
actually i just made those changes you suggested a few moments before i noticed your reply and then deleted the server_i486.so to have it relink the binary and the binary is still not working in the server but i did get this from ldd: srcds # ldd hostiletest/bin/server_i486.so

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
And when you do ldd, first cd to your srcds directory (where you find all of these run scripts) and then try it this way: ldd yourmod/bin/server_i486.so i have been doing that actually. When I compiled the linux server for my mod, I tried a lot of things (had the same problem like you), but

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
so i have to set this before compiling the serverbinary or i have to set it before runing the server? this is all a bit confusing to me, please forgive my stupidity everyone. On 12/22/05, Jeff Fearn [EMAIL PROTECTED] wrote: You have not exported your library path, it can't find the HL

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
compile is done the thing compiles fine but still the thing refused to get loaded by the server. this is driving me insane. heres some items from the console: srcds # ldd hostiletest/bin/server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/libm.so.6 (0xb72d3000)

Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
is that really needed is that not redundant since these: /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a are already linked in? also just tryed adding it anyways it did not work. On 12/22/05, Jeff Fearn [EMAIL PROTECTED] wrote: Realise

[hlcoders] Linux binary compiles fine but fails to load.

2005-12-21 Thread Stephen Micheals
i have been trying to find out what exactly is wrong the server binary seem to compile perfectly without errors or any warnings but it seems to build a invalid binary. im using gcc 3.4.1 with glibc 2.3.5 on gentoo. heres various snipets from the console === srcds # ./srcds_run -game hostiletest

Re: [hlcoders] A modification of shot distribution for Source

2005-12-18 Thread Stephen Micheals
this is very interesting stuff tim thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] This Steam account is being used in another location

2005-12-11 Thread Stephen Micheals
the exact same thing is effecting the mod im working on also. On 12/9/05, Ben Everett [EMAIL PROTECTED] wrote: It's happening to us as well on the Forsaken mod. However, the 'sv_lan 1' and 'sv_lan 0' trick doesn't seem to work when the server is hosted in the US and people from Europe try to

Re: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread Stephen Micheals
i would like to see a tutorial on that made. how about making the tutorial on the new valve wiki? http://developer.valvesoftware.com/wiki/Main_Page things have been Very slow over at twl. :( also if you need help with wiki formating i can send you some links. On 6/28/05, ibutsu [EMAIL

Re: [hlcoders] Loopable MP3

2005-06-20 Thread Stephen Micheals
And dont forget the Great program, Goldwave. On 6/20/05, McCormack, Chris [EMAIL PROTECTED] wrote: Cooledit pro. I think there is a demo version that you will be able to use in restricted mode. load your wav and go to Tools. Hit find loop points and then play the wav in loop mode. You

Re: [hlcoders] Player specific flags

2005-05-25 Thread Stephen Micheals
This might be of some help: http://swallowbush.com/forum/viewtopic.php?t=339 On 5/25/05, r00t 3:16 [EMAIL PROTECTED] wrote: How do you add more player specific flags ? Would something like this work? #define FL_PRONE (19 ) #define PLAYER_FLAG_BITS 10 ? Or would that cause issues with

Re: [hlcoders] Player specific flags

2005-05-25 Thread Stephen Micheals
yes set #define PLAYER_FLAG_BITS 10 and add FL_PRONE where you want then increment ALL the flags under that one so if you placed it before FL_WATERJUMP you would change it to #define FL_WATERJUMP (13) and increment each flag under it by one from FL_ONTRAIN all the way to

Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-19 Thread Stephen Micheals
I just wanted to chime in and say i would also very much like to see a comment on this. On 5/19/05, r00t 3:16 [EMAIL PROTECTED] wrote: Is Valve gonna comment ? Be nice to know this is going to be fixed ___ To unsubscribe, edit your list

Re: [hlcoders] Lattest Steam Update and Console Hosts (12th may)

2005-05-13 Thread Stephen Micheals
me and a some others i know have the error also. On 5/13/05, Patrick Flanagan [EMAIL PROTECTED] wrote: I get this error too whenever I try to start a game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] SDK update has optimized bandwidth usage?

2005-04-09 Thread Stephen Micheals
http://valve-erc.com/srcsdk/prerelease_notes.html On Apr 9, 2005 12:32 PM, Patrick Flanagan [EMAIL PROTECTED] wrote: I'm currently trying to figure out if I should update my mod to the latest SDK codebase. Does anyone know what has been changed in the SDK update to optimize bandwidth usage?

Re: [hlcoders] HLLib (.gcf reading)

2005-01-08 Thread Stephen Micheals
http://www.wunderboy.org/ On Sat, 8 Jan 2005 10:27:01 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Does anyone here has HLLib downloaded? Nem's site is down, can you please send it to me or upload somewhere? Thanks a lot! ___ To unsubscribe,

Re: [hlcoders] gmail invite

2004-12-20 Thread Stephen Micheals
This is not the place to ask for gmail invites you may be better off using this link. http://isnoop.net/gmailomatic.php Too bad you did not send this message late last night since i would have gave you one, i recived 10 gmail invites to give out i asked around in irc gave a few out and Sent the

Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Stephen Micheals
the question was asked before but it as of yet still has not been answered On Sat, 11 Dec 2004 09:08:39 -0500, Skyler York [EMAIL PROTECTED] wrote: Ahh didn't see it, sorry. ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] sourcesdk.gcf question

2004-12-08 Thread Stephen Micheals
Even if you were to get the sdk without getting the game How would you go about testing anything you made with it and for that you would need to own Half-Life2. I dont see any viable reason to have the sdk without owning a copy of hl2 other then to say write a server plugin. On Wed, 8 Dec 2004

Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-02 Thread Stephen Micheals
no but i wish there was would be very usefull and make it so we dont have to save each page by hand. On Thu, 2 Dec 2004 08:48:31 -, McCormack, Chris [EMAIL PROTECTED] wrote: are they available anywhere offline ! pdf etc ? ___ To unsubscribe,

Re: Rep:[hlcoders] anyone tried ATI offer here?

2004-11-19 Thread Stephen Micheals
When you have a retail version you should not have to download any files to play the game other then maybe a small update or 2 of Counter-Strike:Source(witch should not take more then 10mins). Half-life2 Does require a internet connection to authenticate the game and make it available in offline

Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Stephen Micheals
Can i ask what nvidia driver version did you use while doing this testing? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Stephen Micheals
Here is a good wiki some here might like: http://www.hl2world.com/wiki/index.php ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] tei's dumb-bots

2004-11-13 Thread Stephen Micheals
might be hard to make a bot that so perfectly encapsulates counter-strike players like that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Stephen Micheals
good GCC support would be nice. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files

Re: [hlcoders] RE: Incoming Msg

2004-09-01 Thread Stephen Micheals
On Wed, 1 Sep 2004 21:28:39 -0700, Ernest Lee [EMAIL PROTECTED] wrote: Oh my is that a virus :O Everyone just ignore these virus mails there filtered out automatically so talking about them is pointless. but on similar topic does mailman verify to origin of the emails before sending it to