RE: [hlcoders] Single Player modding.

2002-02-18 Thread Pape Joshua SH

I suppose I better appologize to the list then for posting this! I am sure
you can appreciate how difficult it is to find coders for a new Half-Life
mod.

The offer will stay open though:)

sorry,

Josh

-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: 18 February 2002 23:15
To: HLCoders
Subject: Re: [hlcoders] Single Player modding.


--
[ Picked text/plain from multipart/alternative ]
I'm not going to bitch like the last time, but is it just me or should this
not be a place for recruiting?

I understand that your intentions are innocent and that's fine, but I don't
think it is appropriate for you to request assistance from this list seeing
as we are a learning and solution list, not a recruitment list.  =/

Regards,
Nathan Taylor

- Original Message -
From: Pape Joshua SH
Sent: Monday, February 18, 2002 2:14 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Single Player modding.

Dear all,

I appreciate that this may not be the place to post a message like this but
to me this was the best place to place the proposition.

I am running a mod team for a new Single Player mod for HL. The story line
has just been completed and at the moment the team is working on such things
as the weapons system etc. We have three mappers working on the team, two
musicians, a concept artist and a mechanical modeller.
Some of you may know one of our mapper because he made Megalith - the
Egyptian MP map.

We are very much in need of a coder. We would like to do things like have
the player be able to break necks silently like in metal gear solid. As well
as all the basic manipulation.

The story is the set in a world far into the future. Much like the ones of
the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
an Assassin hired by an organisation to dispose or the Emperor. The story is
very strong. You must work your way up 7 sectors, starting at the bottom
sector of the capital city and end up in the Emperors quarters.

If you would like to know more please email me at [EMAIL PROTECTED]
Or look at the site at http://es.fragoff.net - Although the public section
is a little out of date as the site is not really public yet.

Thank you for your time,

Joshua

This email and the information that it contains may be confidential,
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Re: [hlcoders] MAX KNIGHT: ULTRA SPY

2002-02-18 Thread Kevin Whittaker

Yeah..  That was funny anyhow.. lol

I thought it was great last night as the exposure of the game. . *G*  They
coulda done better modeling/mapping though..  but still..  =)

It's cheesy but funny at times..
- Original Message -
From: "Kevin Navia" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 5:44 PM
Subject: RE: [hlcoders] MAX KNIGHT: ULTRA SPY


> cheesy movie... :p
>
> --- -- --- -- --- -- --- -- --- -- ---
> Kevin "runab0ut" Navia
> Web developer
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Nathan Taylor
> Sent: Monday, February 18, 2002 5:38 PM
> To: HLCoders
> Subject: Re: [hlcoders] MAX KNIGHT: ULTRA SPY
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> I was watching the show the first night it was aired on UPN unfortunately
I
> feel asleep while watching it, but yea, I remember hearing about that
part.
>
> - Original Message -
> From: Pete Mistich
> Sent: Sunday, February 17, 2002 11:04 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] MAX KNIGHT: ULTRA SPY
>
> did anyone see the half-life part of the movie.
>
> where the main actor  in the movie went into a halflife game!
>
> just came on sci-fi MAX KNIGHT: ULTRA SPY
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Brainstorming: simulating entity behaviour in a "laboratory" environment

2002-02-18 Thread [DRP]Avatar-X

No man... i work doing dynamic web programs and i take lots of notes on paper. It's 
much
faster than typing it and works as a quick reference.

-av

Tim Holt wrote:

> LOL - get with the 90's man - cause they are over :^)
>
> [DRP]Avatar-X wrote:
>
> > Interesting... however, when I designed my complex seven-floor elevator with call
> > buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all 
>with
> > standard ents, my 4th ever HL map) i used an ancient device to help me keep track 
>of
> > what all the ents where called and how the entire idea flowed.
> >
> > This device is known as PAPER.
> >
> > That's right, i drew out my plans, so i could keep track of them.
> >
> > Maybe you should try it!
> >
> > -av
> >
> > Tim Holt wrote:
> >
> >
> >>Was recently working on a pretty complex set of entities to manage a
> >>firing range.  It involves a fairly complex set of entities
> >>(game_counters, env_renders, func_guntargets, path_corners, weapon
> >>strips, triggers, env_messages, func_buttons, etc. etc.
> >>
> >>And what I found was that actually testing this in the "fuzzy"
> >>environment of a game was not always easy for several reasons...
> >>1) I had no way to actively check the exact state of entities
> >>2) Things happened too fast at times
> >>3) Trying to scroll through the console to view "developer 2"
> >>   output is not very good.  Especially in a multi-player environment
> >>   where people talking, dying, etc. cause excessive scroll.
> >>4) I had to shoot all 5 of the targets in the rifle range and there's
> >>   one that's pretty hard to hit :^)
> >>
> >>OK so what do I want?
> >>1) A set of code that can parse a .map file, analyze the entities
> >>   and identify...
> >>   a) common errors such as targets with no matching target ent
> >>   b) "orphan" entities that need to be targeted to do something,
> >>  but nothing targets them
> >>   c) "sequence trigger" entities that in some way start some
> >>  event or sequence of events.  Examples are buttons,
> >>  trigger_once/multiples, etc.
> >>2) Something that will diagram my entity relations in an abstract
> >>   way.  Has anyone ever used National Instruments LabView?
> >>3) A way to simulate some entity behaviour using this view.  Click
> >>   on a func_button and "simulate" it's trigger - and watch just
> >>   what happens.
> >>4) View all entity properties during simulations to see just
> >>   how they behave, etc.
> >>
> >>Now what would be REALLY cool would be some extension to HL that let
> >>extensive debugging/tracing information be sent to a second computer on
> >>the net.  So you could run the game on one machine, and monitor the
> >>entities on another machine.  Even perhaps manually trigger items via
> >>the debugging panel.  For example, what if you want to go into spectator
> >>mode to properly view some event - yet then can't actually activate the
> >>events because you're no longer a player?
> >>
> >>Ah well maybe this tool is called "WorldCraft 4"?
> >>--
> >>I think...I think it's in my basement. Let me go upstairs and check.
> >>-M.C. Escher
> >>
> >>___
> >>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
> >>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> > --
> > -
> > [DRP]Avatar-X
> > SillyZone Homepage: www.thesillyzone.com
> > SillyZone Forums: forum.thesillyzone.com
> > My Homepage: www.cyberwyre.com
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> --
> I think...I think it's in my basement. Let me go upstairs and check.
> -M.C. Escher
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

--
-
[DRP]Avatar-X
SillyZone Homepage: www.thesillyzone.com
SillyZone Forums: forum.thesillyzone.com
My Homepage: www.cyberwyre.com


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Re: [hlcoders] Single Player modding.

2002-02-18 Thread _Phantom_

I did say 'most' :P
and take your SDK fetish else where.. hehe

- Original Message -
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 19, 2002 3:10 AM
Subject: RE: [hlcoders] Single Player modding.


> Some of us on the list are not part of a MOD/Project :)
> I have been playing with the SDK out of pure fund and enjoyment (not
> matter how sick it sounds)
>
> -Ron
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
> Sent: Monday, February 18, 2002 9:56 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Single Player modding.
>
>
> - Original Message -
> From: "Nathan Taylor" <[EMAIL PROTECTED]>
> To: "HLCoders" <[EMAIL PROTECTED]>
> Sent: Monday, February 18, 2002 11:15 PM
> Subject: Re: [hlcoders] Single Player modding.
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm not going to bitch like the last time, but is it just me or should
> this
> not be a place for recruiting?
> --
> I'm with you on that one, I know the person said it makes sense to goto
> where coders are but most (if not all) the ppl on this list are already
> doing a MOD or other project which takes up a lot of time, and if
> someone is
> looking to work on a project then they probably be looking on the help
> wanted forums of various HL coding web sites.
>
> I liken it to subscribing to a modeling help message list and trying to
> recuit ppl of that, imho it's not the done thing :)
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Brainstorming: simulating entity behaviour in a "laboratory" environment

2002-02-18 Thread Tim Holt

LOL - get with the 90's man - cause they are over :^)

[DRP]Avatar-X wrote:

> Interesting... however, when I designed my complex seven-floor elevator with call
> buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all 
>with
> standard ents, my 4th ever HL map) i used an ancient device to help me keep track of
> what all the ents where called and how the entire idea flowed.
>
> This device is known as PAPER.
>
> That's right, i drew out my plans, so i could keep track of them.
>
> Maybe you should try it!
>
> -av
>
> Tim Holt wrote:
>
>
>>Was recently working on a pretty complex set of entities to manage a
>>firing range.  It involves a fairly complex set of entities
>>(game_counters, env_renders, func_guntargets, path_corners, weapon
>>strips, triggers, env_messages, func_buttons, etc. etc.
>>
>>And what I found was that actually testing this in the "fuzzy"
>>environment of a game was not always easy for several reasons...
>>1) I had no way to actively check the exact state of entities
>>2) Things happened too fast at times
>>3) Trying to scroll through the console to view "developer 2"
>>   output is not very good.  Especially in a multi-player environment
>>   where people talking, dying, etc. cause excessive scroll.
>>4) I had to shoot all 5 of the targets in the rifle range and there's
>>   one that's pretty hard to hit :^)
>>
>>OK so what do I want?
>>1) A set of code that can parse a .map file, analyze the entities
>>   and identify...
>>   a) common errors such as targets with no matching target ent
>>   b) "orphan" entities that need to be targeted to do something,
>>  but nothing targets them
>>   c) "sequence trigger" entities that in some way start some
>>  event or sequence of events.  Examples are buttons,
>>  trigger_once/multiples, etc.
>>2) Something that will diagram my entity relations in an abstract
>>   way.  Has anyone ever used National Instruments LabView?
>>3) A way to simulate some entity behaviour using this view.  Click
>>   on a func_button and "simulate" it's trigger - and watch just
>>   what happens.
>>4) View all entity properties during simulations to see just
>>   how they behave, etc.
>>
>>Now what would be REALLY cool would be some extension to HL that let
>>extensive debugging/tracing information be sent to a second computer on
>>the net.  So you could run the game on one machine, and monitor the
>>entities on another machine.  Even perhaps manually trigger items via
>>the debugging panel.  For example, what if you want to go into spectator
>>mode to properly view some event - yet then can't actually activate the
>>events because you're no longer a player?
>>
>>Ah well maybe this tool is called "WorldCraft 4"?
>>--
>>I think...I think it's in my basement. Let me go upstairs and check.
>>-M.C. Escher
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
> --
> -
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
I think...I think it's in my basement. Let me go upstairs and check.
-M.C. Escher

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Re: [hlcoders] Brainstorming: simulating entity behaviour in a "laboratory" environment

2002-02-18 Thread [DRP]Avatar-X

Interesting... however, when I designed my complex seven-floor elevator with call
buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all with
standard ents, my 4th ever HL map) i used an ancient device to help me keep track of
what all the ents where called and how the entire idea flowed.

This device is known as PAPER.

That's right, i drew out my plans, so i could keep track of them.

Maybe you should try it!

-av

Tim Holt wrote:

> Was recently working on a pretty complex set of entities to manage a
> firing range.  It involves a fairly complex set of entities
> (game_counters, env_renders, func_guntargets, path_corners, weapon
> strips, triggers, env_messages, func_buttons, etc. etc.
>
> And what I found was that actually testing this in the "fuzzy"
> environment of a game was not always easy for several reasons...
> 1) I had no way to actively check the exact state of entities
> 2) Things happened too fast at times
> 3) Trying to scroll through the console to view "developer 2"
>output is not very good.  Especially in a multi-player environment
>where people talking, dying, etc. cause excessive scroll.
> 4) I had to shoot all 5 of the targets in the rifle range and there's
>one that's pretty hard to hit :^)
>
> OK so what do I want?
> 1) A set of code that can parse a .map file, analyze the entities
>and identify...
>a) common errors such as targets with no matching target ent
>b) "orphan" entities that need to be targeted to do something,
>   but nothing targets them
>c) "sequence trigger" entities that in some way start some
>   event or sequence of events.  Examples are buttons,
>   trigger_once/multiples, etc.
> 2) Something that will diagram my entity relations in an abstract
>way.  Has anyone ever used National Instruments LabView?
> 3) A way to simulate some entity behaviour using this view.  Click
>on a func_button and "simulate" it's trigger - and watch just
>what happens.
> 4) View all entity properties during simulations to see just
>how they behave, etc.
>
> Now what would be REALLY cool would be some extension to HL that let
> extensive debugging/tracing information be sent to a second computer on
> the net.  So you could run the game on one machine, and monitor the
> entities on another machine.  Even perhaps manually trigger items via
> the debugging panel.  For example, what if you want to go into spectator
> mode to properly view some event - yet then can't actually activate the
> events because you're no longer a player?
>
> Ah well maybe this tool is called "WorldCraft 4"?
> --
> I think...I think it's in my basement. Let me go upstairs and check.
> -M.C. Escher
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

--
-
[DRP]Avatar-X
SillyZone Homepage: www.thesillyzone.com
SillyZone Forums: forum.thesillyzone.com
My Homepage: www.cyberwyre.com


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RE: [hlcoders] Single Player modding.

2002-02-18 Thread Yacketta, Ronald

Some of us on the list are not part of a MOD/Project :)
I have been playing with the SDK out of pure fund and enjoyment (not
matter how sick it sounds)

-Ron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of _Phantom_
Sent: Monday, February 18, 2002 9:56 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Single Player modding.


- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 11:15 PM
Subject: Re: [hlcoders] Single Player modding.


--
[ Picked text/plain from multipart/alternative ]
I'm not going to bitch like the last time, but is it just me or should
this
not be a place for recruiting?
--
I'm with you on that one, I know the person said it makes sense to goto
where coders are but most (if not all) the ppl on this list are already
doing a MOD or other project which takes up a lot of time, and if
someone is
looking to work on a project then they probably be looking on the help
wanted forums of various HL coding web sites.

I liken it to subscribing to a modeling help message list and trying to
recuit ppl of that, imho it's not the done thing :)

___
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Re: [hlcoders] Single Player modding.

2002-02-18 Thread _Phantom_


- Original Message -
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 11:15 PM
Subject: Re: [hlcoders] Single Player modding.


--
[ Picked text/plain from multipart/alternative ]
I'm not going to bitch like the last time, but is it just me or should this
not be a place for recruiting?
--
I'm with you on that one, I know the person said it makes sense to goto
where coders are but most (if not all) the ppl on this list are already
doing a MOD or other project which takes up a lot of time, and if someone is
looking to work on a project then they probably be looking on the help
wanted forums of various HL coding web sites.

I liken it to subscribing to a modeling help message list and trying to
recuit ppl of that, imho it's not the done thing :)

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Re: [hlcoders] Single Player modding.

2002-02-18 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
:P

love the analogy...

I've always wanted to be "picked up"

- Original Message -
From: Tim Holt
Sent: Monday, February 18, 2002 8:05 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Single Player modding.

Well if you were going to try and pick up chicks, wouldn't you go to a
bar where chicks hung out? :^)

Nathan Taylor wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I'm not going to bitch like the last time, but is it just me or should this not be a 
>place for recruiting?
>
> I understand that your intentions are innocent and that's fine, but I don't think it 
>is appropriate for you to request assistance from this list seeing as we are a 
>learning and solution list, not a recruitment list.  =/
>
> Regards,
> Nathan Taylor
>
> - Original Message -
> From: Pape Joshua SH
> Sent: Monday, February 18, 2002 2:14 PM
> To: '[EMAIL PROTECTED]'
> Subject: [hlcoders] Single Player modding.
>
> Dear all,
>
> I appreciate that this may not be the place to post a message like this but
> to me this was the best place to place the proposition.
>
> I am running a mod team for a new Single Player mod for HL. The story line
> has just been completed and at the moment the team is working on such things
> as the weapons system etc. We have three mappers working on the team, two
> musicians, a concept artist and a mechanical modeller.
> Some of you may know one of our mapper because he made Megalith - the
> Egyptian MP map.
>
> We are very much in need of a coder. We would like to do things like have
> the player be able to break necks silently like in metal gear solid. As well
> as all the basic manipulation.
>
> The story is the set in a world far into the future. Much like the ones of
> the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
> an Assassin hired by an organisation to dispose or the Emperor. The story is
> very strong. You must work your way up 7 sectors, starting at the bottom
> sector of the capital city and end up in the Emperors quarters.
>
> If you would like to know more please email me at [EMAIL PROTECTED]
> Or look at the site at http://es.fragoff.net - Although the public section
> is a little out of date as the site is not really public yet.
>
> Thank you for your time,
>
> Joshua
>
> This email and the information that it contains may be confidential,
> legally privileged and protected by law. Access by the intended
> recipient only is authorised. Any liability (in negligence or otherwise)
> arising from any third party acting, or refraining from acting, on any
> information contained in this email is hereby excluded. If you are
> not the intended recipient, please notify the sender immediately
> and do not disclose the contents to any other person, use it for
> any purpose, or store or copy the informationin any medium.
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE 
>MSN Explorer download : http://explorer.msn.com
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
I think...I think it's in my basement. Let me go upstairs and check.
-M.C. Escher

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RE: [hlcoders] MAX KNIGHT: ULTRA SPY

2002-02-18 Thread Kevin Navia

cheesy movie... :p

--- -- --- -- --- -- --- -- --- -- ---
Kevin "runab0ut" Navia
Web developer

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Nathan Taylor
Sent: Monday, February 18, 2002 5:38 PM
To: HLCoders
Subject: Re: [hlcoders] MAX KNIGHT: ULTRA SPY


--
[ Picked text/plain from multipart/alternative ]
I was watching the show the first night it was aired on UPN unfortunately I
feel asleep while watching it, but yea, I remember hearing about that part.

- Original Message -
From: Pete Mistich
Sent: Sunday, February 17, 2002 11:04 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] MAX KNIGHT: ULTRA SPY

did anyone see the half-life part of the movie.

where the main actor  in the movie went into a halflife game!

just came on sci-fi MAX KNIGHT: ULTRA SPY

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Re: [hlcoders] Single Player modding.

2002-02-18 Thread Tim Holt

Well if you were going to try and pick up chicks, wouldn't you go to a
bar where chicks hung out? :^)

Nathan Taylor wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I'm not going to bitch like the last time, but is it just me or should this not be a 
>place for recruiting?
>
> I understand that your intentions are innocent and that's fine, but I don't think it 
>is appropriate for you to request assistance from this list seeing as we are a 
>learning and solution list, not a recruitment list.  =/
>
> Regards,
> Nathan Taylor
>
> - Original Message -
> From: Pape Joshua SH
> Sent: Monday, February 18, 2002 2:14 PM
> To: '[EMAIL PROTECTED]'
> Subject: [hlcoders] Single Player modding.
>
> Dear all,
>
> I appreciate that this may not be the place to post a message like this but
> to me this was the best place to place the proposition.
>
> I am running a mod team for a new Single Player mod for HL. The story line
> has just been completed and at the moment the team is working on such things
> as the weapons system etc. We have three mappers working on the team, two
> musicians, a concept artist and a mechanical modeller.
> Some of you may know one of our mapper because he made Megalith - the
> Egyptian MP map.
>
> We are very much in need of a coder. We would like to do things like have
> the player be able to break necks silently like in metal gear solid. As well
> as all the basic manipulation.
>
> The story is the set in a world far into the future. Much like the ones of
> the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
> an Assassin hired by an organisation to dispose or the Emperor. The story is
> very strong. You must work your way up 7 sectors, starting at the bottom
> sector of the capital city and end up in the Emperors quarters.
>
> If you would like to know more please email me at [EMAIL PROTECTED]
> Or look at the site at http://es.fragoff.net - Although the public section
> is a little out of date as the site is not really public yet.
>
> Thank you for your time,
>
> Joshua
>
> This email and the information that it contains may be confidential,
> legally privileged and protected by law. Access by the intended
> recipient only is authorised. Any liability (in negligence or otherwise)
> arising from any third party acting, or refraining from acting, on any
> information contained in this email is hereby excluded. If you are
> not the intended recipient, please notify the sender immediately
> and do not disclose the contents to any other person, use it for
> any purpose, or store or copy the informationin any medium.
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Re: [hlcoders] Single Player modding.

2002-02-18 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I'm not going to bitch like the last time, but is it just me or should this not be a 
place for recruiting?

I understand that your intentions are innocent and that's fine, but I don't think it 
is appropriate for you to request assistance from this list seeing as we are a 
learning and solution list, not a recruitment list.  =/

Regards,
Nathan Taylor

- Original Message -
From: Pape Joshua SH
Sent: Monday, February 18, 2002 2:14 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Single Player modding.

Dear all,

I appreciate that this may not be the place to post a message like this but
to me this was the best place to place the proposition.

I am running a mod team for a new Single Player mod for HL. The story line
has just been completed and at the moment the team is working on such things
as the weapons system etc. We have three mappers working on the team, two
musicians, a concept artist and a mechanical modeller.
Some of you may know one of our mapper because he made Megalith - the
Egyptian MP map.

We are very much in need of a coder. We would like to do things like have
the player be able to break necks silently like in metal gear solid. As well
as all the basic manipulation.

The story is the set in a world far into the future. Much like the ones of
the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
an Assassin hired by an organisation to dispose or the Emperor. The story is
very strong. You must work your way up 7 sectors, starting at the bottom
sector of the capital city and end up in the Emperors quarters.

If you would like to know more please email me at [EMAIL PROTECTED]
Or look at the site at http://es.fragoff.net - Although the public section
is a little out of date as the site is not really public yet.

Thank you for your time,

Joshua

This email and the information that it contains may be confidential,
legally privileged and protected by law. Access by the intended
recipient only is authorised. Any liability (in negligence or otherwise)
arising from any third party acting, or refraining from acting, on any
information contained in this email is hereby excluded. If you are
not the intended recipient, please notify the sender immediately
and do not disclose the contents to any other person, use it for
any purpose, or store or copy the informationin any medium.
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RE: [hlcoders] Monster Speeds

2002-02-18 Thread Ken Birdwell

Set pev->framerate to something other than 1.  pev->framerate is the scale
factor applied to animation playback.  Look up pev->framerate for examples.

-Original Message-
From: Varlock [mailto:[EMAIL PROTECTED]]
Sent: Saturday, February 16, 2002 6:54 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Monster Speeds


I'll be quick and to the point. How do I change the speed of a monster?
I've looked high and low in the SDK but I haven't found anything at all
related to monster speeds. pev->maxspeed doesn't seem to affect anything. Is
it hidden in the model or .qc file or something?
Thanks for any replies.
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RE: [hlcoders] Single Player modding.

2002-02-18 Thread Pape Joshua SH

maze has just recently joined. He is very enthusiastic about the mod!!

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
Sent: 18 February 2002 20:25
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Single Player modding.


--
[ Picked text/plain from multipart/alternative ]
I didn't know maze was on a mod team.

~Ghoul
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Re: [hlcoders] Single Player modding.

2002-02-18 Thread OneEyedGhoul

--
[ Picked text/plain from multipart/alternative ]
I didn't know maze was on a mod team.

~Ghoul
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Re: [hlcoders] Single Player modding.

2002-02-18 Thread Tim Holt

Consider looking into the Spirit of Half-Life code base to start from.
It won't provide you with neck breaking or new weapons, etc.  however
it's got some (IMHO) very good extensions to HL in the SP realm.  Your
mappers will thank you for it :^)


Pape Joshua SH wrote:

> Dear all,
>
> I appreciate that this may not be the place to post a message like this but
> to me this was the best place to place the proposition.
>
> I am running a mod team for a new Single Player mod for HL. The story line
> has just been completed and at the moment the team is working on such things
> as the weapons system etc. We have three mappers working on the team, two
> musicians, a concept artist and a mechanical modeller.
> Some of you may know one of our mapper because he made Megalith - the
> Egyptian MP map.
>
> We are very much in need of a coder. We would like to do things like have
> the player be able to break necks silently like in metal gear solid. As well
> as all the basic manipulation.
>
> The story is the set in a world far into the future. Much like the ones of
> the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
> an Assassin hired by an organisation to dispose or the Emperor. The story is
> very strong. You must work your way up 7 sectors, starting at the bottom
> sector of the capital city and end up in the Emperors quarters.
>
> If you would like to know more please email me at [EMAIL PROTECTED]
> Or look at the site at http://es.fragoff.net - Although the public section
> is a little out of date as the site is not really public yet.
>
> Thank you for your time,
>
> Joshua
>
> This email and the information that it contains may be confidential,
> legally privileged and protected by law. Access by the intended
> recipient only is authorised. Any liability (in negligence or otherwise)
> arising from any third party acting, or refraining from acting, on any
> information contained in this email is hereby excluded. If you are
> not the intended recipient, please notify the sender immediately
> and do not disclose the contents to any other person, use it for
> any purpose, or store or copy the informationin any medium.
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
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-M.C. Escher

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[hlcoders] Single Player modding.

2002-02-18 Thread Pape Joshua SH

Dear all,

I appreciate that this may not be the place to post a message like this but
to me this was the best place to place the proposition.

I am running a mod team for a new Single Player mod for HL. The story line
has just been completed and at the moment the team is working on such things
as the weapons system etc. We have three mappers working on the team, two
musicians, a concept artist and a mechanical modeller.
Some of you may know one of our mapper because he made Megalith - the
Egyptian MP map.

We are very much in need of a coder. We would like to do things like have
the player be able to break necks silently like in metal gear solid. As well
as all the basic manipulation.

The story is the set in a world far into the future. Much like the ones of
the Dune world by Frank Herbert or The Foundation of Isaac Asimov. You play
an Assassin hired by an organisation to dispose or the Emperor. The story is
very strong. You must work your way up 7 sectors, starting at the bottom
sector of the capital city and end up in the Emperors quarters.

If you would like to know more please email me at [EMAIL PROTECTED]
Or look at the site at http://es.fragoff.net - Although the public section
is a little out of date as the site is not really public yet.

Thank you for your time,

Joshua

This email and the information that it contains may be confidential,
legally privileged and protected by law. Access by the intended
recipient only is authorised. Any liability (in negligence or otherwise)
arising from any third party acting, or refraining from acting, on any
information contained in this email is hereby excluded. If you are
not the intended recipient, please notify the sender immediately
and do not disclose the contents to any other person, use it for
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[hlcoders] Brainstorming: simulating entity behaviour in a "laboratory" environment

2002-02-18 Thread Tim Holt

Was recently working on a pretty complex set of entities to manage a
firing range.  It involves a fairly complex set of entities
(game_counters, env_renders, func_guntargets, path_corners, weapon
strips, triggers, env_messages, func_buttons, etc. etc.

And what I found was that actually testing this in the "fuzzy"
environment of a game was not always easy for several reasons...
1) I had no way to actively check the exact state of entities
2) Things happened too fast at times
3) Trying to scroll through the console to view "developer 2"
   output is not very good.  Especially in a multi-player environment
   where people talking, dying, etc. cause excessive scroll.
4) I had to shoot all 5 of the targets in the rifle range and there's
   one that's pretty hard to hit :^)

OK so what do I want?
1) A set of code that can parse a .map file, analyze the entities
   and identify...
   a) common errors such as targets with no matching target ent
   b) "orphan" entities that need to be targeted to do something,
  but nothing targets them
   c) "sequence trigger" entities that in some way start some
  event or sequence of events.  Examples are buttons,
  trigger_once/multiples, etc.
2) Something that will diagram my entity relations in an abstract
   way.  Has anyone ever used National Instruments LabView?
3) A way to simulate some entity behaviour using this view.  Click
   on a func_button and "simulate" it's trigger - and watch just
   what happens.
4) View all entity properties during simulations to see just
   how they behave, etc.

Now what would be REALLY cool would be some extension to HL that let
extensive debugging/tracing information be sent to a second computer on
the net.  So you could run the game on one machine, and monitor the
entities on another machine.  Even perhaps manually trigger items via
the debugging panel.  For example, what if you want to go into spectator
mode to properly view some event - yet then can't actually activate the
events because you're no longer a player?

Ah well maybe this tool is called "WorldCraft 4"?
--
I think...I think it's in my basement. Let me go upstairs and check.
-M.C. Escher

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Re: [hlcoders] Lag bug with CVoiceGameMgr

2002-02-18 Thread Cortex

Me too, it would be great to have a "fix" for this bug
(if there's one) :)

- Original Message -
From: Mark Gornall
To: '[EMAIL PROTECTED]'
Sent: Monday, February 18, 2002 11:54 AM
Subject: RE: [hlcoders] Lag bug with CVoiceGameMgr


Hi,
  Did any solution come from this? Does it happen in other mods? I'm worried
now 'cos I just added Voice to my mod and I don't want players overflowing
and I'm not in a position to test it on large numbers of clients.

Mark.


-Original Message-
From: Mugsy _ [mailto:[EMAIL PROTECTED]]
Sent: 14 February 2002 06:56
To: [EMAIL PROTECTED]
Subject: [hlcoders] Lag bug with CVoiceGameMgr


Hey all..

I'm in the process of figuring out a bad ass bug we had in dod 2.0 with
clients overflowing, so just seeing if any of you have seen this.

We set up the voice manager as described in the 2.2 sdk, and implemented the
key hooks:

- Init in the gamerules constructor
- Update called in the gamerules Think
- ClientConnected called in the gamerules ClientConnected
- ClientCommand called from the gamerules ClientCommand

What clued me in to this problem in the first place was a large number of
ReqState messages being sent by the server ( 109,000 of them in the span of
a few minutes ) and the resulting overflow of the clients as they all tried
to send back their VModEnable cvars.

As a test, I commented the sending of this message, and the problem is
solved, no lag when connecting, no clients overflow.

My question I guess, is why? From the code it looks like the message should
only be sent once, when g_bWantModEnable is true for that client. Then once
the server recieves the ClientCommand, it sets it to false and it shouldn't
be called again.

Anyone have any ideas why this would be called repeatedly? I find it strange
that Valve chose to use a CPlayerBitVec instead of an regular old bit string
int to hold the boolean values, as it makes it harder to read and debug..

Mugsy
DoD programmer



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RE: [hlcoders] (no subject)

2002-02-18 Thread Yacketta, Ronald

add an int vgui_menu; to player.h
then when you send a vguimenu just set it to the menu you
are going to display

IE:

pPlayer->ShowVGUIMenu(MENU_CLASS);
pPlayer->vgui_menu = MENU_CLASS

or head over to hlpp and read boatman's tut on
menus, he goes into fairly decent detail that
can easily be used for what you are trying to accomplish

-Ron


> -Original Message-
> From: Michael Transue [mailto:[EMAIL PROTECTED]]
> Sent: Monday, February 18, 2002 11:29
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] (no subject)
>
>
>
> don't have that variable...
>
> : error C2039: 'vgui_Menu' : is not a member of 'CBasePlayer'
>
>
> _
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Re: [hlcoders] (no subject)

2002-02-18 Thread Carl Fretwell

That was just an example, just replace it with the name of your variable.
- Original Message -
From: "Michael Transue" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 4:28 PM
Subject: [hlcoders] (no subject)


>
> don't have that variable...
>
> : error C2039: 'vgui_Menu' : is not a member of 'CBasePlayer'
>
>
> _
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[hlcoders] (no subject)

2002-02-18 Thread Michael Transue


don't have that variable...

: error C2039: 'vgui_Menu' : is not a member of 'CBasePlayer'


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[hlcoders] DMC strafing effect

2002-02-18 Thread Benjamin 'RirA' Rosenberger

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
It is much easier, put this in your PreThink:

if(pev->button & (IN_MOVERIGHT))
{
  pev->punchangle.z = 5;
}
if(pev->button & (IN_MOVELEFT))
{
 pev->punchangle.z = -5;
}
--
Benjamin 'RirA' Rosenberger
[EMAIL PROTECTED] | [EMAIL PROTECTED]
www.rossispage.de
ICQ# 76679953
--
--

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RE: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

2002-02-18 Thread Adrian Finol

Here we go, just put this on hl_weapons.cpp.

// For storing predicted sequence and gaitsequence and origin/angles data
static int g_rseq = 0, g_gaitseq = 0;
static vec3_t g_clorg, g_clang;

/*
==
Game_GetSequence

==
*/
void Game_GetSequence( int *seq, int *gaitseq )
{
*seq = g_rseq;
*gaitseq = g_gaitseq;
}

/*
==
Game_SetSequence

==
*/
void Game_SetSequence( int seq, int gaitseq )
{
g_rseq = seq;
g_gaitseq = gaitseq;
}

/*
==
Game_SetOrientation

==
*/
void Game_SetOrientation( vec3_t o, vec3_t a )
{
g_clorg = o;
g_clang = a;
}

/*
==
Game_GetOrientation

==
*/
void Game_GetOrientation( float *o, float *a )
{
int i;

for ( i = 0; i < 3; i++ )
{
o[ i ] = g_clorg[ i ];
a[ i ] = g_clang[ i ];
}
}

- Adrian


-Original Message-
From: Seth Malaki [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 18, 2002 6:51 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs


i still can seem to compile the code... it has the errors void
Game_GetSequence( int float ) LNK 2001 unresolved externals (well..
something like that) and that goes to the GetOrientation func too...
BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the
code.. so where could i find him?


>From: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>Subject: hlcoders digest, Vol 1 #291 - 14 msgs
>Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST)
>
>Send hlcoders mailing list submissions to
>   [EMAIL PROTECTED]
>
>To subscribe or unsubscribe via the World Wide Web, visit
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>or, via email, send a message with subject or body 'help' to
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>
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>
>When replying, please edit your Subject line so it is more specific
>than "Re: Contents of hlcoders digest..."
>
>
>Today's Topics:
>
>1. Monster Speeds (Varlock)
>2. Re: Monster Speeds ([EMAIL PROTECTED])
>3. Re: Monster Speeds (Reedbeta)
>4. Re: Monster Speeds (Varlock)
>5. Re: Monster Speeds (Cortex)
>6. 9 way blending? (Seth Malaki)
>7. Re: Monster Speeds (botman)
>8. Re: Monster Speeds (botman)
>9. Re: Monster Speeds (Commando)
>   10. DMC strafing effect (Cortex)
>   11. Re: Monster Speeds (Cortex)
>   12. Re: 9 way blending? (botman)
>   13. Re: 9 way blending? (Georges Giroux)
>   14. Re: DMC strafing effect (Cortex)
>
>--__--__--
>
>Message: 1
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Date: Sat, 16 Feb 2002 18:53:39 -0800
>Subject: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
> I'll be quick and to the point. How do I change the speed of a
>monster?
>I've looked high and low in the SDK but I haven't found anything at all
>related to monster speeds. pev->maxspeed doesn't seem to affect anything.
>Is
>it hidden in the model or .qc file or something?
> Thanks for any replies.
>
>- Varlock
>
>
>--__--__--
>
>Message: 2
>From: [EMAIL PROTECTED]
>Date: Sat, 16 Feb 2002 22:22:20 EST
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>--
>[ Picked text/plain from multipart/alternative ]
>I would guess its the speed of the animation..  or, something to due with
>the
>models.  Unless your changing Controllers or other flying mosters.
>
>~Ghoul
>
>Lets leave it at that...
>
>--__--__--
>
>Message: 3
>Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST)
>From: Reedbeta <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>The model movement speed is in the animation.  See, models appear to
>run/walk
>in place in the model viewer, but if you decompile them and load the
>animation
>SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
>During the model compilation process, something called "motion extraction"
>is
>applied which removes the motion (so to speak) from the actual animation
>and
>encodes it separately in the MDL file.
>
>--- Varlock <[EMAIL PROTECTED]> wrote:
> > I'll be quick and to the point. How do I change the speed of a
>monster?
> > I've looked high and low in the SDK but I haven't found anything at all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > it hidden in the model or .qc file or something?
> > Thanks for any replies.
> >
> > - Varlock
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>

Re: [hlcoders] 9 way blending?

2002-02-18 Thread Christopher Long

amen to that. I have emailed them before as well and they respond quiet fast
and give information to solve your problem as botman said.

A real friendly bunch of fellows actually and thats what makes doing
this that little bit better.
- Original Message -
From: botman <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 10:23 PM
Subject: Re: [hlcoders] 9 way blending?


> > lol...
> >
> > I liked the combination of these two sentences:
> >
> > "i found out that it is from counter-strike"
> >
> > "You should contact the person that wrote the source code"
> >
> > Many CS fans wish it were that easy, neh?
> >
> > Persuter
>
> I didn't say "ask Valve for the source code to Counter-Strike".  I said
> "contact the person that wrote the source code".  I've always found that I
> can send an e-mail to one of the Valve folks about SDK issues that no one
on
> any coders list or forum would be able to answer and they will usually
> respond with a descriptive enough answer to handle my question.  They
won't
> give you the source to Counter-Strike or TFC, but they will tell you
enough
> information to help you figure out how to do something on your own.
>
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

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RE: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

2002-02-18 Thread Yacketta, Ronald

Adrian who? Finol if so he is part of valve now
I also think he reads this list, so maybe he might toss in a cent or two
;)

-Ron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Seth Malaki
Sent: Monday, February 18, 2002 7:51 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

i still can seem to compile the code... it has the errors void
Game_GetSequence( int float ) LNK 2001 unresolved externals (well..
something like that) and that goes to the GetOrientation func too...
BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the
code.. so where could i find him?


>From: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>Subject: hlcoders digest, Vol 1 #291 - 14 msgs
>Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST)
>
>Send hlcoders mailing list submissions to
>   [EMAIL PROTECTED]
>
>To subscribe or unsubscribe via the World Wide Web, visit
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders
>or, via email, send a message with subject or body 'help' to
>   [EMAIL PROTECTED]
>
>You can reach the person managing the list at
>   [EMAIL PROTECTED]
>
>When replying, please edit your Subject line so it is more specific
>than "Re: Contents of hlcoders digest..."
>
>
>Today's Topics:
>
>1. Monster Speeds (Varlock)
>2. Re: Monster Speeds ([EMAIL PROTECTED])
>3. Re: Monster Speeds (Reedbeta)
>4. Re: Monster Speeds (Varlock)
>5. Re: Monster Speeds (Cortex)
>6. 9 way blending? (Seth Malaki)
>7. Re: Monster Speeds (botman)
>8. Re: Monster Speeds (botman)
>9. Re: Monster Speeds (Commando)
>   10. DMC strafing effect (Cortex)
>   11. Re: Monster Speeds (Cortex)
>   12. Re: 9 way blending? (botman)
>   13. Re: 9 way blending? (Georges Giroux)
>   14. Re: DMC strafing effect (Cortex)
>
>--__--__--
>
>Message: 1
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Date: Sat, 16 Feb 2002 18:53:39 -0800
>Subject: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
> I'll be quick and to the point. How do I change the speed of a
>monster?
>I've looked high and low in the SDK but I haven't found anything at all
>related to monster speeds. pev->maxspeed doesn't seem to affect
anything.
>Is
>it hidden in the model or .qc file or something?
> Thanks for any replies.
>
>- Varlock
>
>
>--__--__--
>
>Message: 2
>From: [EMAIL PROTECTED]
>Date: Sat, 16 Feb 2002 22:22:20 EST
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>--
>[ Picked text/plain from multipart/alternative ]
>I would guess its the speed of the animation..  or, something to due
with
>the
>models.  Unless your changing Controllers or other flying mosters.
>
>~Ghoul
>
>Lets leave it at that...
>
>--__--__--
>
>Message: 3
>Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST)
>From: Reedbeta <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>The model movement speed is in the animation.  See, models appear to
>run/walk
>in place in the model viewer, but if you decompile them and load the
>animation
>SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
>During the model compilation process, something called "motion
extraction"
>is
>applied which removes the motion (so to speak) from the actual
animation
>and
>encodes it separately in the MDL file.
>
>--- Varlock <[EMAIL PROTECTED]> wrote:
> > I'll be quick and to the point. How do I change the speed of a
>monster?
> > I've looked high and low in the SDK but I haven't found anything at
all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > it hidden in the model or .qc file or something?
> > Thanks for any replies.
> >
> > - Varlock
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives,
>please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>__
>Do You Yahoo!?
>Yahoo! Sports - Coverage of the 2002 Olympic Games
>http://sports.yahoo.com
>
>--__--__--
>
>Message: 4
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 00:38:03 -0800
>Reply-To: [EMAIL PROTECTED]
>
> Thanks. I'm actually messing around with the babycrab monster, so
I'll
>see if I can get someone to reanimate it to move slower. I suppose that
>since the model itself contains the speed, I can't really have a
monster
>which changes speed. Well, I guess I could hack it to load seperate
models
>and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
>something. :)
>
>- Varlock
>
>- Original Message -
>From: "Reedbeta" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Saturday, February 16, 2002 11:38 PM
>Subject: Re: [hlcoders] Monster Speeds
>
>
> > The mo

[hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs

2002-02-18 Thread Seth Malaki

i still can seem to compile the code... it has the errors void
Game_GetSequence( int float ) LNK 2001 unresolved externals (well..
something like that) and that goes to the GetOrientation func too...
BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the
code.. so where could i find him?


>From: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>Subject: hlcoders digest, Vol 1 #291 - 14 msgs
>Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST)
>
>Send hlcoders mailing list submissions to
>   [EMAIL PROTECTED]
>
>To subscribe or unsubscribe via the World Wide Web, visit
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders
>or, via email, send a message with subject or body 'help' to
>   [EMAIL PROTECTED]
>
>You can reach the person managing the list at
>   [EMAIL PROTECTED]
>
>When replying, please edit your Subject line so it is more specific
>than "Re: Contents of hlcoders digest..."
>
>
>Today's Topics:
>
>1. Monster Speeds (Varlock)
>2. Re: Monster Speeds ([EMAIL PROTECTED])
>3. Re: Monster Speeds (Reedbeta)
>4. Re: Monster Speeds (Varlock)
>5. Re: Monster Speeds (Cortex)
>6. 9 way blending? (Seth Malaki)
>7. Re: Monster Speeds (botman)
>8. Re: Monster Speeds (botman)
>9. Re: Monster Speeds (Commando)
>   10. DMC strafing effect (Cortex)
>   11. Re: Monster Speeds (Cortex)
>   12. Re: 9 way blending? (botman)
>   13. Re: 9 way blending? (Georges Giroux)
>   14. Re: DMC strafing effect (Cortex)
>
>--__--__--
>
>Message: 1
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Date: Sat, 16 Feb 2002 18:53:39 -0800
>Subject: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
> I'll be quick and to the point. How do I change the speed of a
>monster?
>I've looked high and low in the SDK but I haven't found anything at all
>related to monster speeds. pev->maxspeed doesn't seem to affect anything.
>Is
>it hidden in the model or .qc file or something?
> Thanks for any replies.
>
>- Varlock
>
>
>--__--__--
>
>Message: 2
>From: [EMAIL PROTECTED]
>Date: Sat, 16 Feb 2002 22:22:20 EST
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>--
>[ Picked text/plain from multipart/alternative ]
>I would guess its the speed of the animation..  or, something to due with
>the
>models.  Unless your changing Controllers or other flying mosters.
>
>~Ghoul
>
>Lets leave it at that...
>
>--__--__--
>
>Message: 3
>Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST)
>From: Reedbeta <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>The model movement speed is in the animation.  See, models appear to
>run/walk
>in place in the model viewer, but if you decompile them and load the
>animation
>SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
>During the model compilation process, something called "motion extraction"
>is
>applied which removes the motion (so to speak) from the actual animation
>and
>encodes it separately in the MDL file.
>
>--- Varlock <[EMAIL PROTECTED]> wrote:
> > I'll be quick and to the point. How do I change the speed of a
>monster?
> > I've looked high and low in the SDK but I haven't found anything at all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > it hidden in the model or .qc file or something?
> > Thanks for any replies.
> >
> > - Varlock
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>__
>Do You Yahoo!?
>Yahoo! Sports - Coverage of the 2002 Olympic Games
>http://sports.yahoo.com
>
>--__--__--
>
>Message: 4
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 00:38:03 -0800
>Reply-To: [EMAIL PROTECTED]
>
> Thanks. I'm actually messing around with the babycrab monster, so I'll
>see if I can get someone to reanimate it to move slower. I suppose that
>since the model itself contains the speed, I can't really have a monster
>which changes speed. Well, I guess I could hack it to load seperate models
>and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
>something. :)
>
>- Varlock
>
>- Original Message -
>From: "Reedbeta" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Saturday, February 16, 2002 11:38 PM
>Subject: Re: [hlcoders] Monster Speeds
>
>
> > The model movement speed is in the animation.  See, models appear to
>run/walk
> > in place in the model viewer, but if you decompile them and load the
>animation
> > SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
> > During the model compilation process, something called "motion
>extraction"
>is
> > applied which removes the moti

Re: [hlcoders] DMC strafing effect

2002-02-18 Thread Cortex

I've forgotten to precise the function :( It's in :

void V_CalcViewRoll ( struct ref_params_s *pparams )
- Original Message -
From: Cortex
To: [EMAIL PROTECTED]
Sent: Monday, February 18, 2002 9:17 AM
Subject: Re: [hlcoders] DMC strafing effect


Ev punch would roll the view but the effect wouldn't be the one
I expect... I've managed to have the effect I want when the player strafes.
Here's the code :

in view.cpp :
pparams->viewangles[ROLL] = V_CalcRoll (pparams->viewangles,
pparams->simvel, cv_strafe_angle->value, cv_strafe_incl_speed->value ) * 4;

where cv_strafe_angle and cv_strafe_incl_speed are client CVAR (default
values are 2.5 and 300).

If you want, you can try, I find it nice :)

  - Cortex : mapper & coder www.hlalbator.fr.st
  - Original Message -
  From: Commando
  To: [EMAIL PROTECTED]
  Sent: Monday, February 18, 2002 5:12 AM
  Subject: Re: [hlcoders] DMC strafing effect


  For some reason, I sent this, but it didn't hit the list.  I probably used
  a different email address, so here it goes again...

  I don't play these mods, so I'm not positive that I know what you mean by
  'rolled,' but if by that you mean that the view screen rotates slightly,
  then all you need to do is adjust the punch angle slightly on the
  client.  To do this, adjust ev_punchangle[2] to a positive floating point
  value to rotate clockwise, and a negative value to rotate
  counter-clockwise.  Depending on which file you do this in, you will
  probably have to add an extern vec3_t ev_punchangle;

  If you need to do it server side, I think that adjusting
  m_pPlayer->pev->punchangle.z will do the same thing, but I have not tested
  this...

  Commando
  http://www.tourofdutymod.com

  At 02:59 PM 17/02/2002 +0100, you wrote:
  >Hello,
  >
  >in DMC, when you strafe, your view is... rolled. I don't
  >know how to explain this... You cans see this effect in DMC
  >and in a lot of other mods (Blue-Shift, DOD, etc...). I would
  >like to reproduce the same effect in my mod, but I don't know
  >where this effect is controled in DMC... I've taken a look to
  >dmc/view.cpp but I didn't see anything which looks like
  >to do the effect I want.
  >
  >Anyone knows where I have to search ?
  >
  >Thx for any replies :)
  >
  >   - Cortex : mapper & coder www.hlalbator.fr.st

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Re: [hlcoders] 9 way blending?

2002-02-18 Thread botman

> lol...
>
> I liked the combination of these two sentences:
>
> "i found out that it is from counter-strike"
>
> "You should contact the person that wrote the source code"
>
> Many CS fans wish it were that easy, neh?
>
> Persuter

I didn't say "ask Valve for the source code to Counter-Strike".  I said
"contact the person that wrote the source code".  I've always found that I
can send an e-mail to one of the Valve folks about SDK issues that no one on
any coders list or forum would be able to answer and they will usually
respond with a descriptive enough answer to handle my question.  They won't
give you the source to Counter-Strike or TFC, but they will tell you enough
information to help you figure out how to do something on your own.

Jeffrey "botman" Broome

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RE: [hlcoders] Lag bug with CVoiceGameMgr

2002-02-18 Thread Mark Gornall

Hi,
  Did any solution come from this? Does it happen in other mods? I'm worried
now 'cos I just added Voice to my mod and I don't want players overflowing
and I'm not in a position to test it on large numbers of clients.

Mark.


-Original Message-
From: Mugsy _ [mailto:[EMAIL PROTECTED]]
Sent: 14 February 2002 06:56
To: [EMAIL PROTECTED]
Subject: [hlcoders] Lag bug with CVoiceGameMgr


Hey all..

I'm in the process of figuring out a bad ass bug we had in dod 2.0 with
clients overflowing, so just seeing if any of you have seen this.

We set up the voice manager as described in the 2.2 sdk, and implemented the
key hooks:

- Init in the gamerules constructor
- Update called in the gamerules Think
- ClientConnected called in the gamerules ClientConnected
- ClientCommand called from the gamerules ClientCommand

What clued me in to this problem in the first place was a large number of
ReqState messages being sent by the server ( 109,000 of them in the span of
a few minutes ) and the resulting overflow of the clients as they all tried
to send back their VModEnable cvars.

As a test, I commented the sending of this message, and the problem is
solved, no lag when connecting, no clients overflow.

My question I guess, is why? From the code it looks like the message should
only be sent once, when g_bWantModEnable is true for that client. Then once
the server recieves the ClientCommand, it sets it to false and it shouldn't
be called again.

Anyone have any ideas why this would be called repeatedly? I find it strange
that Valve chose to use a CPlayerBitVec instead of an regular old bit string
int to hold the boolean values, as it makes it harder to read and debug..

Mugsy
DoD programmer



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Re: [hlcoders] 9 way blending?

2002-02-18 Thread Ben Banfield

Ok I don't know about all of you, but I allready had this code in a file
which isn't by default included in the client project. See if you all have
GameStudioModelRenderer_Sample.cpp &
GameStudioModelRenderer_Sample.h

- Original Message -
From: "Persuter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 2:51 AM
Subject: RE: [hlcoders] 9 way blending?


> lol...
>
> I liked the combination of these two sentences:
>
> "i found out that it is from counter-strike"
>
> "You should contact the person that wrote the source code"
>
> Many CS fans wish it were that easy, neh?
>
> Persuter
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED]] On Behalf Of botman
> > Sent: Sunday, February 17, 2002 11:38 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] 9 way blending?
> >
> > > i have downloaded a 9 way blending source from the absconder effect
> mod
> > > website (www.tae-mod.com) i found out that it is from counter-strike
> and
> > two
> > > functions are undefined/unroutined :
> > >
> > > void Game_GetSequence() and
> > > void Game_GetOrientation()
> >
> > You should contact the person that wrote the source code to find out
> what
> > those functions are supposed to do.  There is a GetSequence() function
> in
> > the SDK, you can look at that as a reference, but there is no
> > GetOrientation() function in the SDK.
> >
> > Jeffrey "botman" Broome
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> _
> Do You Yahoo!?
> Get your free @yahoo.com address at http://mail.yahoo.com
>
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Re: [hlcoders] MAX KNIGHT: ULTRA SPY

2002-02-18 Thread Nathan Taylor

--
[ Picked text/plain from multipart/alternative ]
I was watching the show the first night it was aired on UPN unfortunately I feel 
asleep while watching it, but yea, I remember hearing about that part.

- Original Message -
From: Pete Mistich
Sent: Sunday, February 17, 2002 11:04 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] MAX KNIGHT: ULTRA SPY

did anyone see the half-life part of the movie.

where the main actor  in the movie went into a halflife game!

just came on sci-fi MAX KNIGHT: ULTRA SPY

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Re: [hlcoders] DMC strafing effect

2002-02-18 Thread Cortex

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ev punch would roll the view but the effect wouldn't be the one
I expect... I've managed to have the effect I want when the player strafes. Here's the 
code :

in view.cpp :
pparams->viewangles[ROLL] = V_CalcRoll (pparams->viewangles, pparams->simvel, 
cv_strafe_angle->value, cv_strafe_incl_speed->value ) * 4;

where cv_strafe_angle and cv_strafe_incl_speed are client CVAR (default values are 2.5 
and 300).

If you want, you can try, I find it nice :)

  - Cortex : mapper & coder www.hlalbator.fr.st
  - Original Message -
  From: Commando
  To: [EMAIL PROTECTED]
  Sent: Monday, February 18, 2002 5:12 AM
  Subject: Re: [hlcoders] DMC strafing effect


  For some reason, I sent this, but it didn't hit the list.  I probably used
  a different email address, so here it goes again...

  I don't play these mods, so I'm not positive that I know what you mean by
  'rolled,' but if by that you mean that the view screen rotates slightly,
  then all you need to do is adjust the punch angle slightly on the
  client.  To do this, adjust ev_punchangle[2] to a positive floating point
  value to rotate clockwise, and a negative value to rotate
  counter-clockwise.  Depending on which file you do this in, you will
  probably have to add an extern vec3_t ev_punchangle;

  If you need to do it server side, I think that adjusting
  m_pPlayer->pev->punchangle.z will do the same thing, but I have not tested
  this...

  Commando
  http://www.tourofdutymod.com

  At 02:59 PM 17/02/2002 +0100, you wrote:
  >Hello,
  >
  >in DMC, when you strafe, your view is... rolled. I don't
  >know how to explain this... You cans see this effect in DMC
  >and in a lot of other mods (Blue-Shift, DOD, etc...). I would
  >like to reproduce the same effect in my mod, but I don't know
  >where this effect is controled in DMC... I've taken a look to
  >dmc/view.cpp but I didn't see anything which looks like
  >to do the effect I want.
  >
  >Anyone knows where I have to search ?
  >
  >Thx for any replies :)
  >
  >   - Cortex : mapper & coder www.hlalbator.fr.st

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