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aah, looks like the list's feeling better. good good.
=How are the new offices? :
=
=--
= MoD,
=
= Always @ your service.
=
=
=- Original Message -
=From: Ken Birdwell
=To:
=Sent: Tuesday, December 17, 2002 3:18 AM
=Subject: [hlcoders] testing
i want to see pictures of the golden crowbar!!!
-av
Steve Rukuts wrote:
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aah, looks like the list's feeling better. good good.
=How are the new offices? :
=
=--
= MoD,
=
= Always @ your service.
=
=
=- Original Message -
=From: Ken Birdwell
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Golden whaaa?
=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
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=aah, looks like the list's feeling better. good good.
=
==How are the new offices? :
==
==--
== MoD,
==
==
Hello Ken,
And where is your office that time? In Kirkland or you've moved to
another city? ;)
--
Vyacheslav
Level-designer
Deep-Shadows(http://www.deep-shadows.com)
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And I got remarks on that my !say function was meaningsless chatter...
8)
-Ursprungligt meddelande-
Från: Vyacheslav Djura [mailto:[EMAIL PROTECTED]]
Skickat: den 17 december 2002 15:41
Till: Ken Birdwell
Ämne: Re: [hlcoders] testing hlcoders
Hello Ken,
And where is your office that
hi -
i'm repeating a post of mine from thewavelength's forums regarding
templates. anyone have any advice?
i've tried a few different things, here's the definitions for them:
CODE
template class T void Test2(void) { T damn; return; }; //default with
int
template class T T Test(T a,
think i've got it. i had those function definitions inside the class
definition. now that i applied the template to the entire class (which is
probably a better design idea anyway), it seems to work (with a little more
playing, that is). thanks to NIN and a quick run through some quake1.
i'm repeating a post of mine from thewavelength's forums regarding
templates. anyone have any advice?
i've tried a few different things, here's the definitions for them:
snip
Are you trying to learn how to use templates? You code examples don't seem
to make much sense. Perhaps you should
Valve has a golden crowbar in their offices. It's modelled after the
Half-Life crowbar (duh)
-av
Steve Rukuts wrote:
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Golden whaaa?
=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
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See, here it is:
http://www.uer.ca/valve4.jpg
the golden crowbar!
Steve Rukuts wrote:
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Golden whaaa?
=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
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=
=aah, looks like the
Sorry for the spam, but i've found a better pictar:
http://www.uer.ca/valve3.jpg
see! teh golden!
Steve Rukuts wrote:
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Golden whaaa?
=i want to see pictures of the golden crowbar!!!
=
=-av
=
=Steve Rukuts wrote:
=
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Hello Avatar-X,
Is it painted with a gold paint? But still, looks awesome! :-D
Or do they REALLY have golden cowbar ;-)
It seems that something is written on it...
--
Vyacheslav
Level-designer
Deep-Shadows(http://www.deep-shadows.com)
Is it painted with a gold paint? But still, looks awesome! :-D
Or do they REALLY have golden cowbar ;-)
Yes, it is made of SOLID GOLD! :)
Valve has free caviar and champange in the company break room. There are
barrels of money scattered throughout the office with signs saying Take
whatever
Even the toilets are made of solid gold!
As a Canadian (cold winters and all), I've never understood why any SANE
person would want a gold (or any metal) toilet. Come visit Canada in
February in a house where the heat gets turned down at night you'll
figure out why this is a BAD idea :P
The seat wouldn't be gold, only the bowl. The seat is ivory (or perhaps
some extremely rare tropical wood?)
Alfred
Pat Magnan wrote:
Even the toilets are made of solid gold!
As a Canadian (cold winters and all), I've never understood why any SANE
person would want a gold (or any metal)
Yes, or even the middle of January =)
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Pat Magnan
Sent: December 17, 2002 3:38 PM
To: [EMAIL
This is a multi-part message in MIME format.
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I've recently finished my VGUI HUD. The last thing I added in was a VGUI version of
the ammo history (displays items you pick up on the right). This all works fine and
dandy no problems.. at least
Hi,
The first thing I had to suggest is to delete/re-set all the images you need
every time a thing needs to change... It's a quite brute method, but for
testing, it could be a good thing (you can try to draw a pict in the middle
of the screen to test).
Anyway, your HUD looks pretty cool :)
Hi there all,
Does anyone know if there is a way for an external program to get
information about whether the user is running Half-life, server name, etc.
without actually having access to the mod's source code?
Thanks,
Predatory Kangaroo
You could use the rcon protocol to talk to the local server :)
Predatory Kangaroo wrote:
Hi there all,
Does anyone know if there is a way for an external program to get
information about whether the user is running Half-life, server name, etc.
without actually having access to the mod's source
I encountered something similar to this a while back. Make sure you are
freeing any unused images, there is a limited amount of memory for image
storage (I think... something like this at least) (there is lots of
room, but if you keep allocating new images and never free one then it
quickly adds
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Hi,
I'm wanting to impliament a security feature for our closed beta testing
which only allows people with a certain AuthID onto the server.
Two things with this, how do I check them, and how can
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