Re: [hlcoders] (no subject)
C++ code written a C style is usually (but not always!) slow than C code. However C++ code written with proper OO design can be a lot faster, as it can expose much more elegant ways of solving a problem. Ok, thanks for clearing that for me. I program in Delphi (even slower) and wasn't sure how C++ object orientation compares to it and the good old C :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] AMX developers
Can I have one of the AMX guys contact me (I could only find dejyl's email on their homepage and he has yet to respond). We (Valve) have found a problem with AMX that we really want them to fix :) - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Marco Leise wrote: As long as all the interface is in C++ noone will ever think there is some old stuff burried somewhere. Though I have heard that C++ code is naturally slower than C code. So I appreciate every bit of C or ASM code :) C++ code written a C style is usually (but not always!) slow than C code. However C++ code written with proper OO design can be a lot faster, as it can expose much more elegant ways of solving a problem. Interesting. That seems to imply that the engine is entirely C++ now. You're finally rid of the remnants of Quake I code! :) um, in parts no :( But its mostly gone :) It only lives on in small parts of the engine, I believe the game dll/client dll to be all C++ (Leon could verify this). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
As long as all the interface is in C++ noone will ever think there is some old stuff burried somewhere. Though I have heard that C++ code is naturally slower than C code. So I appreciate every bit of C or ASM code :) Interesting. That seems to imply that the engine is entirely C++ now. You're finally rid of the remnants of Quake I code! :) um, in parts no :( But its mostly gone :) It only lives on in small parts of the engine, I believe the game dll/client dll to be all C++ (Leon could verify this). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Interesting. That seems to imply that the engine is entirely C++ now. You're finally rid of the remnants of Quake I code! :) um, in parts no :( But its mostly gone :) It only lives on in small parts of the engine, I believe the game dll/client dll to be all C++ (Leon could verify this). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
> We have also changed the method in which we pass around function pointers > (we now use C++ interface classes) so I want to get people familar with > this. Interesting. That seems to imply that the engine is entirely C++ now. You're finally rid of the remnants of Quake I code! :) Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Nope, nothing like Titan. I just want to provide an engine API for 3rd party programs to use, that would be similar but different to the game dll one. We have also changed the method in which we pass around function pointers (we now use C++ interface classes) so I want to get people familar with this. The discussion will be along the line of "what can we get Alfred to implement in the engine" :) It will NOT cover implementing script engines or anything of that sort. It will merely be a discussion about what the C++ class should look like, and me giving a heads up on how to effectively use it. botman wrote: Hey Alfred, you're not trying to do any kind of Titan (http://www.unitedadmins.com/titan.php) thing are you? I remember you e-mailed me about this many months ago and it almost got off the ground, but it seems like it was massively over-engineered and was like trying to kill a fly with a cannon. :) I know it's probably a little late in the game, but it would be nice if some of the plugin capability was already embedded in the engine instead of someone trying to hack in a "man-in-the-middle" approach. Was that what the discussion was to be about ("stuff I want Alfred to embed in the HL2 uber engine plugin system")? Or was this more of a "Let's get together and implement something external to the HL2 engine that gives the same functionality as metamod/AdminMod"? I would vote for more of the Unix/Linux style of making a bunch of small tools/plugins that can work together rather than having one huge monolithic application that includes everything plus the kitchen sink (which is keeping more along the lines of metamod, but not along the lines of AdminMOD). Scripting plugins, in general, are going to be a hot topic for many folks and many people will feel that you'll need support for C++, C#, Perl, PHP, Java, ActiveX, etc. Server Admins will also want every single feature that every other game offers in terms of player stats out the wazoo, web based server control, varying levels of server admin privileges, etc. (much of the stuff that AdminMOD already has, but it would be nice if these were more modular so that you could pick and choose the features you wanted). This is probably getting more detailed than you wanted to get into and might best be better answered on the hlds_apps list, but I'm not sure how many people are actively subscribed to the list. I don't know if you wanted to invite folks from hlds_linux and hlds, but doing so might cause a LOT of unnecessary noise and might detract from productive discussions. I'm sure it will be difficult to determine what everyone really wants without getting everyone involved and then it will just deteriorate into a huge argument about which features are really needed and which features are "totally lame". Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Emiters and Attachments
I'd recommend you just delay evaluation until rendering. Even doing what maxor recommended won't fix the view model/world model problem. -Original Message- From: zmeko [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 3:25 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Emiters and Attachments if I was to call the when the player press fire, is it too early in the rendering loop? Anyways, I might was well use offsets as mazor recommended. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
> On a similar note, anyone who wants to help design a 3rd party (aka > MetaMod) api for HL2 (and its mods) should join the hlds_apps mailing > list (http://list.valvesoftware.com/mailman/listinfo/hlds_apps), I am > about to start a discussion about what people want (and how it will look > in general). Hey Alfred, you're not trying to do any kind of Titan (http://www.unitedadmins.com/titan.php) thing are you? I remember you e-mailed me about this many months ago and it almost got off the ground, but it seems like it was massively over-engineered and was like trying to kill a fly with a cannon. :) I know it's probably a little late in the game, but it would be nice if some of the plugin capability was already embedded in the engine instead of someone trying to hack in a "man-in-the-middle" approach. Was that what the discussion was to be about ("stuff I want Alfred to embed in the HL2 uber engine plugin system")? Or was this more of a "Let's get together and implement something external to the HL2 engine that gives the same functionality as metamod/AdminMod"? I would vote for more of the Unix/Linux style of making a bunch of small tools/plugins that can work together rather than having one huge monolithic application that includes everything plus the kitchen sink (which is keeping more along the lines of metamod, but not along the lines of AdminMOD). Scripting plugins, in general, are going to be a hot topic for many folks and many people will feel that you'll need support for C++, C#, Perl, PHP, Java, ActiveX, etc. Server Admins will also want every single feature that every other game offers in terms of player stats out the wazoo, web based server control, varying levels of server admin privileges, etc. (much of the stuff that AdminMOD already has, but it would be nice if these were more modular so that you could pick and choose the features you wanted). This is probably getting more detailed than you wanted to get into and might best be better answered on the hlds_apps list, but I'm not sure how many people are actively subscribed to the list. I don't know if you wanted to invite folks from hlds_linux and hlds, but doing so might cause a LOT of unnecessary noise and might detract from productive discussions. I'm sure it will be difficult to determine what everyone really wants without getting everyone involved and then it will just deteriorate into a huge argument about which features are really needed and which features are "totally lame". Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Emiters and Attachments
if I was to call the when the player press fire, is it too early in the rendering loop? Anyways, I might was well use offsets as mazor recommended. Ken Birdwell wrote: It's not really clear from your email, but you should only use attachments on the client. They're fairly useless on the server since they're not frame accurate. On the client they are frame accurate, though they're calculated only AFTER the model has been drawn. On HL1, everything connected to attachment points were tagged as being partially transparent, which would guarentee the correct evaluation order. For player attachment points, their weapon's attachment points can/will override any built-in player attachment point calculations. This is so that the same attachment point index can be used when connecting to either a view model or world model, even though they're in radically different places. All undefined attachment points default to the model's "origin", which in the case of the player is in the very center of their bounding box, 36 units off the ground. If your seeing this, you may be using the wrong index. Attachment point indexes are 1 off when networking, so refer to attachment points 1-4 on the server when you're trying to connect to the model's attachment point 0-3. Yes, this is confusing. I'm not sure exactly what your bug is, but it's either "wrong index", which is an easy fix, or you're asking for the value too soon in the rendering loop, which is a harder problem. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Emiters and Attachments
when i was reading the archives i found a link to the 9 way blending code on TAE mod's site and i found another post where adrian said that they release the server side version of it? also the 9 way blending code i have has not even a single presents of that function. Tony "omega" Sergi wrote: If you have the 9way blending code, you should already have SV_StudioSetupBones. So get rid of the 9way blending part of it. The blending code supports 9 blends as well as the normal 3. take out the support for the 9, save off the attachment locations. -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: July 18, 2003 5:48 PM To: [EMAIL PROTECTED] yep, i guess that too but took a look at the 9 way blending code and i found no new instances of SV_StudioSetupBones. Cale Dunlap wrote: *thinks he's talking about the blending code* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: Thursday, July 17, 2003 9:19 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Emiters and Attachments what code? Tony "omega" Sergi wrote: You need to get the code from this archive. Or if someone else feels like posting it again for the 8th time or something like that. Heh -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: July 17, 2003 10:14 AM To: [EMAIL PROTECTED] how do i use SV_StudioSetupBones. i search for examples of it and i couldn't find any. i also search for sv_blending_interface_t and i only found one instance. Tony "omega" Sergi wrote: You can still do that it you use SV_StudioSetupBones. Just don't include the 9-way blending parts. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Emiters and Attachments
It's not really clear from your email, but you should only use attachments on the client. They're fairly useless on the server since they're not frame accurate. On the client they are frame accurate, though they're calculated only AFTER the model has been drawn. On HL1, everything connected to attachment points were tagged as being partially transparent, which would guarentee the correct evaluation order. For player attachment points, their weapon's attachment points can/will override any built-in player attachment point calculations. This is so that the same attachment point index can be used when connecting to either a view model or world model, even though they're in radically different places. All undefined attachment points default to the model's "origin", which in the case of the player is in the very center of their bounding box, 36 units off the ground. If your seeing this, you may be using the wrong index. Attachment point indexes are 1 off when networking, so refer to attachment points 1-4 on the server when you're trying to connect to the model's attachment point 0-3. Yes, this is confusing. I'm not sure exactly what your bug is, but it's either "wrong index", which is an easy fix, or you're asking for the value too soon in the rendering loop, which is a harder problem. -Original Message- From: Michael [mailto:[EMAIL PROTECTED] Sent: Wednesday, July 16, 2003 5:28 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Emiters and Attachments What i know about attachments? i know attachments are part of the model file and i know each model can only have 4 attachment points. i know the attachments are defined in the model's .qc. i also know that the model's attachment data is stored in a structure called, cl_entity_t, or cl_entity_s. i also know how to figure out the attachment point, more specific the attachment point of the v_ model from the client in an instance of an event system call. Now to the problem. i want to make a flame thrower. a flame thrower that emits particles. i've created an emiter that emits particles that fits my flamethrower's needs. i also made my flamethrower to emit by using the event system ( those .sc files), the event system emits partilces correctly in first person only. in third person the emiter is stuck where was the last position the emiter was set in first person and it's also near the gonad area if you just switch to thirdperson without moving the player. now i want to solve this problem and the problem is that i wish to set the emiter at the location of the attachment of the player where normally the muzzle flash is, and i want to transmite this to all clients that can see this happening. my solution to this problem was to get the attachment point of the player on the server and using an entity, that represents the emiter, to place the entity origin to the attachment point and transmiting the origin of the entity. the problem is that none of the attachment points i used worked, there were no offset to the player origin. i even look at the source code for egon and i notice the beam doesn't start from the tip of the egon world model but rather it starts from somewhere near the end arm and close to the base of the elbow. that wouldn't work well for my particles because they are big and the arm doesnt cover it and it expands, the particle, in size. also this might increase the network traffic. i was told to take a look at HUD_AddEntity. the comment above it says that it gets a list of visible entities. this functionlooks attractive because it gets a list of visible entites and that means i do not have to worrie about the extra network traffic. now if i was to use this function i would like a way to identify my entity and add members to entity_state_s so i can send the emiter's emission, and i would also like to set the entity, on server side, origin to an attachment point. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
its my fault for posting from this email account, I just haven't subscribed my valvesoftware account yet (yes, I am lazy :) Michael A. Hobson wrote: Erik, Alfred: I'm sorry, I was just looking at Alfred's E-Mail headers and saw that it wasn't coming from valvesoftware.com. Well, that's very good news if the HL2 SDK will work with MSVC++ 6.0 and the latest GCC. At 02:37 PM 7/18/2003 -0700, you wrote: For now, we're going to keep Alfred around at Valve. -Original Message- From: Michael A. Hobson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: >The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. >I suspect with a bit of tweaking you could use mingw in windows to >compile the dlls as well. > Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (no subject)
Erik, Alfred: I'm sorry, I was just looking at Alfred's E-Mail headers and saw that it wasn't coming from valvesoftware.com. Well, that's very good news if the HL2 SDK will work with MSVC++ 6.0 and the latest GCC. At 02:37 PM 7/18/2003 -0700, you wrote: For now, we're going to keep Alfred around at Valve. -Original Message- From: Michael A. Hobson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: >The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. >I suspect with a bit of tweaking you could use mingw in windows to >compile the dlls as well. > Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Well, if I had multiple personality disorder it would be much easier to produce that copy :) Feel free to email me at [EMAIL PROTECTED] (until Erik notices that I am still here that is, hehe ;) On a similar note, anyone who wants to help design a 3rd party (aka MetaMod) api for HL2 (and its mods) should join the hlds_apps mailing list (http://list.valvesoftware.com/mailman/listinfo/hlds_apps), I am about to start a discussion about what people want (and how it will look in general). Florian Zschocke wrote: "Michael A. Hobson" wrote: Please provide us with a copy of whatever communication you have from someone at Valve stating this: He he, I can't wait to see that "copy". :) Impost0r! :D Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Emiters and Attachments
If you have the 9way blending code, you should already have SV_StudioSetupBones. So get rid of the 9way blending part of it. The blending code supports 9 blends as well as the normal 3. take out the support for the 9, save off the attachment locations. -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: July 18, 2003 5:48 PM To: [EMAIL PROTECTED] yep, i guess that too but took a look at the 9 way blending code and i found no new instances of SV_StudioSetupBones. Cale Dunlap wrote: >*thinks he's talking about the blending code* > >-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] On Behalf Of zmeko >Sent: Thursday, July 17, 2003 9:19 AM >To: [EMAIL PROTECTED] >Subject: Re: [hlcoders] Emiters and Attachments > >what code? > >Tony "omega" Sergi wrote: > > > >>You need to get the code from this archive. >>Or if someone else feels like posting it again for the 8th time or >> >> >something > > >>like that. Heh >> >>-omega >>Blackened Interactive - http://www.blackened-interactive.com >>Omega Wing - http://owing.blackened-interactive.com >> >>-Original Message- >>From: [EMAIL PROTECTED] >>[mailto:[EMAIL PROTECTED] On Behalf Of zmeko >>Sent: July 17, 2003 10:14 AM >>To: [EMAIL PROTECTED] >> >>how do i use SV_StudioSetupBones. i search for examples of it and i >>couldn't find any. i also search for sv_blending_interface_t and i only >>found one instance. >>Tony "omega" Sergi wrote: >> >> >> >> >> >>>You can still do that it you use SV_StudioSetupBones. Just don't >>> >>> >include > > >>> >>> >>the >> >> >> >> >>>9-way blending parts. >>> >>> >>> >>> >>> >>> >>> >>> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, >>please visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, >> >> >please visit: > > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> >> > > > >___ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >___ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Emiters and Attachments
yep, i guess that too but took a look at the 9 way blending code and i found no new instances of SV_StudioSetupBones. Cale Dunlap wrote: *thinks he's talking about the blending code* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: Thursday, July 17, 2003 9:19 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Emiters and Attachments what code? Tony "omega" Sergi wrote: You need to get the code from this archive. Or if someone else feels like posting it again for the 8th time or something like that. Heh -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: July 17, 2003 10:14 AM To: [EMAIL PROTECTED] how do i use SV_StudioSetupBones. i search for examples of it and i couldn't find any. i also search for sv_blending_interface_t and i only found one instance. Tony "omega" Sergi wrote: You can still do that it you use SV_StudioSetupBones. Just don't include the 9-way blending parts. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
"Michael A. Hobson" wrote: > > Please provide us with a copy of whatever communication you > have from someone at Valve stating this: He he, I can't wait to see that "copy". :) Impost0r! :D Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (no subject)
Just ran out of coffee, Anyone seen Alfred lately? -Original Message- From: Erik Johnson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:37 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] (no subject) For now, we're going to keep Alfred around at Valve. -Original Message- From: Michael A. Hobson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: >The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. >I suspect with a bit of tweaking you could use mingw in windows to >compile the dlls as well. > Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (no subject)
For now, we're going to keep Alfred around at Valve. -Original Message- From: Michael A. Hobson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: >The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. >I suspect with a bit of tweaking you could use mingw in windows to >compile the dlls as well. > Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. I suspect with a bit of tweaking you could use mingw in windows to compile the dlls as well. Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Ahh that sounds good. Sniper - Original Message - From: "Alfred" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 18, 2003 2:03 PM Subject: Re: [hlcoders] (no subject) The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. I suspect with a bit of tweaking you could use mingw in windows to compile the dlls as well. Marco Leise wrote: > I think Valve announced it somewhere, but he might know better than me. > > Am Fri, 18 Jul 2003 10:39:14 -0700 hat James Couzens <[EMAIL PROTECTED]> > geschrieben: > >> GAH I hope it doesn't require .net that would blow. I write all my code >> in >> vi currently, just multiple windows with the right header files open and >> I'm >> fine. What makes you think it would require .net? Just being so massive >> and complex? Or from a learning standpoint you would be best off using >> an >> IDE like .net to have all the classes/structure information readily >> available? >> >> James >> >> - Original Message - >> From: "botman" <[EMAIL PROTECTED]> >> To: <[EMAIL PROTECTED]> >> Sent: Friday, July 18, 2003 9:14 AM >> Subject: Re: Re[4]: [hlcoders] (no subject) >> >> >>> So if you all use MS Visual C++ or Borland C++ Builder I will probably >> >> have >> >>> to get one of these to get the SDK compiled, right? >>> And as I don't want to spend hundrets of $/¤ or whatever just to compile >>> the HL SDK I would steal me a copy via one of the file sharing networks >>> as >>> long as they exist. I just hoped to get around that. Also free IDEs are >>> usually much smaller. Well, thanks for trying to answer anyway :-] >> >> >> IDEs aren't really necessary anyway... >> >> http://planethalflife.com/botman/building.shtml >> >> I imagine Half-Life2 will require Visual Studio .NET, so if you don't >> have a >> copy yet and plan to do anything HL2 related, you'll probably need to get >> your hands on a copy of .NET for it. >> >> Jeffrey "botman" Broome >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Emiters and Attachments
*thinks he's talking about the blending code* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of zmeko Sent: Thursday, July 17, 2003 9:19 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Emiters and Attachments what code? Tony "omega" Sergi wrote: >You need to get the code from this archive. >Or if someone else feels like posting it again for the 8th time or something >like that. Heh > >-omega >Blackened Interactive - http://www.blackened-interactive.com >Omega Wing - http://owing.blackened-interactive.com > >-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] On Behalf Of zmeko >Sent: July 17, 2003 10:14 AM >To: [EMAIL PROTECTED] > >how do i use SV_StudioSetupBones. i search for examples of it and i >couldn't find any. i also search for sv_blending_interface_t and i only >found one instance. >Tony "omega" Sergi wrote: > > > >>You can still do that it you use SV_StudioSetupBones. Just don't include >> >> >the > > >>9-way blending parts. >> >> >> >> >> >> > > >___ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >___ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
> The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. > I suspect with a bit of tweaking you could use mingw in windows to > compile the dlls as well. Yeah, the "tweaking" was why I said it would require MSVC (for compiling the client). Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. I suspect with a bit of tweaking you could use mingw in windows to compile the dlls as well. Marco Leise wrote: I think Valve announced it somewhere, but he might know better than me. Am Fri, 18 Jul 2003 10:39:14 -0700 hat James Couzens <[EMAIL PROTECTED]> geschrieben: GAH I hope it doesn't require .net that would blow. I write all my code in vi currently, just multiple windows with the right header files open and I'm fine. What makes you think it would require .net? Just being so massive and complex? Or from a learning standpoint you would be best off using an IDE like .net to have all the classes/structure information readily available? James - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 18, 2003 9:14 AM Subject: Re: Re[4]: [hlcoders] (no subject) So if you all use MS Visual C++ or Borland C++ Builder I will probably have to get one of these to get the SDK compiled, right? And as I don't want to spend hundrets of $/¤ or whatever just to compile the HL SDK I would steal me a copy via one of the file sharing networks as long as they exist. I just hoped to get around that. Also free IDEs are usually much smaller. Well, thanks for trying to answer anyway :-] IDEs aren't really necessary anyway... http://planethalflife.com/botman/building.shtml I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a copy yet and plan to do anything HL2 related, you'll probably need to get your hands on a copy of .NET for it. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] (no subject)
I think Valve announced it somewhere, but he might know better than me. Am Fri, 18 Jul 2003 10:39:14 -0700 hat James Couzens <[EMAIL PROTECTED]> geschrieben: GAH I hope it doesn't require .net that would blow. I write all my code in vi currently, just multiple windows with the right header files open and I'm fine. What makes you think it would require .net? Just being so massive and complex? Or from a learning standpoint you would be best off using an IDE like .net to have all the classes/structure information readily available? James - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 18, 2003 9:14 AM Subject: Re: Re[4]: [hlcoders] (no subject) So if you all use MS Visual C++ or Borland C++ Builder I will probably have to get one of these to get the SDK compiled, right? And as I don't want to spend hundrets of $/¤ or whatever just to compile the HL SDK I would steal me a copy via one of the file sharing networks as long as they exist. I just hoped to get around that. Also free IDEs are usually much smaller. Well, thanks for trying to answer anyway :-] IDEs aren't really necessary anyway... http://planethalflife.com/botman/building.shtml I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a copy yet and plan to do anything HL2 related, you'll probably need to get your hands on a copy of .NET for it. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] (no subject)
Depending on the use of the STL and other standard C++ things it may or may not work, the VC6 compiler isnt as C++ complient as the VC7.1 or VC7.0 compilers and does have trouble with the STL and other things (buggy STL impliementations for example). Also, the VC7 compilers also produce better code than the VC6 compiler. - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 18, 2003 5:16 PM Subject: RE: Re[4]: [hlcoders] (no subject) If you can compile c++ code in vc.net you can compile it in vc6. Project files can easily be converted too. (www.codeproject.com, theres a utility on there call projconverter or something like that; I use it to convert from .net -> vc6 projects) -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] (no subject)
GAH I hope it doesn't require .net that would blow. I write all my code in vi currently, just multiple windows with the right header files open and I'm fine. What makes you think it would require .net? Just being so massive and complex? Or from a learning standpoint you would be best off using an IDE like .net to have all the classes/structure information readily available? James - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 18, 2003 9:14 AM Subject: Re: Re[4]: [hlcoders] (no subject) > So if you all use MS Visual C++ or Borland C++ Builder I will probably have > to get one of these to get the SDK compiled, right? > And as I don't want to spend hundrets of $/¤ or whatever just to compile > the HL SDK I would steal me a copy via one of the file sharing networks as > long as they exist. I just hoped to get around that. Also free IDEs are > usually much smaller. Well, thanks for trying to answer anyway :-] IDEs aren't really necessary anyway... http://planethalflife.com/botman/building.shtml I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a copy yet and plan to do anything HL2 related, you'll probably need to get your hands on a copy of .NET for it. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] (no subject)
Thanks, that is a good answer. Now that I see your HP it reminds me that I have been there months ago. I like the small snippets with the comments on code from the SDK :D -> // why does this work? (dlls\controller.cpp (line 556)) So if you all use MS Visual C++ or Borland C++ Builder I will probably have to get one of these to get the SDK compiled, right? And as I don't want to spend hundrets of $/¤ or whatever just to compile the HL SDK I would steal me a copy via one of the file sharing networks as long as they exist. I just hoped to get around that. Also free IDEs are usually much smaller. Well, thanks for trying to answer anyway :-] IDEs aren't really necessary anyway... http://planethalflife.com/botman/building.shtml I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a copy yet and plan to do anything HL2 related, you'll probably need to get your hands on a copy of .NET for it. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re[4]: [hlcoders] (no subject)
If you can compile c++ code in vc.net you can compile it in vc6. Project files can easily be converted too. (www.codeproject.com, theres a utility on there call projconverter or something like that; I use it to convert from .net -> vc6 projects) -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: July 18, 2003 12:14 PM To: [EMAIL PROTECTED] > So if you all use MS Visual C++ or Borland C++ Builder I will probably have > to get one of these to get the SDK compiled, right? > And as I don't want to spend hundrets of $/€ or whatever just to compile > the HL SDK I would steal me a copy via one of the file sharing networks as > long as they exist. I just hoped to get around that. Also free IDEs are > usually much smaller. Well, thanks for trying to answer anyway :-] IDEs aren't really necessary anyway... http://planethalflife.com/botman/building.shtml I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a copy yet and plan to do anything HL2 related, you'll probably need to get your hands on a copy of .NET for it. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] (no subject)
> So if you all use MS Visual C++ or Borland C++ Builder I will probably have > to get one of these to get the SDK compiled, right? > And as I don't want to spend hundrets of $/¤ or whatever just to compile > the HL SDK I would steal me a copy via one of the file sharing networks as > long as they exist. I just hoped to get around that. Also free IDEs are > usually much smaller. Well, thanks for trying to answer anyway :-] IDEs aren't really necessary anyway... http://planethalflife.com/botman/building.shtml I imagine Half-Life2 will require Visual Studio .NET, so if you don't have a copy yet and plan to do anything HL2 related, you'll probably need to get your hands on a copy of .NET for it. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] (no subject)
??? I know what an IDE is. I know what a compiler is. I tried the free DevC++ IDE with it's free compiler.. what was the name? minglib or something. Well it did not work. I tried some other free compilers but they did not work either. So if you all use MS Visual C++ or Borland C++ Builder I will probably have to get one of these to get the SDK compiled, right? And as I don't want to spend hundrets of $/¤ or whatever just to compile the HL SDK I would steal me a copy via one of the file sharing networks as long as they exist. I just hoped to get around that. Also free IDEs are usually much smaller. Well, thanks for trying to answer anyway :-] Marco Hello Marco, Friday, July 18, 2003, 6:10:11 PM, you wrote: ML> I never even programmed in C. But ML> maybe you know a IDE and compiler that work with the SDK? I tried DevC++, ML> but it presented me with a bunch of error messages. Do I have to buy one of ML> Microsoft or Borlands products? What do you mean by "IDE compiler" ? :) IDE means "Integrated development environment" MS Visual C++, Borland C++ Builder\ Delphi\ Kylix\ JBuilder are all IDE :) Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] (no subject)
I like to use the VisualC++ tools. And I have a question for all you HL coders out there My mod team (for HL2) is looking for some coders experianced in the HL1 SDK. you can find out about our mod at our website, www.cw-meltingpoint.com, and if you're interested, please e-mail me at [EMAIL PROTECTED] -Thanks - Original Message - From: "Marco Leise" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 18, 2003 11:10 AM Subject: Re: Re[2]: [hlcoders] (no subject) > > maybe they've found "[EMAIL PROTECTED]" ? :P > Why split the lists? The QuArK map editor has a single list for all of it's > supported games :) (ten or so) > Good to know that the HL2 code will have a comparable structure so noone > who worked with the HL1 SDK has to learn it from scratch. > And yes, I get alot of messages without message too. Like they want to fake > traffic on this list. ;) > I'm on the list to read some interesting stuff about people who invent > flamethrowers with the new particle system, people who discuss the cheat > protection and how bad it is while posting links to hacks *g*. Honestly I > never took a deep look into the code. I never even programmed in C. But > maybe you know a IDE and compiler that work with the SDK? I tried DevC++, > but it presented me with a bunch of error messages. Do I have to buy one of > Microsoft or Borlands products? > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[4]: [hlcoders] (no subject)
Hello Marco, Friday, July 18, 2003, 6:10:11 PM, you wrote: ML> I never even programmed in C. But ML> maybe you know a IDE and compiler that work with the SDK? I tried DevC++, ML> but it presented me with a bunch of error messages. Do I have to buy one of ML> Microsoft or Borlands products? What do you mean by "IDE compiler" ? :) IDE means "Integrated development environment" MS Visual C++, Borland C++ Builder\ Delphi\ Kylix\ JBuilder are all IDE :) Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] (no subject)
maybe they've found "[EMAIL PROTECTED]" ? :P Why split the lists? The QuArK map editor has a single list for all of it's supported games :) (ten or so) Good to know that the HL2 code will have a comparable structure so noone who worked with the HL1 SDK has to learn it from scratch. And yes, I get alot of messages without message too. Like they want to fake traffic on this list. ;) I'm on the list to read some interesting stuff about people who invent flamethrowers with the new particle system, people who discuss the cheat protection and how bad it is while posting links to hacks *g*. Honestly I never took a deep look into the code. I never even programmed in C. But maybe you know a IDE and compiler that work with the SDK? I tried DevC++, but it presented me with a bunch of error messages. Do I have to buy one of Microsoft or Borlands products? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] (no subject)
Hello Tony, Botman and others :) ToS> What confuses me about it is that I see no text in it except quotes of blank yeah, also there was someone who've sent blank reply to digest :\ or am I wrong? :) b> I feel like everyone has moved on somewhere else and no one wants to play anymore maybe they've found "[EMAIL PROTECTED]" ? :P Best regards, Slava ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (no subject)
What confuses me about it is that I see no text in it except quotes of blank replies. -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: July 18, 2003 9:12 AM To: [EMAIL PROTECTED] > On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote: > > > I agree, but perhaps it's better off in CHud::VidInit... > > - Original Message - > > From: "@lph@ Bet@" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Thursday, July 17, 2003 7:30 PM > > Subject: [hlcoders] (no subject) > > > > > > - wod This thread confuses me, but I like what you're saying. Things have been so quite here lately, I feel like everyone has moved on somewhere else and no one wants to play anymore. HELLO! hello... It sure is lonely in here. :) Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
> On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote: > > > I agree, but perhaps it's better off in CHud::VidInit... > > - Original Message - > > From: "@lph@ Bet@" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Thursday, July 17, 2003 7:30 PM > > Subject: [hlcoders] (no subject) > > > > > > - wod This thread confuses me, but I like what you're saying. Things have been so quite here lately, I feel like everyone has moved on somewhere else and no one wants to play anymore. HELLO! hello... It sure is lonely in here. :) Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
On Thu, 17 Jul 2003 20:53:23 -0700 Chris Foss <[EMAIL PROTECTED]> wrote: > I agree, but perhaps it's better off in CHud::VidInit... > - Original Message - > From: "@lph@ Bet@" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Thursday, July 17, 2003 7:30 PM > Subject: [hlcoders] (no subject) > > > > > > > > _ > > MSN Search, le moteur de recherche qui pense comme vous ! > > http://search.msn.fr > > > > ___ > > 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 > - wod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders