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Not a wiki site but here are the project docs for the entire hl2 source sdk
everything project file.
(I haven't uploaded all the files which is why there is only 2 links.)
http://www.totalretribution
http://www.hl2coding.com/wiki/
well, someone finally made it!
It's kinda empty now .. so go post stuff there!
(btw, plz don't tell me there is already hl2world, as they support the
stolen build and I wouldn't consider them a good part of the
community, their contribution is negative)
__
I don't know if this is a n00b question or not ..
I made my mod with the "modify half-life 2" option, and as I was
having a look at some of the VGUI stuff, I found some classes that
control text input and chatting .. so I thought cool, I wanna play
with it.
I tried to put some break points and stuf
Ahhh, I see, I need to have the game binaries on hand... missed that.
Sigh. Thanks.
-David Anderson
On Sat, 4 Dec 2004, Alfred Reynolds wrote:
This document:
http://www.valve-erc.com/srcsdk/linux_compiling.html
Describes the environment you need to compile the SDK under linux. Note
that y
This document:
http://www.valve-erc.com/srcsdk/linux_compiling.html
Describes the environment you need to compile the SDK under linux. Note
that you also need to setup the base Makefile before being able to
compile the SDK.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL
That material is hl2\materials\vgui\plugin\message_waiting.[vmt,vtf].
It looks like that file isn't in the materials depot yet (an oversight),
we will fix that up.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of john smith
Sent: Saturday, December
When I send a message to the client in HL2 DM there is always a
material missing, it goes away when the message starts to send.
Here's an example: http://useast.recongamer.com/images/sendmsg.jpg
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I don't have any files in src\lib that end in .so either
On Sun, 5 Dec 2004 00:33:03 -0500 (EST), David Anderson <[EMAIL PROTECTED]>
wrote:
> Am I the only one whose SDK is simply missing the Linux libraries required
> to compile the SDK?
>
> The makefiles in src\linux_sdk reference versions of
Am I the only one whose SDK is simply missing the Linux libraries required
to compile the SDK?
The makefiles in src\linux_sdk reference versions of src\lib files that
end in _i486.so and they aren't there.
Thanks,
-David Anderson
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That is a good point also.
I am learning things also, however I have not modding in hl1.
I am sure some things are similar and some things aren't, so you get
somewhat of a jist of things.
For the new people getting into this, there is a larger learning curve.
I am learning however, alot of help a
what is this error message and why do I get about 100 of them every time
I start the server? I'm running Ubuntoo (debian mod) Linux with a 2.6.8
kernel.
Thanks again
--Chris Moyer
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Has anyone successfully compiled the 3dmax exporter?
\src\utils\vtaexp
I am getting bunch of errors.
\Microsoft Visual Studio\VC98\Include\LIMITS(105): error C2906:
'std::numeric_limits' : explicit
/server irc.gamesurge.net
/join #wavelength
On Sat, 4 Dec 2004 21:26:33 -0600, john smith
<[EMAIL PROTECTED]> wrote:
> /server irc.gamesurge.net
> /join #sourcemod
>
> /server irc.ircbear.com
> /join #valveerc
>
> /server irc.quakenet.org
> /join #hl2coding,#halflife2.coding
>
>
>
>
> On Sat, 4 De
There's also #wavelength on irc.gamesurge.net, although I'm slightly
biased in that regard. :)
--
-James "Corvidae" Williams ([EMAIL PROTECTED])
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/server irc.gamesurge.net
/join #wavelength
-omega
-Original Message-
From: john smith [mailto:[EMAIL PROTECTED]
Sent: December 4, 2004 10:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] IRC Channel
/server irc.gamesurge.net
/join #sourcemod
/server irc.ircbear.com
/join #valveerc
/server irc.gamesurge.net
/join #sourcemod
/server irc.ircbear.com
/join #valveerc
/server irc.quakenet.org
/join #hl2coding,#halflife2.coding
On Sat, 4 Dec 2004 22:16:02 -0500, ChessMess <[EMAIL PROTECTED]> wrote:
> Is there a preferred IRC channel/server where HLCoders hang out at?
>
> --
> C
Is there a preferred IRC channel/server where HLCoders hang out at?
--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com
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I'm personally glad it's like this.
I don't have to rip out as much stuff to do what I want, and I learn more
because I have to study more.
It feels like I'm actually making a mod, and not just hacking up stuff like
starting from scratch in hl1.
-omega
Oh and I have a thread on wavelength where
I wouldn't say it is pathetic.
At least they gave us something..
However structure layout documentation for the project files would of been
helpful.
I was kind of suprised to only have a barebones multiplayer sdk.
The hl2 teammode or dm both should of been included.
That would at least give everyo
I wouldn't say it's *pathetic*. The code is quite sloppy though. The
Q2, Q3, Doom3 and UT2K4 SDK's are a lot cleaner in terms of code.
I'm just hoping Valve releases a 2nd SDK that allows us to mod HL2DM directly.
On Sun, 5 Dec 2004 02:02:15 + (GMT), Nicholas Rhead
<[EMAIL PROTECTED]> wrot
Mine loads what I did is
I put the dll in the addons folder as as the vdf file
and made my entry in the vdf file like this:
"Plugin"
{
"file" "../cstrike/addons/serverplugin_empty"
}
--- Nicholas Rhead <[EMAIL PROTECTED]> wrote:
> I can compile the serverplugin_empty project and get
>
I can compile the serverplugin_empty project and get
the vdf file to be found by steam but I still can't
get the plugin to load.
I've read up on the latest info regarding the update
to steam to fix the serverplugin not loading in steam,
but it still doesn't work for me.
My serverplugin_empty.vdf:
Most of us are modders. Yet you (valve) have given
nothing for us to mod! The SDK is pathetic. I may
sound harsh, but I'm sure I speak for a lot of ppl.
--- "r00t 3:16" <[EMAIL PROTECTED]> wrote:
> Yea,
> I was kind of hoping the same thing...
> Would of been nice to have hl2dm then start modifin
Yea,
I was kind of hoping the same thing...
Would of been nice to have hl2dm then start modifing from there so you can
see how things work and get an idea how the sdk works.
Maybe valve will give us some kind of roadmap :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From:
IMO, the code shipped with the SDK is rather messy. It's like some
hacked and slapped together version of CS:S code. I'd love to see
Valve give us the HL2DM code, as it would probably be a lot cleaner to
build off of.
On Sat, 04 Dec 2004 16:09:19 +0100, Sylvain Gravejat
<[EMAIL PROTECTED]> wrot
Hi list,
I'm messing about with a plugin and i'm getting a crash when trying to
access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
I'm basically trying to find out info about entities based on the
client index (eventually i'd like to do it based on name and/or steam
id).
Code goes a
Have any advice on using c_basplayer.h? I added it to my project and got
about 100 errors in different files :(
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Saturday, December 04, 2004 6:33 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcod
Hi
I'm trying to get NPCs to work in a multiplayer mod. What I've done use
use the single player code and run it with a net_start, sv_lan 1,
maxplayers 10 before starting the map. Players join fine, but NPCs just
sit there.
I worked out that it is the maxplayers variable that changes how NPCs
behav
well, in summary, mat, if you want to change how the HUD is drawn or how the
player selects weapons or something similar, the client side is what you
want. but if you want a new weapon or model, a new game mode or bots or
something, you will need the server side code
-Draco
__
Well, I figured out that I have to attach the debugger _before_ starting
srcds. Oops :)
-David Anderson
On Sat, 4 Dec 2004, David Anderson wrote:
Sorry if this has been answered already...
When I load a debug build of my server plugin, srcds brings up a window
titled "Error" that says: "M
I believe you're after IsAlive() && IsPlayer(). See also IsPlayerDead()
On Sat, 4 Dec 2004 17:58:38 -0500, Josh <[EMAIL PROTECTED]> wrote:
> Anyone know this?
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Josh
> Sent: Saturday, December 04,
I know, I was just stating that if you wanted to play a little HL2, you
would need to remove the steam.dll and the steamapp.cfg, else you would
get kicked out of the game with an error.
Alfred Reynolds wrote:
You cannot debug app launch basic HL2 (nor do you need to, you need to
debug your own mod
Sorry if this has been answered already...
When I load a debug build of my server plugin, srcds brings up a window
titled "Error" that says: "Module bin/ is a debug build".
Then it exits. I built the sample serverplugin in debug mode fine, did I
leave something out in my new project file?
Thanks,
Sorry, my fault, LogPrint is working now. I thought I used a
overwritten Log(), but my program used the non working Log().
Greets
Ronny
Use engine->LogPrint(), I just confirmed that it works in a server
plugin. Log() appears to have a bug, I will look into it. You need to
have logging enabled (via
Anyone know this?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent: Saturday, December 04, 2004 3:47 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Determining when a player is dead or alive (as well as
if they're a bot)
This is a multi-part messag
Use engine->LogPrint(), I just confirmed that it works in a server
plugin. Log() appears to have a bug, I will look into it. You need to
have logging enabled (via "log on") for LogPrint() to log to log files.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On B
how do I get a player's rotation from their edict?
On Sat, 04 Dec 2004 16:31:35 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> john smith wrote:
>
>
> > Is there a way to get the vector the player is looking at in a plugin?
>
> Convert the edict rotation to a vector?
>
> --
> Jeffrey "
john smith wrote:
Is there a way to get the vector the player is looking at in a plugin?
Convert the edict rotation to a vector?
--
Jeffrey "botman" Broome
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Nope, you are wrong, that does not work.
Greets
Ronny
For a plugin you should use FCVAR_PLUGIN.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Saturday, December 04, 2004 12:52 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Co
Actually,
in for team play I probably do not need to add these to
[multiplay_gamerules.cpp] or [multiplay_gamerules.h]
I would need to add these to [teamplay_gamerules.cpp] and
[gamevars_shared.cpp]
This correct?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t
Is there a way to get the vector the player is looking at in a plugin?
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Logging is on, files are created, all usual log goes into
it, but nothing from my serverplugin. Its running under
cs:s.
Greets
Ronny
Make sure you enabled logging (via "log on") otherwise logging produces
no output.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED
Actually couple things
1) Is it possible to rotate different game modes?
The game modes will be ts_mapname or sc_mapname
the ts (team survival) and sc (some other cool mode)
Will be determined by the map.
In the config
I wanted to add something like this (server.cfg)
mp_ts_maprounds = 4
mp_ts_map
I thought I tried that, clearly I didn't, THANK YOU! :-)
Ignore my previous reply I was still downloading mail at the time.
- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 04, 2004 8:52 PM
Subject: Re: [hlcoders] Console comman
It's a server command, so a client needs to use "rcon" to execute server
commands. You should use ClientCommand() for client commands :-)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Saturday, December 04, 2004 1:14 PM To: [EMAIL PRO
Thanks,
I do understand how client / servers work however,
You explained some more things I was not so sure about.
Thanks again..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, Dece
Fine but then how do I register a command so the clients can call it?
And don't tell me it can't be done because I have done it and so have
AMX/AM/etc on 1.6.
If I use CON_COMMAND in the serverplugin_empty.cpp it does not work on a
client. It gives you an unknown commaand error, works on the server
For a plugin you should use FCVAR_PLUGIN.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Saturday, December 04, 2004 12:52 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Console command
for clients?
> CON_COMMAND_F with flag
CON_COMMAND_F with flags FCVAR_GAMEDLL should fit
your needs.
Greets
Ronny
In the default plugin project if I register a console command within
'convar.cpp' the clients can "see" and use the command as well as the
server
console. If however I register a command within 'serverplugin_empty.cpp'
the
FCVAR_NOTIFY causes a message to be printed in players console when the
value is changed.
FCVAR_REPLICATED causes the cvar value to be sent (replicated) to all
clients (so it is required to make FCVAR_NOTIFY useful).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECT
Yup, gmail makes it just like a forum .. the only thing is you can't
edit your posts :P
but it still fails sometimes .. like the SV: some people/clients put
in the subject and stuff like that.
On Sat, 4 Dec 2004 13:54:07 -0600, john smith
<[EMAIL PROTECTED]> wrote:
> I agree also.
>
>
>
>
> On S
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How can I determine if a user is dead or alive? Will I need to catch the
game_events and keep track myself? Or can I access something like v.deadflag
in HL1.
Also, how can I determine if the user is
im getting this error when i try to compile in VC++ 6 using the
information published on here earlier
(http://hl2sdk.wolferix.de/index.php/Compiling). same line.
On Thu, 2 Dec 2004 18:45:32 +1000, Draco <[EMAIL PROTECTED]> wrote:
> this is the only error i still get when compiling client dll
>
>
The CreateMessage() system rate limits the speed at which you can send
messages to clients (read the code for details), you are seeing this.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye
Sent: Saturday, December 04, 2004 3:39 AM To:
[EMA
Make sure you enabled logging (via "log on") otherwise logging produces
no output.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Saturday, December 04, 2004 5:54 AM To:
[EMAIL PROTECTED] Subject: [hlcoders] Log currently not
w
I am working on adding some gametype options for the game modes which will
be included in a mod..
[multiplay_gamerules.cpp]
ConVar mp_timelimit( "mp_timelimit",
"0",
FCVAR_NOTIFY|FCVAR_REPLICATED,
"game time per map in minutes" );
I am not sure what the FCVAR_NOTIFY|FCVAR_REPLICATED is used for o
VGUI2 is a client side system, it has nothing to do with servers (it's a
framework to draw complex UI's).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Freecode
Sent: Saturday, December 04, 2004 11:12 AM To:
[EMAIL PROTECTED] Subject: [hlcoders]
You need to query Ieffects from the gameFactory, not the
interfaceFactory (the game provides the effects, not the engine :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Saturday, December 04, 2004 9:25 AM To: [EMAIL PROTECTED]
Subject
You cannot debug app launch basic HL2 (nor do you need to, you need to
debug your own mod :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Saturday, December 04, 2004 11:20 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] can't
Plugins are server side only, putting them in convar is wrong and won't
work. You need to register them in serverplugin_empty.cpp.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Saturday, December 04, 2004 12:23 PM To: [EMAIL PROTECTED
Yes, the path can be absolute.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke Sent: Saturday, December 04, 2004 2:56 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Server plugins
> Alfred Reynolds wrote:
> >
> > All binaries sh
In the default plugin project if I register a console command within
'convar.cpp' the clients can "see" and use the command as well as the server
console. If however I register a command within 'serverplugin_empty.cpp' the
client can not see the console command but the server can.
I would just regi
r00t 3:16 wrote:
If I understand "botmans" post correctly.
This might not be as technical as botmans explanation
The rocket launcher is on the client side, because the client needs to know
about it.
If there was no code about a rocket launcher on the client side, the client
would not be able to
I agree also.
On Sat, 4 Dec 2004 19:39:47 +, John Carr <[EMAIL PROTECTED]> wrote:
> i have to agree with you. i have 26 unread "conversations" right now -
> so much easier to handle that number of emails than if id still had to
> trawl through outlook, mail by mail.
>
> john
>
>
>
>
> On Sat,
i have to agree with you. i have 26 unread "conversations" right now -
so much easier to handle that number of emails than if id still had to
trawl through outlook, mail by mail.
john
On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]> wrote:
> I have to admit that I've enjoyed the
I wouldn't mind seeing TFC:Source code released.:)
On Sat, 04 Dec 2004 16:09:19 +0100, Sylvain Gravejat
<[EMAIL PROTECTED]> wrote:
> With the release of HL2 Deathmatch, I was expecting the SDK code base to be
> the DM. I'm guessing it would be a much better base for most modders. Any
> chan
I have to admit that I've enjoyed the ease and use of gmail and the
grouped conversations. But it wasn't until I used it to sign up to a
mailing list (this list) that the power and convienence of grouped
conversations makes dealing with list emails a million times easier!
I have to say if your not
Well, this method worked, but it does not work for the original HL2
game. I tried to play a little HL2 and the game would kick me out with
an error of something like failed to connect to server relating to some
download. I took out the two files mentioned and it no longer happened.
Taylor Sherman w
Now that Source introduced VGUI2 is it possible to change a clients
vgui server-side or is it still done by client-side?
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If I understand "botmans" post correctly.
This might not be as technical as botmans explanation
The rocket launcher is on the client side, because the client needs to know
about it.
If there was no code about a rocket launcher on the client side, the client
would not be able to use it.
The
Mod: Half-Life 2: Deathmatch
I can get the armor through IPlayerInfo->GetArmorValue() but I can't
figure out how to get the player's health. :(
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OK so I was trying to do like the muzzle effect today. I declared this at
the top by the other interfaces:
IEffects *effects = NULL;
Then in Load I added effects =
(IEffects*)interfaceFactory(IEFFE
I found this to be somewhat useful when researching the issue:
http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179643/
sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glance&s=books&n=50
7846
However, the vgui_controls code in the SDK should allow you to do a lot
of this (ad
With the release of HL2 Deathmatch, I was expecting the SDK code base to be the
DM. I'm guessing it would be a much better base for most modders. Any chance of
seeing the HL2DM code released?
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my 0.01 $
the server manage entitys that have full information (origin, model,
health.. etc.) when a client its connected, vising its calculated from
the map, a subset of everything that exist will be send to client, the
entitys withouth model will not bet send (except flames and other visual
fx s
Matthias Buchetics wrote:
Hi everybody,
I am completely new to Half-Life Modding or Modding in general. I
started playing around with the code a little bit but I am still
confused about what to change where when it comes to the client/server
architecture HL uses even in the singleplayer mode. For e
Yeah ya know I would love to see someone on this list send a paragraph or
two on the basics of how the client and server DLL work with the engine.
I still don't understand.
I remember trying to understand this way back with quake.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Yes , open it with hammer and compile to a bsp then you can play it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, December 03, 2004 10:19 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Newbish question
This is a multi-part messag
Hi everybody,
I am completely new to Half-Life Modding or Modding in general. I
started playing around with the code a little bit but I am still
confused about what to change where when it comes to the client/server
architecture HL uses even in the singleplayer mode. For example the
sample mod tuto
Hi,
I tried to log with Log() and with engine->LogPrint.
Both doesnt log into logfile. Can anyone confirm this?
cu
Ronny
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Ive got the DLL to load and
testing the built in ClientCommand function
with the canned "rich","msg", and "menu" commands
they only fire maybe 2 out of 3 times.
I enter in the console rich
and it brings up the dialog...(Nice by the way)
and then a while later Ill try it again and it doesnt
come up
You can't sorta --- Though you might need to do some hacking to get it to
actually fire the say, this acts as more of a blocking hook.
CON_COMMAND( say, "say hook")
{
char buf[128] = "say ";
for(int x=1; xCmd_Argc(); x++)
{
strncat(buf, engine->Cmd_Argv(x), sizeof(buf));
strn
Alfred Reynolds wrote:
>
> All binaries should be placed in a bin/ directory, I am considering
> making a addons/bin/ folder
I'm all for that. =)
Can the path also be an absolute path?
Florian
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That is very cool actually.
However I believe from what the SDK docs state.
Picking up objects etc will not be allowed in multiplayer based games.
So you really won't be able to stack objects like that in MP based mods.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "C
Thanks!
Does anybody of any resoures on the internet about coding unicode
stuff and the like?
On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> The Source engine fully supports the unicode character set. We do not
> currently support right to left text entry. Mods ca
Michael, did you play hl1? I played for about 4 years, then moved to
mods and maps. I never liked cs. too much of a bandwagon game. I was
always partial to the learning curve of hl1 with the longjump and
gauss. Yes, newbies get left in the dust, but once you master the
weapons, its a whole new game
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