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If its the same as VGUI1 its scaled so that 640x480 is fullscreen.
Coordinates of 320x240 will give you the center point of any screen
resolution.
On 4/17/07, Joel R. [EMAIL PROTECTED] wrote:
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I've successfully run 2005 on Vista for a while now with no issues. Haven't
done any HL2 with it, but for other projects everything has worked fine.
- Shimms
On 3/26/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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Are Erik and Eric still around?
On 3/8/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Alfred Reynolds wrote:
He has been busy preparing for GDC (which he is now at).
...and whatever happened to that Alfred guy that used to make Admin
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Sounds like there needs to be a Valve open day to help answer all these
questions ;)
On 3/9/07, Nick [EMAIL PROTECTED] wrote:
I want to know what happen to the guest passes and why I didn't get get
one :(
On 3/8/07, Minh [EMAIL PROTECTED]
I don't have time to add stuff at the moment (?! How do I have time to post
here...) But I though it might be a good idea to flesh out the paragraph
you've got on putting a few new lines of code into a function to explain the
concepts of encapsulation and cohesion.
- Michael
-Original
Hello,
I don't know what you've tried - you didn't mention how you've setup
debugging.
Have a look at http://articles.thewavelength.net/650/ and see if that helps.
Michael
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Sunday, 12 December
How on earth can you make such a claim? You think just because it isn't
implemented in HL2 that the Source Engine isn't capable of it?
Who's to say HL2 exposed 100% of the functionality of the Source Engine.
Why not wait until we see what can be done with it, before blindly
stipulating that
support in Source
Engine
At 02:42 AM 11/29/2004, Michael Shimmins wrote:
How on earth can you make such a claim? You think just because it isn't
implemented in HL2 that the Source Engine isn't capable of it?
Who's to say HL2 exposed 100% of the functionality of the Source Engine.
Why not wait until
Look at it closer omega, the decal and laser spot are reflected. That wall
continues, and there is a mirror at right angles to it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Sunday, 28 November 2004 12:12 AM
To: [EMAIL
What determines the colour of text in the new VGUI console? As far as I can
tell, there's no way for it to determine whether the engine or the game DLL
is printing to it yet it variously prints in white or brown.
The Scheme Text files from memory determine the colour of things. If not
then its
XML comments are essentially the same as JavaDocs.
A program parses the text file and creates an XML file out of it. This file
can then be used to create a website using a 3rd party tool.
This is pretty similar to Java Docs except JavaDocs goes straight to HTML
not via XML.
Michael
I'm into deducting marks from my students for not doing them :P
Michael
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
Andrews
Sent: Sunday, 31 October 2004 11:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] A Half-life wiki?
Michael
I don't know if it's a good idea to divide our resources even more. I think
rather than start yet another resource, we should perhaps concentrate on
extending an existing one.
I know The Wavelength will be supporting HL2 with articles, discussion,
tutorials etc. The VERC no doubt will too.
But my point is *why* can't TWL have that? The mechanism is in place to do
it, people just don't.
Michael
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend
Sent: Sunday, 31 October 2004 12:01 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders]
Jeff,
The Academic version of VS.NET is reasonably priced - if you're not
developing for commercial purposes, its quite a good buy.
Michael
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Thursday, 21 October 2004 1:09 PM
To: [EMAIL
It *might* differ country to country, but I know in Australia, you can use
the Academic version for anything other than making money. Non-profit
organizations can use the academic version for instance and distribute their
applications without any legal woes.
Michael
-Original Message-
Er, isn't it part of the Microsoft C Runtime Library that contains standard
C library functions such as printf, memcpy, and cos?
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield
Sent: Saturday, 5 June 2004 8:23 PM
To: [EMAIL
First off with the DoD thing, try it and see.
Secondly, in terms of uploading a file without the person's knowledge
is un-ethical and commonly known as spy-ware.
Up to you though.
Russell Vaughan wrote:
Can anyone tell me if Day of Defeat supports spawning grenades. The only
things that are
This has been answered many times.
Any Valve owned content can be used in a mod that will be played on the
Half-Life engine.
[EMAIL PROTECTED] wrote:
Again, I know this is probably not the best place to ask this question,
but it seems to be the best place to get a quick answer :-)
My question
I'm pretty sure you need the Character Studio SDK which has the phyexp.h
file amongst other things.
I could be wrong though.
- Michael Shimmins
Vyacheslav Djura wrote:
Hi all! This is question for those, who have 3dsMax5 and SDK.
I can't compile .smd export plugin, using SDK of Max5 - it tells
has always been very propmt as have the others I've emailed.
If that fails, *gasp* ring them.
Michael Shimmins
Ooks Server wrote:
And good luck...I've done this several times, and no one at Valve ever
returned my emails. If they can't give a definitive answer, their response
will be a luke warm non
Tan Theodore wrote:
I managed to extract the files within the counter-strike.gcf file. I
would
like to use the galil and FAMAS weapon sprite for my mod and so
happens that
the two sprites appears to have CS:CZ weapon selection too. If I'm not
mistaken, I think it's 640hud17 and 640hud18.
Question
Email someone directly at Valve, such as Erik, or Scott. They should
be able to help, or at least, direct you to someone who can.
- Shimms
Tan Theodore wrote:
I managed to extract the files within the counter-strike.gcf file. I
would
like to use the galil and FAMAS weapon sprite for my mod and
knows your shit. Too bad :/
Michael Shimmins
Sesechial Software
Phone: +613 9504 3665
Fax: +613 9504 3488
Mobile: 0407 643 414
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in error, please contact us
Have a look at the player spawn function, and step through it from there,
seeing if EnableControl, velocity, or stuff like that is changed (for not
being able to move).
As for thirdperson, have a look in view.cpp client side to see what's going
on with that.
Michael Shimmins
Sesechial Software
Dude, just shut up.
Keep it to half-life coding, not wavelength/any other website bashing yeah?
Michael Shimmins
Sesechial Software
Phone: +613 9504 3665
Fax: +613 9504 3488
Mobile: 0407 643 414
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a 32bit TGA file format, the first 24bits are the colour,
the next 8bits are the alpha map.
Photoshop has some problems with alpha from memory, Paint Shop Pro works
like a charm.
Hope this help.
Michael Shimmins
Sesechial Software
Phone: +613 9504 3665
Fax: +613 9504 3488
Mobile: 0407 643 414
just edit the command line arguments - or at least I
thought - but even then it still seems to not allow commands such as give,
noclip etc.
Am I missing something?
Any help would be much appreciated,
mailto:[EMAIL PROTECTED] Michael Shimmins
file:///C:\Documents%20and%20Settings\Shimms
of confusion now, but either way, it seems there is mutual
recognition of steam's failings.
I do hope that at some stage (preferably sooner rather than later) some docs
are produced on utilising steam and developing for steam.
Michael Shimmins
Sesechial Software
Phone: +613 9504 3665
Fax: +613 9504
Good old trigger hurt in Quake - deal out 666 damage :P
Michael Shimmins
Sesechial Software
Phone: +613 9504 3665
Fax: +613 9504 3488
Mobile: 0407 643 414
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condition of the if statement (!pPlayer = NULL) will
return true, and it will then try to call !pPlayer-IsNetClient() causing
your crash.
It may be working all over in the SDK because in other areas pPlayer is
accurate. Check in this instance to ensure it is.
Hope that helps
Michael Shimmins
will have a better understanding to
aid in timely releases of mods.
I for one can't wait to get my paws on the HL2 SDK to see what its all
about.
Michael Shimmins
Sesechial Software
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behind the production of a mod. Good advice.
Michael Shimmins
Sesechial Software
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in error, please contact us and delete all copies. Before opening or using
attachments
Register a mod?
But apart from that, 10 days isn't that long to be waiting mate, the
people at Valve are pretty busy, patience is a virtue.
Shimms
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [LMS]007
Sent: Monday, March 24, 2003 12:53 PM
To: [EMAIL
There is a dll in the root HL folder called vgui2.dll
If you can work out how to use it, I _think_ it might help, although I'm
not sure at all, just a quess - I dont even know if it has scaling in it
yet, or if its VGUI v2 dll or a second dll for vgui1 etc.
Shimms
-Original Message-
I thought of it afterwards, and Omega said it too, you'd need the lib
file or know all the imports/exports anyway.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Shimmins
Sent: Monday, March 24, 2003 12:58 PM
To: [EMAIL PROTECTED]
Subject: RE
Michael Shimmins tutorial
(http://hlpp.telefragged.com/tuts/multi-fire-modes.htm) and have thus
far been unable to get it to work it to work. I gave up on it before
when Michael himself was helping me with it and now have decided to
tackle it again. It seems that the the code gets stuck
You know it doesn't really matter how I do it, it doesn't need to be
secure if somone wants to get through it they can just type 'noclip'
Thanks anyway guys.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Michael
Shimmins
Sent: Monday, February 03
menu for the user to enter a
pin code. If the pin is correct the door should open if not then it
should remain closed.
Ideally this should be able to be done so that the player can't emulate
it via console commands etc.
Anyway, looking forward to your ideas,
Thanks,
Michael Shimmins mailto
Yeah using a user var sounds like the way to go.
Lag isnt' an issue, doors will just open normally in MP, this is for SP
story only.
Could use a vuser. Store the ID of the door in the first element, pin
in the second and granted/denied in the third or something.
Ok thanks for the help guys,
it is, depending on how you wish to use it.
Michael Shimmins
The Absconder Effect
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Bud-froggy
Sent: Wednesday, January 15, 2003 5:03 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Accessing Time on Server per
Ah right, sorry connected to server not map.
Good point :)
Michael Shimmins
The Absconder Effect
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Avatar-X
Sent: Wednesday, January 15, 2003 5:58 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Accessing
.
Does anyone have any other ideas about how to do motion blur?
Cheers,
Michael Shimmins mailto:[EMAIL PROTECTED]
The Absconder Effect (http://www.tae-mod.com)
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Hi,
Thanks for your response however your idea would only work on models,
not worldbrushes.
Thanks though,
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris
'Tal-N' Blane
Sent: Sunday, January 12, 2003 3:02 PM
To: [EMAIL PROTECTED
As I said back when you asked, email Eric and ask him to forward it onto
the relevant people.
I recently did this and got a response pretty quickly considering the
time of year (which I forgot when I chased it up :/ oops).
It'd be better to email them directly than asking here.
Michael Shimmins
Write them a harsh Letter of Demand stating your intention to persue
legal action should they not stop what they are doing.
This usually gets a good response, works even better if you have a law
firm to do it for you.
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto
As he mentioned, the key bindings aren't an issue, it's the menu items
that are.
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Sunday, December 29, 2002 6:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Saving
( ALERT_TYPE atype, char *szFmt, ... );
#endif
Then include alert.h in any file you want to use alerts in.
Hope this helps,
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of geoff c
Sent: Friday, December 20, 2002 2:26 PM
To: [EMAIL
users find their
AuthID so they can enter it when applying for Beta Testing?
Thanks,
mailto:[EMAIL PROTECTED] Michael Shimmins
The Absconder Effect
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?tae_ai_cpp
As I said at the start, I've got no idea what I'm doing here, so if I've
missed something obviously belt me with a bit of salmon and let me know.
Thanks,
Michael Shimmins mailto:[EMAIL PROTECTED]
The Absconder Effect
___
Important
You can add more buttons such as IN_ATTACK etc.
http://hlpp.telefragged.com/tuts/multi-fire-modes.htm
If you have probs, email me at [EMAIL PROTECTED] not
[EMAIL PROTECTED] as it says to.
Hope this helps,
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message
Although as already pointed out this is a Coding forum not a Mapping
one, make sure Don't run game when finished is checked in your compile
options. This will prevent it from running the game when the map
compilation process finishes.
Hope this helps.
Michael Shimmins
The Absconder Effect
their velocity to 0, so they can't move, but as
for the console? I thought about checking the 'is console down' flag
(forgotten what its called), and if it's down don't enter the text into
the box, but I don't have access to the .cpp file to do this in.
Any ideas?
Thanks,
Michael Shimmins mailto:[EMAIL
Uh.
You can copyright a rifle.
All models are copyright, Valve gives us permission to use any resource
from a Valve made mod, such as TFC, CS etc, as well as normal HL.
Michael Shimmins
The Absconder Effect
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf
was playing around trying to get model loading for VGUI menus working,
and stumbled across this strange behavior.
Thanks,
Michael Shimmins mailto:[EMAIL PROTECTED]
Sesechial Software
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It would probably be best to email Eric directly. He can then make sure
they get to the right people in Valve.
[EMAIL PROTECTED]
Hope this helps,
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto
Sent
You can't get much more direct than by asking Valve now can you?
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto
Sent: Saturday, November 16, 2002 11:51 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] SDK
All we are saying is write to Valve, as they know the answer, and then
let us know. That way we all find out.
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Kratisto
Sent: Saturday, November 16, 2002 12:55 PM
happy to restrict your mod to OGL only, are there any
problems with inlcuding OGL headers, such as gl\glu.h and gl\gl.h?
Thanks for your help guys,
Michael Shimmins mailto:shimms;tae-mod.com
Sesechial Software
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. That way on everymachine it always gets there at the
same time, sure on the higher end machines it may get there more
smoothly, but they end up at the same time none the less.
Michael Shimmins
Sesechial Software
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Hi,
Is there a way to move the camera +- 5 units on a set axis?
I tried ViewAngle as I thought its just the angle not the view origin.
Thanks,
Michael Shimmins mailto:shimms;tae-mod.com
Sesechial
Have a look at the egon code, it does it as you fire, not straight
after, but you should be able to see how it does it, and adapt it to
your needs.
Hope this helps,
Michael Shimmins
Sesechial Software
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Hi,
I'm trying to find the definition of Overview_GetOverviewStat and
Overview_WorldToScreen(.). I just ported from 2.1 to 2.3 and when I try
to compile its telling me that those two functions are
of offset hacking in view.cpp client side.
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of botman
Sent: Tuesday, October 29, 2002 11:13 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Fog in Software Mode?
The water-hack
This is a multi-part message in MIME format.
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Hi,
This may be one for Valve, but who knows someone else may know. I'm
after information on the .spr file format, how it differs from BMPs etc.
What I want to do is load a SPR image on a Visual
Thanks for the help,
Michael Shimmins
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Ken Birdwell
Sent: Monday, October 28, 2002 2:52 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Sprite File Format
Look in engine\spritegn.h
I heard Santa Clause existed and was going to give it to Valve as a
present.
Speculation sucks.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Maximilian
Marx
Sent: Sunday, June 16, 2002
The SDK is the two dlls, it doesn't have the engine with it.
Although there are some engine files there for reference, thats all
they're for, reference. Even if you do edit them, the changes wont be
in game.
Quite a simple question which only Gearbox and Valve can probably
answer.
I'm just
;
An flFraction value of .5 means the end point was 50% of the length of
the traceline.
Be sure to check that it did hit something though, ie:
if (tr.pHit) // it did hit something.
Hope this help,
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
I'm trying to make a water slash effect
Take the origin of the traceline (XYZ) add the vector of the end point
multiplay by the flFraction and you have the point of impact.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Persuter
Half-Life can't scale sprites by default.
You could either code a method of scaling, or just do the norm and tile
sprites. I think it takes about 16 sprites to do it.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto
If you just want to edit your demos why not just use an external program
to convert them to avis then edit them in Premier or some other edit
program?
http://www.planethalflife.com/vision has some good tuts I think.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original
Hi,
Yeah I'm setting it in VidInit just declaring it in the class
definition.
I moved the HSPRITE defs into the void space of the .cpp file and it
seems to work fine now. A bit of a hack that I don't like, but meh.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original
Actually you can have at least up to 512x512 as we use them in TAE.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
Sent: Saturday, April 13, 2002 3:11 AM
To: [EMAIL PROTECTED
Yeah we experienced the same thing, just pointing out it is possible,
sorry should have been clearer.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris Glein
Sent: Saturday, April 13
(deathmatch) game, if not,
sets the gamerules to the single player gamerules.
If it was a multiplayer game, goes through the different options,
deathmatch classic, teamplay, etc.
Hope that helps,
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL
Lol, /me blushes :p
Oh well,
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Dynerman
David M
Sent: Wednesday, April 03, 2002 11:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] help
I'm running WinXP Pro with VS .net and am having no problems what so
ever. The only problem I had was installing the 64 bit drivers for my
video card, then realising what I had done :( (I don't have a 64 bit
processor).
Oh well, that wasn't Windows XP's fault anywho.
Michael Shimmins
Blagh, this is annoying me, what does AFAIK stand for?
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Florian
Zschocke
Sent: Friday, 8 March 2002 9:40 AM
To: [EMAIL PROTECTED]
Subject: Re
Ah good good as I can't find my CD.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Jeff Fearn
Sent: Tuesday, 12 February 2002 10:23 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VPP Code
I think I have it on CD somewhere. I will look and let you know.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Philip Plante
Sent: Tuesday, 12 February 2002 3:55 PM
To: [EMAIL PROTECTED
a bit
silly, yet I don't want to delete them.
What have other people done regarding this? Specifically from Outlook.
Thanks,
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
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Yeah thats why I don't want to delete them, just archive them out of
Outlook.
I know I could browse them on the site, just I would also like them as a
reference on the road when I'm away from out network here (and hence the
internet).
Any Ideas?
Michael Shimmins
The Absconder Effect (http
Thanks, I will do that.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Dynerman
David M
Sent: Thursday, 7 February 2002 5:28 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] What to do
I
might not undestand your question properly, but why not just send the data from
the server (for the polls) to the client in one
message:
MESSAGE_BEGIN(...)
WRITE_STRING( "pollquestion1" );
WRITE_BYTE( value );
etc
MESSAGE_END();
Michael ShimminsThe Absconder Effect
I agree, the IDE is allot nicer, and you can
do stuff like collapsing functions etc: http://www.tae-mod.com/~shimms/cppnet.jpgetc.
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf
EH?
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of
KujaSent: Tuesday, 15 January 2002 11:39 AMTo:
[EMAIL PROTECTED]Subject: RE: [hlcoders] .net and the
HL SDK
How
Half-Life isn't the Quake
engine. Its based on the quake engine.
There is very little of
the original Quake engine left in it.
Michael
Shimmins
The Absconder Effect (http://www.tae-mod.com)
-Original Message-From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf
Dave, are you from Infinity/Talking about Infinity that used to have their
site at http://www.games-fusion.net/~infinity and at one stage
http://cgi-bin.spaceports.com/~usmc/wow ?
Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)
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