Re: [hlcoders] Help with strange performance problem

2015-02-17 Thread geotavros
Hi, Sounds like a memory leak. Did you check how much memory is your mod using over time? If it use a lot of memory it can probably start to use swap file memory which leads to significant frame rate drop. If your hard drive indicator is blinking or shining constantly during framerate drops

Re: [hlcoders] Help! Where's my reloading animation?

2013-06-05 Thread m...@tobiasbaumann.net
Thanks for your help. We're using the orange box version (source 2007). This whole networking stuff is pretty new to me so I try to understand it by looking at how the other weapons are programmed. Here's why this confuses me as I can't find a difference between how the animation is called

Re: [hlcoders] Help! Where's my reloading animation?

2013-06-04 Thread Psy_Commando
I might be wrong, but my guess is that by not sending a message and instead calling directly the message associated method, you're leaving the client unaware that it should play that anim. Though its been a while since I played with that. Are you using Alien swarm or the orange box ? On Tue,

Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread m...@tobiasbaumann.net
Hi, The problem is that I'm trying to do this with models which I can not recompile. Like every hl2 prop model. I've tried changing the player hull which gives me different collisions but the actual model is still positioned by 50% into the ground. Do you know where the height value is

Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread m...@tobiasbaumann.net
I don't want to use a third-party tool to do this. I want to change the actual game code so it'll always work. Best regards, Tobias edman747 edman...@gmail.com hat am 25. August 2012 um 05:49 geschrieben: I put that in the entity file for the map. Then used ripent -import the entity

Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread m...@tobiasbaumann.net
Ok that worked. Thank you! :) I'm assuming I can ignore the part inside: CViewVectors g_DefaultViewVectors in the file: shared/gamerules.cpp I made my changes in: HL2MPViewVectors g_HL2MPViewVectors in the file: shared/hl2mp/hl2mp_gamerules.cpp and it worked but I'm still a bit confused as to

Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-09-01 Thread RedEyes Fuzz
hello did you try to compile your model with the $autocenter command ? https://developer.valvesoftware.com/wiki/$autocenter it seem you can create an attachement point and define it to be the origin point of the model. the hull of all prop is build on the boundary box data, if there is no hull

Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-08-24 Thread m...@tobiasbaumann.net
Care to elaborate on where you put that code? Thank you, Tobias edman747 edman...@gmail.com hat am 24. August 2012 um 02:09 geschrieben: had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On

Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-08-23 Thread edman747
had a similar problem with a model on one map. minhullsize -16.5 -16.5 -37 maxhullsize 16.5 16.5 37 origin -1196 1080 -208 model models/holo.mdl On 8/23/12, m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Hi everyone, over the last couple of days I've been trying to fix a problem

Re: [hlcoders] help plugin counter-strike source

2011-01-17 Thread Saul Rennison
The interfaces that CTF uses will have changed and hence the plugin will not load without the updated headers and versions. The only way to fix this issue is to: * create the plugin from scratch yourself * contact the developer to recompile it himself On Monday, 17 January 2011, defraptor sum

Re: [hlcoders] help plugin counter-strike source

2011-01-17 Thread defraptor sum
...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help plugin counter-strike source The interfaces that CTF uses will have changed and hence the plugin will not load without the updated headers and versions. The only way to fix this issue is to: * create the plugin from

Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter

2010-10-25 Thread Marek Sieradzki
On Mon, Oct 25, 2010 at 3:30 AM, Psy_Commando psycomma...@gmail.com wrote: Hi, I’m not sure how mailing list works, I hope I posted at the right address. Anyways, I’ve been messing around with the sdk for some time now, I’ve been working on a starfox 64 like shooter,  and I have a few

Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter

2010-10-25 Thread Harry Pidcock
You can scale physics models in real-time. But these changes will only work for physics and not trace lines. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter

2010-10-25 Thread Adam amckern McKern
You can load a map on start up, just add +map mapname to the shortcut Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 25/10/10, Psy_Commando psycomma...@gmail.com wrote: From: Psy_Commando psycomma...@gmail.com Subject: [hlcoders] Help on implementing a 3rd person

Re: [hlcoders] Help on implementing a 3rd person on-rail starfox64-like shooter

2010-10-25 Thread guill ld
Thanks for the answers. So I'm better off rescaling each individual models if I want vphysic collisions to work properly then? I'll do that then. Thanks. About the map menu, loading a map directly is a good idea, but if the user somehow finds a way to drop back to the real main menu, that could

Re: [hlcoders] Help with externs

2008-11-16 Thread Yorg Kuijs
Got it working now, in a eh rather weird way, but it works fine at least the check for grenade being thrown or not I basically looked at how IsTeamplay works and basically added WasThrown and SetThrown to hl2mp_gamerules the SetThrown is then set in the weapon file and gets it in the grenade

Re: [hlcoders] Help with externs

2008-11-15 Thread Yorg Kuijs
Sorry I didn't answer for a while, got an reply elsewhere and tried that and have been playing l4d demo. Since I didn't get any further I took a look again at the replies I got from the list and got me thinking. Tom, you say make a bool into grenade_frag, but then there's know to set the bool

Re: [hlcoders] Help with externs

2008-11-15 Thread Tom Leighton
When you throw the grenade from the weapon file, and you create the grenade entity, you will get a pointer to that entity. If you make a couple of Set/Get functions for that, when it gets thrown you can set the boolean through those functions. You can read up about

Re: [hlcoders] Help with externs

2008-11-11 Thread Garry Newman
extern is a generic c++ thing.. it just means the variable is defined somewhere else. garry On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote: Hey list, have been fiddling with trying to get the bool fThrewGrenade from weapon_frag to grenade_frag using extern bool but

Re: [hlcoders] Help with externs

2008-11-11 Thread Tom Leighton
I assume thats a member variable of the weapon_frag class, so you would need an instance of that to access the variable. You could simply put another bool fThrewGrenade into grenade_frag and then set that when you throw the grenade? Garry Newman wrote: extern is a generic c++ thing.. it just

Re: [hlcoders] help !!

2008-04-12 Thread steven belmans
nope nothing happenedoo well i screw around with it some more how knows maybe i will get lucky Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also need to add tier0.lib, tier1.lib, vsdtlib.lib

Re: [hlcoders] help !!

2008-04-12 Thread Olly
: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09

Re: [hlcoders] help !!

2008-04-11 Thread Tom Leighton
You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error : in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function public: virtual void

Re: [hlcoders] help !!

2008-04-11 Thread steven belmans
its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005

Re: [hlcoders] help !!

2008-04-11 Thread theY4Kman
You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote: its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders

Re: [hlcoders] Help with server crash please.

2007-11-21 Thread bloodykenny
Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been modified from the Valve SDK default to not do it's if ( pPlayer ) check. At 2007/11/19 08:03 AM, RYell wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, this is an

Re: [hlcoders] Help removing a prop breakable's gibs.

2007-07-16 Thread FoF
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thanks Skillet, yes that was just what I needed, it worked nicely. The fact it was client side stuff got me confused all the time. -- Ángel Oliver (RYell) - Project Lead

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED]

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2;

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Tom Leighton
I didnt write the code, but i put it up there because i kept losing it. The interweb's a big place. I use this for mine, you might want to look for some more recoil animations in the guns themselves. //if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; //if ( m_nNumShotsFired 2 )

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Thankyou! Fixed my problem. Now the recoil animation plays every shot! On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: I didnt write the code, but i put it up there because i kept losing it. The interweb's a big place. I use this for

Re: [hlcoders] Help with Creating Health Bar?

2007-06-29 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Have you read the VGUI documents on the valve developer page? I think I recall seeing a tutorial describing how to do something similar to which you're asking http://developer.valvesoftware.com/wiki/Category:VGUI - Original Message -

Re: [hlcoders] Help identify crash cause on closed source please

2006-11-23 Thread Giancarlo Rivas
-- -- [ Picked text/plain from multipart/alternative ] - That crash has been forever. - To reproduce it I load a map and start strafing and firing until it crashes. I was aiming this more at a valve rep since they could tell me it's trying to play a missing sound or something. -- X-Attachment-Id:

Re: [hlcoders] Help identify crash cause on closed source please

2006-11-22 Thread Nick
A few suggestions: could you post the minidump file? what have you done lately that causes it to crash? when does it crash? can you reproduce it? how? On 11/21/06, Giancarlo Rivas [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I keep getting crashes randomly

RE: [hlcoders] Help with figuring out NPC movement...

2006-01-27 Thread Matt
: [hlcoders] Help with figuring out NPC movement... Matt wrote: If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. I'm not a coder, but from

Re: [hlcoders] Help with figuring out NPC movement...

2006-01-27 Thread Chris Harris
and I will definitely look into your suggestions, thanks much. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Thursday, January 26, 2006 9:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Help with figuring out NPC

Re: [hlcoders] Help with figuring out NPC movement...

2006-01-27 Thread Adam \amckern\ Mckern
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Thursday, January 26, 2006 9:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Help with figuring out NPC movement... Matt wrote: If anyone could help with a brief walk through of the code or some

Re: [hlcoders] Help with figuring out NPC movement...

2006-01-26 Thread Adam \amckern\ Mckern
You might want to contact sniper at www.svencoop.com (he might not answer for a while due to the car acident he was in) he has made some wonderful changes to HL1 NPC's and the code should be an easy port to HL2. Adam --- Matt [EMAIL PROTECTED] wrote: This is a multi-part message in MIME

Re: [hlcoders] Help with figuring out NPC movement...

2006-01-26 Thread Spektre
Matt wrote: If anyone could help with a brief walk through of the code or some sample code on how to changes things in that general area or even a good place to go to find out more info, that would be incredibly helpful. I'm not a coder, but from a level designer's standpoint and a gameplay

Re: [hlcoders] Help with Tracers

2005-08-22 Thread Teddy
Have you tried the C_BasePlayer::MakeTracer(...) function? If that's not working, try the running UTIL_Tracer() on the client On 8/23/05, Michael Kramer [EMAIL PROTECTED] wrote: Im having some problems with a tracer im making. It won't show up at all...can someone direct me to some code that

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Zach Brockway
He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Zach Brockway
er...I realized you probably realized that. Don't mind me, I'm really tired. On 7/14/05, Zach Brockway [EMAIL PROTECTED] wrote: He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Michael A. Hobson
Zack: In order to get the right version of GCC as well as everything it depends upon, it's easier for him to just install an older Fedora Core. I'm pretty sure he set up Fedora Core 4 just for building Source on Linux, so it's not like he's going to lose anything but a little time. At 02:23 AM

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. Does anybody know another distrubution that dosent need 4 discs to install, which can build source? On 7/14/05, Michael A. Hobson [EMAIL PROTECTED] wrote:

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Jeff Fearn
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser, I'm a god damn linux nub. I'm loosing track of who is who here ... are you using Fedora? Googling for 'XML Parser rpm' first link

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] If I could kiss you I would ;) On 7/14/05, Jeff Fearn [EMAIL PROTECTED] wrote: On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I wish there was an easy way to install that XML parser,

[hlcoders] Re: [hlcoders] help with ../dlls/./entityoutpu t.h:126: error: ‘Vector’ is not a template type

2005-07-14 Thread Fabian Schreyer
I don't know how to fix this, but I would recommend you using Fedora Core 3 (or a 3.4.x version of gcc), which works fine for me. On 7/13/05, Nick [EMAIL PROTECTED] wrote: $ make if [ -z /usr/bin/gcc ]; then echo Compiler not defined.; exit; fi if [ ! -d . ];then mkdir .;fi cd . if [ ! -f

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Jeff Fearn
On 7/14/05, Ben Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If I could kiss you I would ;) Ben had better be short for Benita! ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-13 Thread Nick
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Make sure you are using GCC 3.4.1 or above. - Alfred I'm using fedora core 4, with gcc 4.0? does that count or do i need to downgrade to 3.4, or give gcc 4.0 some special compile options ___

RE: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-13 Thread Alfred Reynolds
4.0 has not been tested, you should use the 3.4.x series. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Wednesday, July 13, 2005 6:04 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help with ../dlls/./entityoutput.h

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-13 Thread Nick
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works ___ To unsubscribe, edit your list preferences, or view

RE: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-12 Thread Alfred Reynolds
Make sure you are using GCC 3.4.1 or above. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, July 12, 2005 10:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector'

Re: [hlcoders] Help debugging half-life 1 mod

2005-06-16 Thread Jeffrey \botman\ Broome
Kuja wrote: Hey, all. Normally I wouldn't bother the list with this question, but I've exhausted every other resource in trying to figure out my problem. I am completely and totally unable to debug my mod in steam half-life, or even won half-life. I am unable to do it when attaching, when

Re: [hlcoders] Help with HL1 SPR file format

2005-02-25 Thread Rodrigo 'r2d2rigo' Diaz
Thanks, I discovered that thing a while ago! Sprite data are references to palette colours, and I thought they were RGB triplets :) On Thu, 24 Feb 2005 21:00:42 +, Philip Searle [EMAIL PROTECTED] wrote: Rodrigo 'r2d2rigo' Diaz wrote: Hi, I want to load a SPR file to use it as a texture in

Re: [hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Philip Searle
Rodrigo 'r2d2rigo' Diaz wrote: Hi, I want to load a SPR file to use it as a texture in one OpenGL program. I have based my code from the one in sprgen.c. For testing, I'm using a single frame 256*256 sprite, and I follow this order for reading the data: -1 struct dsprite_t (sprite header) -1 short

RE: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-29 Thread Michael Shimmins
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Striemer Sent: Friday, November 29, 2002 2:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] help [ Converted text/html to text/plain ] i have set

Re: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-28 Thread Sniper
That's more of a mapping problem. Visit Valve-ERC to learn how to setup Worldcraft/Hammer correctly. http://www.valve-erc.com -Sniper - Original Message - From: Mark Striemer [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, November 28, 2002 7:00 PM Subject: [hlcoders]

Re: [hlcoders] help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2002-11-28 Thread Mark Striemer
[ Converted text/html to text/plain ] i have set it up correctly and it was working fine but i just compiles once and it started using tfc for no reason Mark Striemer (image) From: Sniper Reply-To: [EMAIL PROTECTED] To: Subject: Re: [hlcoders] help

Re: [hlcoders] help

2002-10-14 Thread Oskar 'Zoot' Lindgren
omg, it is true. - Original Message - From: David Flor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 14, 2002 11:09 PM Subject: [hlcoders] help -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent:

RE: [hlcoders] help

2002-10-14 Thread David Flor
ARGH! Rats... I follow instructions and what do I get??? Public humiliation! Never mind... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of David Flor Sent: Monday, October 14, 2002 5:09 PM To: [EMAIL PROTECTED] Subject: [hlcoders] help

RE: [hlcoders] help!

2002-04-02 Thread Michael Shimmins
Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch ) { // generic half-life return new CHalfLifeRules; }

RE: [hlcoders] help!

2002-04-02 Thread Dynerman David M
]] Sent: Tuesday, April 02, 2002 7:34 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] help! Sure you can. Just make different gamerules for each, and then check a cvar setting and create the required gamerules based on that cvar value. Ie: if ( !gpGlobals-deathmatch

RE: [hlcoders] help!

2002-04-02 Thread Michael Shimmins
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