I think you missed the sarcasm.

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

They use their tools to make their games to make lots of money and
game of the year... again.

2009/8/6 botman <botman.hlcod...@gmail.com>:
> How else is VAVLe going to be successful unless they listen to our
> helpful comments?  It's obvious they don't know what they are doing and
> need our help.
>
> On 8/5/2009 5:47 PM, Garry Newman wrote:
>> They're probably too busy doing actual work to respond to a list of
>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>
>> garry
>>
>> On Wed, Aug 5, 2009 at 11:34 PM, Nick<xnicho...@gmail.com>  wrote:
>>> I like how valve has absolutely no response to make regarding this
subject.
>>>
>>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison<saul.renni...@gmail.com>
 wrote:
>>>> Seconded!
>>>>
>>>> Thanks,
>>>> - Saul.
>>>>
>>>>
>>>> 2009/7/26 Matt Hoffman<lord.matt.hoff...@gmail.com>
>>>>
>>>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>>>
>>>>> Or should I make a separate hlcoders email about that instead of
including
>>>>> all my hard-earned research in this one?
>>>>>
>>>>>
>>>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>>>> <char...@resrchnet.com>wrote:
>>>>>
>>>>>> My only wish for updates to the tools is to update Faceposer to work
>>>>> fully
>>>>>> with Vista. Currently it is not possible to do auto-generation of the
>>>>>> lip-synch data in Vista, and furthermore another dev and I both had
>>>>> trouble
>>>>>> on his XP machine locating a working link to the Speech SDK that
>>>>> Faceposer
>>>>>> requires, all the MS links were 404, etc.
>>>>>>
>>>>>> I will just say that doing the lip synch data yourself is extremely
>>>>> lemons,
>>>>>> not to mention that I am a coder not an artiste :D
>>>>>>
>>>>>> Chris
>>>>>>
>>>>>> -----Original Message-----
>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>>>>>> Pidcock
>>>>>> Sent: Saturday, July 25, 2009 9:32 PM
>>>>>> To: Discussion of Half-Life Programming
>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>
>>>>>> Whitespace should be easy to embed in the engine if you create a
wrapper
>>>>>> that works with the feature I presented before. Whitespace is a very
>>>>> visual
>>>>>> language that is great for particle effects and shaders(it is then
>>>>>> translated into complex hlsl).
>>>>>>
>>>>>> --------------------------------------------------
>>>>>> From: "Harry Jeffery"<harry101jeff...@googlemail.com>
>>>>>> Sent: Sunday, July 26, 2009 4:40 AM
>>>>>> To: "Discussion of Half-Life Programming"<
>>>>> hlcoders@list.valvesoftware.com
>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>
>>>>>>> I thought it looked so clean and easy, then I selected the
whitespace.
>>>>> =[
>>>>>>> 2009/7/25 Spencer 'voogru' MacDonald<voo...@voogru.com>:
>>>>>>>> I like this one better.
>>>>>>>>
>>>>>>>> http://compsoc.dur.ac.uk/whitespace/
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> -----Original Message-----
>>>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>>>>>>>> Sent: Saturday, July 25, 2009 10:54 AM
>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>
>>>>>>>> Its a good job you used tinyurl, otherwise it wouldn't have fit on
my
>>>>>>>> screen!...
>>>>>>>>
>>>>>>>> 2009/7/25 Harry Pidcock<haz...@tpg.com.au>
>>>>>>>>
>>>>>>>>> Valve contacted me yesterday to tell me they have successfully
>>>>>>>>> implemented
>>>>>>>>> a
>>>>>>>>> new feature.
>>>>>>>>>
>>>>>>>>> http://tinyurl.com/4f6mt
>>>>>>>>>
>>>>>>>>> I hope to see more of these innovations in the future.
>>>>>>>>>
>>>>>>>>> --------------------------------------------------
>>>>>>>>> From: "Andrew Ritchie"<gotta...@gmail.com>
>>>>>>>>> Sent: Saturday, July 25, 2009 10:21 AM
>>>>>>>>> To: "Discussion of Half-Life Programming"
>>>>>>>>> <hlcoders@list.valvesoftware.com
>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>
>>>>>>>>>> Surely this topic could be split into several different points.
>>>>>>>>> Personally
>>>>>>>>>> I
>>>>>>>>>> see 4 different ones here.
>>>>>>>>>>
>>>>>>>>>> 1) Engine features
>>>>>>>>>> 2) Tools Capabilities
>>>>>>>>>> 3) Tools Availability
>>>>>>>>>> 4) Tools Presentation
>>>>>>>>>>
>>>>>>>>>> The first is ignorable, Valve is clearly only going to add new
>>>>>>>>>> features
>>>>>>>>> or
>>>>>>>>>> change things, like BSP and displacement maps, when they think
it's
>>>>>>>>>> important.  It's their engine and it needs to do what their games
>>>>>> need
>>>>>>>>>> doing.  If you choose to use Source then you have to accept you
are
>>>>>>>>>> modding
>>>>>>>>>> their engine.  Sure TF, CS, DoD etc.. all were mods that made
Valve
>>>>> a
>>>>>>>> lot
>>>>>>>>>> of
>>>>>>>>>> money and brought huge success but they were also developed
around
>>>>>> the
>>>>>>>>>> constraints of the engine rather than the engine being built FOR
>>>>>> these
>>>>>>>>>> mods
>>>>>>>>>> to be made.  If a technical limitation is big enough to warrent
an
>>>>>>>> engine
>>>>>>>>>> change then do so rather than hanging about wanting Valve to add
>>>>> the
>>>>>>>>>> feature, as big as the previous mentioned mods are you'd need to
>>>>>>>>>> really
>>>>>>>>>> prove you're up to their popularity before Valve would make a
>>>>> drastic
>>>>>>>>>> change
>>>>>>>>>> for you.  So either accept the engine's features before you get
>>>>>>>>>> underway
>>>>>>>>>> or
>>>>>>>>>> be prepared to encounter the fact you can't do certain things
>>>>> without
>>>>>>>>>> a
>>>>>>>>>> lot
>>>>>>>>>> of work, if not at all.
>>>>>>>>>>
>>>>>>>>>> The Tools Capabilities I think is what Jed was really getting at,
I
>>>>>>>> don't
>>>>>>>>>> mean like adding features to hammer and stuff but specifically
>>>>>>>>>> allowing
>>>>>>>>>> the
>>>>>>>>>> chance for modders to by pass say model exporting to smd and just
>>>>> use
>>>>>>>>>> a
>>>>>>>>>> common format.  The tool would need to have the importer and
>>>>>> converter
>>>>>>>>>> written but I personally think that approaching Valve with a
>>>>> specific
>>>>>>>> and
>>>>>>>>>> industry accepted intermediate format might be a good cause.
>>>>>>>>>> Especially
>>>>>>>>> if
>>>>>>>>>> it makes life easier for getting the raw assets into a format
that
>>>>>> the
>>>>>>>>>> tool
>>>>>>>>>> can then use.
>>>>>>>>>>
>>>>>>>>>> With the availability of tools, I mean those asking that they be
>>>>> open
>>>>>>>>>> source.  Specifically referring to a comment about hammer, look
at
>>>>>>>>>> Worldcraft and BSP ( Yahn's editor iirc ) they were originally
>>>>>>>>>> personal
>>>>>>>>>> projects.  So you could take a leaf and have a bash at your own
>>>>>> editor
>>>>>>>>> and
>>>>>>>>>> open source it, you never know might turn out to be a better
>>>>> designed
>>>>>>>>>> tool.
>>>>>>>>>> However just having the source code to hammer, I doubt would be
of
>>>>>> any
>>>>>>>>>> benefit, you'd have dozens of versions of the tool floating
around
>>>>>> and
>>>>>>>> do
>>>>>>>>>> you really think you could add something useful to it?  It may
have
>>>>>>>>>> bugs
>>>>>>>>>> but
>>>>>>>>>> if you advocate open source then why not take the initiative and
>>>>> lead
>>>>>>>>>> by
>>>>>>>>>> example?
>>>>>>>>>>
>>>>>>>>>> The last one, has been brought up in regards to wrapping a tool
>>>>> with
>>>>>> a
>>>>>>>> UI
>>>>>>>>>> or
>>>>>>>>>> removing the need for QC files.  With this I think the issue is
>>>>>>>> balancing
>>>>>>>>>> the technical knowledge and the capabilities of a tool.  However
I
>>>>>>>>>> feel
>>>>>>>>> it
>>>>>>>>>> again falls back to a situation where Valve are happy to use it
the
>>>>>>>>>> way
>>>>>>>>> it
>>>>>>>>>> is, they understand it and can get any of their tools to do what
>>>>> they
>>>>>>>>>> need.
>>>>>>>>>> It's the new, non technical, or perhaps slightly lazy people who
>>>>>> would
>>>>>>>>>> need
>>>>>>>>>> that more complex aspects automated for them.  I'd refer this
back
>>>>> to
>>>>>>>>>> Hammer, the early days of mapping could often mean rooting around
>>>>> in
>>>>>> a
>>>>>>>>> hex
>>>>>>>>>> or text editor and as things progressed and art started needing
the
>>>>>>>>>> technical requirements to be simplified you found map editors
>>>>> hiding
>>>>>>>> away
>>>>>>>>>> the old formats.  Worldcraft and Hammer essentially sit between
the
>>>>>>>>>> user
>>>>>>>>>> and
>>>>>>>>>> the BSP, VIS, RAD etc.. compilers.  The format they accept might
>>>>> be,
>>>>>>>>>> at
>>>>>>>>>> this
>>>>>>>>>> stage, more heavily tied into hammer but it's still a front end
for
>>>>>>>>> those.
>>>>>>>>>> Again perhaps Worldcraft was a special case with Valve gobbling
it
>>>>>> up,
>>>>>>>>>> HLMV
>>>>>>>>>> too, but I think if the community is adamant enough about
>>>>> simplifying
>>>>>>>> and
>>>>>>>>>> unifying the tool chain then perhaps a bit of proactive
development
>>>>>>>> could
>>>>>>>>>> lead the way or at least prove to Valve that everyone is serious
>>>>>> about
>>>>>>>>>> rethinking the way we interact with the SDK.
>>>>>>>>>>
>>>>>>>>>> Ok, sorry bit of a ramble but mainly what I wanted to share was
>>>>> that
>>>>>>>>>> specific things like adding FBX to the formats studiomdl can
accept
>>>>>>>> would
>>>>>>>>>> be
>>>>>>>>>> good ventures as they are specific and have an immediately
obvious
>>>>>>>>> reason.
>>>>>>>>>> The other stuff like creating a unified system might be something
>>>>>> that
>>>>>>>> is
>>>>>>>>>> best approached with good old community spirit.  If you're
serious
>>>>>>>> enough
>>>>>>>>>> about wanting to use the engine but can genuinely improve the way
>>>>>>>>>> users
>>>>>>>>>> develop for it then get organized and see if it's a viable thing
to
>>>>>>>>>> tackle.
>>>>>>>>>> Even if it's just to prove you were right.  I know the later is a
>>>>> bit
>>>>>>>>>> of
>>>>>>>>> a
>>>>>>>>>> cop out but Jed, Nem and NS2 (prior to dropping Source ) are
>>>>> examples
>>>>>>>>>> of
>>>>>>>>>> those who have gone out of their way to do so with tools and
Garrys
>>>>>>>>>> mod
>>>>>>>>> is
>>>>>>>>>> a
>>>>>>>>>> prime example of taking what is available game code wise and
adding
>>>>>>>>>> the
>>>>>>>>>> extensions (Specifically scriptint) you want. Plus it beats just
>>>>>>>>>> falling
>>>>>>>>>> back to the "Valve Needs to Support Mods" and "Valve do whats
best
>>>>>> for
>>>>>>>>>> Valve
>>>>>>>>>> games and mods need to deal with it" arguments that go no where.
>>>>>>>>>>
>>>>>>>>>> On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears<benmea...@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> As a 3D modeller, animator, and mapper, (and not a coder) I
agree
>>>>>>>>>>> with
>>>>>>>>>>> what
>>>>>>>>>>> Jed said 100%.
>>>>>>>>>>>
>>>>>>>>>>> Jed, can you please just go work for Valve?
>>>>>>>>>>>
>>>>>>>>>>> great, thanks!
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Jul 24, 2009 at 12:23 PM, Jed<j...@wunderboy.org>  wrote:
>>>>>>>>>>>
>>>>>>>>>>>> No I wasn't advocating an 3D app ->  MDL path. Simply adding
>>>>>> support
>>>>>>>>>>>> for a more common/cross platform 3D format to those that
>>>>> StudioMDL
>>>>>>>>>>>> supports.
>>>>>>>>>>>>
>>>>>>>>>>>> The problem with the SMD format is that it's an old format from
>>>>>> and
>>>>>>>>>>>> old engine and requires plug-ins to be written for 3D apps to
>>>>>>>>>>>> support
>>>>>>>>>>>> it. This leaves it down to Valve to write them.
>>>>>>>>>>>>
>>>>>>>>>>>> Take Max for example - a plug-in for one version does not
>>>>>>>>>>>> automatically work with another, it needs to be recompiled
>>>>> against
>>>>>>>> the
>>>>>>>>>>>> new versions SDK. A shop like Valve is probably only going to
>>>>> have
>>>>>>>> one
>>>>>>>>>>>> version and not upgrade every time a new one comes along.
>>>>>> Therefore
>>>>>>>>>>>> SMD plug-ins for other versions are going to have to be made by
>>>>>> the
>>>>>>>> 3D
>>>>>>>>>>>> app users themselves.
>>>>>>>>>>>>
>>>>>>>>>>>> Now there are plenty of suitable cross-app 3D formats such as
>>>>> DAE,
>>>>>>>>>>>> FBX, etc. that Valve could add support for to the StudioMDL
>>>>>>>>>>>> compiler
>>>>>>>>>>>> (and I've vocally expressed this to Valve many times) in
>>>>>> *addition*
>>>>>>>> to
>>>>>>>>>>>> the SMD, OBJ and MRM formats it already supports.
>>>>>>>>>>>>
>>>>>>>>>>>> So why should they do it?
>>>>>>>>>>>>
>>>>>>>>>>>> - Common file format means more 3D apps that can produce
content
>>>>>>>>>>>> out-of-the-box or via publisher made plug-ins. For example
>>>>> DAE/FBX
>>>>>>>>>>>> is
>>>>>>>>>>>> supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
>>>>>>>>>>>> - Gives modders/studios/licensees choice to use the 3D app of
>>>>>> their
>>>>>>>>>>>> choice to create content.
>>>>>>>>>>>> - Valve doesn't need to produce plug-ins for apps, just support
>>>>>> the
>>>>>>>>>>>> format in the compiler.
>>>>>>>>>>>>
>>>>>>>>>>>> Simply put SMD format is binding end users to the few apps that
>>>>>>>>>>>> write
>>>>>>>>>>>> it and the generosity of community users such as myself, Prall,
>>>>> et
>>>>>>>> al.
>>>>>>>>>>>> to write these plug-ins for the 3D apps we want to use.
>>>>>>>>>>>>
>>>>>>>>>>>> Interesting case in point - a Canadian studio approached me
once
>>>>>>>>>>>> asking me when my plug-ins would be available for 3DS Max 2009
>>>>>>>> because
>>>>>>>>>>>> that was their in-shop 3D content creation tool and they had
>>>>>>>>>>>> invested
>>>>>>>>>>>> a lot of money in software and training and didn't want to have
>>>>> to
>>>>>>>>>>>> move to something else. Their apparent decision to purchase a
>>>>>>>>>>>> Source
>>>>>>>>>>>> license for their title was hanging on the availability of
>>>>>> plug-ins
>>>>>>>>>>>> for Max.
>>>>>>>>>>>>
>>>>>>>>>>>> My main issue with some of the SDK tool is that that it feels
>>>>> like
>>>>>>>>>>>> Valve aren't being smart about it. Good tools means wider
>>>>> adoption
>>>>>>>>>>>> which might result in more licensees and from a modders
>>>>>>>>>>>> perspective,
>>>>>>>>>>>> more people getting into it and maybe making the next
>>>>>>>>>>>> CSS/TF2/Portal
>>>>>>>>>>>> that Valve can snap up as their IP. I think Valve should have a
>>>>>>>>>>>> dedicated tool guy (not me) turning out polished useful tools -
>>>>>> not
>>>>>>>>>>>> this rehashed crap that's hung over from Half-Life 1.
>>>>>>>>>>>>
>>>>>>>>>>>> - Start over with StudioMDL - make it a GUI app from the start
>>>>>> (and
>>>>>>>>>>>> adding batch/scripting to it wouldn't be hard)
>>>>>>>>>>>> - Make HLMV a proper MFC of WPF app and get rid of the old
buggy
>>>>>>>>>>>> mxtk
>>>>>>>>>>>> GUI from Mete's HLMV.
>>>>>>>>>>>> - Add support form more 3D modern file formats and eventually
>>>>>> phase
>>>>>>>>>>>> out SMD, etc.
>>>>>>>>>>>> - If for license/NDA reasons you can't release all the source
>>>>> code
>>>>>>>> for
>>>>>>>>>>>> apps, at least release parts of it. A lot can be learned from
>>>>> even
>>>>>>>>>>>> partial code that could help us as modders make our own apps.
>>>>>>>>>>>> - Add some SDK tool API stuff - for example code to render a 3D
>>>>>>>> window
>>>>>>>>>>>> like in HLMV. It can still require steam but make it accessible
>>>>> so
>>>>>>>>>>>> that developers can add support for model rendering in other
>>>>> apps.
>>>>>>>>>>>> - Polished tools will make the SDK/Engine more attractive to
end
>>>>>>>>>>>> users. Modding shouldn't be a right of passage but a warm
>>>>>> welcoming
>>>>>>>>>>>> experience to inspire the next great ideas.
>>>>>>>>>>>>
>>>>>>>>>>>> I could go on but you get the general idea...
>>>>>>>>>>>>
>>>>>>>>>>>> - Jed
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 2009/7/24 Jorge Rodriguez<bs.v...@gmail.com>:
>>>>>>>>>>>>> On Fri, Jul 24, 2009 at 2:41 AM, Minh<minh...@telus.net>
>>>>>> wrote:
>>>>>>>>>>>>>> The .smd format is extremely robust the way  accomodates
>>>>>>>>>>>>>> reference
>>>>>>>>>>>> meshes,
>>>>>>>>>>>>>> AND skeletal animation. So you want a method to go straight
>>>>>> from
>>>>>>>> 3d
>>>>>>>>>>>> model /
>>>>>>>>>>>>>> animation ->  .mdl ?
>>>>>>>>>>>>>> How is that going to work with parametric animation? where
>>>>> you
>>>>>>>>>>>>>> can
>>>>>>>>>>>> combine
>>>>>>>>>>>>>> multiple .smds to make an animation?
>>>>>>>>>>>>>
>>>>>>>>>>>>> Minh, while the capabilities of the studio compiler are
>>>>>>>>>>>>> formidable,
>>>>>>>>>>>>> it
>>>>>>>>>>>> still
>>>>>>>>>>>>> leaves much to be desired in terms of file format and syntax.
>>>>>>>>>>>>> Don't
>>>>>>>>>>> tell
>>>>>>>>>>>> me
>>>>>>>>>>>>> you've never struggled with the qc format. I am constantly
>>>>>> having
>>>>>>>>>>>> problems
>>>>>>>>>>>>> with its limitations. It's a rather robust system that allows
>>>>>> for
>>>>>>>>>>>> combining
>>>>>>>>>>>>> animations in many interesting ways, but the syntax still
>>>>> pisses
>>>>>>>>>>>>> me
>>>>>>>>>>>>> off
>>>>>>>>>>>>> quite a bit, and the technicality of it leaves it out of reach
>>>>>> of
>>>>>>>>>>>>> most
>>>>>>>>>>>>> artists. I hear Valve wrote some simple tools around it, but
>>>>> I'm
>>>>>>>>>>>> surprised
>>>>>>>>>>>>> they haven't replaced it entirely.
>>>>>>>>>>>>>
>>>>>>>>>>>>> The SMD format is perhaps a bit clunky, but I don't have too
>>>>>> many
>>>>>>>>>>>> problems
>>>>>>>>>>>>> with it, because it does exactly what is needed, even if it
>>>>> does
>>>>>>>>>>>>> it
>>>>>>>>>>>>> in
>>>>>>>>>>> a
>>>>>>>>>>>> bit
>>>>>>>>>>>>> of a backwards way.
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> 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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> No virus found in this incoming message.
>>>>>>>>>> Checked by AVG - www.avg.com
>>>>>>>>>> Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
>>>>>>>>> 07/24/09
>>>>>>>>>> 18:24:00
>>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Sent from Olly's SEGA Game Gear
>>>>>>>> _______________________________________________
>>>>>>>> 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
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>>> No virus found in this incoming message.
>>>>>>> Checked by AVG - www.avg.com
>>>>>>> Version: 8.5.392 / Virus Database: 270.13.30/2262 - Release Date:
>>>>>> 07/25/09
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>>>>>>>
>>>>>> _______________________________________________
>>>>>> 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
>>>>>>
>>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>>
>>>> _______________________________________________
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please visit:
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>>>>
>>>>
>>> _______________________________________________
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please visit:
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>>>
>>>
>>
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>
> --
> Jeffrey "botman" Broome
>
> _______________________________________________
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please visit:
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