How about a sex themed steam sdk based game, possibly loosely based on gta4 strippers, or other mmo or other multiplayer gameplay styles and player controlled animation sequences with different possibilities via normal controls in single and multiplayer?
On Wed, Oct 19, 2011 at 12:00 PM, <hlcoders-requ...@list.valvesoftware.com>wrote: > Send hlcoders mailing list submissions to > hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > hlcoders-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlcoders-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. Re: Where to find update news? (Stephen Swires) > 2. Conversions and wchar_t (Face book) > 3. Re: Conversions and wchar_t (Adam "amckern" McKern) > 4. Re: Conversions and wchar_t (Saul Rennison) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 19 Oct 2011 00:37:40 +0100 > From: Stephen Swires <stephen.swi...@gmail.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Where to find update news? > Message-ID: > <CACmjtVbwMz7xwj+oXLOGyx42OB-+7=djpw_3j5ukwpjlqoe...@mail.gmail.com > > > Content-Type: text/plain; charset="iso-8859-1" > > Makes me wish Tony Sergi was still at Valve, since when he left the Source > SDK was left for dead (pun not intended) > > On Wed, Oct 19, 2011 at 12:34 AM, Ben Mears <benmea...@gmail.com> wrote: > > > When Valve time equals real time... > > > > > > On Tue, Oct 18, 2011 at 4:32 PM, James Pizzurro < > > ja...@agentredproductions.com> wrote: > > > >> When pigs fly. > >> > >> > >> On Tue, Oct 18, 2011 at 7:31 PM, Stephen Swires < > stephen.swi...@gmail.com > >> > wrote: > >> > >>> Though I wonder if Valve are ever going to release a proper update for > >>> the SDK like Gabe promised. Expecting too much? > >>> > >>> > >>> On Wed, Oct 19, 2011 at 12:28 AM, Tobias Kammersgaard < > >>> tobias.kammersga...@gmail.com> wrote: > >>> > >>>> That's the only change. Oh, and they broke the tools, but that's not > >>>> really new. > >>>> > >>>> - ScarT > >>>> > >>>> > >>>> On 19 October 2011 01:11, Nathan Voge <hl2fr...@msn.com> wrote: > >>>> > >>>>> Hey all, I keep seeing the Source SDK is updating. Great! but what? > I > >>>>> know they did some stuff with TF2 but other than that I can't find > what has > >>>>> changed. The "product update" news< > http://store.steampowered.com/news/?appids=211&feed=steam_updates>on Steam > is very out of date. The last update on there is from Sep 14, 2006! > >>>>> And the Dev Wiki page for Source SDK Release Notes< > http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes>was last > updated 6/23/2010. Is there somewhere else I should be checking? > >>>>> > >>>>> _______________________________________________ > >>>>> 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 > >>>> > >>>> > >>>> > >>> > >>> > >>> -- > >>> - Stephen Swires > >>> > >>> _______________________________________________ > >>> 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 > > > > > > > > > -- > - Stephen Swires > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/2770dc20/attachment-0001.html > > > > ------------------------------ > > Message: 2 > Date: Wed, 19 Oct 2011 22:42:20 +1300 > From: Face book <timothy123...@hotmail.com> > To: <hlcoders@list.valvesoftware.com> > Subject: [hlcoders] Conversions and wchar_t > Message-ID: <bay147-w603ded3931de5ea4499055b5...@phx.gbl> > Content-Type: text/plain; charset="iso-8859-1" > > > I'm relatively new to Source SDK (only been playing around with it for a > couple of months) but have been using C++ for 2 years (mainly DirectX) > through Windows of course (though temporary problem with the Boot/BCD folder > being deleted, I'm running from a Linux disk on my laptop) > > > Why is there still a few problems with char * to wchar_t problems still > around, everyone always uses multibyte. > > And is it possible to either paste or create some more code in relation to > model rendering and loading? > > Just in case anyones heard of it, NEVER go there, its a complete waste of > time: > > http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/ > Acrethaen > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/f7095a0d/attachment-0001.html > > > > ------------------------------ > > Message: 3 > Date: Wed, 19 Oct 2011 05:24:40 -0700 (PDT) > From: "Adam \"amckern\" McKern" <amck...@yahoo.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Conversions and wchar_t > Message-ID: > <1319027080.9190.yahoomail...@web160709.mail.bf1.yahoo.com> > Content-Type: text/plain; charset="iso-8859-1" > > Tricky Dicky :) Better to go to jay car, or Turks - they have what your > after - but now i am taking this topic off topic. > > ? > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > > >________________________________ > >From: Face book <timothy123...@hotmail.com> > >To: hlcoders@list.valvesoftware.com > >Sent: Wednesday, 19 October 2011 8:42 PM > >Subject: [hlcoders] Conversions and wchar_t > > > > > > > >I'm relatively new to Source SDK (only been playing around with it for a > couple of months) but have been using C++ for 2 years (mainly DirectX) > through Windows of course (though temporary problem with the Boot/BCD folder > being deleted, I'm running from a Linux disk on my laptop) > > > > > >Why is there still a few problems with char * to wchar_t problems still > around, everyone always uses multibyte. > > > >And is it possible to either paste or create some more code in relation to > model rendering and loading? > > > >Just in case anyones heard of it, NEVER go there, its a complete waste of > time: > >http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/ > >Acrethaen > > > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/be42d5b2/attachment-0001.html > > > > ------------------------------ > > Message: 4 > Date: Wed, 19 Oct 2011 14:02:37 +0100 > From: Saul Rennison <saul.renni...@gmail.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Conversions and wchar_t > Message-ID: > <cad6yl_xbtl2mb586sw+apbxvy84m0xveur4zc3zs4efu8ih...@mail.gmail.com > > > Content-Type: text/plain; charset="iso-8859-1" > > It would be possible to create your own model loading code by simply making > a new entity (i.e. prop_custom) and then in your client Render code, fill a > mesh with the vertices, and Draw. > > As for custom rendering, try your own shader. > > > Kind regards, > *Saul Rennison* > > > On 19 October 2011 10:42, Face book <timothy123...@hotmail.com> wrote: > > > I'm relatively new to Source SDK (only been playing around with it for a > > couple of months) but have been using C++ for 2 years (mainly DirectX) > > through Windows of course (though temporary problem with the Boot/BCD > folder > > being deleted, I'm running from a Linux disk on my laptop) > > > > > > Why is there still a few problems with char * to wchar_t problems still > > around, everyone always uses multibyte. > > > > And is it possible to either paste or create some more code in relation > to > > model rendering and loading? > > > > Just in case anyones heard of it, NEVER go there, its a complete waste of > > time: > > http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/< > http://www.productreview.com.au/p/dick-smith-electronics/> > > Acrethaen > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/d124b2fd/attachment-0001.html > > > > ------------------------------ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest, Vol 7, Issue 20 > *************************************** >
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