Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 
texture: tools/toolsnodraw...
http://www.interlopers.net/errors/tells me that:"Maximum:65536Description:Your 
map has too many brushsides, or, simpler said, too many brushes. The brush and 
brushside mentioned are simply the first one in the map that went over the 
limit.Solution:Reduce the amount of brushsides, for instance by simplifying 
existing brushes or removing some of them. Perhaps you can turn a couple of 
them into models?There is nothing wrong with the mentioned brush, it is the 
TOTAL amount of brushsides that is your problemThis error will cause your map 
to fail compiling completely"
BUT WHY!These maps compiled without problem before.  (I even have the compiled 
versions to prove that.  :-)   )
Any idea what to check to find the problem that's causing this now?
Thanks in advance,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 10:55:46 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann....@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

Is there a skill.cfg with all the right damage/health values in your mod's 
directory?
On 3 January 2015 at 18:20, Peter Urbanics <purban...@hotmail.com> wrote:



Some more info from the console:The NPC should play these faceposer clips and 
as the console says they are missing. There is no scenes folder. Where should 
this be?
Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 
'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' 
missing!
When the zombies die (by themselves) the console says:ERROR! 
models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
Another bug:Crates, boxes and even glass bottles don't break now when I keep 
hitting them with the crowbar.I am able to push them around, and the glass 
bottles break when kicked or picked up and thrown but not when hit with the 
crowbar.???
There is a few of these error messages when I hit and push these things 
around:AddMultiDamage:  g_MultiDamage.GetDamageForce() == 
vec3_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
caption found for 'wood_crate.scraperough'No caption found for 
'wood_crate.scraperough'

Any idea what to try to fix these?
2. More progress:I have no idea where that scenes folder went so I copied it 
back under the MOD's folder from a backup and tried again and now the NPC 
played them nicely. VO lines, animations, lip syncing, everything seems to 
work.(Except for the captions I had for each line.)Console says:No caption 
found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No 
caption found for 'at3_npc_find_a_way'
So I checked these captions and found that the closecaption_english.txt in my 
resource folder was some default one not the hangover specific one, so I copied 
that back from my backup too and magically the captions appeared.:-)
3. Crowbar bug:Every time I hit some physics thing with it this appears in the 
console:AddMultiDamage:  g_MultiDamage.GetDamageForce() == veEvery time I hit 
something with the crowbar that should take damage and be thrown around.This 
appears in the console about 6 times and then not any more.
There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, 
that should move and/or break whan hit with the crowbar, but they don't, only 
the proper hit mark appears on them.I can push, pick up and throw these things 
around but they won't move when hit with the crowbar.There is even an explosive 
barrel that used to go BOOM, now it will only dent when hit or shot at, but 
wont move or blow up.
The crowbar is not all useless. There are a few headcrabs in this first area of 
the MOD I tested and those can be killed with it and than thier ragdoll body 
moved around by hitting.
4. I am not taking any damage from headcrab jumping at me. Console does not 
display any error or info.???
Please share any idea!
Thanks,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 08:25:00 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Thanks for the explanation. Much progress was made, again!Those paths were 
commented out because I did not have a Hangover configuration in Hammer before 
and un-commenting / commenting out those lines did not change anything, but now 
they make sense.Everything is there in Hammer and looks OK, so I started the 
game (the old build by the way, did not compile now)and the menu background 
scene played just fine. I believe everything worked as before if I remember 
correctly.Then started playing and all seemed good till I reached the area were 
an NPC comes out to a balcony and SHOULD PLAY some animations I have put 
together in Faceposer, but now she just runs out to the balcony and then goes 
into a pose there and stops. (There were animations, lip syncing, dialog lines, 
which don't work now.)
After this I triggered the wake up of some zombies and they, stand up, do their 
wake up sound perfectly .... then just die and turn into ragdolls right on the 
spot.:-)
Any idea what could cause this? Did Faceposer change too?Do I need to go to 
Faceposer and re-export? all the stuff? Or compile the whole thing to refresh 
it with VBCT, to make it work again?
Thanks,Peter
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 28 Dec 2014 19:04:59 +0000
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi again,

The FGD determines what entities are available (i.e. what shows up in the 
entity list, what keyvalues they have) and so on. Actually loading content, 
like models and textures, is done via mounting the other game's .vpks as search 
paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need 
something like this in the gameinfo (I think you already had them, but 
commented them out):

game                                    
|all_source_engine_paths|ep2/ep2_english.vpkgame                                
        |all_source_engine_paths|ep2/ep2_pak.vpkgame                            
        |all_source_engine_paths|episodic/ep1_english.vpkgame                   
                |all_source_engine_paths|episodic/ep1_pak.vpk

You may also want to mount the other game's folders, as well as the vpks. The 
folders contain misc files that may be useful to your mod, such a font files 
and localisation files.

game                                    |all_source_engine_paths|ep2game        
                                |all_source_engine_paths|episodic
Be aware that the order you mount files matters,  with I believe the higher up 
mounts having priority over the lower ones. This means that files such as the 
ep2 models with the same name as ep1 ones will load the ep2 variant. As some of 
Valve's model animations were changed in EP2, compared to say, HL2, you might 
find missing animations if EP2 removed animations that existed in HL2 depending 
on what you are trying to accomplish. Files in the gameinfo folder (i.e. 
hangover's mod folder) will have priority over all external content as long as 
the |gameinfo_path| remains above all other mounts.

Hope this helps!

Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 28 Dec 2014 09:01:51 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,
Great info, thanks!Some progress was made.
So I added this to the GameConfig.txt           "Hangover"              {       
                "GameDir"               "C:\Program Files 
(x86)\Steam\steamapps\sourcemods\Hangover"                    "Hammer"          
              {                               "GameData0"             
"C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd"                             "TextureFormat"     
    "5"                             "MapFormat"             "4"                 
            "DefaultTextureScale"           "0.250000"                          
    "DefaultLightmapScale"          "16"                            "GameExe"   
            "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\hl2.exe"                               "DefaultSolidEntity"        
    "func_detail"                           "DefaultPointEntity"            
"info_player_start"                             "BSP"           "C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vbsp.exe"                          "Vis"           "C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vvis.exe"                          "Light"         "C:\Program 
Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\vrad.exe"                          "GameExeDir"            
"C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer"                               "MapDir"                
"C:\Hangover\mapsrc"                            "BSPDir"                
"C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps"               
                "CordonTexture"         "tools\toolsskybox"                     
        "MaterialExcludeCount"          "0"                     }               
}
which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin
Then if I run the hammer.exe there, now it does not ask anymore which config to 
start with but in the options it is set to Hangover so I guess it uses that.Now 
I can finally see my custom Hangover models in the model browser.It looks like 
the ones that have custom textures are textured but the ones that use textures 
from other Half Life products are just displayed with the black-pink checker 
texture.Unfortunately now every other model (which are not Hangover custom 
stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are 
still missing and displayed as ERROR texts.
I tried adding some more Game Data Files directory paths in the options to the 
Hangover config but it did not change anything.It adds them to the 
GameConfig.txt like so:                               "GameData0"             
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\base.fgd"                             "GameData1"             
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\halflife2.fgd"                                "GameData2"        
     "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\hl2mp.fgd"                            "GameData3"             
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\base.fgd"        
                        "GameData4"             "C:\Program Files 
(x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd"                     
      "GameData5"             "C:\Program Files 
(x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd"but after restarting Hammer and loading the same 
map file, all the same stuff is still missing.
I only have Source SDK Base 2013 Singleplayer installed now. Do I need to 
install Source SDK or Source SDK Base 2006, etc. to be able to add those 
directory paths?Is that what is required?I remember two years ago I was using 
the Source SDK and starting hammer from that one.
One more thing I tried:if I switch the game config to EP2 inside Hammer then it 
tells me to restart, then when I open the same scene the trees and logs are 
there but the Hangover MOD specific models are missing. :-)
What should I try?Please help!How do I make it load the models from both 
configs?
Thanks,Peter
From: pmckeown2...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 19 Dec 2014 22:36:53 +0000
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Hi,

Unless I've misread the problem, you said earlier you are starting Hammer with 
the Half-Life 2: Episode 2 configuration, that seems to be what the problem is. 
If you are making your own mod (with content in it's own folder in the 
SourceMods folder), you will need to create a custom Hammer configuration for 
it. You can do this within hammer, but the easiest way is to go to the SDK Base 
2013/bin folder of your choice, and open GameConfig.txt . Make a copy of one of 
the existing configs, and paste it within the file, and edit the paths and 
names  to reference your mod. Launch hammer with your game select and that 
should fix your missing content problem.

Hope this helps, apologies if I've gotten your problem wrong. Best regards.

Date: Fri, 19 Dec 2014 12:55:24 -0600
From: xnicho...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

This problem could be solved by allowing developers access to the closed source 
filesystem dlls.

Or valve could actually program their closed source filesystem dlls with 
MASSIVE verbosity. I mean line by line verbosity so that mod developers know 
exactly what is happening when steam goes through each line of  gameinfo txt.


 gameinfo.txt ---- produces zero output. It is controlled by a blackbox 
software with no output only failure messages and obviscation..
please make it extremely verbose line by line so us developers wont have to 
spend hours trying to figure it out...



On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics <purban...@hotmail.com> wrote:



Hi,
It's been a long time. :-)I wasn't lazy, just working on other stuff and have 
pretty low motivation for Hammer with this crap I am facing. :-(
------------------------------------------------------------------------------------------I
 start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game 
configurationthan it seems like I am only missing my mod specific 
stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png
How do I add those back? Why does it not find those?
My gaminfo txt looks like this:
"GameInfo"{     name            "Hangover"        game          "Hangover"      
title           "Hangover"      type            singleplayer_only               
developer               "Peter Urbanics"        developer_url           
"http://sites.google.com/site/purbanics/";        icon                   
"icon/hangover_icon"         // gamelogo 1 //   nodifficulty 1          // 
Hides the difficulty tab     nodegraph 0             // When false, prevents 
the engine from creating nodegraphs.
        FileSystem      {               SteamAppId                              
        243730                          // Source SDK Base 2013 Singleplayer    
        SearchPaths             {                       // No /custom/ folders 
because they can interfere with mod content and shouldn't be in mod gameinfo.   
                 game+mod+mod_write+default_write_path   |gameinfo_path|.       
         // Mod                  gamebin                                 
|gameinfo_path|bin              // Mod's Binaries                               
        // Base Half-Life 2 Content: ep2, episodic, hl2                 game_lv 
                                |all_source_engine_paths|hl2/hl2_lv.vpk//       
        game                                    
|all_source_engine_paths|ep2/ep2_english.vpk//          game                    
                |all_source_engine_paths|ep2/ep2_pak.vpk//              game    
                                
|all_source_engine_paths|episodic/ep1_english.vpk//             game            
                        |all_source_engine_paths|episodic/ep1_pak.vpk           
        game                                    
|all_source_engine_paths|hl2/hl2_english.vpk                    game            
                        |all_source_engine_paths|hl2/hl2_pak.vpk                
        game                                    
|all_source_engine_paths|hl2/hl2_textures.vpk                   game            
                        |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk   
                game                                    
|all_source_engine_paths|hl2/hl2_sound_misc.vpk                 game            
                        |all_source_engine_paths|hl2/hl2_misc.vpk               
        platform                                
|all_source_engine_paths|platform/platform_misc.vpk                             
// TODO; find out what is it and why it's here//                       game     
                                |all_source_engine_paths|ep2//                  
game                                    |all_source_engine_paths|episodic       
                game                                    
|all_source_engine_paths|hl2                    platform                        
        |all_source_engine_paths|platform               }       }       }
-----------------------------------------------------------------------------------------
Thanks for any ideas I should try.Br,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sun, 5 Oct 2014 19:56:56 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




I think I had those lines there in the gameinfo, but I'll check that out again 
then.
Thanks,Peter

Date: Sun, 5 Oct 2014 01:14:34 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

You most likely just need to update your gameinfo.txt so that it mounts hl2 
episodic and ep2 content. 
On Oct 4, 2014 1:59 AM, "Peter Urbanics" <purban...@hotmail.com> wrote:



Thanks. Using your dll-s some progress has been made:Now I can start the MOD 
but there are a bunch of props missing already from the menu background. See 
image:http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
Then when I try to start the game it crashes.
So I went on to start Hammer to take a look there, but the Hammer.bat 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust says: "\Steam\steamapps\SourceMods\hangover was unexpected 
at this time."So I start the hammer.exe and load a scene, then there again a 
bunch of objects are missing. Some of them are my own models, some are ferns, 
etc. I don't remember from which 
episode.http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
ARGH!!!!   :-)
Please help, what should I try, or post here so somebody can get an idea what 
could be wrong?
I would hate to give up so close to finally releasing the MOD I worked on so 
much and also to let down the people on on ModDB watching it.Before I put the 
MOD to sleep 2 years ago, everything was error free, working perfectly and now 
with this new SDK I can't get it to work again.
Thanks in advance,Peter
Date: Sat, 20 Sep 2014 08:57:47 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I put together an example HL2 EP2 mod for someone a few weeks ago  you can just 
grab the .dlls from it if you want 
http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing is 
changed in it I just compiled the singleplayer code.
I'm not sure why .dlls are not under the EP2 folder I could have sworn that's 
where they were located. If you don't want to use mine you can also just grab 
them from the game itself and it should work.
On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics <purban...@hotmail.com> wrote:






Hi,
So finally I dared to try this and got stuck going through 
these:http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
at this point:---------------------------------------------The bin folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate to 
ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy the 
client.dll and paste it into the bin folder located in your 
steamapps\sourcmodes\modnameSame thing for 
server.dll---------------------------------------------
There is no such thing as "Release_mod_hl2" and there are no client and server 
.dll-s to be found there.
By the way I did not do the setting up the code base and compiling part in the 
beginning as you suggested.
You wrote: " If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead."
Unfortunately I did not find any dll-s there either. The only folder that has 
those around there, is:Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\sourcetest\bin
Are those dll-s good?Why don't I find them under ep2 as you suggested?
Please help!Thanks in advance,Peter

From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Fri, 8 Aug 2014 06:43:52 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




Thanks for the explanation. Sounds promising!
Br,Peter

Date: Thu, 7 Aug 2014 19:01:52 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

There shouldn't be a need to convert anything, the only thing you will need to 
remake for sure is the gameinfo.txt. Map files, sound files, textures, models, 
etc should be fine.
HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are 
required to own HL2 or it's episodes to play HL2 mods. Upon launching your mod 
they will auto install sdk 2013 singleplayer if they don't already.


On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics <purban...@hotmail.com> wrote:




Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
I'll try that out and let you know what happened ... soon.
Just to make this a bit clearer for me: I have to set up a new MOD and then 
copy all the content stuff from my old MOD into it?
Is this how it has to be done? Isn't there a convert or something?And why do I 
need to go to this new SDK 2013 anyway, can't I just get my old MOD working and 
release it for people to play who have HL2?

Thanks,Peter
Date: Thu, 7 Aug 2014 06:47:20 -0500
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

I have a guide on the sdk group hub page on steam for setting up a single 
player mod. If you don't need to port any code just skip pretty much the first 
half and copy paste the .dlls from the sdk 2013 single player folder for ep2 
instead. 


On Aug 7, 2014 1:30 AM, "Peter Urbanics" <purban...@hotmail.com> wrote:







Dear HLCoders,
 
It's been exactly 2 years since I have not touched my MOD because I decided it 
was finished and will release it as soon as I get the last few graffiti and 
smack those on some walls.


Finally I have them, YAY!
 
http://www.moddb.com/mods/hangover
 
But as I feared all along a lot has changed in the Source world in two years 
and now after fooling around for several days and trying various, said to work 
solutions, I still can't get the MOD to run, if I manage to start Hammer, 
models are missing, the VBCT compile tool does not see the MOD, etc.


ARGH!  :-(
 
I'm confused now as there is so much different info out there (some already 
outdated) about how to convert your MOD to Source SDK 2013 or start Hammer 
differently, edit various txt files… I'm not even sure I need to convert or 
what exactly I should be doing to get this back up running. I fear I'm not 
seeing the forest from the tree and all this should be much easier.


 
It was a simple Orange Box MOD with no code modification.


Is there anybody out there with experience in sorting this kind of crap out?
Anybody willing to take a look?

 
I am so close to releasing the MOD, just need to get this sorted out.
It all worked perfectly 2 years ago, so I am sure there is not much other crap 
going on in the MOD, just this SDK change needs some love to get it running 
again.




I hope this makes sense to someone with experience in this. 
It's all gray for me. I just want to design!!!


 
Any help would be very much appreciated. 
Thanks in advance,
Peter Urbanics

                                          

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