Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo
On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <[email protected]> wrote: > Hey guys, back with ANOTHER question. I've been wondering, how can i make > voice(choreography) scenes in-game? What i mean by that is make an NPC say > what i said in my recording while lip syncing. I seen that Source SDK's > Faceposer can do that but all tutorials are now outdated and i cant find a > good resource. Can you guys tell me how i can do this? > > On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <[email protected]> wrote: > >> It most likely has a corresponding .res file then in which case you >> should be able to edit that. >> >> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <[email protected]> wrote: >> >>> Commentary mode isn't on the menu, if it was, i would've already removed >>> it. It's in the chapter list menu. I still dont know how to remove it either >>> >>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <[email protected]> >>> wrote: >>> >>>> If you don't want commentary just remove it from your menu. >>>> >>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <[email protected]> wrote: >>>> >>>>> Nope, still is like that. Why did it automatically add HL2 commentary >>>>> mode and messed up the chapter box with an unusable exit arrow? Please >>>>> help! >>>>> >>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <[email protected]> >>>>> wrote: >>>>> >>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only >>>>>> HL2EP2 was installed. I hope! >>>>>> >>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <[email protected]> >>>>>> wrote: >>>>>> >>>>>>> Back with another question guys! So i was looking at the chapter >>>>>>> list in my game(literally ingame) and i now see something new, a >>>>>>> commentary >>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod >>>>>>> BTW. >>>>>>> Did it update and automatically put it in? Please help for future >>>>>>> reference! >>>>>>> >>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <[email protected]> >>>>>>> wrote: >>>>>>> >>>>>>>> Im not distributing them, and i dont feel like it. I just want to >>>>>>>> know how i can configure code files for a game so that it can find the >>>>>>>> game >>>>>>>> and code it >>>>>>>> >>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <[email protected]> >>>>>>>> wrote: >>>>>>>> >>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <[email protected]> wrote: >>>>>>>>> >>>>>>>>>> Its not that easy. The files within it are all configured for the >>>>>>>>>> base game other than the beta. But that still didnt answer my >>>>>>>>>> question >>>>>>>>>> >>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <[email protected]> wrote: >>>>>>>>>> >>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in >>>>>>>>>>> it? Computer basics? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>> [email protected]>: >>>>>>>>>>> >>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can >>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: >>>>>>>>>>> Example, it >>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one >>>>>>>>>>> from my >>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it >>>>>>>>>>> would be >>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because >>>>>>>>>>> it wont >>>>>>>>>>> work that way! >>>>>>>>>>> >>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any >>>>>>>>>>> way, but you can only verify that yourself by testing. I do >>>>>>>>>>> remember a case >>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, >>>>>>>>>>> but >>>>>>>>>>> that was announced in a Steam community and on this mailing list. >>>>>>>>>>> >>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll >>>>>>>>>>> itself (and a lot of other components it depends on, of course), >>>>>>>>>>> which in >>>>>>>>>>> turn loads your server and client code. That means if the interfaces >>>>>>>>>>> between those modules have not changed in a way that would break >>>>>>>>>>> compatibility, there should be nothing for you to worry about. >>>>>>>>>>> ------------------------------ >>>>>>>>>>> From: Gavin Isgar >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> Sent: 12.04.2015 00:13 >>>>>>>>>>> To: Discussion of Half-Life Programming >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>>>>> >>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my >>>>>>>>>>> question still hasn't been answered. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> If you're starting a new mod (which it sounds like you are), you >>>>>>>>>>> should not be using the 2007 base at all. >>>>>>>>>>> >>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Hey guys, back with another question! So i just saw awhile ago >>>>>>>>>>> that Source SDK Base 2007 got updated. My mod uses Source SDK Base >>>>>>>>>>> 2007 and >>>>>>>>>>> i was wondering, do the updates interfere with the mod in anyway? >>>>>>>>>>> Thanks >>>>>>>>>>> for the help! >>>>>>>>>>> >>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Thanks Stan! >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put >>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and >>>>>>>>>>> build >>>>>>>>>>> solution at all, weapon sounds defined in weapon script file >>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts >>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should >>>>>>>>>>> be WAV >>>>>>>>>>> 44khz/16bit. No, you can use any length you want. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>>: >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Hey guys, im back with a question. I've been trying >>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a >>>>>>>>>>> very >>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? >>>>>>>>>>> Do i need >>>>>>>>>>> to rebuild the game solution in Visual Studio after sound >>>>>>>>>>> replacement? Do >>>>>>>>>>> they have to be in WAV format and does the sound files need to be a >>>>>>>>>>> certain >>>>>>>>>>> length of time? Long story short, can anyone please tell me a very >>>>>>>>>>> precise >>>>>>>>>>> tutorial on replacing sounds on mods! Thanks! >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> You don't need a VPK to use the sounds, if you place them in >>>>>>>>>>> the sounds folder, then into a respective sub directory they will >>>>>>>>>>> work fine. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> If you google, "make vpk" >>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful >>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE >>>>>>>>>>> >>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote: >>>>>>>>>>> >>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to >>>>>>>>>>> make vpk's to use for sounds for my mod and how to convert the >>>>>>>>>>> sound files >>>>>>>>>>> for use in Source! Can someone please leave a nice tutorial(text >>>>>>>>>>> tutorial) >>>>>>>>>>> on how to do this. >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Thanks Jesse, you saved my life lol. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want >>>>>>>>>>> are the directory vpks which use _dir >>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> I've checked all sound folders in the games but don't see any >>>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i >>>>>>>>>>> sound >>>>>>>>>>> like i have no experience, i've just been very tired recently and >>>>>>>>>>> didnt get >>>>>>>>>>> a lot of sleep. >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> What do you think your mod is running off of? >>>>>>>>>>> You have the base source content, which includes all of the >>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if >>>>>>>>>>> you own >>>>>>>>>>> tf2 or any of the other valve games you can easily look at their >>>>>>>>>>> files too. >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> My mod didn't come with existing sound files. I've also read the >>>>>>>>>>> developer wiki, but i didn't find much, so i'm asking you. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> open existing sound files and sound scripts and look. also read >>>>>>>>>>> the developer wiki. >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Hey guys, i have another question! How do i change weapon sound >>>>>>>>>>> for my mod? What format does it have to be and what files do i need >>>>>>>>>>> to >>>>>>>>>>> edit? Long story short, i need to know everything about changing >>>>>>>>>>> the sounds >>>>>>>>>>> please! >>>>>>>>>>> >>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time >>>>>>>>>>> with some stuff, thanks though! >>>>>>>>>>> >>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> It says right there... >>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be >>>>>>>>>>> 256x128 >>>>>>>>>>> with a border to the right and bottom. >>>>>>>>>>> >>>>>>>>>>> That means that the full dimensions of the image will be 256 >>>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to >>>>>>>>>>> be >>>>>>>>>>> specific. What you should do is create your chapter images as 152x86 >>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 >>>>>>>>>>> (but don't >>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy >>>>>>>>>>> it into >>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the >>>>>>>>>>> top-left. >>>>>>>>>>> The unused portion of the image should just be black. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> -------- Original message -------- >>>>>>>>>>> From: Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>>>>>>>> To: Discussion of Half-Life Programming < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> >>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>>>>> >>>>>>>>>>> Alright I guess >>>>>>>>>>> >>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a >>>>>>>>>>> base. >>>>>>>>>>> >>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a >>>>>>>>>>> bit. Anything else? >>>>>>>>>>> >>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann < >>>>>>>>>>> [email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> There's some information on that at >>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>>>>>>>> >>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix >>>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, >>>>>>>>>>> what >>>>>>>>>>> size do i make the picture(not the vtf or vmt)? >>>>>>>>>>> >>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]> >>>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>> The two dots means "parent directory". You start in >>>>>>>>>>> materials/vgui, go >>>>>>>>>>> up one to materials, then to materials/logo and >>>>>>>>>>> materials/logo/hl2rslogo1.vmt. >>>>>>>>>>> >>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <[email protected] >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%[email protected]>> >>>>>>>>>>> wrote: >>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i >>>>>>>>>>> made a logo >>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the >>>>>>>>>>> same name. >>>>>>>>>>> > Inside the vmt file, i put: >>>>>>>>>>> > >>>>>>>>>>> > "UnlitGeneric" >>>>>>>>>>> > { >>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1" >>>>>>>>>>> > "$nolod" 1 >>>>>>>>>>> > "$translucent" 1 >>>>>>>>>>> > } >>>>>>>>>>> > >>>>>>>>>>> > The path automatically detects the material folder, so just >>>>>>>>>>> put the folder >>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then >>>>>>>>>>> in my >>>>>>>>>>> > gamelogo.res in my resource folder, i put: >>>>>>>>>>> > >>>>>>>>>>> > Resource/GameLogo.res >>>>>>>>>>> > { >>>>>>>>>>> > GameLogo >>>>>>>>>>> > { >>>>>>>>>>> > ControlName EditablePanel >>>>>>>>>>> > fieldName GameLogo >>>>>>>>>>> > xpos 0 >>>>>>>>>>> > ypos 0 >>>>>>>>>>> > zpos 50 >>>>>>>>>>> > wide 400 >>>>>>>>>>> > tall 100 >>>>>>>>>>> > autoResize 1 >>>>>>>>>>> > pinCorner 0 >>>>>>>>>>> > visible 1 >>>>>>>>>>> > enabled 1 >>>>>>>>>>> > offsetX -20 >>>>>>>>>>> > offsetY -15 >>>>>>>>>>> > } >>>>>>>>>>> > >>>>>>>>>>> > Logo >>>>>>>>>>> > { >>>>>>>>>>> > ControlName ImagePanel >>>>>>>>>>> > fieldName Logo >>>>>>>>>>> > xpos 0 >>>>>>>>>>> > ypos 0 >>>>>>>>>>> > zpos 50 >>>>>>>>>>> > wide 400 >>>>>>>>>>> > tall 100 >>>>>>>>>>> > visible 1 >>>>>>>>>>> > enabled 1 >>>>>>>>>>> > image ../logo/hl2rslogo1 >>>>>>>>>>> > scaleImage 1 >>>>>>>>>>> > } >>>>>>>>>>> > } >>>>>>>>>>> > >>>>>>>>>>> > The dots in the path specify how many folders are before vmt >>>>>>>>>>> and vtf, but i >>>>>>>>>>> > rather just do it like this: >>>>>>>>>>> > >>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 >>>>>>>>>>> folder, 1 >>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. >>>>>>>>>>> Thats how i< >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> -- >>>>>>>>>>> -Tony >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> -- >>>>>>>>>>> -Tony >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please >>>>>>>>>>> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>> archives, please visit: >>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>> archives, please visit: >>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>> >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please 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