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 Faceposer can do that but all tutorials are now outdated and i cant find a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
>>
>>
>>
>
> _______________________________________________
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> please visit:
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>
>
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