[hlcoders] Unable to Launch Game

2006-07-16 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Ok, I have a problem with my Mod.

My mod is a "Make Mod from Scratch" Mod, and I started doing chapters for
the new game dialog.
If I start a new game in the console I get
execing chapter1.cfg
Unable to launch game

And the game never launches.
my chapter1.cfg says:

map b1_cellar

If, instead of starting a new game I simply type map b1_cellar in game, it
works fine.
But, if I goto new game, then it says the

execing chapter1.cfg
Unable to launch game

and after that, even if I then type map b1_cellar then it says Unable to
launch game.

Any help would be great.

Thanks,


-Michael Kramer
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RE: [hlcoders] config.cfg won't save two keys two the same bind?

2006-07-16 Thread bloodykenny
Ah that's good to know it repros with any keys - I was going to test to make 
sure it didn't have something to do with the 2 keys I happened to choose.

At 2006/07/16 05:52 PM, Jay C. wrote:
>I had noticed this bug a lot also. I have space and mouse2 bound to jump and
>it always erases space randomly.
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlcoders-
>> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
>> Sent: 16 July 2006 23:11
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] config.cfg won't save two keys two the same bind?
>>
>> I've been struggling on and off for months with this annoying bug where
>> I'll notice sometimes a key has gotten unbound.  And finally I've come up
>> with a theory on the HL2 bug: config.cfg won't save two keys to the same
>> bind?
>>
>> So, for instance, I have this in the config_default.cfg:
>>
>> bind "a" "+moveleft"
>> bind "KP_HOME" "+moveleft"
>>
>> Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of
>> the two, leaving only:
>>
>> bind "KP_HOME" "+moveleft"
>>
>> I suspect this is a bug in the closed-source core.  Any ideas?
>>
>> ___
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>> please visit:
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>
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Re: [hlcoders] Removing Voice, and Multiplayer Dialogs

2006-07-16 Thread Michael Kramer
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Thanks :D
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Re: [hlcoders] Removing Voice, and Multiplayer Dialogs

2006-07-16 Thread Aaron Schiff
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[ Picked text/plain from multipart/alternative ]
You need to add this to your GameInfo.txt:
type  singleplayer_only

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[hlcoders] Removing Voice, and Multiplayer Dialogs

2006-07-16 Thread Michael Kramer
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[ Picked text/plain from multipart/alternative ]
Ok, How do I remove the Voice, and Multiplayer Tab's from the Options
Dialog?
My game features nothing to do with voice, and has no multiplayer, so I have
no need of these, and I don't really want them there. Any help would be
greatly
appreciated.

Thanks

-Michael Kramer
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Re: [hlcoders] Client-side touch prediction

2006-07-16 Thread Aaron Schiff
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Well...I only heard this once...but it may be possible that the player
movement is processed before physics simulation and that causes the player
to be moved out of the way

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Re: [hlcoders] Client-side touch prediction

2006-07-16 Thread bloodykenny
What problem does this solve exactly?  I tried it, and the client is still 
jittery when walking on tables or into boxes.

At 2006/03/23 12:14 PM, Jorge Rodriguez wrote:
>Client-side touch prediction is disabled in the standard SDK. I had some
>need for it, so I stuck it in. Since it's non-trivial, and something
>that shouldn't have to be written twice, I'm posting it here for
>opinions and corrections. It's mostly just copied from the equivalent
>server code. This patch is from my version control system, so it might
>not fit so cleanly into the patch utility. And those line numbers might
>not be totally accurate, if I've edited those files before.
>
>cl_dll/movehelper_client.cpp
>===
>--- cl_dll/movehelper_client.cpp
>+++ cl_dll/movehelper_client.cpp
>@@ -128,6 +128,38 @@
>
>void CMoveHelperClient::ProcessImpacts( void )
>{
>+// Don't bother if the player ain't solid
>+if ( g_pLocalPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
>+return;
>+
>+// Save off the velocity, cause we need to temporarily reset it
>+Vector vel = g_pLocalPlayer->GetAbsVelocity();
>+
>+// Touch other objects that were intersected during the movement.
>+for (int i = 0 ; i < m_TouchList.Size(); i++)
>+{
>+C_BaseEntity *pEnt = ClientEntityList().GetEnt(
>m_TouchList[i].trace.m_pEnt->entindex() );
>+if (!pEnt)
>+continue;
>+
>+// Don't ever collide with self
>+if ( pEnt == g_pLocalPlayer )
>+continue;
>+
>+// Reconstruct trace results.
>+m_TouchList[i].trace.m_pEnt = pEnt;
>+
>+// Use the velocity we had when we collided, so boxes will
>move, etc.
>+g_pLocalPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
>+
>+pEnt->PhysicsImpact( g_pLocalPlayer, m_TouchList[i].trace );
>+}
>+
>+// Restore the velocity
>+g_pLocalPlayer->SetAbsVelocity( vel );
>+
>+// So no stuff is ever left over, sigh...
>+ResetTouchList();
>}
>
>void CMoveHelperClient::StartSound( const Vector& origin, const char
>*soundname )
>
>cl_dll/prediction.cpp
>===
>--- cl_dll/prediction.cpp
>+++ cl_dll/prediction.cpp
>@@ -837,9 +837,7 @@
>
>RunPostThink( player );
>
>-// TODO:  Predict impacts?
>-//// Let server invoke any needed impact functions
>-//moveHelper->ProcessImpacts();
>+moveHelper->ProcessImpacts();
>
>FinishCommand( player );
>
>So far this code works for my purposes. Has anybody else done this, or
>want to try this and provide some input? Maybe Valve has some pointers,
>or a reason why they didn't do it in the first place?
>
>Thanks.
>
>--
>Jorge "Vino" Rodriguez
>
>
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Re: [hlcoders] players falling out of DM maps

2006-07-16 Thread bloodykenny
Well your change doesn't seem to have any negative side effect.  Whether it 
fixes the error logs or not would take a few days to determine.  Do you have 
any info on that?

At 2006/03/10 09:20 AM, Garry Newman wrote:
>It's probably a bit hacky.. I'll have to move it over since I added it
>in derived Lua stuff.
>
>The problem I found was in the function
>
>bool CBasePlayer::SetObserverMode(int mode )
>
>the block
>
>case OBS_MODE_CHASE :
>case OBS_MODE_IN_EYE :
>// udpate FOV and viewmodels
>SetObserverTarget( m_hObserverTarget );
>SetMoveType( MOVETYPE_OBSERVER );
>break;
>
>
>should really be
>
>case OBS_MODE_CHASE :
>case OBS_MODE_IN_EYE :
>// udpate FOV and viewmodels
>SetObserverTarget( m_hObserverTarget );
>SetMoveType( MOVETYPE_NONE );
>break;
>
>It doesn't seem to have any knock on effect as far as I can tell.. but
>I haven't tested it a lot.
>
>I think the problem was that somewhere down the line the
>OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used
>instead.. but this bit of code wasn't updated.
>
>
>
>On 3/10/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>> Garry Newman wrote:
>>
>> >I just fixed this problem in GMod.
>> >
>> >When a player is a spectator his body is non solid so keeps falling
>> >through the enviroment.
>> >
>> >In my mod I just made it set the player's movetype to MOVETYPE_NONE if
>> >he's spectating an entity. It seems to fix the problem (You can verify
>> >by ent_text 2 or whatever the player's entity index is)
>> >
>> >
>> Would you be gracious enough to provide a patch?
>>
>> Jeff 'Kuja' Katz wrote:
>>
>> >>>We've been having this same errant behavior in Digital Paintball.
>> >>>Several spawn points that appear as valid in VHE appear to the engine
>> >>>to be partially underground. This caused some issues when spawning, as
>> >>>VPhysicsShadowUpdate barfed at the invalid spawns and the player ended
>> >>>up respawning where they had 'died'.
>> >>>
>> >>>Our current solution (more of a hack) is to move the player up a set
>> >>>number of units and casting a traceline down to figure out where to
>> >>>really spawn.
>> >>>
>> We also had problems where sometimes the spawn would work OK but the
>> player would simply fall through the floor. The same downcasting
>> solution seems to have solved it. However I think these problems are
>> only marginally related to the problem bloodykenny brought up, because
>> he says it only happens when players are dead. But maybe they are the
>> same problem.
>>
>> --
>> Jorge "Vino" Rodriguez
>>
>>
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>>
>
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RE: [hlcoders] config.cfg won't save two keys two the same bind?

2006-07-16 Thread Jay C.
I had noticed this bug a lot also. I have space and mouse2 bound to jump and
it always erases space randomly.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 16 July 2006 23:11
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] config.cfg won't save two keys two the same bind?
>
> I've been struggling on and off for months with this annoying bug where
> I'll notice sometimes a key has gotten unbound.  And finally I've come up
> with a theory on the HL2 bug: config.cfg won't save two keys to the same
> bind?
>
> So, for instance, I have this in the config_default.cfg:
>
> bind "a" "+moveleft"
> bind "KP_HOME" "+moveleft"
>
> Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of
> the two, leaving only:
>
> bind "KP_HOME" "+moveleft"
>
> I suspect this is a bug in the closed-source core.  Any ideas?
>
> ___
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> please visit:
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[hlcoders] config.cfg won't save two keys two the same bind?

2006-07-16 Thread bloodykenny
I've been struggling on and off for months with this annoying bug where I'll 
notice sometimes a key has gotten unbound.  And finally I've come up with a 
theory on the HL2 bug: config.cfg won't save two keys to the same bind?

So, for instance, I have this in the config_default.cfg:

bind "a" "+moveleft"
bind "KP_HOME" "+moveleft"

Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of the 
two, leaving only:

bind "KP_HOME" "+moveleft"

I suspect this is a bug in the closed-source core.  Any ideas?

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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-07-16 Thread bloodykenny
Thanks to some inspiring info in the "[hlcoders] Full-screen HudElement" 
thread, I found the solution to the long-standing and horribly annoying HL2 bug 
where resizing your window caused the HUD to screw up.

I've added a "Resizing game window glitches HUD elements" along with a patch.

At 2006/06/26 11:06 PM, [EMAIL PROTECTED] wrote:
>So what exactly did Valve break in the hud?  What files?  Because HL2DM has 
>this same bug.
>
>At 2006/06/26 11:32 AM, Tony \"omega\" Sergi wrote:
>>Yeah you have to put the numbers in the scheme file relative to 640x480.
>>
>>I use hud_reloadscheme a lot, and I've never had this problem after editing
>>them before.
>>
>>
>>--
>>-- omega
>>Heroes of Excelsior
>>http://www.heroesofexcelsior.com
>>Blackened Interactive
>>http://www.blackened-interactive.com
>>
>>> -Original Message-
>>> From: William Ravaine [mailto:[EMAIL PROTECTED]
>>> Sent: June 26, 2006 12:22 PM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
>>>
>>> By editing them in 640x480, do you mean using the built-in VGUI editor to
>>> position/scale controls? Because im not using this at all (i cant use it
>>> to
>>> edit HUD elements as it is right now). I'm changing x/y/size numbers in
>>> the
>>> HudLayout.res then saving and using hud_reloadscheme to see the changes
>>> ingame. Maybe this is where Im wrong, but it is my understanding that the
>>> x/y/size numbers Im setting in the HudLayout files are relative to a
>>> 640x480
>>> virtual screen already. When I change resolution everything scales up fine
>>> (panels aspect ratios are preserved) except the labels text which get
>>> messed
>>> up - they get much bigger than they should be. And I'd like to know why :)
>>
>>
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Re: [hlcoders] Incorrect Game.dll

2006-07-16 Thread bloodykenny
Try this...

// gcc misc-files/dltest.c -o dltest -ldl
// LD_LIBRARY_PATH=~/source/bin ./dltest ~/source/aoa/bin/server_i486.so 
CreateInterface
#include 
#include 

int main(int argc, char* argv[]) {
void* handle = dlopen(argv[1], RTLD_LAZY);
printf("handle %x %s\n", handle, dlerror());
if (!handle) {
printf("no handle - skipping sym\n");
return 1;
}

void* sym = dlsym(handle, argv[2]);
if (!sym) {
printf("no sym - skipping sym\n");
return 1;
}

printf("sym %x %s\n", sym, dlerror());

return 0;
}


At 2006/07/16 01:31 PM, Jose Luis Gonzalez wrote:
>Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some 
>linux servers.
>
>
>
> Mensaje original 
>
>> De: "Scott Loyd" <[EMAIL PROTECTED]>
>
>> Enviado: sábado, 15 de julio de 2006 10:20
>
>> Para: hlcoders@list.valvesoftware.com
>
>> Asunto: Re: [hlcoders] Incorrect Game.dll
>
>>
>
>> --
>
>> [ Picked text/plain from multipart/alternative ]
>
>> find  const char *GetGameDescription()  in *_client.cpp.
>
>>
>
>> On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:
>
>> >
>
>> > Hi, i recently compiled my Mod in linux and works well in local.
>
>> >
>
>> > But, when i upload to a linux dedicated server, i have some problems. The
>
>> > major problem is in the start, that shows:
>
>> >
>
>> > Game.dll loaded for "Half-life 2 Deathmatch"
>
>> >
>
>> > instead of:
>
>> >
>
>> > Game.dll loaded for "MyMod"
>
>> >
>
>> > What's the problem?. Is related to GCLIB or GCC versions of the linux
>
>> > compilation?.
>
>> >
>
>> > Thanks.
>
>> >
>
>> >  Mensaje original 
>
>> > > De: Marcel <[EMAIL PROTECTED]>
>
>> > > Enviado: viernes, 14 de julio de 2006 18:47
>
>> > > Para: hlds_linux@list.valvesoftware.com
>
>> > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from
>
>> > filtered steam content servers
>
>> > >
>
>> > > Hi,
>
>> > >
>
>> > > I also had the same problem with my windows steam client on my pc (but
>
>> > > not only with csarena servers). It just didn't update the client (the
>
>> > > Jul 5 update).
>
>> > > I just tried it several times and did a tcpdump on my router. I saw some
>
>> > > packets to the csarena steam servers, but also some other steam servers
>
>> > > which I don't remember any more. Sadly I haven't checked if they were
>
>> > > filtered servers.
>
>> > >
>
>> > > - Marcel
>
>> > >
>
>> > > Alfred Reynolds schrieb:
>
>> > > > We will look into this, thanks for the info.
>
>> > > >
>
>> > > > Timo Hilbertz wrote:
>
>> > > >> hi alfred,
>
>> > > >>
>
>> > > >> this is my first time posting in this list, i'm not sure if this is
>
>> > > >> the
>
>> > > >> right place for my question, but i did not find any other adequate
>
>> > > >> list.
>
>> > > >> since two days our cs/css/dods servers try to update from steam
>
>> > > >> content
>
>> > > >> servers located at cs-arena.com. as you can see in the steam content
>
>> > > >> servers
>
>> > > >> status page at
>
>> > > >> http://www.steampowered.com/status/content_servers.html ,
>
>> > > >> these servers are filtered - so it's impossible for our servers to
>
>> > > >> get an
>
>> > > >> update. the only solution was to edit our hosts files so all request
>
>> > > >> pointing at cs-arena.com are redirected to unfiltered servers from
>
>> > > >> other
>
>> > > >> providers located in germany.
>
>> > > >>
>
>> > > >> it seems that this problem is not limited to us as we also tried to
>
>> > > >> update
>
>> > > >> temp servers located in other data centers which are not related to
>
>> > > >> us. our assumption is that steam clients simply do not know that
>
>> > > >> content servers
>
>> > > >> from cs-arena are filtered and block all update requests from servers
>
>> > > >> that
>
>> > > >> do not belong to the cs-arena IP pool. can you confirm that? can you
>
>> > > >> tell
>
>> > > >> somebody to fix it? :o)
>
>> > > >>
>
>> > > >> by the way: we'd like to get our own steam content servers (bandwidth
>
>> > > >> is no problem), is there any way to speed up the application?
>
>> > > >>
>
>> > > >> kind regards,
>
>> > > >> timo
>
>> > > >> XG1.net
>
>> > > >>
>
>> > > >>
>
>> > > >> ___
>
>> > > >> To unsubscribe, edit your list preferences, or view the list
>
>> > > >> archives, please visit:
>
>> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>> > > >
>
>> > > > ___
>
>> > > > To unsubscribe, edit your list preferences, or view the list archives,
>
>> > please visit:
>
>> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>> > > >
>
>> > > >
>
>> > >
>
>> > > ___
>
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>
>> > please visit:
>
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>> >
>
>> >
>
>> >
>
>> >
>
>> > ___

Re: [hlcoders] Incorrect Game.dll

2006-07-16 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Did you override the gamerules description as well as the default one?

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Re: [hlcoders] Incorrect Game.dll

2006-07-16 Thread Jose Luis Gonzalez
Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some 
linux servers.

 Mensaje original 
> De: "Scott Loyd" <[EMAIL PROTECTED]>
> Enviado: sábado, 15 de julio de 2006 10:20
> Para: hlcoders@list.valvesoftware.com
> Asunto: Re: [hlcoders] Incorrect Game.dll
>
> --
> [ Picked text/plain from multipart/alternative ]
> find  const char *GetGameDescription()  in *_client.cpp.
>
> On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:
> >
> > Hi, i recently compiled my Mod in linux and works well in local.
> >
> > But, when i upload to a linux dedicated server, i have some problems. The
> > major problem is in the start, that shows:
> >
> > Game.dll loaded for "Half-life 2 Deathmatch"
> >
> > instead of:
> >
> > Game.dll loaded for "MyMod"
> >
> > What's the problem?. Is related to GCLIB or GCC versions of the linux
> > compilation?.
> >
> > Thanks.
> >
> >  Mensaje original 
> > > De: Marcel <[EMAIL PROTECTED]>
> > > Enviado: viernes, 14 de julio de 2006 18:47
> > > Para: hlds_linux@list.valvesoftware.com
> > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from
> > filtered steam content servers
> > >
> > > Hi,
> > >
> > > I also had the same problem with my windows steam client on my pc (but
> > > not only with csarena servers). It just didn't update the client (the
> > > Jul 5 update).
> > > I just tried it several times and did a tcpdump on my router. I saw some
> > > packets to the csarena steam servers, but also some other steam servers
> > > which I don't remember any more. Sadly I haven't checked if they were
> > > filtered servers.
> > >
> > > - Marcel
> > >
> > > Alfred Reynolds schrieb:
> > > > We will look into this, thanks for the info.
> > > >
> > > > Timo Hilbertz wrote:
> > > >> hi alfred,
> > > >>
> > > >> this is my first time posting in this list, i'm not sure if this is
> > > >> the
> > > >> right place for my question, but i did not find any other adequate
> > > >> list.
> > > >> since two days our cs/css/dods servers try to update from steam
> > > >> content
> > > >> servers located at cs-arena.com. as you can see in the steam content
> > > >> servers
> > > >> status page at
> > > >> http://www.steampowered.com/status/content_servers.html ,
> > > >> these servers are filtered - so it's impossible for our servers to
> > > >> get an
> > > >> update. the only solution was to edit our hosts files so all request
> > > >> pointing at cs-arena.com are redirected to unfiltered servers from
> > > >> other
> > > >> providers located in germany.
> > > >>
> > > >> it seems that this problem is not limited to us as we also tried to
> > > >> update
> > > >> temp servers located in other data centers which are not related to
> > > >> us. our assumption is that steam clients simply do not know that
> > > >> content servers
> > > >> from cs-arena are filtered and block all update requests from servers
> > > >> that
> > > >> do not belong to the cs-arena IP pool. can you confirm that? can you
> > > >> tell
> > > >> somebody to fix it? :o)
> > > >>
> > > >> by the way: we'd like to get our own steam content servers (bandwidth
> > > >> is no problem), is there any way to speed up the application?
> > > >>
> > > >> kind regards,
> > > >> timo
> > > >> XG1.net
> > > >>
> > > >>
> > > >> ___
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