Re: [hlcoders] Srcds startup problems
LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so \ $(SRC_LIB_PUBLIC)/mathlib_i486.a \ $(SRC_LIB_PUBLIC)/choreoobjects_i486.a \ $(SRC_LIB_PUBLIC)/tier1_i486.a" Notice no paths infront of .so files, that is because of those sym links. You might want to search the archives a little, linux makefile errors have come up a few times. Stefan Bermig wrote: I think i got it working somehow. Problem really seem to be the 2 files (tier and vstdlib). Having a path like this in the makefile makes the binary work: #GamePath = /home/stefan/srcds Using ../.. instead prevents the binary from working although they're both pointing at the same directory. Yet they're still linked to /lib/ as well for some reason. so i need the gamepath like this and the two files in the lib folder to make it work. I hope you guys have a solution for this as i am stuck after one week of working on this ;) Thx for you help so far. Stefan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Customizing Entity Physics Collisions
-- [ Picked text/plain from multipart/alternative ] Is there any easy way to exclude player bounding boxes from physics collisions and collide with hitboxes only? My problem is that projectiles in the crossbow bolt style collide with players' bounding boxes rather than their hitboxes. Not too noticible in HL2MP with the crossbow, but it's a big issue if you're trying to simulate bullets. I've got the code set up to determine whether the bullet would hit a hitbox or not from the touch function of the bullet entity. That works fine. However, by the time the touch function for an entity is called, it seems to have already 'touched' in that it refuses to continue moving, regardless of what is done to its solid state and such. I want to ignore that collision and let the bullet continue through the outer bounding box of the player as if it were non solid. I'm pretty sure that this can be done with some (non-trivial) changes to the collision code in the SDK, but I want to make sure there isn't a simple way to do it before I go and make a mess. Some kind of function to either remove a collision from the active 'list' or to intercept collision events before they actually reach the point where they affect movement would be perfect. The bullet entity is set as: MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM, and SOLID_BBOX. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Shader Semantics
>I would transform the vertex positions from local space -> world space -> view space -> projection space cModelViewProj combines all of these transformations into one matrix multiply for efficiency. The following matrices defined in common_vs_fxc.h should let you do what you want: cModel[0] -> transform from model coordinates to world coordinates. cViewProj -> transform from world coordinates to projected view coordinates. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Burton Posey Sent: Monday, September 11, 2006 6:01 PM To: hlCoders Subject: [hlcoders] Shader Semantics I'm working on implementing some shaders that I've written in the past in the hl2 engine and have been at it for the past two months. I'm having trouble finding documentation on the semantics the engine understands with respect to coordinate space transformations. In regular hlsl written simple for the DirectX viewer to understand, I would transform the vertex positions from local space -> world space -> view space -> projection space. I know that the common_vs_fxc.h file has a declaration that does this in one step, cModelViewProj. What I need to do though is work in World space, transform some vertices based upon their normals, and then get the vertices into projection space. I do not see a const float4x4 matrix in that header file that would allow me to do that. I would appreciate any suggestions. I am still not sure what the const float4x4 cViewModel does (eight lines below the other trans. matrices), but I believe that cModelView is in fact the world space transformation matrix. Perhaps I'm just not recalling how to step back in translations to the original coordinate system or how that's possible. Thanks for the help. Take care, -Sentientv2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shader Semantics
I'm working on implementing some shaders that I've written in the past in the hl2 engine and have been at it for the past two months. I'm having trouble finding documentation on the semantics the engine understands with respect to coordinate space transformations. In regular hlsl written simple for the DirectX viewer to understand, I would transform the vertex positions from local space -> world space -> view space -> projection space. I know that the common_vs_fxc.h file has a declaration that does this in one step, cModelViewProj. What I need to do though is work in World space, transform some vertices based upon their normals, and then get the vertices into projection space. I do not see a const float4x4 matrix in that header file that would allow me to do that. I would appreciate any suggestions. I am still not sure what the const float4x4 cViewModel does (eight lines below the other trans. matrices), but I believe that cModelView is in fact the world space transformation matrix. Perhaps I'm just not recalling how to step back in translations to the original coordinate system or how that's possible. Thanks for the help. Take care, -Sentientv2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Srcds startup problems
I think i got it working somehow. Problem really seem to be the 2 files (tier and vstdlib). Having a path like this in the makefile makes the binary work: #GamePath = /home/stefan/srcds Using ../.. instead prevents the binary from working although they're both pointing at the same directory. Yet they're still linked to /lib/ as well for some reason. so i need the gamepath like this and the two files in the lib folder to make it work. I hope you guys have a solution for this as i am stuck after one week of working on this ;) Thx for you help so far. Stefan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam HL1 custom menu
Vyacheslav Dzhura wrote: Hello! Is it possible to make custom menues for generic Steam Half-Life? For example I want to modify multiplayer create server menu so that it displays thumbs for maps, or actually resembles chapter selection window? From what I remember, there isn't any way to customise the menu interface in HL1. You can declare the mod to be single player or multiplayer, but this simply enables or disables items in the menu (it doesn't remove them from the menu). The was a way to customise the text that was displayed by changing the app's resource strings, but you can't add new elements or remove existing elements (other than making them "blank"). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam HL1 custom menu
[ Converted text/html to text/plain ] You can use the VGui 2 Editor (Ctrl+Shift+B) in steam to customize the menus. And then add some new code saying when a map is selected in the mp options display this picture from this location. (image) Jacob "Frostbite" Breen -- From: "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam HL1 custom menu Date: Mon, 11 Sep 2006 17:27:03 -0500 MIME-Version: 1.0 Received: from list.valvesoftware.com ([207.173.176.202]) by bay0-mc8-f3.bay0.hotmail.com with Microsoft SMTPSVC(6.0.3790.2444); Mon, 11 Sep 2006 15:32:55 -0700 Received: from localhost ([127.0.0.1] helo=list.valvesoftware.com)by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))id 1GMtoz-0007YQ-00; Mon, 11 Sep 2006 15:00:05 -0700 Received: from [66.194.172.18] (helo=gbxproofpoint.gearboxsoftware.com)by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))id 1GMtmB-0007Lg-00for ; Mon, 11 Sep 2006 14:57:11 -0700 Received: from exchange.gearboxsoftware.com (exchange.gearboxsoftware.com [172.16.9.7])by gbxproofpoint.gearboxsoftware.com (8.13.6/8.13.6) with ESMTP id k8BMRNAX018699for ; Mon, 11 Sep 2006 17:27:23 -0500 Received: from [172.16.10.80] ([172.16.10.80]) by exchange.gearboxsoftware.com with Microsoft SMTPSVC(6.0.3790.1830); Mon, 11 Sep 2006 17:27:17 -0500 Vyacheslav Dzhura wrote: Hello! Is it possible to make custom menues for generic Steam Half-Life? For example I want to modify multiplayer create server menu so that it displays thumbs for maps, or actually resembles chapter selection window? From what I remember, there isn't any way to customise the menu interface in HL1. You can declare the mod to be single player or multiplayer, but this simply enables or disables items in the menu (it doesn't remove them from the menu). The was a way to customise the text that was displayed by changing the app's resource strings, but you can't add new elements or remove existing elements (other than making them "blank"). -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Dont waste time standing in linetry shopping online. Visit Sympatico / MSN Shopping today![1] ===References:=== 1. http://g.msn.com/8HMBENCA/2752??PS=47575 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam HL1 custom menu
Hello! Is it possible to make custom menues for generic Steam Half-Life? For example I want to modify multiplayer create server menu so that it displays thumbs for maps, or actually resembles chapter selection window? -- Best regards, Slava mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is this a little bug?
-- [ Picked text/plain from multipart/alternative ] Wow, nice. Good catch Robbie On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote: > > Since players simulate off of CUserCmds it might not be that bad. But I > found about 15 other instances of this off by one bug in our codebase so > I fixed all of those, too. :) > > Yahn > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy > Swigart > Sent: Monday, September 11, 2006 2:10 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Is this a little bug? > > -- > [ Picked text/plain from multipart/alternative ] Wonder what kind of > craziness the last client would have with those bugs. > Physics_SimulateEntity sounds like a rather important function hehe. > > On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote: > > > > Yes, definitely a bug > > > > Yahn > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > > Groenewoudt > > Sent: Sunday, September 10, 2006 8:59 AM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] Is this a little bug? > > > > -- > > [ Picked text/plain from multipart/alternative ] Check out the > > function void Physics_RunThinkFunctions( bool simulating ) in > physics_main.cpp. > > It has the following code: > > > > for ( int i = 1; i < gpGlobals->maxClients; i++ ) > > { > > CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); > > if ( pPlayer ) > > { > > // Always reset clock to real sv.time > > gpGlobals->curtime = starttime; > > Physics_SimulateEntity( pPlayer ); > > } > > } > > > > Which would mean that this doesn't get called for the last player. > > > > Robbie > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Is this a little bug?
Since players simulate off of CUserCmds it might not be that bad. But I found about 15 other instances of this off by one bug in our codebase so I fixed all of those, too. :) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Monday, September 11, 2006 2:10 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Is this a little bug? -- [ Picked text/plain from multipart/alternative ] Wonder what kind of craziness the last client would have with those bugs. Physics_SimulateEntity sounds like a rather important function hehe. On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote: > > Yes, definitely a bug > > Yahn > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Sunday, September 10, 2006 8:59 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Is this a little bug? > > -- > [ Picked text/plain from multipart/alternative ] Check out the > function void Physics_RunThinkFunctions( bool simulating ) in physics_main.cpp. > It has the following code: > > for ( int i = 1; i < gpGlobals->maxClients; i++ ) > { > CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); > if ( pPlayer ) > { > // Always reset clock to real sv.time > gpGlobals->curtime = starttime; > Physics_SimulateEntity( pPlayer ); > } > } > > Which would mean that this doesn't get called for the last player. > > Robbie > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is this a little bug?
-- [ Picked text/plain from multipart/alternative ] Wonder what kind of craziness the last client would have with those bugs. Physics_SimulateEntity sounds like a rather important function hehe. On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote: > > Yes, definitely a bug > > Yahn > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Sunday, September 10, 2006 8:59 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Is this a little bug? > > -- > [ Picked text/plain from multipart/alternative ] Check out the function > void Physics_RunThinkFunctions( bool simulating ) in physics_main.cpp. > It has the following code: > > for ( int i = 1; i < gpGlobals->maxClients; i++ ) > { > CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); > if ( pPlayer ) > { > // Always reset clock to real sv.time > gpGlobals->curtime = starttime; > Physics_SimulateEntity( pPlayer ); > } > } > > Which would mean that this doesn't get called for the last player. > > Robbie > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Srcds startup problems
Slightly off topic but while on the linux server-side build process and shared library linking... If building a plug-in, (>make plugin, which depends on the 'master' Makefile for its references to shared library files, additionally, there is also the Makefile.plugin) I found that unless I also included /bin/dedicated_i*86.so (either i486 or i686) in the link, the plug-in would fail. Stefan Bermig wrote: i noticed my server binary seems to be linked to tier0_i486.so twice? ldd server_i486.so linux-gate.so.1 => (0xe000) libm.so.6 => /lib/libm.so.6 (0xb75dd000) libdl.so.2 => /lib/libdl.so.2 (0xb75d9000) /home/stefan/srcds/bin/tier0_i486.so (0xb75a3000) /home/stefan/srcds/bin/vstdlib_i486.so (0xb758f000) libc.so.6 => /lib/libc.so.6 (0xb746e000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 => /lib/libpthread.so.0 (0xb745a000) tier0_i486.so => /lib/tier0_i486.so (0xb7424000) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Srcds startup problems
i noticed my server binary seems to be linked to tier0_i486.so twice? ldd server_i486.so linux-gate.so.1 => (0xe000) libm.so.6 => /lib/libm.so.6 (0xb75dd000) libdl.so.2 => /lib/libdl.so.2 (0xb75d9000) /home/stefan/srcds/bin/tier0_i486.so (0xb75a3000) /home/stefan/srcds/bin/vstdlib_i486.so (0xb758f000) libc.so.6 => /lib/libc.so.6 (0xb746e000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 => /lib/libpthread.so.0 (0xb745a000) tier0_i486.so => /lib/tier0_i486.so (0xb7424000) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Is this a little bug?
Yes, definitely a bug Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Sunday, September 10, 2006 8:59 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Is this a little bug? -- [ Picked text/plain from multipart/alternative ] Check out the function void Physics_RunThinkFunctions( bool simulating ) in physics_main.cpp. It has the following code: for ( int i = 1; i < gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { // Always reset clock to real sv.time gpGlobals->curtime = starttime; Physics_SimulateEntity( pPlayer ); } } Which would mean that this doesn't get called for the last player. Robbie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Srcds startup problems
Here's my make file. I am pretty sure i set them up properly ;) Do these two files have to be in the srcds/bin or srcds/moddir/bin folder? Also i still don't have a fix for the missing vphysics_i486.so file :( # # SDK Makefile for x86 Linux # # # # Developer configurable items # # the name of the mod binary (_i486.so is appended to the end) NAME=server # the location of the vcproj that builds the mod MOD_PROJ=/home/stefan/srcds/src/dlls/rnl_server.vcproj # the name of the mod configuration (typically _) MOD_CONFIG=rnl_server_ReleaseRNLWin32 # the directory the base binaries (tier0_i486.so, etc) are located #GAME_DIR=../../ GAME_DIR=/home/stefan/srcds # compiler options (gcc 3.4.1 or above is required) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc // These folders say it's 3.4.3 but they're from a 3.4.4 rpm package. CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a" # put any compiler flags you want passed here USER_CFLAGS= # link flags for your mod, make sure to include any special libraries here LDFLAGS="-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so" # XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile converter # it must be installed before being able to run this makefile #XERCES_INC_DIR=/home/alfred/tmp/xerces-c-src_2_6_0/include #XERCES_LIB_DIR=/home/alfred/tmp/xerces-c-src_2_6_0/lib # if you have xerces installed already you should be able to use the two lines below XERCES_INC_DIR=/home/stefan/xerces/include XERCES_LIB_DIR=/home/stefan/xerces/lib # # Things below here shouldn't need to be altered # MAKE=make # the dir we want to put binaries we build into BUILD_DIR=. # the place to put object files BUILD_OBJ_DIR=$(BUILD_DIR)/obj # the location of the source code SOURCE_DIR=.. # the CPU target for the build, must be i486 for now ARCH=i486 ARCH_CFLAGS=-mtune=i686 -march=pentium -mmmx -O3 # -fpermissive is so gcc 3.4.x doesn't complain about some template stuff BASE_CFLAGS=-fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp SHLIBEXT=so SHLIBCFLAGS=-fPIC SHLIBLDFLAGS=-shared -Wl,-Map,[EMAIL PROTECTED] -Wl #flags passed to the c compiler CFLAGS="$(USER_CFLAGS) $(DEFINES) $(ARCH_CFLAGS) $(BASE_CFLAGS) -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE" # define list passed to make for the sub makefile BASE_DEFINES=CC=$(CC) CPLUS=$(CPLUS) CPP_LIB=$(CPP_LIB) \ BUILD_DIR=$(BUILD_DIR) BUILD_OBJ_DIR=$(BUILD_OBJ_DIR) \ SOURCE_DIR=$(SOURCE_DIR) SHLIBLDFLAGS=$(SHLIBLDFLAGS) SHLIBEXT=$(SHLIBEXT) \ CLINK=$(CLINK) CFLAGS=$(CFLAGS) LDFLAGS=$(LDFLAGS) \ ARCH=$(ARCH) GAME_DIR=$(GAME_DIR) MOD_CONFIG=$(MOD_CONFIG) NAME=$(NAME) \ XERCES_INC_DIR=$(XERCES_INC_DIR) XERCES_LIB_DIR=$(XERCES_LIB_DIR) # Project Makefile MAKE_MOD=Makefile.mod MAKE_VCPM=Makefile.vcpm MAKE_PLUGIN=Makefile.plugin all: check vcpm mod check: if [ -z "$(CC)" ]; then echo "Compiler not defined."; exit; fi if [ ! -d $(BUILD_DIR) ];then mkdir $(BUILD_DIR);fi cd $(BUILD_DIR) vcpm: $(MAKE) -f $(MAKE_VCPM) $(BASE_DEFINES) mod: vcpm if [ ! -f "tier0_i486.so" ]; then ln -s $(GAME_DIR)/bin/tier0_i486.so .; fi if [ ! -f "vstdlib_i486.so" ]; then ln -s $(GAME_DIR)/bin/vstdlib_i486.so .; fi ./vcpm $(MOD_PROJ) $(MAKE) -f $(MAKE_MOD) $(BASE_DEFINES) plugin: $(MAKE) -f $(MAKE_PLUGIN) $(BASE_DEFINES) clean: $(MAKE) -f $(MAKE_VCPM) $(BASE_DEFINES) clean $(MAKE) -f $(MAKE_PLUGIN) $(BASE_DEFINES) clean $(MAKE) -f $(MAKE_MOD) $(BASE_DEFINES) clean ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders