Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread REBEL

Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.


there are TWO events that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)


I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
This might have something to do with the fact that there are TWO events
that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
Check to make sure you are not calling both..
I have a similar problem when I switch to third person mode and I fire my
gun. Both events get called and I can see two muzzle flashes.

- Original Message -
From: Ryan Sheffer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 9:43 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.

On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:


On Tuesday 06 March 2007 11:32 am, REBEL wrote:
 I got a problem with muzzle flash, basically when a player shoots the
 muzzle can  be seen in  world, its view space and... the rest of view
 spaces of other players if they are using the same gun (or one coded
from
 the original 357). This only happens when weapon is a 357 revolver
clone.
 We got 3 weapons cloned from 357 and all of them are bugged. There are
also
 a few shotgun cloned weapons which don't suffer that problem.

First thought is, some class member got marked static somewhere along
the
line?

-John Sheu

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Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.

there are TWO events that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)

I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 This might have something to do with the fact that there are TWO events
 that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)
 Check to make sure you are not calling both..
 I have a similar problem when I switch to third person mode and I fire my
 gun. Both events get called and I can see two muzzle flashes.

 - Original Message -
 From: Ryan Sheffer [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 07, 2007 9:43 AM
 Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

 On Tuesday 06 March 2007 11:32 am, REBEL wrote:
  I got a problem with muzzle flash, basically when a player shoots the
  muzzle can  be seen in  world, its view space and... the rest of view
  spaces of other players if they are using the same gun (or one coded
 from
  the original 357). This only happens when weapon is a 357 revolver
 clone.
  We got 3 weapons cloned from 357 and all of them are bugged. There are
 also
  a few shotgun cloned weapons which don't suffer that problem.

 First thought is, some class member got marked static somewhere along
 the
 line?

 -John Sheu

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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Michael Shimmins
--
[ Picked text/plain from multipart/alternative ]
Are Erik and Eric still around?

On 3/8/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Alfred Reynolds wrote:
  He has been busy preparing for GDC (which he is now at).

 ...and whatever happened to that Alfred guy that used to make Admin Mod?

 ;)

 --
 Jeffrey botman Broome

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Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread REBEL

Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.


there are TWO events that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)


I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
This might have something to do with the fact that there are TWO events
that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
Check to make sure you are not calling both..
I have a similar problem when I switch to third person mode and I fire my
gun. Both events get called and I can see two muzzle flashes.

- Original Message -
From: Ryan Sheffer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 9:43 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.

On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:


On Tuesday 06 March 2007 11:32 am, REBEL wrote:
 I got a problem with muzzle flash, basically when a player shoots the
 muzzle can  be seen in  world, its view space and... the rest of view
 spaces of other players if they are using the same gun (or one coded
from
 the original 357). This only happens when weapon is a 357 revolver
clone.
 We got 3 weapons cloned from 357 and all of them are bugged. There are
also
 a few shotgun cloned weapons which don't suffer that problem.

First thought is, some class member got marked static somewhere along
the
line?

-John Sheu

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please visit:
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Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
hmm that is very weird. So basically, another player fires, and a
muzzleflash sprite gets created on every player, not just the one doing the
firing...
Seems like the dispatcheffect is not being filtered properly (ie. your
sending the muzzleflash event to the wrong clients). It's really hard to
tell without seeing your code.


- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 3:03 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.

there are TWO events that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)

I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 This might have something to do with the fact that there are TWO events
 that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)
 Check to make sure you are not calling both..
 I have a similar problem when I switch to third person mode and I fire my
 gun. Both events get called and I can see two muzzle flashes.

 - Original Message -
 From: Ryan Sheffer [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 07, 2007 9:43 AM
 Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

 On Tuesday 06 March 2007 11:32 am, REBEL wrote:
  I got a problem with muzzle flash, basically when a player shoots the
  muzzle can  be seen in  world, its view space and... the rest of view
  spaces of other players if they are using the same gun (or one coded
 from
  the original 357). This only happens when weapon is a 357 revolver
 clone.
  We got 3 weapons cloned from 357 and all of them are bugged. There are
 also
  a few shotgun cloned weapons which don't suffer that problem.

 First thought is, some class member got 

RE: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Ben Everett
Forsaken had that issue before, it turned out to be a problem with the
actual models. If I recall, it was how the parent bones were setup as well
as the bone/attachment orientations for the muzzle effect.

If that isn’t it, what Minh said about the effect not being filtered could
be the problem.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, March 08, 2007 5:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Muzzle flash showing in every view space.

--
[ Picked text/plain from multipart/alternative ]
hmm that is very weird. So basically, another player fires, and a
muzzleflash sprite gets created on every player, not just the one doing the
firing...
Seems like the dispatcheffect is not being filtered properly (ie. your
sending the muzzleflash event to the wrong clients). It's really hard to
tell without seeing your code.


- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 3:03 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.

there are TWO events that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)

I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 This might have something to do with the fact that there are TWO events
 that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)
 Check to make sure you are not calling both..
 I have a similar problem when I switch to third person mode and I fire my
 gun. Both events get called and I can see two muzzle flashes.

 - Original Message -
 From: Ryan Sheffer [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 07, 2007 9:43 AM
 Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Andrew (Bromfitsen)
--
[ Picked text/plain from multipart/alternative ]
More curiously, whatever happened to Minh Le?
--

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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Justin Krenz

Everyone really wants to know what's going on with Dhabih Eng and when
he's going to update his web site.

Andrew (Bromfitsen) wrote:

--
[ Picked text/plain from multipart/alternative ]
More curiously, whatever happened to Minh Le?
--

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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Nick

I want to know what happen to the guest passes and why I didn't get get one :(

On 3/8/07, Minh [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
I want to know who's responsible for cleaning the Valve washrooms now that
I'm not there anymore..

- Original Message -
From: Justin Krenz [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 5:12 PM
Subject: Re: [hlcoders] Where'd Mike Durand go?


 Everyone really wants to know what's going on with Dhabih Eng and when
 he's going to update his web site.

 Andrew (Bromfitsen) wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 More curiously, whatever happened to Minh Le?
 --

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 please visit:
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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Michael Shimmins
--
[ Picked text/plain from multipart/alternative ]
Sounds like there needs to be a Valve open day to help answer all these
questions ;)


On 3/9/07, Nick [EMAIL PROTECTED] wrote:

 I want to know what happen to the guest passes and why I didn't get get
 one :(

 On 3/8/07, Minh [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I want to know who's responsible for cleaning the Valve washrooms now
 that
  I'm not there anymore..
 
  - Original Message -
  From: Justin Krenz [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Thursday, March 08, 2007 5:12 PM
  Subject: Re: [hlcoders] Where'd Mike Durand go?
 
 
   Everyone really wants to know what's going on with Dhabih Eng and when
   he's going to update his web site.
  
   Andrew (Bromfitsen) wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   More curiously, whatever happened to Minh Le?
   --
  
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 archives,
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Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]

I think Valve should get some buses and go on tour with all of their pojects.
  - Original Message -
  From: Michael Shimminsmailto:[EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
  Sent: Thursday, March 08, 2007 8:18 PM
  Subject: Re: [hlcoders] Where'd Mike Durand go?


  --
  [ Picked text/plain from multipart/alternative ]
  Sounds like there needs to be a Valve open day to help answer all these
  questions ;)


  On 3/9/07, Nick [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote:
  
   I want to know what happen to the guest passes and why I didn't get get
   one :(
  
   On 3/8/07, Minh [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
I want to know who's responsible for cleaning the Valve washrooms now
   that
I'm not there anymore..
   
- Original Message -
From: Justin Krenz [EMAIL PROTECTED]mailto:[EMAIL PROTECTED]
To: 
hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 5:12 PM
Subject: Re: [hlcoders] Where'd Mike Durand go?
   
   
 Everyone really wants to know what's going on with Dhabih Eng and when
 he's going to update his web site.

 Andrew (Bromfitsen) wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 More curiously, whatever happened to Minh Le?
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Re:Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread saigce
--
[ Picked text/plain from multipart/alternative ]
  我靠,你爷爷的。怎么老是给我发垃圾邮件啊

在2007-03-09,Nathan Voge [EMAIL PROTECTED] 写道:
This is a multi-part message in MIME format. -- [ Picked text/plain from 
multipart/alternative ] I think Valve should get some buses and go on tour with 
all of their pojects. - Original Message - From: Michael 
Shimminsmailto:[EMAIL PROTECTED] To: 
hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Sent: 
Thursday, March 08, 2007 8:18 PM Subject: Re: [hlcoders] Where'd Mike Durand 
go? -- [ Picked text/plain from multipart/alternative ] Sounds like there needs 
to be a Valve open day to help answer all these questions ;) On 3/9/07, Nick 
[EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote:   I want to know what 
happen to the guest passes and why I didn't get get  one :(   On 3/8/07, 
Minh [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote:   --   [ Picked 
text/plain from multipart/alternative ]   I want to know who's responsible 
for cleaning the Valve washrooms now  that   I'm not there anymore.. 
- Original Message -   From: Justin Krenz [EMAIL 
PROTECTED]mailto:[EMAIL PROTECTED]   To: 
hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com   
Sent: Thursday, March 08, 2007 5:12 PM   Subject: Re: [hlcoders] Where'd Mike 
Durand go?Everyone really wants to know what's going on with 
Dhabih Eng and whenhe's going to update his web site.   Andrew 
(Bromfitsen) wrote:--[ Picked text/plain from 
multipart/alternative ]More curiously, whatever happened to Minh Le?  
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