Re: [hlcoders] Vehicles in multiplayer
Your mail helped me solve it though it is a bit painful. You must capture your pose parameters to network vars every tick and send them to the client. And then just Set the pose parameters client side as well. I did this with my gun for testing only and now the gun moves smoothly and does not reset to 0 when no more movement. I suppose you just have to do this for all the pose parameters. Thanks - Original Message - From: "Minh" <[EMAIL PROTECTED]> To: Sent: Monday, August 27, 2007 2:05 AM Subject: Re: [hlcoders] Vehicles in multiplayer -- [ Picked text/plain from multipart/alternative ] yea, The pose parameter problem is an issue that a lot of people are having (myself including). The client and server never seems to be in synch. I recall it had something to do about sending an array of variables across the network. I don't think anyone has solved it yet... I managed to alleviate the problem somewhat by keeping track of the last known value of a pose parameter and when/if it changes to a dramatically different value, I smoothly interpolate to the new value. This results in much less popping. Oh, this is all done on the client side btw. - Original Message - From: "Christopher Harris" <[EMAIL PROTECTED]> To: Sent: Sunday, August 26, 2007 10:47 PM Subject: [hlcoders] Vehicles in multiplayer This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am having some minor issues with my vehicle in multiplayer which from a quick one over of the flow of things I am perplexed why they are not working. Firstly PoseParameters seem to be reseting to 0 but I assume it being a CBaseAnimating ala a Model that it will handle sending that data down to itself automatically, so I cannot discern why the poseparameters are reseting when they are done changing on the server. Example we have a gun with yaw/pitch params and when you move your view it moves, but when you stop the gun resets to 0/0 for the values. Secondly Gun Effects are not showing up even though I know the gun code is being called because I used the airboat gun fire code as a test and the gun screen shake is occuring. It is just that the effects don't play. This happens for the airboat as well. (I have added in the Airboat ammo type). Thanks for your help -- ___ 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] Vehicles in multiplayer
I can confirm, MP vehicles are a core part of our mod, and we still have this terrible issue. Last time I brought it up (about a month or maybe a bit more ago) Mike Durand personally looked into this problem. I haven't heard from him since though. Mike, do you have any news on this issue? -- Maarten -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Minh Sent: Monday, August 27, 2007 8:06 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Vehicles in multiplayer -- [ Picked text/plain from multipart/alternative ] yea, The pose parameter problem is an issue that a lot of people are having (myself including). The client and server never seems to be in synch. I recall it had something to do about sending an array of variables across the network. I don't think anyone has solved it yet... I managed to alleviate the problem somewhat by keeping track of the last known value of a pose parameter and when/if it changes to a dramatically different value, I smoothly interpolate to the new value. This results in much less popping. Oh, this is all done on the client side btw. - Original Message - From: "Christopher Harris" <[EMAIL PROTECTED]> To: Sent: Sunday, August 26, 2007 10:47 PM Subject: [hlcoders] Vehicles in multiplayer This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am having some minor issues with my vehicle in multiplayer which from a quick one over of the flow of things I am perplexed why they are not working. Firstly PoseParameters seem to be reseting to 0 but I assume it being a CBaseAnimating ala a Model that it will handle sending that data down to itself automatically, so I cannot discern why the poseparameters are reseting when they are done changing on the server. Example we have a gun with yaw/pitch params and when you move your view it moves, but when you stop the gun resets to 0/0 for the values. Secondly Gun Effects are not showing up even though I know the gun code is being called because I used the airboat gun fire code as a test and the gun screen shake is occuring. It is just that the effects don't play. This happens for the airboat as well. (I have added in the Airboat ammo type). Thanks for your help -- ___ 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] Vehicles in multiplayer
-- [ Picked text/plain from multipart/alternative ] yea, The pose parameter problem is an issue that a lot of people are having (myself including). The client and server never seems to be in synch. I recall it had something to do about sending an array of variables across the network. I don't think anyone has solved it yet... I managed to alleviate the problem somewhat by keeping track of the last known value of a pose parameter and when/if it changes to a dramatically different value, I smoothly interpolate to the new value. This results in much less popping. Oh, this is all done on the client side btw. - Original Message - From: "Christopher Harris" <[EMAIL PROTECTED]> To: Sent: Sunday, August 26, 2007 10:47 PM Subject: [hlcoders] Vehicles in multiplayer This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am having some minor issues with my vehicle in multiplayer which from a quick one over of the flow of things I am perplexed why they are not working. Firstly PoseParameters seem to be reseting to 0 but I assume it being a CBaseAnimating ala a Model that it will handle sending that data down to itself automatically, so I cannot discern why the poseparameters are reseting when they are done changing on the server. Example we have a gun with yaw/pitch params and when you move your view it moves, but when you stop the gun resets to 0/0 for the values. Secondly Gun Effects are not showing up even though I know the gun code is being called because I used the airboat gun fire code as a test and the gun screen shake is occuring. It is just that the effects don't play. This happens for the airboat as well. (I have added in the Airboat ammo type). Thanks for your help -- ___ 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] Vehicles in multiplayer
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am having some minor issues with my vehicle in multiplayer which from a quick one over of the flow of things I am perplexed why they are not working. Firstly PoseParameters seem to be reseting to 0 but I assume it being a CBaseAnimating ala a Model that it will handle sending that data down to itself automatically, so I cannot discern why the poseparameters are reseting when they are done changing on the server. Example we have a gun with yaw/pitch params and when you move your view it moves, but when you stop the gun resets to 0/0 for the values. Secondly Gun Effects are not showing up even though I know the gun code is being called because I used the airboat gun fire code as a test and the gun screen shake is occuring. It is just that the effects don't play. This happens for the airboat as well. (I have added in the Airboat ammo type). Thanks for your help -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AdminMod
Oh, that sucks, i'm not even maried yet... Adam --- Kyle Erickson <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Alfred slept with all of our wives, and we loved him > for it! Best damn > salesman in the office! > > On 8/26/07, Ook <[EMAIL PROTECTED]> wrote: > > > > He wrote it with edlin. And Alfred doesn't use > this manby pamby assembler > > stuff, he wrote it in raw machine code. With one > hand, even! You've never > > seen anything like it - one hand on the keyboard > flying faster then the > > eye > > can see, the other hand shoving chips and soda > down his throat (the fuel > > of > > programmers). It was a serious blow to my manhood, > watching Alfred work. > > He > > is indeed tehmansauce :-) > > > > > > - Original Message - > > From: "Nick" <[EMAIL PROTECTED]> > > To: > > Sent: Saturday, August 25, 2007 11:06 PM > > Subject: Re: [hlcoders] AdminMod > > > > > > > If you are implying that Alfred > Chuck Norris. > I have to agree 100%. > > > Now, I am not saying Alfred wrote the entire > source engine himself (in > > > NOTEPAD[using assembly]), but I am not saying he > didn't. > > > > > > On 8/26/07, Andrew Forsberg <[EMAIL PROTECTED]> > wrote: > > >> TBH, I was sure hlcoders and hlds_linux list > members had to acknowledge > > >> Alfred was tehmansauce when they signed up. > > >> - Original Message - > > >> From: "Nick" <[EMAIL PROTECTED]> > > >> To: > > >> Sent: Sunday, August 26, 2007 5:47 PM > > >> Subject: Re: [hlcoders] AdminMod > > >> > > >> > > >> > Alfred Reynolds knows a great deal and he is > very helpful to modders, > > >> > Valve is very lucky to have him. He helped me > once figure out why > > >> > linux dedicated server was crashing, and > windows dedicated server was > > >> > not crashing. > > >> > > > >> > > >> ___ > > >> 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 > > Owner Nigredo Studios http://www.nigredostudios.com Yahoo! oneSearch: Finally, mobile search that gives answers, not web links. http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing shader variable based on view exposure?
Nearest thing I ever got to dynamic parameters in a shader was altering the alpha value of a screenspace effect over time. :| On 27/08/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > This is the only way I know of also, and honestly its a terrible system to > try and make stuff work dynamically. > > On 8/27/07, Christopher Harris <[EMAIL PROTECTED]> wrote: > > > > I've often wondered about things such as this. Passing variables from the > > client to the shader dll so you can have things be dynamic. The only way I > > have been able to do it is have a parameter in the vmt (that I don't write > > in the vmt) that when loading shader for post process I get that vmt param > > and set it to my variables. > > > > Chris > > - Original Message - > > From: "Benjamin Davison" <[EMAIL PROTECTED]> > > To: > > Sent: Sunday, August 26, 2007 5:16 PM > > Subject: Re: [hlcoders] Changing shader variable based on view exposure? > > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Possibly something in the HDR solution? Maybe try looking for the > > tonemap > > > or > > > the histogram. > > > > > > On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > > >> > > >> -- > > >> [ Picked text/plain from multipart/alternative ] > > >> Hey! > > >> > > >> I've got the SDK shaders working and everything (yay!), and I'm > > currently > > >> trying to make my new postprocessing shader > > >> more dynamic. > > >> Let's say I want to change shader variables based on the exposure to > > the > > >> players view, anyone that can think > > >> of something SDK that either does that (detects the exposure), or could > > >> be > > >> used as a base for this? > > >> > > >> Thanks! > > >> > > >> /ProZak > > >> -- > > >> > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > > > > > > > > -- > > > - Benjamin Davison > > > -- > > > > > > ___ > > > 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 > > > > > > > -- > Matt Stafford (Wraiyth) > http://www.wraiyth.com > NightFall HL2 Mod - http://www.nightfallmod.com > -- > > ___ > 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] Changing shader variable based on view exposure?
-- [ Picked text/plain from multipart/alternative ] This is the only way I know of also, and honestly its a terrible system to try and make stuff work dynamically. On 8/27/07, Christopher Harris <[EMAIL PROTECTED]> wrote: > > I've often wondered about things such as this. Passing variables from the > client to the shader dll so you can have things be dynamic. The only way I > have been able to do it is have a parameter in the vmt (that I don't write > in the vmt) that when loading shader for post process I get that vmt param > and set it to my variables. > > Chris > - Original Message - > From: "Benjamin Davison" <[EMAIL PROTECTED]> > To: > Sent: Sunday, August 26, 2007 5:16 PM > Subject: Re: [hlcoders] Changing shader variable based on view exposure? > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Possibly something in the HDR solution? Maybe try looking for the > tonemap > > or > > the histogram. > > > > On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> Hey! > >> > >> I've got the SDK shaders working and everything (yay!), and I'm > currently > >> trying to make my new postprocessing shader > >> more dynamic. > >> Let's say I want to change shader variables based on the exposure to > the > >> players view, anyone that can think > >> of something SDK that either does that (detects the exposure), or could > >> be > >> used as a base for this? > >> > >> Thanks! > >> > >> /ProZak > >> -- > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > > -- > > - Benjamin Davison > > -- > > > > ___ > > 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing shader variable based on view exposure?
I've often wondered about things such as this. Passing variables from the client to the shader dll so you can have things be dynamic. The only way I have been able to do it is have a parameter in the vmt (that I don't write in the vmt) that when loading shader for post process I get that vmt param and set it to my variables. Chris - Original Message - From: "Benjamin Davison" <[EMAIL PROTECTED]> To: Sent: Sunday, August 26, 2007 5:16 PM Subject: Re: [hlcoders] Changing shader variable based on view exposure? -- [ Picked text/plain from multipart/alternative ] Possibly something in the HDR solution? Maybe try looking for the tonemap or the histogram. On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Hey! I've got the SDK shaders working and everything (yay!), and I'm currently trying to make my new postprocessing shader more dynamic. Let's say I want to change shader variables based on the exposure to the players view, anyone that can think of something SDK that either does that (detects the exposure), or could be used as a base for this? Thanks! /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ 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] Changing shader variable based on view exposure?
-- [ Picked text/plain from multipart/alternative ] Possibly something in the HDR solution? Maybe try looking for the tonemap or the histogram. On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hey! > > I've got the SDK shaders working and everything (yay!), and I'm currently > trying to make my new postprocessing shader > more dynamic. > Let's say I want to change shader variables based on the exposure to the > players view, anyone that can think > of something SDK that either does that (detects the exposure), or could be > used as a base for this? > > Thanks! > > /ProZak > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Changing shader variable based on view exposure?
-- [ Picked text/plain from multipart/alternative ] Hey! I've got the SDK shaders working and everything (yay!), and I'm currently trying to make my new postprocessing shader more dynamic. Let's say I want to change shader variables based on the exposure to the players view, anyone that can think of something SDK that either does that (detects the exposure), or could be used as a base for this? Thanks! /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AdminMod
-- [ Picked text/plain from multipart/alternative ] Alfred slept with all of our wives, and we loved him for it! Best damn salesman in the office! On 8/26/07, Ook <[EMAIL PROTECTED]> wrote: > > He wrote it with edlin. And Alfred doesn't use this manby pamby assembler > stuff, he wrote it in raw machine code. With one hand, even! You've never > seen anything like it - one hand on the keyboard flying faster then the > eye > can see, the other hand shoving chips and soda down his throat (the fuel > of > programmers). It was a serious blow to my manhood, watching Alfred work. > He > is indeed tehmansauce :-) > > > - Original Message - > From: "Nick" <[EMAIL PROTECTED]> > To: > Sent: Saturday, August 25, 2007 11:06 PM > Subject: Re: [hlcoders] AdminMod > > > > If you are implying that Alfred > Chuck Norris. I have to agree 100%. > > Now, I am not saying Alfred wrote the entire source engine himself (in > > NOTEPAD[using assembly]), but I am not saying he didn't. > > > > On 8/26/07, Andrew Forsberg <[EMAIL PROTECTED]> wrote: > >> TBH, I was sure hlcoders and hlds_linux list members had to acknowledge > >> Alfred was tehmansauce when they signed up. > >> - Original Message - > >> From: "Nick" <[EMAIL PROTECTED]> > >> To: > >> Sent: Sunday, August 26, 2007 5:47 PM > >> Subject: Re: [hlcoders] AdminMod > >> > >> > >> > Alfred Reynolds knows a great deal and he is very helpful to modders, > >> > Valve is very lucky to have him. He helped me once figure out why > >> > linux dedicated server was crashing, and windows dedicated server was > >> > not crashing. > >> > > >> > >> ___ > >> 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] AdminMod
He wrote it with edlin. And Alfred doesn't use this manby pamby assembler stuff, he wrote it in raw machine code. With one hand, even! You've never seen anything like it - one hand on the keyboard flying faster then the eye can see, the other hand shoving chips and soda down his throat (the fuel of programmers). It was a serious blow to my manhood, watching Alfred work. He is indeed tehmansauce :-) - Original Message - From: "Nick" <[EMAIL PROTECTED]> To: Sent: Saturday, August 25, 2007 11:06 PM Subject: Re: [hlcoders] AdminMod If you are implying that Alfred > Chuck Norris. I have to agree 100%. Now, I am not saying Alfred wrote the entire source engine himself (in NOTEPAD[using assembly]), but I am not saying he didn't. On 8/26/07, Andrew Forsberg <[EMAIL PROTECTED]> wrote: TBH, I was sure hlcoders and hlds_linux list members had to acknowledge Alfred was tehmansauce when they signed up. - Original Message - From: "Nick" <[EMAIL PROTECTED]> To: Sent: Sunday, August 26, 2007 5:47 PM Subject: Re: [hlcoders] AdminMod > Alfred Reynolds knows a great deal and he is very helpful to modders, > Valve is very lucky to have him. He helped me once figure out why > linux dedicated server was crashing, and windows dedicated server was > not crashing. > ___ 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] Weird Spawn Bug
-- [ Picked text/plain from multipart/alternative ] My bad, there's a similar bug with similar symptoms in counterstrike, it's pretty rare, however one of the side symptoms of it there is that roundtime starts at 0 :p (Not the cause, just another symptom). On 8/26/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > SP mod TUF :) > > On 8/26/07, Wim Barelds <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > What roundtime does it start at? > > > > On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Does this also happen when you run e.g. Valve maps? > > > > > > /ProZak > > > > > > > > > On 26/08/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Neither. The gurgle sound is like an underwater sound. Also, I can't > > > move, > > > > and its not the 'player stuck on object' error (plus you can noclip > > out > > > of > > > > that, and noclip doesn't even work here). > > > > If I had a crash, I'd likely be able to figure out the cause, but > I'm > > > > absolutely stumped. I've debugged the hell out of whatever I can > think > > > of > > > > and I can't seem to find the issue > > > > > > > > On 8/26/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Hey matt, > > > > > > > > > > Is it the high ping 'gurgle' sound, and when you do > > > > > move, it has a crash? > > > > > > > > > > Or do you mean the 'player stuck in object/mapname'??? > > > > > > > > > > If its first one, wait for the game to crash, and look > > > > > at the laser sprite class it dumps you to - it seems > > > > > to be a bug with the mp5. > > > > > > > > > > If its the second one, you will need to move the map > > > > > on the world craft grid so it matches the exit point > > > > > in the last map, or move the info_landmark. > > > > > > > > > > Adam > > > > > > > > > > > > > > > > > > > > --- Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > > > > > > -- > > > > > > [ Picked text/plain from multipart/alternative ] > > > > > > Hey all, > > > > > > So we're up to the stage of adding map transitions > > > > > > to NightFall, but we've > > > > > > encountered a weird bug. From our first map, we do a > > > > > > normal transition to > > > > > > the second map, but when the player spawns they > > > > > > can't move. There is the > > > > > > same sound when the player is underwater that plays > > > > > > for a little bit, stops > > > > > > playing, but then we can't move at all (even with > > > > > > noclip on) > > > > > > Is this a problem with how we have done the > > > > > > transition, or a code bug? > > > > > > Anyone else run into this, or can provide some > > > > > > insight? > > > > > > > > > > > > Cheers, > > > > > > Matt > > > > > > > > > > > > -- > > > > > > Matt Stafford (Wraiyth) > > > > > > http://www.wraiyth.com > > > > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > > > > -- > > > > > > > > > > > > ___ > > > > > > To unsubscribe, edit your list preferences, or view > > > > > > the list archives, please visit: > > > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Pinpoint customers who are looking for what you sell. > > > > > http://searchmarketing.yahoo.com/ > > > > > > > > > > ___ > > > > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > -- > > > > Matt Stafford (Wraiyth) > > > > http://www.wraiyth.com > > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > > -- > > > > > > > > ___ > > > > 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 > > > > > > > > > > > > -- > > ___ > > Wim 'TheUnknownFactor' Barelds > > [EMAIL PROTECTED] > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > Matt Stafford (W
Re: [hlcoders] Weird Spawn Bug
-- [ Picked text/plain from multipart/alternative ] SP mod TUF :) On 8/26/07, Wim Barelds <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > What roundtime does it start at? > > On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Does this also happen when you run e.g. Valve maps? > > > > /ProZak > > > > > > On 26/08/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Neither. The gurgle sound is like an underwater sound. Also, I can't > > move, > > > and its not the 'player stuck on object' error (plus you can noclip > out > > of > > > that, and noclip doesn't even work here). > > > If I had a crash, I'd likely be able to figure out the cause, but I'm > > > absolutely stumped. I've debugged the hell out of whatever I can think > > of > > > and I can't seem to find the issue > > > > > > On 8/26/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > > > > > > > Hey matt, > > > > > > > > Is it the high ping 'gurgle' sound, and when you do > > > > move, it has a crash? > > > > > > > > Or do you mean the 'player stuck in object/mapname'??? > > > > > > > > If its first one, wait for the game to crash, and look > > > > at the laser sprite class it dumps you to - it seems > > > > to be a bug with the mp5. > > > > > > > > If its the second one, you will need to move the map > > > > on the world craft grid so it matches the exit point > > > > in the last map, or move the info_landmark. > > > > > > > > Adam > > > > > > > > > > > > > > > > --- Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > > > > -- > > > > > [ Picked text/plain from multipart/alternative ] > > > > > Hey all, > > > > > So we're up to the stage of adding map transitions > > > > > to NightFall, but we've > > > > > encountered a weird bug. From our first map, we do a > > > > > normal transition to > > > > > the second map, but when the player spawns they > > > > > can't move. There is the > > > > > same sound when the player is underwater that plays > > > > > for a little bit, stops > > > > > playing, but then we can't move at all (even with > > > > > noclip on) > > > > > Is this a problem with how we have done the > > > > > transition, or a code bug? > > > > > Anyone else run into this, or can provide some > > > > > insight? > > > > > > > > > > Cheers, > > > > > Matt > > > > > > > > > > -- > > > > > Matt Stafford (Wraiyth) > > > > > http://www.wraiyth.com > > > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > > > -- > > > > > > > > > > ___ > > > > > To unsubscribe, edit your list preferences, or view > > > > > the list archives, please visit: > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Pinpoint customers who are looking for what you sell. > > > > http://searchmarketing.yahoo.com/ > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > Matt Stafford (Wraiyth) > > > http://www.wraiyth.com > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > -- > > > > > > ___ > > > 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 > > > > > > > -- > ___ > Wim 'TheUnknownFactor' Barelds > [EMAIL PROTECTED] > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weird Spawn Bug
Nightfall is single player Adam --- Wim Barelds <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > What roundtime does it start at? > > On 8/26/07, Tobias Kammersgaard > <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Does this also happen when you run e.g. Valve > maps? > > > > /ProZak > > > > > > On 26/08/07, Matt Stafford <[EMAIL PROTECTED]> > wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Neither. The gurgle sound is like an underwater > sound. Also, I can't > > move, > > > and its not the 'player stuck on object' error > (plus you can noclip out > > of > > > that, and noclip doesn't even work here). > > > If I had a crash, I'd likely be able to figure > out the cause, but I'm > > > absolutely stumped. I've debugged the hell out > of whatever I can think > > of > > > and I can't seem to find the issue > > > > > > On 8/26/07, Adam amckern McKern > <[EMAIL PROTECTED]> wrote: > > > > > > > > Hey matt, > > > > > > > > Is it the high ping 'gurgle' sound, and when > you do > > > > move, it has a crash? > > > > > > > > Or do you mean the 'player stuck in > object/mapname'??? > > > > > > > > If its first one, wait for the game to crash, > and look > > > > at the laser sprite class it dumps you to - it > seems > > > > to be a bug with the mp5. > > > > > > > > If its the second one, you will need to move > the map > > > > on the world craft grid so it matches the exit > point > > > > in the last map, or move the info_landmark. > > > > > > > > Adam > > > > > > > > > > > > > > > > --- Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > > > > -- > > > > > [ Picked text/plain from > multipart/alternative ] > > > > > Hey all, > > > > > So we're up to the stage of adding map > transitions > > > > > to NightFall, but we've > > > > > encountered a weird bug. From our first map, > we do a > > > > > normal transition to > > > > > the second map, but when the player spawns > they > > > > > can't move. There is the > > > > > same sound when the player is underwater > that plays > > > > > for a little bit, stops > > > > > playing, but then we can't move at all (even > with > > > > > noclip on) > > > > > Is this a problem with how we have done the > > > > > transition, or a code bug? > > > > > Anyone else run into this, or can provide > some > > > > > insight? > > > > > > > > > > Cheers, > > > > > Matt > > > > > > > > > > -- > > > > > Matt Stafford (Wraiyth) > > > > > http://www.wraiyth.com > > > > > NightFall HL2 Mod - > http://www.nightfallmod.com > > > > > -- > > > > > > > > > > > ___ > > > > > To unsubscribe, edit your list preferences, > or view > > > > > the list archives, please visit: > > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > > > Owner Nigredo Studios > http://www.nigredostudios.com > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Pinpoint customers who are looking for what > you sell. > > > > http://searchmarketing.yahoo.com/ > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or > view the list archives, > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > Matt Stafford (Wraiyth) > > > http://www.wraiyth.com > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > -- > > > > > > ___ > > > 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 > > > > > > > -- > ___ > Wim 'TheUnknownFactor' Barelds > [EMAIL PROTECTED] > -- > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Owner Nigredo Studios http://www.nigredostudios.com Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weird Spawn Bug
-- [ Picked text/plain from multipart/alternative ] What roundtime does it start at? On 8/26/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Does this also happen when you run e.g. Valve maps? > > /ProZak > > > On 26/08/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Neither. The gurgle sound is like an underwater sound. Also, I can't > move, > > and its not the 'player stuck on object' error (plus you can noclip out > of > > that, and noclip doesn't even work here). > > If I had a crash, I'd likely be able to figure out the cause, but I'm > > absolutely stumped. I've debugged the hell out of whatever I can think > of > > and I can't seem to find the issue > > > > On 8/26/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > > > > > Hey matt, > > > > > > Is it the high ping 'gurgle' sound, and when you do > > > move, it has a crash? > > > > > > Or do you mean the 'player stuck in object/mapname'??? > > > > > > If its first one, wait for the game to crash, and look > > > at the laser sprite class it dumps you to - it seems > > > to be a bug with the mp5. > > > > > > If its the second one, you will need to move the map > > > on the world craft grid so it matches the exit point > > > in the last map, or move the info_landmark. > > > > > > Adam > > > > > > > > > > > > --- Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Hey all, > > > > So we're up to the stage of adding map transitions > > > > to NightFall, but we've > > > > encountered a weird bug. From our first map, we do a > > > > normal transition to > > > > the second map, but when the player spawns they > > > > can't move. There is the > > > > same sound when the player is underwater that plays > > > > for a little bit, stops > > > > playing, but then we can't move at all (even with > > > > noclip on) > > > > Is this a problem with how we have done the > > > > transition, or a code bug? > > > > Anyone else run into this, or can provide some > > > > insight? > > > > > > > > Cheers, > > > > Matt > > > > > > > > -- > > > > Matt Stafford (Wraiyth) > > > > http://www.wraiyth.com > > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > > -- > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view > > > > the list archives, please visit: > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > > > > > > > > > > > Pinpoint customers who are looking for what you sell. > > > http://searchmarketing.yahoo.com/ > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > Matt Stafford (Wraiyth) > > http://www.wraiyth.com > > NightFall HL2 Mod - http://www.nightfallmod.com > > -- > > > > ___ > > 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 > > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weird Spawn Bug
-- [ Picked text/plain from multipart/alternative ] Does this also happen when you run e.g. Valve maps? /ProZak On 26/08/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Neither. The gurgle sound is like an underwater sound. Also, I can't move, > and its not the 'player stuck on object' error (plus you can noclip out of > that, and noclip doesn't even work here). > If I had a crash, I'd likely be able to figure out the cause, but I'm > absolutely stumped. I've debugged the hell out of whatever I can think of > and I can't seem to find the issue > > On 8/26/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > > > Hey matt, > > > > Is it the high ping 'gurgle' sound, and when you do > > move, it has a crash? > > > > Or do you mean the 'player stuck in object/mapname'??? > > > > If its first one, wait for the game to crash, and look > > at the laser sprite class it dumps you to - it seems > > to be a bug with the mp5. > > > > If its the second one, you will need to move the map > > on the world craft grid so it matches the exit point > > in the last map, or move the info_landmark. > > > > Adam > > > > > > > > --- Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Hey all, > > > So we're up to the stage of adding map transitions > > > to NightFall, but we've > > > encountered a weird bug. From our first map, we do a > > > normal transition to > > > the second map, but when the player spawns they > > > can't move. There is the > > > same sound when the player is underwater that plays > > > for a little bit, stops > > > playing, but then we can't move at all (even with > > > noclip on) > > > Is this a problem with how we have done the > > > transition, or a code bug? > > > Anyone else run into this, or can provide some > > > insight? > > > > > > Cheers, > > > Matt > > > > > > -- > > > Matt Stafford (Wraiyth) > > > http://www.wraiyth.com > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view > > > the list archives, please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > > > Pinpoint customers who are looking for what you sell. > > http://searchmarketing.yahoo.com/ > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > Matt Stafford (Wraiyth) > http://www.wraiyth.com > NightFall HL2 Mod - http://www.nightfallmod.com > -- > > ___ > 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] Weird Spawn Bug
-- [ Picked text/plain from multipart/alternative ] Neither. The gurgle sound is like an underwater sound. Also, I can't move, and its not the 'player stuck on object' error (plus you can noclip out of that, and noclip doesn't even work here). If I had a crash, I'd likely be able to figure out the cause, but I'm absolutely stumped. I've debugged the hell out of whatever I can think of and I can't seem to find the issue On 8/26/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > Hey matt, > > Is it the high ping 'gurgle' sound, and when you do > move, it has a crash? > > Or do you mean the 'player stuck in object/mapname'??? > > If its first one, wait for the game to crash, and look > at the laser sprite class it dumps you to - it seems > to be a bug with the mp5. > > If its the second one, you will need to move the map > on the world craft grid so it matches the exit point > in the last map, or move the info_landmark. > > Adam > > > > --- Matt Stafford <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hey all, > > So we're up to the stage of adding map transitions > > to NightFall, but we've > > encountered a weird bug. From our first map, we do a > > normal transition to > > the second map, but when the player spawns they > > can't move. There is the > > same sound when the player is underwater that plays > > for a little bit, stops > > playing, but then we can't move at all (even with > > noclip on) > > Is this a problem with how we have done the > > transition, or a code bug? > > Anyone else run into this, or can provide some > > insight? > > > > Cheers, > > Matt > > > > -- > > Matt Stafford (Wraiyth) > > http://www.wraiyth.com > > NightFall HL2 Mod - http://www.nightfallmod.com > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view > > the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > Pinpoint customers who are looking for what you sell. > http://searchmarketing.yahoo.com/ > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weird Spawn Bug
Hey matt, Is it the high ping 'gurgle' sound, and when you do move, it has a crash? Or do you mean the 'player stuck in object/mapname'??? If its first one, wait for the game to crash, and look at the laser sprite class it dumps you to - it seems to be a bug with the mp5. If its the second one, you will need to move the map on the world craft grid so it matches the exit point in the last map, or move the info_landmark. Adam --- Matt Stafford <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hey all, > So we're up to the stage of adding map transitions > to NightFall, but we've > encountered a weird bug. From our first map, we do a > normal transition to > the second map, but when the player spawns they > can't move. There is the > same sound when the player is underwater that plays > for a little bit, stops > playing, but then we can't move at all (even with > noclip on) > Is this a problem with how we have done the > transition, or a code bug? > Anyone else run into this, or can provide some > insight? > > Cheers, > Matt > > -- > Matt Stafford (Wraiyth) > http://www.wraiyth.com > NightFall HL2 Mod - http://www.nightfallmod.com > -- > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Owner Nigredo Studios http://www.nigredostudios.com Pinpoint customers who are looking for what you sell. http://searchmarketing.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Weird Spawn Bug
-- [ Picked text/plain from multipart/alternative ] Hey all, So we're up to the stage of adding map transitions to NightFall, but we've encountered a weird bug. From our first map, we do a normal transition to the second map, but when the player spawns they can't move. There is the same sound when the player is underwater that plays for a little bit, stops playing, but then we can't move at all (even with noclip on) Is this a problem with how we have done the transition, or a code bug? Anyone else run into this, or can provide some insight? Cheers, Matt -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AdminMod
-- [ Picked text/plain from multipart/alternative ] So when can we expect the action figures? /ProZak On 26/08/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > LOL - Hes going to have a fun mail box on Monday :) > > Alfred, the king among men, even the Gods at Epic bow > down to his all mighty notepad skills! (And his > ability to eat a bowl of cereal without moving his > mouth). > > Adam > > > > > --- Minh <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > I saw Alfred eat a bowl of cereal without moving his > > mouth. > > > > - Original Message - > > From: "Andrew Forsberg" <[EMAIL PROTECTED]> > > To: > > Sent: Saturday, August 25, 2007 10:52 PM > > Subject: Re: [hlcoders] AdminMod > > > > > > > TBH, I was sure hlcoders and hlds_linux list > > members had to acknowledge > > > Alfred was tehmansauce when they signed up. > > > - Original Message - > > > From: "Nick" <[EMAIL PROTECTED]> > > > To: > > > Sent: Sunday, August 26, 2007 5:47 PM > > > Subject: Re: [hlcoders] AdminMod > > > > > > > > >> Alfred Reynolds knows a great deal and he is very > > helpful to modders, > > >> Valve is very lucky to have him. He helped me > > once figure out why > > >> linux dedicated server was crashing, and windows > > dedicated server was > > >> not crashing. > > >> > > > > > > ___ > > > 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 > > > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > Yahoo! oneSearch: Finally, mobile search > that gives answers, not web links. > http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC > > ___ > 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