Re: [hlcoders] Replacing crowbar with custom weapon.

2008-01-14 Thread Adam amckern McKern
Just compile the qc file found in;

sourcesdk_content\hl2\modelsrc\weapons\v_crowbar

You need to export the animations to the same names or
it wont work correctly, you will also need to size,
and place the crowbar against the biped model in the
sourcesdk_content\hl2\modelsrc\player folder (import
the SMD with jeds into 3ds max)

http://www.nigredostudios.com/prime/models/Thanks_jun.wmv

The last section shows the crowbar replacement
(Animations by Jun Lee)

Adam

--- Alvin Ng [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Anybody knows how to replace the crowbar with
 another custom weapon?

 I have the custom weapon compiled, and tried to take
 out the crowbar, but
 the crowbar still stays in the game.
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[hlcoders] 9 way blend animation.

2008-01-14 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Was wondering if anyone can help me in making the 9way blending work?
Been posting on many forums but nobody seems to be able to help.
If anyone can point to me which direction or if there's any working tutorial
or video?
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[hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread David Adams
--
[ Picked text/plain from multipart/alternative ]
Hello, ive been looking for a way to modify the players view point and view
angle in a hl2 mp mod.  It seems easy to manipulate the players viewpoint
and move him around the map by accessing the players SetLocalOrigin
functions or setlocaltransformmatrix functions etc, but changing the view
angles doesnt seem as easy, the functions are there but they dont do
anything when I use them.

How do i change a players view angles with out having to modify the player
classes?  this also includes the need to disable and reenable the mouse at
times when the view is changing.

thanks!
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Re: [hlcoders] 9 way blend animation.

2008-01-14 Thread Jorge Rodriguez
--
[ Picked text/plain from multipart/alternative ]
You're going to have to be more specific. What exactly is wrong? How are you
trying to make it work that's not working? In HL2 the default SDK already
has nine way blending set up in the SDK, so unless you're redoing the player
model entirely it should work OOTB.

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Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread Jorge Rodriguez
--
[ Picked text/plain from multipart/alternative ]
This is how I do it:

// Update the current command with our view angles.
VectorAngles( vecDir, m_pCurrentCommand-viewangles );

#ifdef CLIENT_DLL
SetLocalViewAngles( m_pCurrentCommand-viewangles );
engine-SetViewAngles( m_pCurrentCommand-viewangles );
#endif

I'd do it somewhere in PreThink()

Why can you not change the player class?

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Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread David Adams
--
[ Picked text/plain from multipart/alternative ]
Thanks for the response, I dont want to change the player class unless I
absolutely have to.  It seems like the functionality is there already to
modify view angle, but for some reason its just not working, maybe its not
possible to do that though with out modifying it though?

 Ive figured out how to disable and enable the mouse by calling the console
command cl_mouseenable through the engine interface.  probably not the best
way to do it, but it works.

So in your solution you are saying to pull the new values and update the
players viewangles in the prethink() function in the hl2_player class?  also
how do you know when you have to put in those define sections for client and
server, im not completely familiar with how this works.

thanks

On Jan 14, 2008 1:56 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 This is how I do it:

// Update the current command with our view angles.
VectorAngles( vecDir, m_pCurrentCommand-viewangles );

 #ifdef CLIENT_DLL
SetLocalViewAngles( m_pCurrentCommand-viewangles );
engine-SetViewAngles( m_pCurrentCommand-viewangles );
 #endif

 I'd do it somewhere in PreThink()

 Why can you not change the player class?

 --
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Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
The reason SetAbsAngles isn't working is because the viewangles is
constantly being stamped over by the following functions

void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd,
IMoveHelper *pHelper, CMoveData *move )

in the client,

and

void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd,
IMoveHelper *pHelper, CMoveData *move )

in the server,


If you want to change the viewangles, you need to change the code in both of
these functions so that the player's mouse doesn't override the viewangles.
This also solves your problem regarding disabling/enabling mouse. It's all
done in SetUpMove.
Take a close look at this function and you'll observer how viewangles are
set. Basically, if you remove the code that modifies the viewangles in
SetUpMove, then you can freely set the viewangles to whatever value you
like.

The reason there's two functions for server and client is because it's
predicted, so you'll notice that the code in both functions are very
similar.

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Re: [hlcoders] 9 way blend animation.

2008-01-14 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Why don't you try to use the multiplayer SDK and see if your model works.
If it does, then there is something wrong with your code (ie. you're not
merging the animstate stuff with the singleplayer code properly)

If it doesn't then, there's something wrong with your model.

When you showed me your model, I told you it was broken. It had 'badsauce'
written all over it.. The move_x and move_y parameters weren't doing what
they were supposed to be doing. You were simply rotating the model around
it's origin without keeping the torso pointed forward. If that's all you
wanted to do, then you dont have to even use the 9way blending code. You can
just rotate your model using SetLocalAngles().

I told you to look at the CS Source or DoD Source models and emulate how
they look because they are using 9way blending. You need to make your model
look like theirs.


- Original Message -
From: Alvin Ng [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 14, 2008 1:04 AM
Subject: [hlcoders] 9 way blend animation.


 --
 [ Picked text/plain from multipart/alternative ]
 Was wondering if anyone can help me in making the 9way blending work?
 Been posting on many forums but nobody seems to be able to help.
 If anyone can point to me which direction or if there's any working
 tutorial
 or video?
 --

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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
The psycological effect has already been enacted.  I am doomed.

On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote:

 Knowing valve it would be something along the lines
 of;

 - Fixed everything
 - Added a hole heap of stuff

 Then a week latter;
 - Updated steam so mods would be broken if they
 migrated to the new code base.
 - Ported CSS to the new engine so hammer wont work
 either

 :P

 Adam


 --- Matt Stafford [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Still doesn't answer the questions about tool
  updates and bug fixes :)
 
  On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
  wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   If you remember the huge code update with episode
  1, expect that but more.
   D:
  
   On Jan 13, 2008 2:48 PM, Matt Stafford
  [EMAIL PROTECTED] wrote:
  
--
[ Picked text/plain from multipart/alternative ]
Thanks Mike. Can we get any indication on whats
  included with this
   update?
Which tools (particle editor, material editor
  etc) and any major bug
   fixes
or code changes? Shader updates etc? Or are we
  just gonna wait it out
   and
get a surprise :)
   
On 1/11/08, andy no [EMAIL PROTECTED]
  wrote:

 Hope fully it will come fast.


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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Adam Maras (memzero)

For goodness' sake, guys... it'll be out when it's ready. Give poor Mike
and his team a chance.

//   Adam Maras (memzero)

Nick wrote:

It has been 4 months since September and still no code updates ?

On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
The psycological effect has already been enacted.  I am doomed.


On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote:



Knowing valve it would be something along the lines
of;

- Fixed everything
- Added a hole heap of stuff

Then a week latter;
- Updated steam so mods would be broken if they
migrated to the new code base.
- Ported CSS to the new engine so hammer wont work
either

:P

Adam


--- Matt Stafford [EMAIL PROTECTED] wrote:



--
[ Picked text/plain from multipart/alternative ]
Still doesn't answer the questions about tool
updates and bug fixes :)

On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
wrote:


--
[ Picked text/plain from multipart/alternative ]
If you remember the huge code update with episode


1, expect that but more.


D:

On Jan 13, 2008 2:48 PM, Matt Stafford


[EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Thanks Mike. Can we get any indication on whats


included with this


update?


Which tools (particle editor, material editor


etc) and any major bug


fixes


or code changes? Shader updates etc? Or are we


just gonna wait it out


and


get a surprise :)

On 1/11/08, andy no [EMAIL PROTECTED]


wrote:


Hope fully it will come fast.




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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Nick
It has been 4 months since September and still no code updates ?

On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 The psycological effect has already been enacted.  I am doomed.


 On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote:

  Knowing valve it would be something along the lines
  of;
 
  - Fixed everything
  - Added a hole heap of stuff
 
  Then a week latter;
  - Updated steam so mods would be broken if they
  migrated to the new code base.
  - Ported CSS to the new engine so hammer wont work
  either
 
  :P
 
  Adam
 
 
  --- Matt Stafford [EMAIL PROTECTED] wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   Still doesn't answer the questions about tool
   updates and bug fixes :)
  
   On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
   wrote:
   
--
[ Picked text/plain from multipart/alternative ]
If you remember the huge code update with episode
   1, expect that but more.
D:
   
On Jan 13, 2008 2:48 PM, Matt Stafford
   [EMAIL PROTECTED] wrote:
   
 --
 [ Picked text/plain from multipart/alternative ]
 Thanks Mike. Can we get any indication on whats
   included with this
update?
 Which tools (particle editor, material editor
   etc) and any major bug
fixes
 or code changes? Shader updates etc? Or are we
   just gonna wait it out
and
 get a surprise :)

 On 1/11/08, andy no [EMAIL PROTECTED]
   wrote:
 
  Hope fully it will come fast.
 
 
   ___
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   view the list archives,
  please visit:
 
  
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[hlcoders] New update.

2008-01-14 Thread Jake Breen

Anyone know what this changes?


   * SDK Launcher now has a drop list of engine versions in addition to
 a drop list of games/mods. This eliminates the need to specify
 engine version as a launch option


From the latest steam update...no changes to source sdk on my side...

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Re: [hlcoders] New update.

2008-01-14 Thread John McBroom
I think it means you don't have to run the sdk with -engine to make it
work with pre-orangebox games.
On 15/01/2008, Jake Breen [EMAIL PROTECTED] wrote:
 Anyone know what this changes?
 

 * SDK Launcher now has a drop list of engine versions in addition to
   a drop list of games/mods. This eliminates the need to specify
   engine version as a launch option


  From the latest steam update...no changes to source sdk on my side...

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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Nick
According to this:
http://developer.valvesoftware.com/wiki/SDK_Code_Updates

the last code update was over 17 months ago? (aug 06)

On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yeah Nick, remember this is Valve we're talking about. An update every 4
 months is almost unheard of!


 On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote:
 
  For goodness' sake, guys... it'll be out when it's ready. Give poor Mike
  and his team a chance.
 
  //   Adam Maras (memzero)
 
  Nick wrote:
   It has been 4 months since September and still no code updates ?
  
   On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   The psycological effect has already been enacted.  I am doomed.
  
  
   On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote:
  
  
   Knowing valve it would be something along the lines
   of;
  
   - Fixed everything
   - Added a hole heap of stuff
  
   Then a week latter;
   - Updated steam so mods would be broken if they
   migrated to the new code base.
   - Ported CSS to the new engine so hammer wont work
   either
  
   :P
  
   Adam
  
  
   --- Matt Stafford [EMAIL PROTECTED] wrote:
  
  
   --
   [ Picked text/plain from multipart/alternative ]
   Still doesn't answer the questions about tool
   updates and bug fixes :)
  
   On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
   wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   If you remember the huge code update with episode
  
   1, expect that but more.
  
   D:
  
   On Jan 13, 2008 2:48 PM, Matt Stafford
  
   [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Thanks Mike. Can we get any indication on whats
  
   included with this
  
   update?
  
   Which tools (particle editor, material editor
  
   etc) and any major bug
  
   fixes
  
   or code changes? Shader updates etc? Or are we
  
   just gonna wait it out
  
   and
  
   get a surprise :)
  
   On 1/11/08, andy no [EMAIL PROTECTED]
  
   wrote:
  
   Hope fully it will come fast.
  
  
  
   ___
  
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Re: [hlcoders] New update.

2008-01-14 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
I'd also guess that, and that was likely the change Mike was waiting for
before he pushed out the code update.

On 1/15/08, Jeremy D [EMAIL PROTECTED] wrote:

 I'm ganna guess it changes the need to specify the engine version as a
 launch option. But who knows.

 Jake Breen wrote:
  Anyone know what this changes?
  
 
 * SDK Launcher now has a drop list of engine versions in addition to
   a drop list of games/mods. This eliminates the need to specify
   engine version as a launch option
 
 
  From the latest steam update...no changes to source sdk on my side...
 
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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Yeah Nick, remember this is Valve we're talking about. An update every 4
months is almost unheard of!

On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote:

 For goodness' sake, guys... it'll be out when it's ready. Give poor Mike
 and his team a chance.

 //   Adam Maras (memzero)

 Nick wrote:
  It has been 4 months since September and still no code updates ?
 
  On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  The psycological effect has already been enacted.  I am doomed.
 
 
  On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote:
 
 
  Knowing valve it would be something along the lines
  of;
 
  - Fixed everything
  - Added a hole heap of stuff
 
  Then a week latter;
  - Updated steam so mods would be broken if they
  migrated to the new code base.
  - Ported CSS to the new engine so hammer wont work
  either
 
  :P
 
  Adam
 
 
  --- Matt Stafford [EMAIL PROTECTED] wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Still doesn't answer the questions about tool
  updates and bug fixes :)
 
  On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
  wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  If you remember the huge code update with episode
 
  1, expect that but more.
 
  D:
 
  On Jan 13, 2008 2:48 PM, Matt Stafford
 
  [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Thanks Mike. Can we get any indication on whats
 
  included with this
 
  update?
 
  Which tools (particle editor, material editor
 
  etc) and any major bug
 
  fixes
 
  or code changes? Shader updates etc? Or are we
 
  just gonna wait it out
 
  and
 
  get a surprise :)
 
  On 1/11/08, andy no [EMAIL PROTECTED]
 
  wrote:
 
  Hope fully it will come fast.
 
 
 
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Re: [hlcoders] New update.

2008-01-14 Thread Jeremy D

I'm ganna guess it changes the need to specify the engine version as a
launch option. But who knows.

Jake Breen wrote:

Anyone know what this changes?


   * SDK Launcher now has a drop list of engine versions in addition to
 a drop list of games/mods. This eliminates the need to specify
 engine version as a launch option


From the latest steam update...no changes to source sdk on my side...

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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Jorge Rodriguez
--
[ Picked text/plain from multipart/alternative ]
http://www.youtube.com/watch?v=7WHptG35EWU

--
Jorge Vino Rodriguez
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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Tony omega Sergi
--
[ Picked text/plain from multipart/alternative ]
hmm, and how many other companies give you not only a managed SDK but;
full /game/ source... a wiki... a mailing list... a forum... respond to
inquiries for help and maintain regular communication with the populace...
debug engine crashes under certain circumstances...etc...etc..

hmm, right.. that's what I thought.
-Tony


On Jan 14, 2008 10:25 PM, Nick [EMAIL PROTECTED] wrote:

 According to this:
 http://developer.valvesoftware.com/wiki/SDK_Code_Updates

 the last code update was over 17 months ago? (aug 06)

 On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Yeah Nick, remember this is Valve we're talking about. An update every 4
  months is almost unheard of!
 
 
  On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote:
  
   For goodness' sake, guys... it'll be out when it's ready. Give poor
 Mike
   and his team a chance.
  
   //   Adam Maras (memzero)
  
   Nick wrote:
It has been 4 months since September and still no code updates ?
   
On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
The psycological effect has already been enacted.  I am doomed.
   
   
On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED]
 wrote:
   
   
Knowing valve it would be something along the lines
of;
   
- Fixed everything
- Added a hole heap of stuff
   
Then a week latter;
- Updated steam so mods would be broken if they
migrated to the new code base.
- Ported CSS to the new engine so hammer wont work
either
   
:P
   
Adam
   
   
--- Matt Stafford [EMAIL PROTECTED] wrote:
   
   
--
[ Picked text/plain from multipart/alternative ]
Still doesn't answer the questions about tool
updates and bug fixes :)
   
On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
wrote:
   
--
[ Picked text/plain from multipart/alternative ]
If you remember the huge code update with episode
   
1, expect that but more.
   
D:
   
On Jan 13, 2008 2:48 PM, Matt Stafford
   
[EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Thanks Mike. Can we get any indication on whats
   
included with this
   
update?
   
Which tools (particle editor, material editor
   
etc) and any major bug
   
fixes
   
or code changes? Shader updates etc? Or are we
   
just gonna wait it out
   
and
   
get a surprise :)
   
On 1/11/08, andy no [EMAIL PROTECTED]
   
wrote:
   
Hope fully it will come fast.
   
   
   
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please visit:
   
   
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 archives,
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[hlcoders] RE: No more missing files, getting debugger to run

2008-01-14 Thread Curtis Litchfield
--
[ Picked text/plain from multipart/alternative ]
Thanks for the the help guys, it really helps to hear what things do in
laymans terms.

However when I start new instance I get the following error and nothing
happens...

The thread 'Win32 Thread' (0x964) has exited with code 0 (0x0).
The program '[1744] hl2.exe: Native' has exited with code 0 (0x0).



it starts loading a bunch of .dll files and then unloads them.
I dont know enough about this stuff to understand what its telling me.
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Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Andrew Timson
Epic does. ;)

On Jan 15, 2008 12:39 AM, Tony omega Sergi [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 hmm, and how many other companies give you not only a managed SDK but;
 full /game/ source... a wiki... a mailing list... a forum... respond to
 inquiries for help and maintain regular communication with the populace...
 debug engine crashes under certain circumstances...etc...etc..

 hmm, right.. that's what I thought.
 -Tony



 On Jan 14, 2008 10:25 PM, Nick [EMAIL PROTECTED] wrote:

  According to this:
  http://developer.valvesoftware.com/wiki/SDK_Code_Updates
 
  the last code update was over 17 months ago? (aug 06)
 
  On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Yeah Nick, remember this is Valve we're talking about. An update every 4
   months is almost unheard of!
  
  
   On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote:
   
For goodness' sake, guys... it'll be out when it's ready. Give poor
  Mike
and his team a chance.
   
//   Adam Maras (memzero)
   
Nick wrote:
 It has been 4 months since September and still no code updates ?

 On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The psycological effect has already been enacted.  I am doomed.


 On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED]
  wrote:


 Knowing valve it would be something along the lines
 of;

 - Fixed everything
 - Added a hole heap of stuff

 Then a week latter;
 - Updated steam so mods would be broken if they
 migrated to the new code base.
 - Ported CSS to the new engine so hammer wont work
 either

 :P

 Adam


 --- Matt Stafford [EMAIL PROTECTED] wrote:


 --
 [ Picked text/plain from multipart/alternative ]
 Still doesn't answer the questions about tool
 updates and bug fixes :)

 On 1/14/08, Ryan Sheffer [EMAIL PROTECTED]
 wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If you remember the huge code update with episode

 1, expect that but more.

 D:

 On Jan 13, 2008 2:48 PM, Matt Stafford

 [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Thanks Mike. Can we get any indication on whats

 included with this

 update?

 Which tools (particle editor, material editor

 etc) and any major bug

 fixes

 or code changes? Shader updates etc? Or are we

 just gonna wait it out

 and

 get a surprise :)

 On 1/11/08, andy no [EMAIL PROTECTED]

 wrote:

 Hope fully it will come fast.



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 view the list archives,

 please visit:


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 --
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 http://www.wraiyth.com
 --

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 --
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 --

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 --

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