RE: [hlcoders] Compiling serverplugin_empty under the T F2 SDK
Bingo! It was tier3 that was missing. Thanks! (Yeh i had removed the bot cpp file and just hadnt got round to removing all ref's of it). Adrian On Mon, 25 Feb 2008 20:26:02 -0800, Tony Paloma [EMAIL PROTECTED] wrote: Add tier0.lib, tier1.lib, vstdlib.lib, and mathlib.lib to the list of dependencies for the project. If there are still more errors after adding those, try tier2 and tier3. The errors about the bot functions are probably because you did not include serverplugin_bot.cpp into your project. Either remove the references to the functions, or add this cpp file to your list of source files. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lewis Sent: Monday, February 25, 2008 2:35 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Compiling serverplugin_empty under the TF2 SDK This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all. I'm hoping one of you can help me out here. I've been playing with the SDK for episodic1 for a while, but finally decided to write a plugin for TF2. However when I use the TF2 SDK and use the sample serverplugin_empty project to start it off. It doesn't compile. After sneaking around the files a bit I noticed iCommandLine.h and strtools.h were moved (tier0 and tier1 respectively). So I updated the projected as needed however it's still not compiling. I say compiling, what I mean is it's not linking. Here's the output: 1serverplugin_empty.obj : error LNK2019: unresolved external symbol void __cdecl ConVar_Register(int,class IConCommandBaseAccessor *) (?ConVar_Register@@YAXHPAVIConCommandBaseAccessor@@@Z) referenced in function public: virtual bool __thiscall CEmptyServerPlugin::Load(void * (__cdecl*)(char const *,int *),void * (__cdecl*)(char const *,int *)) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z) 1serverplugin_empty.obj : error LNK2019: unresolved external symbol void __cdecl ConnectTier1Libraries(void * (__cdecl**)(char const *,int *),int) (?ConnectTier1Libraries@@[EMAIL PROTECTED]@Z) referenced in function public: virtual bool __thiscall CEmptyServerPlugin::Load(void * (__cdecl*)(char const *,int *),void * (__cdecl*)(char const *,int *)) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z) 1serverplugin_empty.obj : error LNK2019: unresolved external symbol void __cdecl DisconnectTier1Libraries(void) (?DisconnectTier1Libraries@@YAXXZ) referenced in function public: virtual void __thiscall CEmptyServerPlugin::Unload(void) ([EMAIL PROTECTED]@@UAEXXZ) 1serverplugin_empty.obj : error LNK2019: unresolved external symbol void __cdecl ConVar_Unregister(void) (?ConVar_Unregister@@YAXXZ) referenced in function public: virtual void __thiscall CEmptyServerPlugin::Unload(void) ([EMAIL PROTECTED]@@UAEXXZ) 1serverplugin_empty.obj : error LNK2019: unresolved external symbol void __cdecl Bot_RunAll(void) (?Bot_RunAll@@YAXXZ) referenced in function public: virtual void __thiscall CEmptyServerPlugin::GameFrame(bool) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) There's more but you get the message! Worse case, I'll have to start from scratch. I'm just lazy and find that having everything already defined is nice J Cheers, Adrian -- ___ 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] Porting CS:S weapons into my mod
-- [ Picked text/plain from multipart/alternative ] I seem to remember something like AllowFlipping 1 is required as well On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote: I thought so, but I thought I remember it being ifdef to Counterstrike DLL code. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Tuesday, February 26, 2008 12:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] oh really? odd, I dont recall seeing such a thing. I never did look deeply into the weapon_XXX.txt script files.. Maybe someone could verify this for us/him. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 25, 2008 8:53 PM Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] Actually, isn't there a LeftHanded or something or other value in the weapon_whatever.txt file that he can change to 1 and thus have the code flip the weapon for him? That code's in the SDK, he just needs to have it run or something. Shot in the dark here. -- Jorge Vino Rodriguez -- ___ 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
[hlcoders] change player model
how can i change player model on model npc for create 3rd look camera? -- реклама --- Научим каждого зарабатывать на колебаниях курсов валют. Запись на бесплатный семинар http://www.fxclub.org/condition_howtrade_freeseminar/
[hlcoders] Приглашение на новую почту I.UA
Ваш друг red box отправил Вам приглашение, дающее право завести собственный ящик в новой украинской почте www.i.ua! Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку: http://passport.i.ua/reg/47aed16915292b74/ Желаем приятной работы! -- С уважением, команда I.UA http://www.i.ua N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в{azX¬µЄЬ†+ЮІ™^jЗЇЉИ†ЫiящbІЫЪ–ч¬Ўыpj·њўoжj)fjеЉЛbќъ?†W(uкм
[hlcoders] Re: OB MP crash
-- [ Picked text/plain from multipart/alternative ] Hi, I've still not worked out whats wrong with my build. I assume people have managed to compile and run the latest MP code, so can someone let me know what they did as I've obviously done something odd here. Thanks David [PulledPin] Shaw www.hl2ctf.com On 13/02/2008, David Shaw [EMAIL PROTECTED] wrote: Hi All, I have a problem with running OB MP code - I have Visual Studio C++ Express with the Windows SDK and Direct X SDK installed - I have added the paths to the Windows SDK into the properties - I start Steam with -beta srcsdk0122 - I build the code in debug and get no errors and no warnings and the dlls get copied to the mod's bin directory - The mods gameinfo.txt has the SteamAppId as 440 - If I run the mod using the run_mod.bat that was created it crashes, I know this is because the bat file tries to run the mod with the death_match hl2.exe - If I change the path to use the team fortress 2 hl2.exe and I choose to create a server with an imported map from the GCF (ep2_outland_01.bsp) I get a windows hl2.exe has encountered a problem and needs to close error. The details are as follows AppName: hl2.exe AppVer: 0.0.0.0 ModName: vguimatsurface.dllModVer: 0.0.0.0 Offset: 00011611 - If I debug the mod from Visual Studio I get this error before I see a hl2 window Windows has triggered a breakpoint in hl2.exe. This may be due to a corruption of the heap, and indicates a bug in hl2.exe or any of the DLLs it has loaded. The output window may have more diagnostic information - and the output window says ... a whole load of 'no symbols loaded' messages for windows dlls First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012e10c.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012e0e4.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CRuntimeError at memory location 0x0012e388.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012e1a8.. .. some more 'no symbols loaded' messages for windows and team fortress 2 dlls HEAP[hl2.exe]: Invalid Address specified to RtlFreeHeap( 0F58, 0F58425C ) I assume that people have built and run the MP version of the code, so what have I done wrong? Thanks David -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Приглашение на новую почту I.UA
red box wrote: Ваш друг red box отправил Вам приглашение, дающее право завести собственный ящик в новой украинской почте www.i.ua! Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку: http://passport.i.ua/reg/47aed16915292b74/ Желаем приятной работы! Da! Commrade. I agree. :) Google Russian to English translation of the above: Red box your friend sent you an invitation, giving the right to have its own box in the new Ukrainian www.i.ua mail! To register your mailbox, click on this link: Google Rocks! :) -- Jeffrey botman Broome N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в{azX¬µЄЬ†+ЮІ™^jЗЇЉИ†ЫiящbІЫЪ–ч¬Ўыpj·њўoжj)fjеЉЛbќъ?†W(uкм
Re: [hlcoders] Porting CS:S weapons into my mod
-- [ Picked text/plain from multipart/alternative ] Do a search for cl_righthand it'll give everything you need :-) /ScarT On 26/02/2008, David Shaw [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I seem to remember something like AllowFlipping 1 is required as well On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote: I thought so, but I thought I remember it being ifdef to Counterstrike DLL code. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Tuesday, February 26, 2008 12:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] oh really? odd, I dont recall seeing such a thing. I never did look deeply into the weapon_XXX.txt script files.. Maybe someone could verify this for us/him. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 25, 2008 8:53 PM Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] Actually, isn't there a LeftHanded or something or other value in the weapon_whatever.txt file that he can change to 1 and thus have the code flip the weapon for him? That code's in the SDK, he just needs to have it run or something. Shot in the dark here. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Feature reqest, TF2, Modevents.res
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] @valve Actually I code a TF2 stats Plugin (http://compactaim.de/tf2stats/) For this I need a hook for Übercharge, a hook for the upcoming ad_badland capture event or whatever its called, and if it goes a Boolean information in the player_death hook for assister = medic R-Hehl steam://friends/add/76561197986347414 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Приглашение на новую почту I.UA
-- [ Picked text/plain from multipart/alternative ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [hlcoders] Re: [hlcoders] Приглашение на новую почту I.UA
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Re: [hlcoders] change player model
This details an overhaul of 3rd player view: http://developer.valvesoftware.com/wiki/Third_Person_Camera Steve 2008/2/26 red box [EMAIL PROTECTED]: how can i change player model on model npc for create 3rd look camera? -- реклама --- Научим каждого зарабатывать на колебаниях курсов валют. Запись на бесплатный семинар http://www.fxclub.org/condition_howtrade_freeseminar/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Приглашение на новую почту I.UA
Why do people use crappy email services? Maybe mike can block the messages from that domain. Why use those when you can get a better one from gmail.com or hotmail.com Please dont use that one... Jeffrey botman Broome wrote: red box wrote: Ваш друг red box отправил Вам приглашение, дающее право завести собственный ящик в новой украинской почте www.i.ua! Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку: http://passport.i.ua/reg/47aed16915292b74/ Желаем приятной работы! Da! Commrade. I agree. :) Google Russian to English translation of the above: Red box your friend sent you an invitation, giving the right to have its own box in the new Ukrainian www.i.ua mail! To register your mailbox, click on this link: Google Rocks! :) -- Jeffrey botman Broome N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в{azX¬µЄЬ†+ЮІ™^jЗЇЉИ†ЫiящbІЫЪ–ч¬Ўыpj·њўoжj)fjеЉЛbќъ?†W(uкм ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: OB MP crash
-- [ Picked text/plain from multipart/alternative ] -allowdebug at the end of the shortcut target. On Tue, Feb 26, 2008 at 6:12 AM, David Shaw [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I've still not worked out whats wrong with my build. I assume people have managed to compile and run the latest MP code, so can someone let me know what they did as I've obviously done something odd here. Thanks David [PulledPin] Shaw www.hl2ctf.com On 13/02/2008, David Shaw [EMAIL PROTECTED] wrote: Hi All, I have a problem with running OB MP code - I have Visual Studio C++ Express with the Windows SDK and Direct X SDK installed - I have added the paths to the Windows SDK into the properties - I start Steam with -beta srcsdk0122 - I build the code in debug and get no errors and no warnings and the dlls get copied to the mod's bin directory - The mods gameinfo.txt has the SteamAppId as 440 - If I run the mod using the run_mod.bat that was created it crashes, I know this is because the bat file tries to run the mod with the death_match hl2.exe - If I change the path to use the team fortress 2 hl2.exe and I choose to create a server with an imported map from the GCF (ep2_outland_01.bsp) I get a windows hl2.exe has encountered a problem and needs to close error. The details are as follows AppName: hl2.exe AppVer: 0.0.0.0 ModName: vguimatsurface.dllModVer: 0.0.0.0 Offset: 00011611 - If I debug the mod from Visual Studio I get this error before I see a hl2 window Windows has triggered a breakpoint in hl2.exe. This may be due to a corruption of the heap, and indicates a bug in hl2.exe or any of the DLLs it has loaded. The output window may have more diagnostic information - and the output window says ... a whole load of 'no symbols loaded' messages for windows dlls First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012e10c.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012e0e4.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CRuntimeError at memory location 0x0012e388.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012e1a8.. .. some more 'no symbols loaded' messages for windows and team fortress 2 dlls HEAP[hl2.exe]: Invalid Address specified to RtlFreeHeap( 0F58, 0F58425C ) I assume that people have built and run the MP version of the code, so what have I done wrong? Thanks David -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] How can i change player model on npc with all functions for create mod with 3rd camera look?
-- реклама --- Научим каждого зарабатывать на колебаниях курсов валют. Запись на бесплатный семинар http://www.fxclub.org/condition_howtrade_freeseminar/
Re: [hlcoders] Porting CS:S weapons into my mod
Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Do a search for cl_righthand it'll give everything you need :-) /ScarT On 26/02/2008, David Shaw [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I seem to remember something like AllowFlipping 1 is required as well On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote: I thought so, but I thought I remember it being ifdef to Counterstrike DLL code. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Tuesday, February 26, 2008 12:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] oh really? odd, I dont recall seeing such a thing. I never did look deeply into the weapon_XXX.txt script files.. Maybe someone could verify this for us/him. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 25, 2008 8:53 PM Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] Actually, isn't there a LeftHanded or something or other value in the weapon_whatever.txt file that he can change to 1 and thus have the code flip the weapon for him? That code's in the SDK, he just needs to have it run or something. Shot in the dark here. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders In HL2DM? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Porting CS:S weapons into my mod
-- [ Picked text/plain from multipart/alternative ] In the SDK, it'll give you something :-) You could take a look, at this article, but its pretty messed up :o! http://developer.valvesoftware.com/wiki/Importing_CSS_Weapons_Into_HL2 /ScarT On 26/02/2008, Saul Rennison [EMAIL PROTECTED] wrote: Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Do a search for cl_righthand it'll give everything you need :-) /ScarT On 26/02/2008, David Shaw [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I seem to remember something like AllowFlipping 1 is required as well On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote: I thought so, but I thought I remember it being ifdef to Counterstrike DLL code. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Tuesday, February 26, 2008 12:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] oh really? odd, I dont recall seeing such a thing. I never did look deeply into the weapon_XXX.txt script files.. Maybe someone could verify this for us/him. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 25, 2008 8:53 PM Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] Actually, isn't there a LeftHanded or something or other value in the weapon_whatever.txt file that he can change to 1 and thus have the code flip the weapon for him? That code's in the SDK, he just needs to have it run or something. Shot in the dark here. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders In HL2DM? ___ 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] CBaseAnimating overriding IF conditions?
What did you change in the model entity tutorial? --- Tom Edwards [EMAIL PROTECTED] wrote: I'm still working on VDC documentation. I've completed a new version of the model entity tutorial, but there's a curiosity I'd like to have explained to me. If the player stands in front of the my_model_entity as it moves, it will execute a chunk of IF code in MoveThink() regardless of whether the conditions for it are true! I added a console message when the if statement is executed (which appears every time the entity hits me) and disabled the random AbsVector changes. The code is _definitely_ being executed ahead of time. What's going on here? The code is at http://developer.valvesoftware.com/wiki/Model_Entity . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders