Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-17 Thread Bruce \"Bahamut\" Andrews
Doesn't sound entirely 56k friendly, though that's an awesome idea.
Luckily they designed the engine to be that flexible, hey =)
I'd love to see a mmorpg on the HL2 engine, though that random company
that leased it doesn't sound entirely too promising, and there's no way
in hell a 'mod' team could work one together :(
Ah well, forcing users to upload more data then they have to will cause
them to complain if they know about it, and if they don't, someone will
find out and bring on the conspiracy theories.
- Bruce "Bahamut" Andrews

HoundDawg wrote:
Yes, I have to agree, that WoW downloader is one of the worst solutions I've
seen to date.
One of the slickest file download/update systems I've seen, it he GuildWars
one.  The initial game download is very, very small and quick.  Then, it
downloads what it thinks you need just before you need it, while you are
playing what has already been downloaded.  Any game updates are sent in the
background and are implemented while you keep playing.  I really never would
have believed it or liked the concept if I hadn't experienced it.  Lag?  I
never noticed any, at all.  This is coming from an MMORPG that hasn't even
released yet.
- HoundDawg


Yea, lets have a rerun of the Blizzard downloader, where it
works in the
torrent scheme and you upload more then you download (which actually
counts when your upload is metered [damn australia]).
The whole p2p thing has most likely been discussed and it definately
would cause a rather large uproar in the community.  I heard somewhere
that the original creator of bittorrent is working for valve now?  I'm
not sure how true that claim is, but aside from that, it probably
wouldn't go so great for Official downloads.  Sure, for mods it'd be
good, but CS updates and stuff should remain on fast servers :/
And STEAM uses VGUI2 afaik.. so you won't be getting windows widgets
anytime soon =)
- Bruce "Bahamut" Andrews


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Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-16 Thread Bruce \"Bahamut\" Andrews
Yea, lets have a rerun of the Blizzard downloader, where it works in the
torrent scheme and you upload more then you download (which actually
counts when your upload is metered [damn australia]).
The whole p2p thing has most likely been discussed and it definately
would cause a rather large uproar in the community.  I heard somewhere
that the original creator of bittorrent is working for valve now?  I'm
not sure how true that claim is, but aside from that, it probably
wouldn't go so great for Official downloads.  Sure, for mods it'd be
good, but CS updates and stuff should remain on fast servers :/
And STEAM uses VGUI2 afaik.. so you won't be getting windows widgets
anytime soon =)
- Bruce "Bahamut" Andrews

Andrew Foss wrote:
Another solution can be to add a tiny HTTP webserver to steam, and able
Dedicated Server to query files to my Steam app :D

How about putting p2p tech in steam instead. Allow modders to create a
file hosted on a machine in a special format (modname.steamdist) that
has a file or list of files, servers, and CRCs. then you can
distribute this small .steamdist file sort of like a .torrent file.
Since steam can hook into a browser, why not add an association in
Firefox/IE to let steam handle them. When steam gets one of these
links, it connects to the server(s) listed in the steamdist file and
downloads the file(s). You could put a single zip file on your
machine, create a steamdist, and anyone who wants to download your mod
can get it from you. Users can get the file from each other, and since
the CRC is in place, users can be guaranteed the accuracy of the files
contained.
To take it a step further, remove the whole concept of "server" from
the steamdist file. Steam will automatically connect to a main steam
server and query it for faster users to link up to, to request pieces
from. Valve could even push updates for their tier 1 games to some
clients and use the p2p method to pass it on to others, cutting the
load on the content servers.
While I'm on the concept of Steam, Would it be possible for the steam
client to use standard windows widgets? I like the look of windows
(shock! horror!). at least make it skinnable (moreso than it is. look
at Trillian, the multi-medium communication tool, or winamp...)
You could also, while you're at it, make a downloaded mod listing
using standard windows "tree" views, and put currently downloaded mods
under the game in question. Users want to play Hostile intent, they
expand Half-Life and double click it (side note: third party game
icons... ever?)  They want half-life, double click half-life.
Sort by name would be lovely. (or at least being able to drag the
games/mods around. Okay, so I'm a bit of a neat freak.)
These are just a few items I want to see in steam, since it's passed
it's "teething" phase. It needs some teeth now.
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Bruce \"Bahamut\" Andrews
http://www.hl2coding.com/wiki/ seems to be the go then, as the people
who are concerned about piracy or advocating stealing program source
code won't participate in a project that supports it...
- Bruce "Bahamut" Andrews

ChessMess wrote:
Well we all need to come to a concensus on one main one to use and
update, preferably hosted by someone who will be around for awhile,
*and will give someone here a backup of it every once in awhile so we
don't lose all the work in case something happens*.
On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:

Covert:
At 04:21 AM 12/5/2004, you wrote:

already a HL2 wiki here
http://www.hl2world.com/wiki/index.php/Main_Page

Hl2World provides support to the stolen HL 2 codebase:
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
Don't promote that site on Valve's list FFS.
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
And that makes it alright because?
- Bruce "Bahamut" Andrews

Ben Newell wrote:
http://www.hl2world.com/bbs/profile.php?mode=viewprofile&u=2217
On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:

Covert:
At 04:21 AM 12/5/2004, you wrote:

already a HL2 wiki here
http://www.hl2world.com/wiki/index.php/Main_Page

Hl2World provides support to the stolen HL 2 codebase:
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
Don't promote that site on Valve's list FFS.
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength

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Re: [hlcoders] HL2 Modding Resource @ HLFallout

2004-12-02 Thread Bruce \&quot;Bahamut\&quot; Andrews
That would be me, and I still love ya ;)
- Bruce "Bahamut" Andrews

Dave Sanders wrote:
I'll be happy to edit and contribute as I can.  I'm glad someone took
the ball and ran with it, after I proposed the idea then ran away and
threw a temper tantrum. :)
My apologies to whoever it was I was arguing with about it.  Was a bad
weekend all around.   
Now I'm ready to get back to business...
D
On Thu, 2 Dec 2004 09:50:48 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:

is that wiki ready yet? I think it's time now for a coding wiki ..
On Thu, 4 Nov 2004 02:04:49 +1000, Mr Bond <[EMAIL PROTECTED]> wrote:

Hi guys,
I'm the webmaster of www.hlfallout.net (a HL2 fansite). Bahamut e-mailed
me about possibly starting up a wiki-type site for Half-Life 2/Source
development and to post my thoughts here.
We're actually already in the process of getting a site like this going
(as a sub-site of HL Fallout). The planned site will be more than a
development wiki -- it'll encompass things like forums, development news
etc. The emphasis will be on bringing mod developers and teams together
(but still being an essential resource for individual mappers, coders
etc). While it won't be set up as a standard wiki, there will be a
system in place to allow the community to contribute to the knowledge
base (whether through tutorials, simple how-to's or otherwise). We're
definitely looking for some experienced people to help form the team
(knowledge base contributions and experienced moderation is going to be
essential).
If you'd be interested in contributing to the project in any way, I'd be
glad to hear from you.
Mr Bond
Site Director - www.HLFallout.net
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Re: [hlcoders] SDK - Valve vs. Epic

2004-12-02 Thread Bruce \&quot;Bahamut\&quot; Andrews
Epic only did that because crap all people cared about the Unreal engine
before their 1million dollar prize pool.  If you were going to develop a
mod, you were going to aim for a platform that had a large playerbase -
they release so many "unreal" games that a single one isn't a very good
target for a mod, right?
They could have released more, but who better to write the documentation
then those using the code?  Sure, it's a bit uphill at the start, that's
what the sdk docs are for, but for more advanced stuff the programmers
over at valve have far bigger fish to fry =)
It's pretty obvious that Epic waste a lot of time, even if they do it to
look 'cool' to simpletons.  They made all their legal documents
readable, that would've taken ages to get right legally, and is a waste
of time because it'll only be read once if that.  Their anti-cheat
support is about as bad as VALVe's atm.
But yeah, what would you rather, a patched working game, or video sdk
tutorials? :\
- Bruce "Bahamut" Andrews

ChessMess wrote:
Ahh let me clarify. I wasn't meaning the actual code and whatnot, I'm
talking about SDK/Mod Support. Such things as Epic releasing all the
video tutorials and whatnot. What they do to empower the MOD community
vs what Valve is doing.
I personally, and maybe this is because I'm new, expected a bit more
in terms of tutorials and documentation from Valve with the release of
HL2 and the large amount of lead time they had. Thus I posed this
question to see if that viewpoint was right, wrong, half-right,
half-wrong, etc.
On Thu, 2 Dec 2004 18:34:52 +1000, Draco <[EMAIL PROTECTED]> wrote:

yeah, but we can do the same thing mutators with plugins, right? one could
make a low g plugin, a plugin that replaces all weapons with a certain
weapon, etc. or am I wrong?

- Original Message -
From: "Bruce "Bahamut" Andrews" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 02, 2004 11:14 AM
Subject: Re: [hlcoders] SDK - Valve vs. Epic

...blasphemy.
I can't stand Epic.  I have to admin some UT2004 servers and it's a
nightmare to do even the simplest things you can do in HL1.  The -ONLY-
good thing they have over valve is the mutators, that's it.
- Bruce "Bahamut" Andrews

ChessMess wrote:

Out of curiosity, how do you feel Valve's efforts compare with Epics?
--
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Stratactic Studios
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Re: [hlcoders] SDK - Valve vs. Epic

2004-12-01 Thread Bruce \&quot;Bahamut\&quot; Andrews
...blasphemy.
I can't stand Epic.  I have to admin some UT2004 servers and it's a
nightmare to do even the simplest things you can do in HL1.  The -ONLY-
good thing they have over valve is the mutators, that's it.
- Bruce "Bahamut" Andrews

ChessMess wrote:
Out of curiosity, how do you feel Valve's efforts compare with Epics?
--
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Stratactic Studios
http://www.StratacticStudios.com
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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Bruce \&quot;Bahamut\&quot; Andrews
Does it prevent you from distributing the code?  I know the beta version
of the next visual studio does... :/
- Bruce "Bahamut" Andrews

Napier, Kevin wrote:
Well the source sdk problably has a similar clause...so it's probably not a big 
loss.
Afaik though the content is the same.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: Wednesday, December 01, 2004 8:41 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version
[ Converted text/html to text/plain ]
afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.

On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Are there any differences between Visual Studio .NET Professional
> (Academic License) and (normal license) ?  except about Â700.00
> --
>
>
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Re: [hlcoders] HL2: first impressions

2004-11-22 Thread Bruce \&quot;Bahamut\&quot; Andrews
Gravity guns at the start suck.  I did the whole impulse 101 thing to
try pelting stuff at them and they didn't even flinch.  And all the
stuff they blocked had invisble wallhacks anyway :/
Tho, bowling could get interesting =)
- Bruce "Bahamut" Andrews

Andrew Foss wrote:
I was surprised at the lack of weapons.

spoiler ahead:



though the upgraded grav gun would have been more fun closer to the beginning.
Combine bowling, anyone?
On Fri, 19 Nov 2004 19:54:46 +0100, tei <[EMAIL PROTECTED]> wrote:

WTF?,.. Where its the spy cam?  :

McCormack, Chris wrote:

hehe tei you typed that like you have been on a coffee fuelled HL2 binge. I 
have images of you typing frantically occasionally throwing your head back in 
manic laughter whilst drooling at the keyboard.
quality
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of tei
Sent: 19 November 2004 13:48
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2: first impressions

My first impresion:
 A M A Z I N G ^H
more impresive than these leet "intro/demos", some images look
photorealistic enough to fake the brain and eye.
Good artisting and coding work!  (more than GOOD, this is ART with
capital letters)
Some critics:
 - some sine surfaces on rough metal or wood, not everything its like
metal or glass,.. I see some abuse of that feature. Other than that, I
love much even the overuse of this feature, Its pretty.
 - the installer its dooomed, slow as dead, you have to wait eons to
install.. Reminds me the tape version of "F-111 Fighter Bomber" for C-64,
you need to wait 3 hours tape-loading to play the level 3.  The HL2
installer takes too loong.
 - the DRM thingie, I am a open source zealot so everything DRM freake
me, I also love this game and the Valve work so its dificult to me to
accept something. I think the idea of "internet required to play single
player" its doomed. Some people dont have internet at home, so can't play
this game. People on far town on mountains, etc.. not everyone on the
world has internet. Bad idea to require internet.
Some positive critics:
 - I love the game inmersion, that its lotsa cool, reminds me Doom3 but
with lights-up and with a european style city. Has a european guy, mi
city looks similar to this city, I love that.
 - Good under-use of weapons and monsters, I suspect this game has tons
of good weapons and foes, but you can play 4 hours with only 3 types of
enemys and 3 types of weapons. Thats is amazing.
I am still playinng
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Re: [hlcoders] Are you Steam guys at VALVE sure?

2004-11-19 Thread Bruce \&quot;Bahamut\&quot; Andrews
Dominik Tugend wrote:
HKEY_CLASSES_ROOT\steam
open this Link to run Counter-Strike 1.6 (if installed).
I mean these functionalties can be great to support your users with links 
in the steam news and so on (like you did today), but
a) I am not to happy that Steam integrates into my OS in this way.
b) since the URL is passed to steam.exe as an commandline parameter, I am 
afraid there might pop up some crazy links on some websites soon (although 
Steam.exe detects that this is an passed URL because the steam:// is also 
passed, I guess).

Please tell me my ranting is sensless and there is nothing I have to be afraid 
off :)

Sry 4 my bad English.
Greetings

PS: yes I know this functionality has been there for a while.
--

Mate, trust me.  When it comes to STEAM, this is definately the least of
your worries.  There's far bigger fish out there :/
--
- Bruce "Bahamut" Andrews
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Bruce \&quot;Bahamut\&quot; Andrews
Ruari O'Sullivan wrote:
Aye, there were some things that have been done better by other engines,
but Source is hardly weak in that regard itself. The character
technology is way beyond anything out there. Though much of the
scripted-sequence stuff could be considered just set-piece animation and
thus nothing new - when you get in their way, you're pushed aside - the
way they walk and talk generally when they're feeling more interactive
is better than the animation in many games' cinematics. On top of that,
the expression stuff is amazing. HL2's closed the gap between games and
CGI by a couple of years.
It did seem a bit odd how simple some of the level geometry was,
especially when the outdoor sections were so intricate and beautiful at
times. The dynamic shadows were glitchy, too, and it was kind of
distracting how heavily they re-used HL1 sound effects. But then, I
think HL2 is going to be remembered for physics, gameplay,
characterisation and artistic style, not for cutting-edge graphics and
audio. Compare it with how fun Doom 3 or FarCry was and I hope you'll
agree that that isn't such a bad tradeoff.
Course, the problem with playing with its weak points is that they're
likely so deeply embedded the modding community may not have access to
them. We'll see.
-randomnine-
They had to reuse the sound tracks, you're still in the old HEV suit.
One thing I don't get is, at the end of HL1 you got to keep your HEV,
yet it was stored in the doc's lab? o.O
Since I finished it yesterday, it's really hard not to talk about some
parts of the game that you only see near the end when giving my opinion :/
--
- Bruce "Bahamut" Andrews
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Bruce \&quot;Bahamut\&quot; Andrews
HoundDawg wrote:
Yes, it finally did get released. The whole steam deal yesterday was a bit
frustrating along with all of the other issues that retail purchasers are
faced with.  But, overall, it is fun to play and I am looking forward to the
full SDK release.
As far as a next-generation engine, for Valve it is, but in gaming, the HL2
engine is a few years dated now.  FarCry surpasses HL2 in many, many ways.
Yes, including water effects, heat distortions around steam and other heat
sources, true dynamic lighting (you can shoot a light to make it move and
the light it shines moves at the same time), and even the AI NPCs reacted
more as a team.
Other things that I found kind of lame in HL2, included the lack of seeing
Gordan's hands more and the inability to shoot while using the suit zoom
feature.  Picking up objects, I've seen in HL1 before like in voogru's
entity moving modification.  At least there could have been hands on the
airboat handlebars.  Even console games have been doing that much for years.
IMO, HL2 would have rocked more if released 2 years ago, or addressed some
of the issues more.  The levels often felt like HL1 textured levels (flat)
with a few new features like more real cables, reflective surfaces, and
objects with physical properties (like the glass bottles, cement bricks, or
even the unraveling cardboard boxes).  Even though other engines provide
superior effects, Valve still wins as they release a full SDK and not a
scripted engine (like UT and FarCry).  I'm looking forward to MODs that are
based around the gravity gun and even airboat races.  There's definitely a
lot you can do to extend the HL2 SP into multiple MP mods.
I have yet to finish the game, although it's still fun and looking forward
to seeing the MODs come out, I wouldn't quite classify it as the first,
unique, or best implementation on what many gamers call next-generation
gaming features.  The story is fun to go through and I like how it's all
organized into chapters.  But, I'd like to just point out that there are
features that were better implemented by other games along with other games
having features that HL2 lacks.  We'll just have to wait to see what this
coding community can do to extend and fill in the gaps.
- HoundDawg
http://xs3.xs.to/pics/04472/rocks.jpg
--
- Bruce "Bahamut" Andrews
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Bruce \&quot;Bahamut\&quot; Andrews
Jeffrey "botman" Broome wrote:
I spent some time playing Half-Life2 last night.  I thought it might be
several days before I would be able to get authorized on Steam, but it
only took me about 5 or 10 minutes to get though.  The content took a
little while to unlock (I had the Special Edition DVD), but after about
10-15 minutes, I was ready to play.
I haven't gotten that far into the game yet (I played about 2 hours or
so last night), but I really like what I've seen so far.  Up until now,
my favorite game of all time in terms of gameplay, storyline, and
interactivity with the world was Duke Nukem 3D.  Half-Life2 has
definitely surpassed that in all areas.  Actually, it has blown
EVERYTHING else away!
Valve, I'd just like to say, "You guys and gals TOTALLY ROCK!"
Excellent game.  Well worth the money spent on it and well worth the
time waiting for it.
I can't wait for Half-Life3!  :)
--
Jeffrey "botman" Broome
I've finished it.  I loved the game, got stuck in some places because
I'm so used to the generic gameplay of old games that I got stuck once
and had to call out for help (I'm so used to random objects being junk
in other games, whereas in Half-Life 2 anything can be mission-critical).
The physics completely changes gameplay, it's awesome.
Counter-balancing see-saw style so you can get to higher places, and the
gravity gun is beyond awesome.
Storyline was pretty good, I would've liked to have known some more
details (who the hell are the benefactors?) but overall it's definately
the best FPS game to date.
I think the way I see the G-Man has changed a bit, others may understand
what I'm talking about by the end of the game.  I definately want to see
some expansions that tell the story from Alyx and Barney's point of view.
It was definately well worth the wait, looking forward to the SDK code
release so the mods start appearing =)
Random: Oh, and when the SDK does get released, can someone attempt to
code up some lava that doesn't make me cry?  Every other game just has
two textures on top of each other or something dodgy like that (if you
feel the same way, don't play world of warcraft, the great forge will
make you cry a lot).
Actually, one thing I did notice "missing" that I thought would have
been there was the engine didn't support water effects for things moving
through the water :( - you have all the cool refraction and reflections,
but whenever something goes through it, nothing happens, same for when
water touches walls.  Ah well, guess that's for the next Half-Life,
since no other game has actually incorporated that properly yet... =)
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Re: [hlcoders] anyone tried ATI offer here?

2004-11-15 Thread Bruce \&quot;Bahamut\&quot; Andrews
Vyacheslav Djura wrote:
Question to everyone - what does that mean - "A new key to play is not
included" from this snippet:
"Note: the CD-ROM activation requires a valid STEAM account enabled
with your ATI Half-Life 2 key mentioned above. A new key to play is not included, 
and shipping and handling is also not included"
--
Best regards,
Vyacheslav  mailto:[EMAIL PROTECTED]
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It means you already got a key on the voucher and they aren't dumb
enough to ship another one with the product assuming you're paying to
receive it via mail.
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Re: [hlcoders] RE: Source SDK released

2004-11-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
Imperio59 wrote:
So, if we decided not to buy "t3h Kiddie MOD" game (aka CS:S) then we
have to wait until nov 16th the earliest to start coding?
Please tell me this is only the hammer and model tools and not the code
yet, or i'm gonna shoot myself...
I'm already paying 160 bucks for HL2 ( 50 bucks the game, 30 bucks
international shipping to my island, and the price itself in local taxes
and customs fees) just to get it early enough to get a head start for my
MOD, but that's not enough, if i want it now, i have to buy a Source
game, but since there's only one out, i have to buy... a MOD.
I loose my faith in Valve more and more everyday...
*Looks at his OpenGL engine.*
*Pets his OpenGL engine*
"We don't need them precious, you and me and we can rule the world!"
a) You don't buy CS:Source, you buy HL2 (you get access upon it's
release, until then you get CS:S), and CS:Source comes with it as
Multiplayer.  no matter what you do, you're going to get CS:Source.
b) It sounds like it'd be far cheaper for you to download it through steam
c) Yeah, the code isn't included yet, that'll probably be released
around HL2's release.
So, in USD, HL2 Gold is 89.95 and comes with: HL2, CS:S, DOD:S, HL:S,
and all the old games (hl1, cs:cz, etc) plus a soundtrack, chance to win
a trip to valve, posters, etc.  HL2 Silver comes with the gold games (no
extra stuff).  HL2 bronze comes with HL2 and CS:S.
So, no matter what you do, you're stuck getting CS:Source, but you're
certainly not stuck ONLY getting it.
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Re: [hlcoders] Possible release of the SDK today.

2004-11-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
K. Mike Bradley wrote:
OMG !
IT's HERE 
No One do any maps till I convert my maps please ... I wana be first

I think the people that are converting their maps from the illegally
aquired a version will get there pretty fast, so you'll have to work a
bit faster to be first :o
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Re: [hlcoders] Possible release of the SDK today.

2004-11-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
K. Mike Bradley wrote:
I click all the links and nothing DL's 
TEASE !!!

O.o
If you have a Source game you can get them if you restart steam
(assuming you haven't already).
If you don't have a source game...well... lets hope it doesn't come to that.
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Re: [hlcoders] Source SDK released

2004-11-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
Kevin Gerry wrote:
Because some people are weird like that... They want to be able to stick up
their old HL code projects for other people to learn by. Why keep some old
mod idea die with you?
~
Perhaps, but just releasing it under VALVe's default stuff would work
fine.  I mean, there's copyright to stop them claiming it's theirs if
they continue it, and the chances of them selling it aren't entirely too
high :o
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Re: [hlcoders] Source SDK released

2004-11-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
Kevin Gerry wrote:
I think he means...
He can't make his modifications GPL since he can't control who owns Source.
~

I might be missing the picture here, but why would you *want* to make a
mod under the GPL?  I wouldn't have thought you'd be able to do that
with any commerical game anyway, but yeah.  You'd just end up with 300
different variations that all modify it a little bit to suit their
needs/wants :s
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Re: [hlcoders] Source rcon protocol

2004-11-05 Thread Bruce \&quot;Bahamut\&quot; Andrews
Fernando Manso wrote:
Ok thanks that was the problem.
But another question. Do log_addaddress works on srcds ? I am trying
it and I receive the log with cs1.6 but not with source.
Thanks again !

cvarlist in the console shows the following commands for Source
regarding logs:
log  : cmd
:  : Enables standard log file <0|1>.
log_addaddress   : cmd
:  : Set address and port for remote host .
log_console  : cmd
:  : Echos event logging in console <0|1>.
log_events   : cmd
:  : Set UDP logging to remote host <0|1>.
log_level: cmd
:  : Specifies a logging level 0..15 .
log_udp  : cmd
:  : Send log packets to hosts in address list <0|1>.
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Re: [hlcoders] RE: Anyone bypassed the max weapons limit before?

2004-11-04 Thread Bruce \&quot;Bahamut\&quot; Andrews
Tan Theodore wrote:
Hmm...
I'm adding the whole arsenal from CS. Minus the shield and smokes. Then I
added the LAW (modelled by someone else), colts and dual colts. Before I
know it, I ran out of space...
How to keep all the weapons I painfully added?
I seemed to have found the fix.
Make the WEAPON_SUIT defined as 0 (zero) just like WEAPON_NONE. I haven't
fully tested it out so I can't tell if it's bug free. But so far, there
isn't any bugs.
This better work. Otherwise, I will have to face one of the longest
compilation time ever known.
Or you could just try to make an original mod that doesn't use
Counter-Strike weapons... o.O
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Re: [hlcoders] Is it True that we will get the SDK around HL2 relase date?

2004-11-02 Thread Bruce \&quot;Bahamut\&quot; Andrews
NuclearFriend wrote:
What's the point of protecting spoilers when the storyline and main
features of the game have been leaked, told or seen in some way or
another.

from HLDS' list:
K2 wrote:
I am gonna go out on a limb here and state the obvious - everyone just
needs
to be patient. It'll get made, it'll get released, etc etc. In the
meantime
play the game and have some fun. Maybe tie one on, get a hooker,
whatever.
Heh ;)

in the meantime:
http://www.hlfallout.net/comments.php?id=7545
- n30n
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Re: [hlcoders] Is it True that we will get the SDK around HL2 relase date?

2004-11-02 Thread Bruce \&quot;Bahamut\&quot; Andrews
Dave R. Meyers wrote:
Man, long subject, but no other way to say it...
Are we really gonna get the SDK sometime close to the release date of HL2?
You know how website rumors are, but PHL usually is on the up and up.
Dave R. Meyers
Aka Starbreaker
OZ Deathmatch
We don't know, and won't know, until it's released. :/
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Re: [hlcoders] A Half-life wiki?

2004-11-01 Thread Bruce \&quot;Bahamut\&quot; Andrews
Great to know one exists for HL1, but the site is really stuffed for
Firefox... what kind of software is it using? :s
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Re: [hlcoders] Source Terrain

2004-11-01 Thread Bruce \&quot;Bahamut\&quot; Andrews
K. Mike Bradley wrote:
Yes .. LOL
It's the same as Unreal was 4 years ago ..
HAHAHAHAHAHAHAHAAHH
Valve finally caught up and added all the features that Unreal had but HL1
didn't.
Like mirrors as well. Except you can't see your model. Only the relfexion.
Hard to catch up when you haven't released a new engine for seven
years... :o
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Re: [hlcoders] Source Terrain

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
K. Mike Bradley wrote:
Yes they use the enlarged skybox just like Unreal did.
After four years they caught up.
But it is bump map or terrain.
Fly in CS Source Aztec to see what I mean.

Yar he's right, if you fly around in a map like aztec or dust, go off
the map a bit, you'll see a minature model that's used around the
outside of the map (and the middle for the dome on dust)
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
Dave Sanders wrote:
Sigh.  Fine, forget it.  I started this thread to ask a question, got
a lot of positive feedback (including from you), and so plunged
forward to get a working area up where we could start organizing
things.  Sitting down and planning something like a wiki on pad and
paper for six weeks isn't going to work either.  In my experience its
best to just throw stuff on the wall and see what sticks, since it can
be easily changed at any time.
Trust me, I spend a LARGE amount of my time working with people on,
and doing design.  I'm middle management in software development - my
bosses always want me to stop designing and deliver, and my developers
always want to analyize forever and not commit.  Don't quote software
methodologies to me in a situation that doesn't apply.  If you don't
like the idea of having something unstructured for a few weeks, then
go ADD some structure.  That's the point of the wiki in the first
place.
But, at this point, forget it.  Someone else can set it up and deal
with the criticism from those who would rather complain, than do.
If you set one up, contact me, and I'll be happy to help edit / add /
police, whatever needs done.
And with that, I'll jump off of hlcoders again for another year or
two...   wish I could say that coming back had been fun.  Oh well
maybe in 2006.
D

...I think you took my comments a little tooo seriously mate, the design
stuff was aimed at everyone interested, as a whole, so we could organise
something THEN find a suitible host for it, and thus not have 15
different DYI people go out and start their own and have information
scattered across the countryside (HL1 resource sites anyone?).
I'm not a complainer if there's something I can do, but I really don't
think that just randomly starting out with no idea on structure is the
best thing to do at the start...
Just chill a bit, and everything with be cool =)
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
Dave Sanders wrote:
See what I mean, within 24 hours we now have two separate people talking of
setting up Wikis.  One already has, and another is about to.

Yep, and within 24 hours I've gone from completely loving the idea, to
hating it.  I sent the link around for people to brainstorm, play with
it and possibly talk about what content we'd want to put up, and
instead everyone wanted it to spring fully grown from my head like
Athena.
I was planning to spend time over the next week or two (hopefully with
others helping) to add content, figure out primary categories,
continue to update the navigation, etc of the site.  I tend to go
toward the "here it is, lets play" mentality toward Wikis because I
know that if they start getting used, the information usually sorts
itself out fairly quickly.  Wiki's allow you to be more "evolutional"
with how you collect and organize the information, rather than a CMS
style site.
If someone else is going to host it, run it, maintain it and deal with
it, I don't honestly care.  I'll probably edit it and help write /
organize.  Otherwise, I'll keep working on HalfLifeWiki and make any
major announcements here.  Probably in a day or three I'll have some
organization in place.  In the meantime, there is a temp page set up
for people to link off of and to add their own articles.
D
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Being a coder, I thought you'd be one of those people that understand
things that aren't designed properly well seem to inflate very fast with
repeated information and become unmanageable...
Design first, implement later. :/
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
NuclearFriend wrote:
I'm willing to start writing up for HL2 asap, but that simply isn't
feasible right now and I have no motivational desire to write anything
about HL. :P
So maybe we should wait for the SDK...
Depends what sort of wiki you wanted.  A purely design based one, or a
Source one.
--
- Bruce "Bahamut" Andrews
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
Peter Holcroft wrote:
Yes I see exactly what you mean. I think if you want your Wiki to be
successful then you have to start it off with some really useful content to
give others reason to contribute. The modelling tools for HL2 have already
been released, I don't know much about them, but I'm sure that's somewhere
to start until the SDK is released.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins
Sent: 31 October 2004 12:59
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] A Half-life wiki?
See what I mean, within 24 hours we now have two separate people talking of
setting up Wikis.  One already has, and another is about to.
Michael
You're right, this is getting stupid.  The main aim will be to
eventually get whatever this turns out to be on one of the major Half
Life Editing resources, or one of the Major Half-Life 2 websites (VALVe
ERC, "The WaveLength" (I think that's what you mean by TWL?),
HalfLife2.net has an 'unstarted' editing section and is a largely
popular site that is possible, or HLFallout.net [my personal favourite
for a HL2 wiki, since it's hugely popular, VALVe employees visit it's
forums, making a wiki subdomain would be trivial, and it'd be like how
BeyondUnreal supports their wiki =), even tho I use halflife2.net for
info :P]
It's largely going to be aimed at "newbies" (which is all of us
basically) but the VERC isn't too well known amoungst people that want
to start out.  Took some determination on my part to originally get
Hammer :/ - having it on a popular (and productive + reliable) site
would be good.
Setting up a wiki is a five minute job, and comes -last- (after planning
and the start of article writing).
--
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
Michael Shimmins wrote:
I'm into deducting marks from my students for not doing them :P
Michael
That's horrible!  You should be ashamed of yourself!  First you teach
java, then you force javadocs, THEN you deduct marks if they hate them :o!
..you're starting to sound an aweful lot like Microsoft o.O
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
Michael Shimmins wrote:
XML comments are essentially the same as JavaDocs.
A program parses the text file and creates an XML file out of it.  This file
can then be used to create a website using a 3rd party tool.
This is pretty similar to Java Docs except JavaDocs goes straight to HTML
not via XML.
Michael
Making Javadocs in school really really sucked, but if that's what
you're into... :/
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Re: [hlcoders] Re: A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews
Henrik Alfredsson wrote:
Hello Im Majestic XII from the HL2 editing site www.hl2modcentral.com.
Its a site where members can write articles, tutorials, add mods and
links to the site. We got a wiki coming up so if you got any ideas
please post them in the forum.
Cheers,
Henrik "Majestic XII" Alfredsson
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Aye this is nuts.  The number of HL2 sites that pop up claiming stuff is
out of control!
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Bruce \&quot;Bahamut\&quot; Andrews

No, it would be killer if they used something that everybody can use, be
it on Windows or Linux, in VS.NET or Kdevelop or a Bash or whatever.
Something that has been around for years and has platform independent
tools. Something like Doxygen or Javadoc.
Florian.
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Seaaf, it'd be a killer if they used Java =D
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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews

Are you expecting us to submit HL stuff to this? Because theres a true
lack of motivation to document HL atm. :P
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Great intent, but setting this up when you're really tired doesn't leave
much space for inspiration for anyone to take the time to write an
article for it.  Really need to start with something, guess we'll see
what people come up with =)
--
- Bruce "Bahamut" Andrews
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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews
Juan Fernando Mora MuÃoz wrote:
You are right,
Inicio... is spanish, and it means start
And btw a wiki HL2 would rock, Like 2 months ago i start to play with the
SDK of HL1
and believe me... its hard to follow some tutorials when you dont know
what
a function do
so, and maybe i speaking for all the begginners out there, and for find
function reference stuff
a wiki really could do the trick.
Fernando Mora
PD. And yes... i my natural language its spanish... so that explain why i
can't write english that well... =(

You write English better then I write Spanish mate ;)
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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews
Michael Shimmins wrote:
I'm starting to feel like a party pooper here, but hey.
There is a snippets section in TWL were you can post "short" articles.
Don't get me wrong, I think Wiki's are generally a good thing, I just
remember the 1999 - 2000 days where there were like 10 *half* decent HL
resource sites, finding information was a pain.  Now adays I feel there are
2 that jump out and a few more that you can turn to if you still can't find
your info.
With the release of HL2, people are going to be wanting to take the lime
light and start their own resource centre which in the end isn't
advantageous to the community.
If VERC or TWL were to host a wiki I think it would be a go, I'm just
hesitant about supporting something that creates another half-arsed resource
without anyone committed to maintaining it.
$.02
Blah, can't believe I'm bottom-posting.  Whoever told me that this was
good must die.
Anyway, they (being the large resource sites) haven't seen any really
successful Half-Life style wiki's yet, so they probably won't be too
interested to start with, as there's a fair bit of maintenance work
involved whenever someone starts some malicious attacks.
On that note, that's why I'd be recommending starting out somewhere,
showing it to VERC and saying "We can maintain this" then, if accepted,
move the wiki to a new home under VERC.  I'm fairly sure that they
wouldn't refuse a successful venture, but would be hesitant with a
relatively 'new' thing for Half-Life.
That's my two cents anyway =)
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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews
Inicio has to be the coolest replacement name for the start button.
Even though I have no idea what it means, it looks way cooler then
"start" (even though it probably means that).
- Bruce "Bahamut" Andrews

Rodrigo 'r2d2rigo' Diaz wrote:
Yeah, a wiki of HL2 coding would rock! Im tired of searching 5-7 sites
to get specific documentation, making a compact programming manual for
HL2 SDK surely would help a lot to people that are starting, and
sharing knowledges would be quick and easy :D
PS: tei, are you spanish? Me too! :D
On Sun, 31 Oct 2004 02:54:14 +0100, tei <[EMAIL PROTECTED]> wrote:

I am testing mediawiki (the wikipedia one), Its perfect for the task:
http://www.servicios-dpi.com/wikitest1.png
5 min, and a test wiki is online :D

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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews
Because they probably don't want a dead part of their site with twits
erasing stuff all the time.
Unless they had assurances that this project would actually go somewhere
most websites would be reluctant.
- Bruce "Bahamut" Andrews

Michael Shimmins wrote:
But my point is *why* can't TWL have that?  The mechanism is in place to do
it, people just don't.
Michael
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend
Sent: Sunday, 31 October 2004 12:01 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] A Half-life wiki?
The Wiki could even be a reference on common HL2 functions, that
people could write up at their leisure. That's something TWL and V-ERC
don't have.
Btw, BlueWolf said hl2db.com would host it. [EMAIL PROTECTED]
On Sat, 30 Oct 2004 20:37:08 -0400, Dave Sanders <[EMAIL PROTECTED]> wrote:

The main difference is that a wiki is more open, in that anyone can
come in and continually refine and update pages at will.  A good
example of this would be if someone wrote a page up for a particular
tool, and then the tool gets an update.  The page's instructions may
not be relevant any longer, but the article is often "stuck" talking
about the old version - which may be confusing to readers who find it
later who are trying to follow the tutorial.
Of course, this DOES open up the downsides of wiki's where people can
put up ill written  content, or just go around and destroy pages.
Someone mentioned Wikipedia, which is a great example of the power of
a wiki, but also has a large team of "guardian angels" which maintain
the content against n'er do wells.  (Just go look up the history for
George W Bush or John Kerry on wikipedia to see this - people
routinely knock out these pages and the angels have to restore them
sometimes hourly.)
One of my favorite wiki software packages is the Twiki package
(Twiki.org) as it allows you to host multiple sites easily within on
wiki, and allows regular users to create variables on the fly.  It
uses the variables in a hierarchical way to allow people to customize
settings at various levels.  (Simple irrelevant example: the entire
wiki site may declare a background color, then declare a different one
for the individual twiki web, then allow the individual user to
declare their own.)  This of course can also make it very confusing
and overwhelming too.
But just about any wiki would work... and really, it doesn't need to
be overly complex.  Let me do another round of "state of the wiki
software" that I haven't done in a while, and see what I can find that
will get us out of the gate quickly.  Since there does appear to be at
least some interest, I'll likely just get a domain and a cheap linux
web host to host it, and maybe accept donations or run google ads if
it takes off, to cover my costs.
Give me a few weeks, and I'll see what I can pull together.
D

On Sat, 30 Oct 2004 15:03:52 -0500, Jorge Rodriguez
<[EMAIL PROTECTED]> wrote:

I support such a wiki, and I would certainly contribute if not for great
sites like The Wavelength http://www.thewavelength.net and others that
already have most of the information needed to start an HL mod. The
subject of an HL wiki has been talked about before, but what purpose
would it serve which is not already served by existing websites? I'm
open to ideas.
--
Jorge "Vino" Rodriguez

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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews
Arr, it's just a place to start.  It's extremely easy to transfer it
then setup whatever URL is used to redirect to a new location, just a
lot of sites may not be willing to start a wiki from scratch, especially
if they don't know how dedicated the people working on it are (or if
it'll go anywhere)
- Bruce "Bahamut" Andrews

Dave Sanders wrote:
Thats definitely a valid point, and I by no means would advocate
splintering the information more.  However, it COULD be a place to
link off to that content too.  And some might say that more is always
better...?
I'm bringing it up to guage the interest really, and am definitely not
trying to go out and evangalize about wiki's. :)  I just see how well
the Unreal Wiki works, and other wikis that seem to work for their
various communities.  I also know that they either catch on, or die
horribly very quickly... usually due to apathy by the users to invest
the time.
Looking back at this thread I see the following "votes": 8 for (or at
least supportive), 2 against (or skeptical).  Anyone else care to
vote?
D
On Sun, 31 Oct 2004 11:39:35 +1100, Michael Shimmins
<[EMAIL PROTECTED]> wrote:

I don't know if it's a good idea to divide our resources even more.  I think
rather than start yet another resource, we should perhaps concentrate on
extending an existing one.
I know The Wavelength will be supporting HL2 with articles, discussion,
tutorials etc.  The VERC no doubt will too.  These two resources are the
ones that jump to mind, we were to try and add another one to the mix, I
feel all three would go down hill.  Why not just contribute to the existing
ones to make them better?
Michael

-Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut"
Andrews
Sent: Sunday, 31 October 2004 12:32 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] A Half-life wiki?
hehe, I've got hosting with 2.5gb of space 'n 64gb of bandwidth that I
hardly use, it's mainly for my family's email addresses (since everyone
blocks free emails nowadays).
I could host it to start you off if ye like, though chances are it'd
need to transfer to VERC eventually, a very popular site would exceed
those limitations =)
- Bruce "Bahamut" Andrews
Ben Davison wrote:

Yes, a great idea. I would happily contribute and write articles.
I was actually going to suggest this to the group once I found out if could
actually host it. And what software we would need.
But alas I can not.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders
Sent: 30 October 2004 21:37
To: [EMAIL PROTECTED]
Subject: [hlcoders] A Half-life wiki?
Out of curiousity,  does there happen to be a half-life wiki around
for coders / mappers / modelers, etc?  Like
http://wiki.beyondunreal.com for the Unreal crowd.

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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread Bruce \&quot;Bahamut\&quot; Andrews
hehe, I've got hosting with 2.5gb of space 'n 64gb of bandwidth that I
hardly use, it's mainly for my family's email addresses (since everyone
blocks free emails nowadays).
I could host it to start you off if ye like, though chances are it'd
need to transfer to VERC eventually, a very popular site would exceed
those limitations =)
- Bruce "Bahamut" Andrews

Ben Davison wrote:
Yes, a great idea. I would happily contribute and write articles.
I was actually going to suggest this to the group once I found out if could
actually host it. And what software we would need.
But alas I can not.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders
Sent: 30 October 2004 21:37
To: [EMAIL PROTECTED]
Subject: [hlcoders] A Half-life wiki?
Out of curiousity,  does there happen to be a half-life wiki around
for coders / mappers / modelers, etc?  Like
http://wiki.beyondunreal.com for the Unreal crowd.

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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-29 Thread Bruce \&quot;Bahamut\&quot; Andrews
Did you not read the email a couple of weeks ago?  One word...HAVOK.
http://www.havok.com/clients/valve.php
- Bruce "Bahamut" Andrews

 Childe Roland wrote:
I thought Valve did the whole Source engine from scratch.  Wouldn't
that mean that there is no technology licensed from Id?
On Fri, 29 Oct 2004 16:43:52 +0200, Elektordi <[EMAIL PROTECTED]> wrote:

Sorry. Corrected post :-) below:
/***
*
* Copyright (c) 2000, 2004 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology").  Id Technology (c) 2004 Id Software,
Inc.
* All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products
from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
/
//TODO: Hole SDK !




 Childe Roland
"I will show you fear in a handful of jelly beans."
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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-28 Thread Bruce \&quot;Bahamut\&quot; Andrews
lmao, owned.
- Bruce "Bahamut" Andrews

Elektordi wrote:
main.cpp:
/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology").  Id Technology (c) 2004 Id Software,
Inc.
* All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products
from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
/
//TODO: Whole SDK
- Original Message -
From: Jeffrey "botman" Broome <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 28, 2004 12:26 AM
Subject: Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
Dave Sanders wrote:

Please.  If anyone at Valve is reading this thread.  Please.  Please.
Release the SDK.   We obviously need something to work on... :)

Yes.  Even if it's not done, even if it won't compile, even if it's
written in COBOL, even if it's only a single line of code from the
smallest header file, even if it's just a COPYRIGHT comment.  We want an
SDK that we can't do anything with!!!  :)
___[ Pub ]
Inscrivez-vous gratuitement sur Tandaime, Le site de rencontres !
http://rencontre.rencontres.com/index.php?origine=4
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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-28 Thread Bruce \&quot;Bahamut\&quot; Andrews
you forgot to code in cl_hax :(
- Bruce "Bahamut" Andrews

[EMAIL PROTECTED] wrote:
ai.c:56: parse error before `}'
Fixed in Subversion revision 537; here's the patch.
--- ai.old.cThu Oct 28 07:00:52 2004
+++ ai.new.cThu Oct 28 07:01:08 2004
@@ -52,6 +52,6 @@
>  );
> //TODO: read self.speed from a array?
> //TODO: sidesteep walking, target forgeting? target change?
->break
+>break;
> }

//TODO: self inconscious, self sleep? :D
if(self.dead)
 return;
if (CanSee(Enemy.origin))
{
//TODO: reaction time, and vision angle,etc.. realism
self.goalorigin = Enemy.location;
if (self.gunReady && self.ammo)
{
self.status = HUNTING;
}
/*
//TODO: implement reloading and dumbass
else
if (!self.ammo)
{
self.status = RELOADING;
}
else
{
self.status = LOOKDUMB;
}*/
}
else
{
CanSee(self.goalorigin);
//TODO: detect for holes in ground :D
self.status = PATHFINDING;
}
switch(self.status)
{
default:
  //idle
  RandomNoise(IDLE);
//TODO: change angle? pick a random trace_path and follow?, start a
dialogue with other foe?
  break;
case HUNTING:
  AnimateShooting();
//TODO: implement precision and mental state (happy, stressed, pain,
fear, etc..)
  if (self.frame == FIRING_FRAME)
Shot(self.weapon);
  break;
case PATHFINDING:
  self.WalkTo(
self.origin +
normalize(self.goalorigin - self.origin) *
self.speed
);
//TODO: read self.speed from a array?
//TODO: sidesteep walking, target forgeting? target change?
  break
}

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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Bruce \&quot;Bahamut\&quot; Andrews
Yeah, but when that runs out you're unable to delete them =P
- Bruce "Bahamut" Andrews

 Childe Roland wrote:
I'm just saying that it's nice to have those messages untrimmed, that
way you can know exactly which message the person is repsonding to.
GMail automatically hides the superfilous quoted sections, so they
don't get in the way, but theyre available if you want them.  Plus I'm
never going to have to delete a HL Coders message.  I've been
receiving them for over 2 weeks, and I have yet to use 1/10 of 1% of
my alloted space.  At that rate I have about 19 years worth of HL
Coders List storage space.  Yes, years.
On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke <[EMAIL PROTECTED]> wrote:

  Childe Roland wrote:

He really needs GMail.  Who's with me?

I'm not. I'm with him. Totally.
Florian
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--

 Childe Roland
"I will show you fear in a handful of jelly beans."
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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-26 Thread Bruce \&quot;Bahamut\&quot; Andrews
mm, I'm with him if you're bottom-posting, that's why I go for
top-posting, so you can see the reply without going through heaps of
other replies, but if you're curious you can locate the post I was
replying to below :p
Might have to trim it a bit in the future though, if it's a concern to
some of you =)
gmail sucks.  Really, I got it months ago and haven't used it - having a
2gb email account that works in Thunderbird is so much better =P
- Bruce "Bahamut" Andrews

Florian Zschocke wrote:
  Childe Roland wrote:
He really needs GMail.  Who's with me?

I'm not. I'm with him. Totally.
Florian

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Re: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/

2004-10-26 Thread Bruce \&quot;Bahamut\&quot; Andrews
arr, don't mind me, I'm pretty much a nub when it comes to all the
Microsoft Studio products, though I did find Dev-C++ easier to navigate
at first glance, so maybe I'm not as stupid as I think... :o
- Bruce "Bahamut" Andrews

Dave R. Meyers wrote:
I have been using .net pretty much since it came out, and yes there is a
learning curve, but it is not that bad if you stick to what you know and
then slowly add new things.  I find some of the features very helpful, my
favorite would have to be the collapse all feature that will collapse
everything down to the function (like windows folders).
Yeah Tei. I had the same issue trying the express download, but after I
downloaded the files manually, everything worked fine.  There was a link off
to the side that says if you are having download problems go here. 8)
I did and it is all fine now.  I will try out .net 2005 for a bit and see
what is different if anything, but for now it is not a big priority.
Starbreaker
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut"
Andrews
Sent: Tuesday, October 26, 2004 1:53 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/
meh, I had a look at visual studio .NET, it didn't seem particularly
helpful at first glance, but that's probably because I don't know much
about it.  Steep learning curve != good application o.O
- Bruce "Bahamut" Andrews

tei wrote:

No, I like the idea to distribute a compiler for free. But Its only the
use of SMB over internet that is a brain damaged idea. Of course, not
work in a firewalled system. HTTP is the way to go.
About money, the linux kernel is 628M $ and the GCC compiler is 190M $,
both for free and withouth limitations of use. Much better than this:
  "Under their license you can not legally distribute what you have
'compiled' with the beta software, nor can you use it in a buisness
enviroment . Even so you can develop a full product in a hobby setting
using them and have someone with the full software 'compile' the
distributable for you. Either way for Mod developers wanting to get up
to speed as quickly and cheaply as possible it definatly is a route to
take. "  (Lyme)
I also like the VC6 gui more than the compiler. GCC or CL both are cool,
but Its the VC6 gui that its very usefull for develop apps. If Microsoft
not provice for free the GUI, a better compiler is GCC because its FREE,
you can distribute mods compiled with GCC and not with that express
version of VC.
Anyway v++express its not the only Microsoft compiler out here.
The 'Visual C++ Toolkit' its also free to download on the microsoft
network, and looks like better...
http://msdn.microsoft.com/visualc/vctoolkit2003/
And that installer WORKS.
Forget the express version, Its crap (at least the Installer)
Bruce "Bahamut" Andrews wrote:

Well it'd be stupid of Microsoft to release a "beta" of software that
costs ~1000 dollars brand new and let people develop software with it
for their own purposes...  It is, after all, just an extended test :/
- Bruce "Bahamut" Andrews

tei wrote:

ridiculous, that installer need to download data with "file and printer
sharing" ,the SMB protocol ,on port 445.
Lets me thing.. humm.. I am not THAT stupid to open "file and printer
sharing" to internet. Or I am?

Bruce "Bahamut" Andrews wrote:

Microsoft Visual Studio 2005 Beta.
" Also, there is no "Go Live" license for this beta release, so
your use
of this beta is limited to testing and evaluation only."
I assume that refers to your ability to distribute software you create
with it?
http://lab.msdn.microsoft.com/vs2005/get/
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:

What is that aimed at the GCF? or the msvc?
--- "Bruce \"Bahamut\" Andrews"
<[EMAIL PROTECTED]> wrote:


You aren't allowed to distribute anything you make
using it (legally) so
it's pretty pointless to use it isn't it?
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:


Thanks guys
I think back to an old december 2003 iterview, and
understand the sdk will come via steam, i might see


if


some one could upload a gcf, for me to use at home
I am also useing .net 2005, its free, so i'm gona


use


it till it dies
Adam
=
http://ammahls.com

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Re: [hlcoders] http://msdn.microsoft.com/visualc/vctoolkit2003/

2004-10-26 Thread Bruce \&quot;Bahamut\&quot; Andrews
meh, I had a look at visual studio .NET, it didn't seem particularly
helpful at first glance, but that's probably because I don't know much
about it.  Steep learning curve != good application o.O
- Bruce "Bahamut" Andrews

tei wrote:
No, I like the idea to distribute a compiler for free. But Its only the
use of SMB over internet that is a brain damaged idea. Of course, not
work in a firewalled system. HTTP is the way to go.
About money, the linux kernel is 628M $ and the GCC compiler is 190M $,
both for free and withouth limitations of use. Much better than this:
   "Under their license you can not legally distribute what you have
'compiled' with the beta software, nor can you use it in a buisness
enviroment . Even so you can develop a full product in a hobby setting
using them and have someone with the full software 'compile' the
distributable for you. Either way for Mod developers wanting to get up
to speed as quickly and cheaply as possible it definatly is a route to
take. "  (Lyme)
I also like the VC6 gui more than the compiler. GCC or CL both are cool,
but Its the VC6 gui that its very usefull for develop apps. If Microsoft
not provice for free the GUI, a better compiler is GCC because its FREE,
you can distribute mods compiled with GCC and not with that express
version of VC.
Anyway v++express its not the only Microsoft compiler out here.
The 'Visual C++ Toolkit' its also free to download on the microsoft
network, and looks like better...
http://msdn.microsoft.com/visualc/vctoolkit2003/
And that installer WORKS.
Forget the express version, Its crap (at least the Installer)
Bruce "Bahamut" Andrews wrote:
Well it'd be stupid of Microsoft to release a "beta" of software that
costs ~1000 dollars brand new and let people develop software with it
for their own purposes...  It is, after all, just an extended test :/
- Bruce "Bahamut" Andrews

tei wrote:
ridiculous, that installer need to download data with "file and printer
sharing" ,the SMB protocol ,on port 445.
Lets me thing.. humm.. I am not THAT stupid to open "file and printer
sharing" to internet. Or I am?

Bruce "Bahamut" Andrews wrote:
Microsoft Visual Studio 2005 Beta.
" Also, there is no "Go Live" license for this beta release, so
your use
of this beta is limited to testing and evaluation only."
I assume that refers to your ability to distribute software you create
with it?
http://lab.msdn.microsoft.com/vs2005/get/
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:
What is that aimed at the GCF? or the msvc?
--- "Bruce \"Bahamut\" Andrews"
<[EMAIL PROTECTED]> wrote:

You aren't allowed to distribute anything you make
using it (legally) so
it's pretty pointless to use it isn't it?
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:

Thanks guys
I think back to an old december 2003 iterview, and
understand the sdk will come via steam, i might see

if

some one could upload a gcf, for me to use at home
I am also useing .net 2005, its free, so i'm gona

use

it till it dies
Adam
=
http://ammahls.com

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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
Yea well, I'd be surprised if you were legally allowed to distribute
whatever you create with your beta software, seeing as you can't do that
with educational versions of older software still.
- Bruce "Bahamut" Andrews

Lyme wrote:
   Microsoft doesn't really make money off their development tools.
Traditionally Microsoft would only try to break even with some of their
development costs for the tools. Microsoft also knows that by releasing
this slightly slimmed down version of their development enviroment they
can get people to develop for Windows and more importantly run windows.
Don't think Microsoft is neive in what they do. As another point
Microsoft removed ATL and MFC from the beta C++, however don't think
that they didn't think that people would use the .net constructs instead.
Bruce "Bahamut" Andrews wrote:
Well it'd be stupid of Microsoft to release a "beta" of software that
costs ~1000 dollars brand new and let people develop software with it
for their own purposes...  It is, after all, just an extended test :/
- Bruce "Bahamut" Andrews


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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
Well it'd be stupid of Microsoft to release a "beta" of software that
costs ~1000 dollars brand new and let people develop software with it
for their own purposes...  It is, after all, just an extended test :/
- Bruce "Bahamut" Andrews

tei wrote:
ridiculous, that installer need to download data with "file and printer
sharing" ,the SMB protocol ,on port 445.
Lets me thing.. humm.. I am not THAT stupid to open "file and printer
sharing" to internet. Or I am?

Bruce "Bahamut" Andrews wrote:
Microsoft Visual Studio 2005 Beta.
" Also, there is no "Go Live" license for this beta release, so your use
of this beta is limited to testing and evaluation only."
I assume that refers to your ability to distribute software you create
with it?
http://lab.msdn.microsoft.com/vs2005/get/
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:
What is that aimed at the GCF? or the msvc?
--- "Bruce \"Bahamut\" Andrews"
<[EMAIL PROTECTED]> wrote:

You aren't allowed to distribute anything you make
using it (legally) so
it's pretty pointless to use it isn't it?
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:

Thanks guys
I think back to an old december 2003 iterview, and
understand the sdk will come via steam, i might see

if

some one could upload a gcf, for me to use at home
I am also useing .net 2005, its free, so i'm gona

use

it till it dies
Adam
=
http://ammahls.com

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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
First time activations have never worked.  Windows XP had one, Adobe
Photoshop CS had one, hundreds of programs have had them, yet each and
every single one of them has been bypassed. :/
- Bruce "Bahamut" Andrews

Ben Davison wrote:
To try and curb piracy it's a good idea. A 1 time activation on your product
just like many other products. Steam offline mode will still work.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut"
Andrews
Sent: 25 October 2004 14:26
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Coders Update for Source Mods???
...that has to be the dumbest idea ever.
- Bruce "Bahamut" Andrews

John Bellone wrote:

Bruce "Bahamut" Andrews wrote:

...I think it's fairly obvious that VALVe would never make the internet
-required- for the boxed version of Half-Life 2, that'd be suicide.  The
steam-downloaded version would be playable offline too, assuming you'd
been online in steam once...
That'd be like Microsoft making an internet connection a requirement to
use their OS. :/
You can still go to S.T.A.L.K.E.R though if you want =)
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:

Will the coders for source, need a net conection, as
upuntil today, i have been hopeing that source has not
needed a net conection to dev, or play sp, but google
news sent me 4 sites with an interview with Doug,
saying that you will need the net to play sp
I dont have any internet at home...
If this is the case, good buy community, i'm off to
S.T.A.L.K.E.R. now, have fun
(Also, if this has been talked about in the "What
version of MSVC, please tell us any way, i just
consider thoes emails junk, to many of em)
Adam
=
http://ammahls.com

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Well, it is requird.
It was just announced. To activate Half-Life 2, you must have an
internet connection to make a Steam account. After that, you can play it
offline all you want.
--
John Bellone
Project Manager, Programmer
Flipside Software
http://www.flipsidesoftware.com

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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
Microsoft Visual Studio 2005 Beta.
" Also, there is no "Go Live" license for this beta release, so your use
of this beta is limited to testing and evaluation only."
I assume that refers to your ability to distribute software you create
with it?
http://lab.msdn.microsoft.com/vs2005/get/
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:
What is that aimed at the GCF? or the msvc?
--- "Bruce \"Bahamut\" Andrews"
<[EMAIL PROTECTED]> wrote:

You aren't allowed to distribute anything you make
using it (legally) so
it's pretty pointless to use it isn't it?
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:

Thanks guys
I think back to an old december 2003 iterview, and
understand the sdk will come via steam, i might see

if

some one could upload a gcf, for me to use at home
I am also useing .net 2005, its free, so i'm gona

use

it till it dies
Adam
=
http://ammahls.com

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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
I didn't say the VALVe guys are dumb, I know they're smart.  I just said
requiring an internet connection is a dumb idea, though someone just
told me that you don't require an internet connection to initially play
the single player version, it's only after you register it that you
require one... or something.  That's a smart idea, requiring it from the
start would be dumb :p
- Bruce "Bahamut" Andrews

Jeffrey "botman" Broome wrote:
Bruce "Bahamut" Andrews wrote:
...that has to be the dumbest idea ever.

Wow.  I've heard people at Valve called all kinds of things.  I don't
think I've ever heard them called dumb.
I would say the Valve guys and gals are pretty darn smart (but that's
just my opinion).
--
Jeffrey "botman" Broome
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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
...that has to be the dumbest idea ever.
- Bruce "Bahamut" Andrews

John Bellone wrote:
Bruce "Bahamut" Andrews wrote:
...I think it's fairly obvious that VALVe would never make the internet
-required- for the boxed version of Half-Life 2, that'd be suicide.  The
steam-downloaded version would be playable offline too, assuming you'd
been online in steam once...
That'd be like Microsoft making an internet connection a requirement to
use their OS. :/
You can still go to S.T.A.L.K.E.R though if you want =)
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:
Will the coders for source, need a net conection, as
upuntil today, i have been hopeing that source has not
needed a net conection to dev, or play sp, but google
news sent me 4 sites with an interview with Doug,
saying that you will need the net to play sp
I dont have any internet at home...
If this is the case, good buy community, i'm off to
S.T.A.L.K.E.R. now, have fun
(Also, if this has been talked about in the "What
version of MSVC, please tell us any way, i just
consider thoes emails junk, to many of em)
Adam
=
http://ammahls.com

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Well, it is requird.
It was just announced. To activate Half-Life 2, you must have an
internet connection to make a Steam account. After that, you can play it
offline all you want.
--
John Bellone
Project Manager, Programmer
Flipside Software
http://www.flipsidesoftware.com

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Re: [hlcoders] Coders Update for Source Mods???

2004-10-25 Thread Bruce \&quot;Bahamut\&quot; Andrews
You aren't allowed to distribute anything you make using it (legally) so
it's pretty pointless to use it isn't it?
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:
Thanks guys
I think back to an old december 2003 iterview, and
understand the sdk will come via steam, i might see if
some one could upload a gcf, for me to use at home
I am also useing .net 2005, its free, so i'm gona use
it till it dies
Adam
=
http://ammahls.com

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Re: [hlcoders] Coders Update for Source Mods???

2004-10-24 Thread Bruce \&quot;Bahamut\&quot; Andrews
...I think it's fairly obvious that VALVe would never make the internet
-required- for the boxed version of Half-Life 2, that'd be suicide.  The
steam-downloaded version would be playable offline too, assuming you'd
been online in steam once...
That'd be like Microsoft making an internet connection a requirement to
use their OS. :/
You can still go to S.T.A.L.K.E.R though if you want =)
- Bruce "Bahamut" Andrews

Adam "amckern" Mckern wrote:
Will the coders for source, need a net conection, as
upuntil today, i have been hopeing that source has not
needed a net conection to dev, or play sp, but google
news sent me 4 sites with an interview with Doug,
saying that you will need the net to play sp
I dont have any internet at home...
If this is the case, good buy community, i'm off to
S.T.A.L.K.E.R. now, have fun
(Also, if this has been talked about in the "What
version of MSVC, please tell us any way, i just
consider thoes emails junk, to many of em)
Adam
=
http://ammahls.com

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Re: [hlcoders] Copy/Trademark question

2004-10-22 Thread Bruce \&quot;Bahamut\&quot; Andrews
Thanks for that, might clear it up for our friend =) - note that text
wasn't written by me, it was quoted by me :p
- Bruce "Bahamut" Andrews

Jorge Rodriguez wrote:
On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote:

"The EULA is not a law, Its a contract. And you cant broken a contract you
have not sign. No one on Freecraft or BNETD have sign that EULA. "

Hmm, perhaps I can send this discussion in a better direction by
elaborating on this. I am not a lawyer, but this is my amatuer
understand on how these things work:
A EULA is not a contract, it is a license. A contract you sign and
cannot break, and it can pretty much stipulate your behavior on anything
that does not infringe on the law and your rights under it. A contract
can cause you to pay people, it can cause you not pay other people, it
can cause you live in a certain place or use a certain phone. A contract
is an agreement which is enforcable by law.
A license on the other hand, is simply a statement of rights as
pertaining to copyright law. When someone creates something they have
the rights to make and distribute copies (ie copyright) unless they
specifically allow someone else to do it as well. If you buy a book from
the book store, you see that after the copyright notice it says "All
rights reserved." This means that the author of the book reserves all of
the rights to make copies of and distribute that book, within the terms
of the Fair Use Act. However, the copyright for most software comes with
a license that lets the users copy and distribute the software under a
certain set of conditions.
For example, the GNU Public License (GPL) allows users the right to copy
and distribute modified versions of the program, as long as the source
code of those changes is distributed as well. Also, most Microsoft
license agreements stipulate that you are not allowed to copy or make
modifications to or distribute versions of their software at all.
However, in both of these cases, the original author holds the
copyright (read: the right to copy) and you are only licensed this right
under a specific set of terms.
--
Jorge "Vino" Rodriguez
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Re: [hlcoders] Copy/Trademark question

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
Dude, you took this wayy too far.  That huge long list of things ending
with the word "craft" just made you look silly because I said /their
*craft games/* not every *craft object in existence.
"The EULA is not a law, Its a contract. And you cant broken a contract you
have not sign. No one on Freecraft or BNETD have sign that EULA. "
You use the software "Starcraft", "Warcraft" or "Diablo" or any of their
versions and you have agreed to adhere to their end-user lisence
agreement 100%.  To receive packets from B.NET you need to be using one
of those software programs, and to replicate the responses you have to
go through and break-down the code and reverse-engineer it, which is
against the agreements you agreed to when you decided to install the
Blizzard Software.
At no point did they say that you have the right to, or permission to
make, server software.  They said they will host the servers, but
specifically denied permission for you to emulate the B.NET software,
thus you're breaching the agreement if you attempt to do so.
As for freecraft, well, I'm not entirely up to speed with that game or
project, but they must've been trying to take Blizzard's franchise in
some way - "Based off Starcraft" or something.
I'm fairly sure you'll find (if you look into the agreements closer)
that you're not allowed to create any bnet style programs :/
- Bruce "Bahamut" Andrews

tei wrote:
Sorry, this mail is long, boring, and OFF-TOPIC. Fortunally enough, Its
also boring for me, so this is my last mail about the topic.
I read good responses on this threads for others guys. Looks like a good
advice is to avoid other people IP and generate our own IP.

Bruce "Bahamut" Andrews wrote:
er, that's because both of those activities are illegal.

The coolness about C&S letter is that you dont need to proff that. People
 runaway because lack the money and lawyers. Its like dark ages on
europe: the lords always right and onlaw, and villagers the illegal and
evile.
[#1] You are right because you have the money.
Also because corporations put money on law makings and individuals not,
so the law is customized to corporationds needs. Usa word for that is
lobby*.
[#2] If you are wrong, you can change the law with more money.

One feeds off
the Blizzard franchise and makes them lose sales on their *craft games,

Yes, everything with *craft is owned by Blizzard.
Lovecraft
Lovecraft's
Wollstonecraft
Wollstonecraft's
Hovercraft
Hovercraft's
Schoolcraft
Schoolcraft's
aircraft
aircraft's
craft
craft's
crafted
craftier
craftiest
craftily
crafting
crafts
craftsman
craftsman's
craftsmen
crafty
handicraft
handicraft's
handicrafts
spacecraft
spacecraft's
spacecrafts
witchcraft
witchcraft's
craftsmanship
craftsmanship's
antiaircraft
craftiness
craftiness's
handcraft
handcraft's
handcrafted
handcrafting
handcrafts
hovercraft
hovercraft's
watercraft
watercraft's
woodcraft
woodcraft's
aircraftman
aircraftman's
aircraftmen
craftspeople
craftswoman
craftswomen
freecraft
hovercrafts
stagecraft
stagecraft's
needlecraft
needlecraft's
statecraft
statecraft's
bookcraft
bookcraft's
bushcraft
bushcraft's
craftsmanlike
craftsperson
craftwork
craftwork's
handicrafter
handicrafters
handicraftsman
handicraftsman's
handicraftsmen
kingcraft
kingcraft's
priestcraft
priestcraft's
swordcraft
swordcraft's
aircraftsman
aircraftsman's
aircraftsmen
aircraftswoman
aircraftswoman's
aircraftswomen
aircraftwoman
aircraftwomen
antiaircrafts
authorcraft
bardcraft
bushcrafts
campcraft
campcraft's
campcrafts
courtcraft
crafter
crafters
craftinesses
craftless
craftmanship
craftmanships
craftsmanly
craftsmanships
craftsmaster
craftsmasters
craftspersons
folkcraft
handcraftsman
handcraftsmanship
handcraftsmanships
handcraftsmen
handicraftswoman
homecraft
homecrafts
housecraft
icecraft
kingcrafts
leechcraft
mothercraft
needlecrafts
pencraft
priestcrafts
queencraft
rivercraft
roadcraft
rotorcraft
rotorcraft's
runecraft
schoolcraft
scoutcraft
scoutcrafts
screencraft
seacraft
seacrafts
shuttlecraft
siegecraft
smithcraft
songcraft
speechcraft
stagecrafts
statecrafts
stitchcraft
tradecraft
tradecrafts
warcraft
warcrafts
watercrafts
witchcrafts
woodcrafter
woodcrafters
woodcrafts
woodcraftsman
woodcraftsmen
adcraft
aerocraft
aircrafts
antipriestcraft
artcraft
authorcrafts
birdcraft
braincraft
churchcraft
countercraft
courtcrafts
craftly
craftsmenship
craftsmenships
craftworker
craftworker's
craftworks
cushioncraft
fathercraft
fellowcraft
forestcraft
gamecraft
gardencraft
ghostcraft
guidecraft
handcraftman
handicraftship
handicraftship's
handicraftsmanship
handicraftsmanship's
handicraftswomen
healthcraft
horsecraft
housecrafts
ketchcraft
lawcraft
leathercraft
leechcrafts
metalcraft
monkcraft
moth

Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
Because he wants to use some of the advanced technological improvements
that .NET has...
Didn't he say that already? :/
- Bruce "Bahamut" Andrews

David Leinbach wrote:
I prefer VC6 but I have VC.NET as well.
Question though, since VC.NET can convery from VC6 projects, why not
include VC6 projects and then those users using VC.NET can just
convert?
David
On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:

I just want to do a quick straw poll of how many people on this list
DON'T have access to MSVC.NET or above for their MOD development (we
hope to only release MSVC.NET project files with the SDK)?
- Alfred
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Re: [hlcoders] Copy/Trademark question

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
or make a highly modified version of what you have in mind =)
Just make sure they aren't developing their own game though, a lot of
tvshows/movies/books/whatever are getting them :/
- Bruce "Bahamut" Andrews

Christopher McArthur wrote:
It is most definately NOT OK to use an existing intellectual property
as the
basis for your mod. It doesn't matter if your making money off of it
or not.
The question is, will the company go after you for doing it? You'd think
they wouldn't care, but I've seen hundreds of mods shut down because of
this. It is not worth risking.
You could get around it, perhaps, by making your mod a parody of the
existing franchise, and making fun of it. But, there is a fine line
here as
well, and my advice would be to either get permission (which is
unlikely),
or to just come up with your own idea.
-ilian

I was wondering if anyone here has tried to do a mod based off of an
existing game/movie/book/etc.  Have you had trouble with the
creaters/rights owners?  I would think since we're not charging for
the mods, that we would have no problem.  If anyone can help me by
sharing their experiences and/or knowledge I would greatly appreciate
it.

--Thanks

 Childe Roland
"I will show you fear in a handful of jelly beans."
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
can make your own can't you?
- Bruce "Bahamut" Andrews

Deadman Standing wrote:
It should be noted that Microsoft Visual C++ Toolkit 2003 is free for
download:

The compiler is free, but reading 2003 project files might be a
different story.

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Re: [hlcoders] Copy/Trademark question

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
er, that's because both of those activities are illegal.  One feeds off
the Blizzard franchise and makes them lose sales on their *craft games,
and the other is completely illegal and goes against their End User
Lisence Agreement (my GSP looked into doing this some time ago and
decided against it because of that).
The bnetd effectively circumvents the cd key protection, put in place
for obvious reasons.
If Blizzard choose to force the game to be completely based on their
Battle.NET servers when played online that's their choice.  It's like
MMORPG developers - you don't see them handing out a server program for
people that don't want the constant patching and 'free' updates at the
cost of a monthy fee.
They spent years creating the software, they have a right to keep it
under their control if they so desire.
- Bruce "Bahamut" Andrews

tei wrote:
OT:
Bruce "Bahamut" Andrews wrote:
Blizzard are protecting their intellectual property in any and all ways
possible, I hardly think that classifies them as "retards".
- Bruce "Bahamut" Andrews
Its my opinion. I can be wrong.
Anyway a good read here:
Against Freecraft:
http://www.math.sfu.ca/~cbm/cd/
Against BNETD:
http://directory.google.com/Top/Society/Issues/Intellectual_Property/Copyrights/Digital_Millennium_Copyright_Act/bnetd/


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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
you think I'm joking? ;)
- Bruce "Bahamut" Andrews

Matt Judge wrote:
ROFL
Bruce "Bahamut" Andrews wrote:
or a guy?  *pulls $60 out of his wallet*
- Bruce "Bahamut" Andrews

 Childe Roland wrote:
That also means, that I can get the professional version with an
academic liscense for around $60.
Now, I just need to find 6 fat chicks to whore myself out to for $10 a
piece... Or 2 really fat chicks for $30 a piece.
On Thu, 21 Oct 2004 01:48:57 -0500,  Childe Roland
<[EMAIL PROTECTED]> wrote:

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
or a guy?  *pulls $60 out of his wallet*
- Bruce "Bahamut" Andrews

 Childe Roland wrote:
That also means, that I can get the professional version with an
academic liscense for around $60.
Now, I just need to find 6 fat chicks to whore myself out to for $10 a
piece... Or 2 really fat chicks for $30 a piece.
On Thu, 21 Oct 2004 01:48:57 -0500,  Childe Roland
<[EMAIL PROTECTED]> wrote:

Actually, I don't even have a job right now.  ;-)  Full time student
with NO income.

On Thu, 21 Oct 2004 08:29:36 +0200, Florian Zschocke <[EMAIL PROTECTED]> wrote:

  Childe Roland wrote:

[...]  I'll upgrade as soon as my
monetary situation allows.  (Which will most likely be before the SDK
is released, at this rate.)

Does your job pay that well, then? :)
Florian
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--

 Childe Roland
"I will show you fear in a handful of jelly beans."


--

 Childe Roland
"I will show you fear in a handful of jelly beans."
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Re: [hlcoders] Copy/Trademark question

2004-10-21 Thread Bruce \&quot;Bahamut\&quot; Andrews
Blizzard are protecting their intellectual property in any and all ways
possible, I hardly think that classifies them as "retards".
- Bruce "Bahamut" Andrews

tei wrote:
 Childe Roland wrote:
I was wondering if anyone here has tried to do a mod based off of an
existing game/movie/book/etc.  Have you had trouble with the
creaters/rights owners?  I would think since we're not charging for
the mods, that we would have no problem.  If anyone can help me by
sharing their experiences and/or knowledge I would greatly appreciate
it.
my $ 0.02:
Check google:
cease and desist mails
cease and desist alien total conversion
cease and desist star craft
cease and desist star starship troopers
notice also the sucesfull historie on "Generations" mod for Quake3, a mod
that use the Quake1, Quake2 and Quake3 universe.
looks like:
- a NO NO is to use stuff from Company A, on Company B engine.
- ask First, or this is naif?
- no one care if you use Quake1 engine
- if your mod is big and popular enough, will not attack ( Star War mod
for Bf1942)
- you cant use shamblers outside quake1
- Fox Corporation where stupids or retards (but has Futurama)
- Blizzard are stupids and retards (but make cool games)
- etc..
My suggestion is to hire a fiction writter and build your own universe
and populate with interesting characters, monsters and plot.  If you use
the momentum of a Hollywood film to give momentum to your mod, well...
Its Hollywood that is righ, and you wrong, and hollywood has the
byzillions of dolars, and the byzillions of lawyers, and you have
nothing, even your ISP will shutdown your content withouth questions
(already tested with anonymous mails from hotmail accounts, Its easy
as that)
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Re: [hlcoders] Register protocol in win32 hl2://

2004-10-20 Thread Bruce \&quot;Bahamut\&quot; Andrews
Okay, for anyone not even remotely interested in a VALVe vs Epic
holywar, ye should delete this email and not bother reading it.  It's
just me rambling about sucky Epic stuff.  Even though they have some
good points, admining servers generally shows all their bad ones all at
once. :p

Yeah, you have to learn a completely new scripting language which
executes slower then C++ code and a majorly "prettified" engine which
doesn't actually run on anything but the highest of high end video cards
currently available.
You ever tried being a server administrator for ~10 UT2004 servers?
It's friggen hopeless.  The logging system is pathetic and practically
useless for all intents and purposes, the anti-cheat protection is
almost as useless as VAC, whenever you login as an admin the server
graciously TELLS EVERYONE so any suspected cheaters bugger off for a few
hours then come back again.  They run competitions with stupid
timeframes that cause a -lot- of patches for each mod to be released (we
were looking at ~4 in a week for Deathball - you try keeping that and
another 100 servers up-to-date).
There's NO built-in way for users to find out another users uniqueid
without physically going to their computer and checking in ini files or
the setup menu, so "incident reporting" systems are completely useless
because you can't get the ID of someone confirmed, even though the ID's
are completely unique and not backwards-engineerable.
In fact, to get even close to VALVes (vanilla hlds) standard of
server-administration you actually need to install around 4 third-party
addons.  I mean, it's stupid.  The mapcycle, engine configuration,
banlist, game cvars, etc are all stored in the ONE FILE.  What about the
people that dynamically generate banned.cfgs for their server?  They
have to dynamically regenerate the whole damn configuration file for
each server that has a different gametype.
Epic standards are hopeless when it comes to server administration of
more then one server, even their built-in webadmin is flawed so we leave
it disabled for security reasons.
They have NOTHING on a -seven year old- game.  It's almost as bad as
battlefield, where you have to write an essay to ban someone.
Oh no!  I want to change the variable that forces people to respawn once
they die rather then waiting till they click fire, what's the line I
have to enter?!
adminlogin myadminpassword
admin get XGame.XDeathmatch bForceRespawn
admin set XGame.XDeathmatch bForceRespawn False
adminlogout
Anyone remember the good ol' "rcon_password blah" "rcon sv_forcerespawn"
"rcon sv_forcerespawn 0" (note: that command doesn't exist).
Mabe you want to change maps, but don't remember which maps are on
the server, how do you find out?  Stuffed if I know, there's absolutely
NO DOCUMENTATION WHATSOEVER.  Just a note, "admin servertravel
dm-something" when "something" doesn't exist will reload the current map
and completely screw the game.  Ie:  You shoot someone, they go from
100hp down to negative health then become "stuck" and can't do anything
until the server changes map or restarts.

- Bruce "Bahamut" Andrews

John Bellone wrote:
Jeffrey "botman" Broome wrote:
Bruce "Bahamut" Andrews wrote:
bah, Epic have NOTHING on VALVe...

...except $1,000,000.00 contests for MOD authors.  :)
http://www.unrealtournament.com/ut2003/contest.php
--
Jeffrey "botman" Broome
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And Unrealscript, Unreal Engine 3, and among other things.
--
John Bellone
Project Manager, Programmer
Flipside Software
http://www.flipsidesoftware.com

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Re: [hlcoders] Register protocol in win32 hl2://

2004-10-20 Thread Bruce \&quot;Bahamut\&quot; Andrews
bah, Epic have NOTHING on VALVe, there has to be a way somehow.  Check
out that steam protocol page that was linked earlier... uh, on the linux
mailing list.
Jason Weisberger wrote:
Anybody that needs a quick tutorial or feature overview on Steam://
protocol, just visit
http://cs.jbdubbs.com/pn/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=13&page=1
=D
- Bruce "Bahamut" Andrews

Fernando Manso wrote:
Is there in hl2 shomething like 'ut2004://' in unreal 2004.
I want something like this to run the hl2 and enter in a server
automatically from a browser.
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Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-14 Thread Bruce \&quot;Bahamut\&quot; Andrews
I agree, though the barrels in cs:source annoy me somewhat.  on
cs_havana I can't push them over without shooting 'em, which now that I
think about it might be because they (possibly) have a larger weight
then the dust ones... hrm.
Still, I wouldn't envy the valve employees if they went through and
tried to code a physics engine like Havok from scratch - that'd be a
very tedious job :/
- Bruce "Bahamut" Andrews

McCormack, Chris wrote:
Havok is the physics engine, Valve used it and incorporated it in their game engine so 
what :P
Why re-invent the VERY complicated wheel when there is one ready made to drop
in which performs everything you need. I think it works amazing.
The ragdoll effect when a body drops off a ledge or gets thrown by a grenade is more 
interesting than
most of the game imo :P
Who else spent 20 minutes shooting the tins on the floor and the bottles on dust, even 
pushing the barrels
down the ramp when CSS was launched.
Havok was a great choice and the end result may not have been as good had they coded 
the parts they used of the havok engine
in house.
It may have cost a lot of cash to get licensing to incorporate it in the engine and 
when the source got leaked
I am sure there was some difficult times between the 2 companies (havok source 
apparently was in the leak), but the end
result is stunning and well worth it. As for HL2, well I wait with baited breath. I am 
26 and feel like Christmas is coming
for the first time in ages !
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
[EMAIL PROTECTED]
Sent: 14 October 2004 06:19
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Does HL2 have built-in metamod-like
functionality?
Source IS lovely, but it appears VALVe had help.
http://www.havok.com/clients/valve.php
Not to say this is bad, only that it isn't 100% innovative.  However, this
detracts not from the HL2 Silver I bought.  :D
Cheers, VALVe & hlcoders.
~
--- "K. Mike Bradley" <[EMAIL PROTECTED]> wrote:

One thing is for sure  Source is incredible.
I have played it in CS Source and it is the game engine to get.
Steam and all the other stuff ... Well 


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Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Bruce \&quot;Bahamut\&quot; Andrews
Oh that could be the problem, we have daylight savings (so GMT+11
instead of +10) here at the moment so my computer clock must be sending
dodgy times :o
- Bruce "Bahamut" Andrews

Florian Zschocke wrote:
Bruce "Bahamut" Andrews wrote:
heh, I swapped over to using Mozilla Thunderbird, and emails seem to be
arriving out of sequence now too.  For instance, I received all the
replies to this email before this email itself... :/

I've been using Mozilla Mail for ages now and never had problems
other than people not setting their PC clocks correctly or setting
the wrong timezone. Mozilla Mail uses the sender timestamp to sort
emails, not the receive time.
Florian
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Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Bruce \&quot;Bahamut\&quot; Andrews
heh, I swapped over to using Mozilla Thunderbird, and emails seem to be
arriving out of sequence now too.  For instance, I received all the
replies to this email before this email itself... :/
Happens with other mailing lists too, so I guess it's just downloading
them in a weird order o.O
- Bruce "Bahamut" Andrews

Jeffrey "botman" Broome wrote:
voogru wrote:
Is it me, or did Alfred's reply before the original mail get in? I
see his
reply at 1:50 PM, while Pavol's mail got in at 1:54.

When you send email, the time on the client's machine is used for the
timestamp (not the sending email server's time, the recipient's email
server's time or the recipient's machine's time).
Notice how I sent this message from the future!  ;)
--
Jeffrey "botman" Broome
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Re: [hlcoders] sdk for css?

2004-10-11 Thread Bruce \&quot;Bahamut\&quot; Andrews
too cool dude, lmao.  At least that should have got the message across,
and get us all laughin' too =D
- Bruce "Bahamut" Andrews

Juan Fernando Mora MuÃoz wrote:
Snif snif, maybe they dont sign anything but come on...
I even begin to see web pages with titles like
"Windows Shell Extension" and things like that so...
PLEASEEE give us something a little peace of codeee,
just a
few lines
we need to read something a file! even a header file its ok!!! =(
hehehehhe ;P just kidding... naa... come on guys we dont want to use an
incomplete-impossible-of-debugging
code, ok, they promise, they said, they whatever, so bad boys! you
were bad
boys! no DOD:S for you!
let's wait a little longer, we all now that when its about code there's
always "something else" to be done,
and maybe when we put our hands on that SDK, we will say "Wow! it was
worth
the waiting!!"...
and no, we dont like to wait... but mm someone said lets go to
valve and
burn it down? O.o
mm.. a VALVe moderated list? what?... er mm mm (running away
quickly)
Juan Fernando
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