Re: [hlcoders] About outlook (NOT half-life related)

2003-08-23 Thread Tim Reynolds
Tools->Message Rules->Mail


- Original Message -
From: "Kyle" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, August 22, 2003 7:52 PM
Subject: [hlcoders] About outlook (NOT half-life related)


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> This is an Emergency!
>
>
>
> Some idiot with my email got that stupid virus going around so now he
sends
> me 500 emails a day with spoofed addresses also from his computer. The
good
> news is they all have the same subject:
>
>
>
> Re: That movie
>
> Re: Your application
>
> Re: Thank you!
>
> Re: Details
>
> Re: Re: MY details
>
> Re: Your details
>
> Re: Details
>
> Re: Wicked screensaver
>
>
>
> Etc.
>
>
>
> I think there are about 7 or 8 possible subjects that this virus produces.
> My question is this.. how the heck do I set subject filters in outlook?
From
> what I can see is that outlook is designed for idiots and has no advanced
> security features.. well That's not true but I don't know how to use them.
I
> saw txt file "filters.txt" and that looked like a config file because it
had
> Commands like
>
>
>
> Body contains "for free?"
>
>
>
> Or..
>
>
>
> From contains "profits@"
>
>
>
> These looks like nice little commands built right into a confg file BUT
NO..
> I later found out filters.txt was useless and had no point or meaning or
> valve.. outlook doest even open or load the file. Why is it there? Does
> anyone on this list know how the heck to filter stuff correctly? This
would
> help me a lot, I use this email account for all my hl mod stuff, its how I
> communicate with my team
>
>
>
>
>
>
>
>
>
> --
>
>
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Re: [hlcoders] CD key for dod

2003-08-14 Thread Tim Reynolds
It's in the registry.

HKEY_CURRENT_USER/Software/Valve/Half-Life/Settings/Key = "xx"

That's for Half-Life retail. I'm assuming you just substitute half-life for
counter-strike.

- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, August 06, 2003 5:25 PM
Subject: [hlcoders] CD key for dod


I have been playing counterstrike and half life with a real cd key, but now
I am trying to play dod and I cant find my case.  Is there any way to find a
cd key from an already installed game?  I mean can I find the key that I am
using to play cs without having the box?
thanks
  Sam
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Tim Reynolds
There we go then.


- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, May 27, 2003 10:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


> The Source SDK will be similar to the existing Half-Life SDK in that it
will
> be C++ based, not a using a proprietary scripting language.
>
> Erik Johnson
>
> -Original Message-
> From: Sniper [mailto:[EMAIL PROTECTED]
> Sent: Saturday, May 24, 2003 7:56 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Half-Life 2: Programming, Hmm?
>
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Just a quick thought/question.
>
> Half-Life 2 and it's modifications will be done with C/C++, as it was in
> Half-Life, correct? There's a handful of discussions blooming up on
various
> Half-Life 2 forums talking about this. Scripting languages can be very
> limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
> article said:
>
>
> "While the old system required its fair share of technical know-how,
amateur
> modders are now promised the chance to focus on content and gameplay flow
> rather than the nuts and bolts of programming."
>
>
> This could imply a scripting language, don't you agree? (Emphasis on
could)
> Hopefully this is not the case, of course.
>
> A scripting language might be neat for people new to creating
modifications,
> but it'd be nice to have C/C++ in addition. I don't think Valve would step
> away from the power C/C++ offers to modders, but nothing has really been
> confirmed.
>
> Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?
>
>
> Sniper
> --
>
>
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Re: [hlcoders] HL SDK v 2.3 checksum testing?

2002-10-16 Thread Tim Reynolds

http://unxutils.sourceforge.net/

Download. Use the md5sum.exe application.

It *should* give you further instructions.

- Original Message -
From: "Peter Immarco" <[EMAIL PROTECTED]>
To: "HLCODERS" <[EMAIL PROTECTED]>
Sent: Wednesday, October 16, 2002 8:24 PM
Subject: [hlcoders] HL SDK v 2.3 checksum testing?


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> What program can I use to verify the MD5 checksum for the HL SDK v 2.3
full installation file I've downloaded?
>
> Thanks.
> --
>
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Re: [hlcoders] Valve File Depot

2002-10-08 Thread Tim Reynolds

Dev Dev Revolution?

lol

- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: "Half-Life Dedicated Server Mailing List" <[EMAIL PROTECTED]>;
"Half-Life Dedicated Linux Server Mailing List"
<[EMAIL PROTECTED]>; "Half-Life Dedicated Server Annoucement
Mailing List" <[EMAIL PROTECTED]>;
<[EMAIL PROTECTED]>; "Half-Life Dedicated Server Applications
Mailing List" <[EMAIL PROTECTED]>
Cc: "Erik Johnson" <[EMAIL PROTECTED]>; "Leon Hartwig"
<[EMAIL PROTECTED]>; "Adrian Finol" <[EMAIL PROTECTED]>;
"Chris Bokitch" <[EMAIL PROTECTED]>
Sent: Tuesday, October 08, 2002 10:30 PM
Subject: [hlcoders] Valve File Depot


> The active projects from the Valve File Depot have been moved to a new
site.
> The login/password information will stay the same for any accounts you've
> been using.
>
> The URL for the new site is:
>
> http://dev.valve-erc.com/
>
> For example, the login for the beta server is still:
>
> login: server_beta
>  pass: server_beta
>
> The old URL for the Valve File Depot has information regarding the new
site.
> Anyone who uses the old URL will be redirected to the new site.
>
> -Eric
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Re: [hlcoders] Half-life demo tools

2002-05-14 Thread Tim Reynolds

IIRC the HL network protocol is encrypted in such a manner that demo editing
is impossible.

I could well be wrong though.

Confirmation?

- Original Message -
From: "Scott Velasquez" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 15, 2002 1:45 AM
Subject: RE: [hlcoders] Half-life demo tools


> I'd prefer to keep it in the demo format so I can play it back in the
game,
> but I'd be willing to try it out exporting to an .avi.  You know of a
tool?
>
> -scottv
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Oskar 'Zoot'
> Lindgren
> Sent: Tuesday, May 14, 2002 7:36 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Half-life demo tools
>
>
> are you going to export to .avi?
>
> - Original Message -
> From: "Scott Velasquez" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, May 15, 2002 2:31 AM
> Subject: [hlcoders] Half-life demo tools
>
>
> > Does anybody know of any Half-life demo editing tools?  I'm looking for
> > something like KeyGrip for Quake/Quake2 or something to at least edit
the
> > demo files.
> >
> > Scott Velasquez
> > Programmer
> > Gearbox Software (www.gearboxsoftware.com)
> > --
> > re.cur.sion n.: See Recursion.
> > --
> >
> >
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> >
>
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Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Tim Reynolds

Isn't that software mode?



- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 05, 2002 1:11 AM
Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam?


> > "It shoots Blue beams."
> >
>
> Here's some pics...
>
> http://planethalflife.com/botman/egon1.jpg
>
> http://planethalflife.com/botman/egon2.jpg
>
> http://planethalflife.com/botman/egon3.jpg
>
> Jeffrey "botman" Broome
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Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Tim Reynolds

It's blue for me, slightly lighter than it used to be but not
really noticeable unless you're looking for a colour change.


- Original Message -
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, March 04, 2002 1:53 PM
Subject: [hlcoders] Egon gun - Yellow beam or Blue beam?


> I've been working on patches to modify the Full and Standard SDK 2.2 to
compile
> cleanly with Borland, MinGW and Microsoft Visual C++.
>
> I ran across what I thought was a bug with the color of the Egon beam in
> Half-Life deathmatch.  In version 1.1.0.6 and 1.1.0.7 (before the weapon
> effects were moved clientside), the Egon gun beam was blue.  In version
> 1.1.0.8, the Egon gun now shoots a yellow beam.  I've checked this on 2
> different machines with different graphics cards and checked it with both
> software and OpenGL video driver modes.  I've tried rebuilding the
client.dll
> and server DLL using the latest SDK 2.2 downloaded from the valve-erc.com
> website (built with Microsoft Visual C++ 6.0) and I've even tried
uninstalling
> Half-Life, deleting the Half-Life directory, re-installing Half-Life,
updating
> to 1.1.0.8 and in every case I get a yellow Egon gun beam.  The only time
the
> Egon gun beam is blue is when I'm running 1.1.0.6 or 1.1.0.7.
>
> I've been e-mailed by a few other people that tell me the Egon gun is
yellow
> for them as well, so it's not just me.  Is this a bug in the current HLDM
> release?
>
> Jeffrey "botman" Broome
>
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