Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread DAV
Here are some more virtual screens:
http://www.vrway.com/vr_hl2/home_fullscreen.html
But how did they paused the game without the PAUSE image to appear?
Any help? Did they remove it later by editing the pictures?
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread Jeffrey \botman\ Broome
DAV wrote:
Here are some more virtual screens:
http://www.vrway.com/vr_hl2/home_fullscreen.html
But how did they paused the game without the PAUSE image to appear?
Any help? Did they remove it later by editing the pictures?
I would suspect that someone added a small function that quickly takes
the screenshots (rotating the camera angle before each shot).  There's
no need to pause the game if you have code that will rapidly take these
shots.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread Teddy
to get rid of the pause image, try r_drawvgui 0

On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 DAV wrote:
  Here are some more virtual screens:
  http://www.vrway.com/vr_hl2/home_fullscreen.html
 
  But how did they paused the game without the PAUSE image to appear?
  Any help? Did they remove it later by editing the pictures?

 I would suspect that someone added a small function that quickly takes
 the screenshots (rotating the camera angle before each shot).  There's
 no need to pause the game if you have code that will rapidly take these
 shots.

 --
 Jeffrey botman Broome

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread Jay Stelly
I'm not sure it's applicable to what you are doing, but you could also
just set host_timescale to something really small if you need to be
paused, but not really paused.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
 Sent: Friday, May 20, 2005 6:15 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] (semi OT) 3d panoramas

 to get rid of the pause image, try r_drawvgui 0

 On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  DAV wrote:
   Here are some more virtual screens:
   http://www.vrway.com/vr_hl2/home_fullscreen.html
  
   But how did they paused the game without the PAUSE image
 to appear?
   Any help? Did they remove it later by editing the pictures?
 
  I would suspect that someone added a small function that
 quickly takes
  the screenshots (rotating the camera angle before each
 shot).  There's
  no need to pause the game if you have code that will rapidly take
  these shots.
 
  --
  Jeffrey botman Broome
 
  ___
  To unsubscribe, edit your list preferences, or view the
 list archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread tei
And If everything else fail, Garris Mod let you create any image you can
dream of, with added fx.
A hacky way to use ingame screenshots its to fake real architecture if
the player view its far or static. Other than that, may be outdated.
Jay Stelly wrote:
I'm not sure it's applicable to what you are doing, but you could also
just set host_timescale to something really small if you need to be
paused, but not really paused.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Friday, May 20, 2005 6:15 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] (semi OT) 3d panoramas
to get rid of the pause image, try r_drawvgui 0
On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
DAV wrote:
Here are some more virtual screens:
http://www.vrway.com/vr_hl2/home_fullscreen.html
But how did they paused the game without the PAUSE image
to appear?
Any help? Did they remove it later by editing the pictures?
I would suspect that someone added a small function that
quickly takes
the screenshots (rotating the camera angle before each
shot).  There's
no need to pause the game if you have code that will rapidly take
these shots.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread tei

Why fake holograms when you can make REAL holograms with half-life?
A real way to make 3d holograms its to save 1 s demo. Then load the demo
with timespeed lowered to zero, and unsticky the player view to move
around the map.
got Matrix?
Yet another interesting device its to put the camera looking at a player,
then rotate the camera doing screenshots. Say.. 360 screenshots. Then
join all the screenshots as a avi. Matrix alike effect :D
I have a deja-vu :D
Jay Stelly wrote:
If you use the screenshot or jpeg command sequentially as below it just
dumps the screen to disk, so everything is rendered through the normal
path.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Adam amckern Mckern
Sent: Tuesday, May 17, 2005 6:00 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] (semi OT) 3d panoramas
Will the envmap, take your video settings into account, such
as having everything up full bore?
Also thanks Jay, i'll be doing this latter on
Adam
--- Jay Stelly [EMAIL PROTECTED] wrote:

You could emulate the envmap command with setang  screenshot (or
jpeg) plus you need to force fov 90 for a 6 shot cubemap:
fov 90
setang 0 0 0
screenshot
setang 0 90 0
screenshot
setang 0 180 0
screenshot
setang 0 270 0
screenshot
setang -90 0 0
screenshot
setang 90 0 0
screenshot
(this generates the cube faces in rt, bk, lf, ft, up, dn order
equivalent to envmap)
[...]
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread DAV
Thanks for the tip.
Just some things to make it work currectly that I also need:
- How do I pause the game without having the pause image to appear?
- Is there anyway to hide the hud and weapons if you have them?
Thanks,
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 17, 2005 11:58 PM
Subject: RE: [hlcoders] (semi OT) 3d panoramas

You could emulate the envmap command with setang  screenshot (or jpeg)
plus you need to force fov 90 for a 6 shot cubemap:
fov 90
setang 0 0 0
screenshot
setang 0 90 0
screenshot
setang 0 180 0
screenshot
setang 0 270 0
screenshot
setang -90 0 0
screenshot
setang 90 0 0
screenshot
(this generates the cube faces in rt, bk, lf, ft, up, dn order
equivalent to envmap)
That will let you take envmaps at any resolution you can run the game.
The envmap command is basically the same as this, but it's using the
buildcubemap code which enforces some constraints (power of two output
and such) for various reasons.
Also, Chris Green made some high-res panoramas here at Valve while
working on lost coast.  Here's his explanation of how he did it:
Bind a key to take a jpeg screenshot
Bind keys of your choice to turn left and right and look up / down Set
the field of view down a bit Pause the game.
Pan from left to right in overlapping steps, taking a screenshot at each
step. If you want a multi row panorama, when you get to the end of
panning, look up a little and pan back.
Use a panorama creation program to stitch the resultant screen shots. If
you panned both horizontally and vertically, you will need to use
software which supports multi-row panoramas.
I used the program autostitch
(http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the
images together. This program requires no manual stitching at all. You
don't even have to tell it what order the shots are in.
I was able to make very high resolution panoramas, over 10K pixels wide.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
DAV wrote:
- Is there anyway to hide the hud and weapons if you have them?
There is a hidehud CVAR.  Try setting it to 1.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote:
DAV wrote:
- Is there anyway to hide the hud and weapons if you have them?

There is a hidehud CVAR.  Try setting it to 1.
Doh!  It would help if I read the code first.
Try setting hidehud to 4.  :)
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread DAV
I tried it and it looks cool!
Too bad that the envmap doesnt get the water correctly also.
As you sugested, maybe Valve cold add a command specially made for this...
(bigger resolution, water, etc)
Is a great way to promote a mod. Instead of a static picture a 3d panorama
will look better and the size is small
(~76Kb)
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/

- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: Half-life Coders List hlcoders@list.valvesoftware.com
Sent: Monday, May 16, 2005 7:55 PM
Subject: [hlcoders] (semi OT) 3d panoramas

Okay, I found something neat that I think a few of us would be
interested in. http://blog.johnsto.co.uk/?action=viewid=57
Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take
the resulting output and run it through a program called GoCubic. then
you get a 3d panorama of your map in quicktime VR format like so:
http://www.johnsto.co.uk/panoramas
my on topic part of this mail is: would it be possbile for Valve to
either: A: increase the limits on mat_envmaptgasize or B: put in a
function that takes highres envmaps?
This could be a useful way to show off parts of maps.
I think it'd make a wonderful teaser to be able to pan around a spoit
in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of
'cool factor'.)
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Jay Stelly
You could emulate the envmap command with setang  screenshot (or jpeg)
plus you need to force fov 90 for a 6 shot cubemap:

fov 90
setang 0 0 0
screenshot
setang 0 90 0
screenshot
setang 0 180 0
screenshot
setang 0 270 0
screenshot
setang -90 0 0
screenshot
setang 90 0 0
screenshot

(this generates the cube faces in rt, bk, lf, ft, up, dn order
equivalent to envmap)

That will let you take envmaps at any resolution you can run the game.
The envmap command is basically the same as this, but it's using the
buildcubemap code which enforces some constraints (power of two output
and such) for various reasons.

Also, Chris Green made some high-res panoramas here at Valve while
working on lost coast.  Here's his explanation of how he did it:

Bind a key to take a jpeg screenshot
Bind keys of your choice to turn left and right and look up / down Set
the field of view down a bit Pause the game.
Pan from left to right in overlapping steps, taking a screenshot at each
step. If you want a multi row panorama, when you get to the end of
panning, look up a little and pan back.

Use a panorama creation program to stitch the resultant screen shots. If
you panned both horizontally and vertically, you will need to use
software which supports multi-row panoramas.

I used the program autostitch
(http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the
images together. This program requires no manual stitching at all. You
don't even have to tell it what order the shots are in.

I was able to make very high resolution panoramas, over 10K pixels wide.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DAV
 Sent: Tuesday, May 17, 2005 2:56 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] (semi OT) 3d panoramas

 I tried it and it looks cool!

 Too bad that the envmap doesnt get the water correctly also.

 As you sugested, maybe Valve cold add a command specially
 made for this...
 (bigger resolution, water, etc)

 Is a great way to promote a mod. Instead of a static picture
 a 3d panorama will look better and the size is small
 (~76Kb)

 Davide (DAV)
 Email: [EMAIL PROTECTED]
 DAV Levels: http://www.planetquake.com/davlevels/



 - Original Message -
 From: Andrew Foss [EMAIL PROTECTED]
 To: Half-life Coders List hlcoders@list.valvesoftware.com
 Sent: Monday, May 16, 2005 7:55 PM
 Subject: [hlcoders] (semi OT) 3d panoramas


  Okay, I found something neat that I think a few of us would be
  interested in. http://blog.johnsto.co.uk/?action=viewid=57
 
  Load a map, set mat_envmaptgasize to 512 and use 'envmap'.
 then take
  the resulting output and run it through a program called
 GoCubic. then
  you get a 3d panorama of your map in quicktime VR format like so:
  http://www.johnsto.co.uk/panoramas
 
  my on topic part of this mail is: would it be possbile for Valve to
  either: A: increase the limits on mat_envmaptgasize or B: put in a
  function that takes highres envmaps?
 
  This could be a useful way to show off parts of maps.
 
  I think it'd make a wonderful teaser to be able to pan
 around a spoit
  in a map. (and at 93 k for the 512x512 VRs, a small file
 for a lot of
  'cool factor'.)
 
  ___
  To unsubscribe, edit your list preferences, or view the
 list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Adam \amckern\ Mckern
Will the envmap, take your video settings into
account, such as having everything up full bore?

Also thanks Jay, i'll be doing this latter on

Adam

--- Jay Stelly [EMAIL PROTECTED] wrote:

 You could emulate the envmap command with setang 
 screenshot (or jpeg)
 plus you need to force fov 90 for a 6 shot cubemap:

 fov 90
 setang 0 0 0
 screenshot
 setang 0 90 0
 screenshot
 setang 0 180 0
 screenshot
 setang 0 270 0
 screenshot
 setang -90 0 0
 screenshot
 setang 90 0 0
 screenshot

 (this generates the cube faces in rt, bk, lf, ft,
 up, dn order
 equivalent to envmap)

 That will let you take envmaps at any resolution you
 can run the game.
 The envmap command is basically the same as this,
 but it's using the
 buildcubemap code which enforces some constraints
 (power of two output
 and such) for various reasons.

 Also, Chris Green made some high-res panoramas here
 at Valve while
 working on lost coast.  Here's his explanation of
 how he did it:

 Bind a key to take a jpeg screenshot
 Bind keys of your choice to turn left and right and
 look up / down Set
 the field of view down a bit Pause the game.
 Pan from left to right in overlapping steps, taking
 a screenshot at each
 step. If you want a multi row panorama, when you get
 to the end of
 panning, look up a little and pan back.

 Use a panorama creation program to stitch the
 resultant screen shots. If
 you panned both horizontally and vertically, you
 will need to use
 software which supports multi-row panoramas.

 I used the program autostitch

(http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html)
 to join the
 images together. This program requires no manual
 stitching at all. You
 don't even have to tell it what order the shots are
 in.

 I was able to make very high resolution panoramas,
 over 10K pixels wide.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
 Behalf Of DAV
  Sent: Tuesday, May 17, 2005 2:56 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] (semi OT) 3d panoramas
 
  I tried it and it looks cool!
 
  Too bad that the envmap doesnt get the water
 correctly also.
 
  As you sugested, maybe Valve cold add a command
 specially
  made for this...
  (bigger resolution, water, etc)
 
  Is a great way to promote a mod. Instead of a
 static picture
  a 3d panorama will look better and the size is
 small
  (~76Kb)
 
  Davide (DAV)
  Email: [EMAIL PROTECTED]
  DAV Levels: http://www.planetquake.com/davlevels/
 
 
 
  - Original Message -
  From: Andrew Foss [EMAIL PROTECTED]
  To: Half-life Coders List
 hlcoders@list.valvesoftware.com
  Sent: Monday, May 16, 2005 7:55 PM
  Subject: [hlcoders] (semi OT) 3d panoramas
 
 
   Okay, I found something neat that I think a few
 of us would be
   interested in.
 http://blog.johnsto.co.uk/?action=viewid=57
  
   Load a map, set mat_envmaptgasize to 512 and use
 'envmap'.
  then take
   the resulting output and run it through a
 program called
  GoCubic. then
   you get a 3d panorama of your map in quicktime
 VR format like so:
   http://www.johnsto.co.uk/panoramas
  
   my on topic part of this mail is: would it be
 possbile for Valve to
   either: A: increase the limits on
 mat_envmaptgasize or B: put in a
   function that takes highres envmaps?
  
   This could be a useful way to show off parts of
 maps.
  
   I think it'd make a wonderful teaser to be able
 to pan
  around a spoit
   in a map. (and at 93 k for the 512x512 VRs, a
 small file
  for a lot of
   'cool factor'.)
  
   ___
   To unsubscribe, edit your list preferences, or
 view the
  list archives,
   please visit:
  

http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
  ___
  To unsubscribe, edit your list preferences, or
 view the list
  archives, please visit:
 

http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ___
 To unsubscribe, edit your list preferences, or view
 the list archives, please visit:

http://list.valvesoftware.com/mailman/listinfo/hlcoders




http://ammahls.com




__
Do you Yahoo!?
Read only the mail you want - Yahoo! Mail SpamGuard.
http://promotions.yahoo.com/new_mail

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Jay Stelly
If you use the screenshot or jpeg command sequentially as below it just
dumps the screen to disk, so everything is rendered through the normal
path.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Adam amckern Mckern
 Sent: Tuesday, May 17, 2005 6:00 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] (semi OT) 3d panoramas

 Will the envmap, take your video settings into account, such
 as having everything up full bore?

 Also thanks Jay, i'll be doing this latter on

 Adam

 --- Jay Stelly [EMAIL PROTECTED] wrote:

  You could emulate the envmap command with setang  screenshot (or
  jpeg) plus you need to force fov 90 for a 6 shot cubemap:
 
  fov 90
  setang 0 0 0
  screenshot
  setang 0 90 0
  screenshot
  setang 0 180 0
  screenshot
  setang 0 270 0
  screenshot
  setang -90 0 0
  screenshot
  setang 90 0 0
  screenshot
 
  (this generates the cube faces in rt, bk, lf, ft, up, dn order
  equivalent to envmap)
 
  That will let you take envmaps at any resolution you can
 run the game.
  The envmap command is basically the same as this, but it's
 using the
  buildcubemap code which enforces some constraints (power of
 two output
  and such) for various reasons.
 
  Also, Chris Green made some high-res panoramas here at Valve while
  working on lost coast.  Here's his explanation of how he did it:
 
  Bind a key to take a jpeg screenshot
  Bind keys of your choice to turn left and right and look up
 / down Set
  the field of view down a bit Pause the game.
  Pan from left to right in overlapping steps, taking a screenshot at
  each step. If you want a multi row panorama, when you get
 to the end
  of panning, look up a little and pan back.
 
  Use a panorama creation program to stitch the resultant
 screen shots.
  If you panned both horizontally and vertically, you will
 need to use
  software which supports multi-row panoramas.
 
  I used the program autostitch
 
 (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html)
  to join the
  images together. This program requires no manual stitching
 at all. You
  don't even have to tell it what order the shots are in.
 
  I was able to make very high resolution panoramas, over 10K pixels
  wide.
 
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On
  Behalf Of DAV
   Sent: Tuesday, May 17, 2005 2:56 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] (semi OT) 3d panoramas
  
   I tried it and it looks cool!
  
   Too bad that the envmap doesnt get the water
  correctly also.
  
   As you sugested, maybe Valve cold add a command
  specially
   made for this...
   (bigger resolution, water, etc)
  
   Is a great way to promote a mod. Instead of a
  static picture
   a 3d panorama will look better and the size is
  small
   (~76Kb)
  
   Davide (DAV)
   Email: [EMAIL PROTECTED]
   DAV Levels: http://www.planetquake.com/davlevels/
  
  
  
   - Original Message -
   From: Andrew Foss [EMAIL PROTECTED]
   To: Half-life Coders List
  hlcoders@list.valvesoftware.com
   Sent: Monday, May 16, 2005 7:55 PM
   Subject: [hlcoders] (semi OT) 3d panoramas
  
  
Okay, I found something neat that I think a few
  of us would be
interested in.
  http://blog.johnsto.co.uk/?action=viewid=57
   
Load a map, set mat_envmaptgasize to 512 and use
  'envmap'.
   then take
the resulting output and run it through a
  program called
   GoCubic. then
you get a 3d panorama of your map in quicktime
  VR format like so:
http://www.johnsto.co.uk/panoramas
   
my on topic part of this mail is: would it be
  possbile for Valve to
either: A: increase the limits on
  mat_envmaptgasize or B: put in a
function that takes highres envmaps?
   
This could be a useful way to show off parts of
  maps.
   
I think it'd make a wonderful teaser to be able
  to pan
   around a spoit
in a map. (and at 93 k for the 512x512 VRs, a
  small file
   for a lot of
'cool factor'.)
   
___
To unsubscribe, edit your list preferences, or
  view the
   list archives,
please visit:
   
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
   ___
   To unsubscribe, edit your list preferences, or
  view the list
   archives, please visit:
  
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
  ___
  To unsubscribe, edit your list preferences, or view the
 list archives,
  please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 http://ammahls.com




 __
 Do you Yahoo!?
 Read only the mail you want - Yahoo! Mail SpamGuard.
 http://promotions.yahoo.com/new_mail

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http