show you:
http://www.vault13.co.uk/images/missingScope.jpg[1]
Could there be another HUD element in the way, or do I need to change
the size of something else?
Thanks
[EMAIL PROTECTED] wrote:
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The scope tutorial should have the wide screen fix as i added
[EMAIL PROTECTED]
wrote:
Hmm, well that sounds ugly.
I must be missing something here. It seems some screens such as the MOTD
scale properly, but others like my Team selection menu dont? Looking at
the code / resource files I just can't see any difference...
Arg.
Cheers.
Tony omega Sergi
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Hello, After updating the SDK with the files from ftp.valvesoftware.com to
update my plugin code, I have hit a dilemma, where two of the files don't
match
filesystem_passthru.h:
has a function
virtual boolUnzipFile( const char
Two situation can cause that error:
1) Calling MESSAGE_BEGIN while another message is being written.
2) Forgetting to call MESSAGE_END and the end of a message you send.
It appears you are calling callback functions during MESSAGE_BEGIN,
MESSAGE_END, WRITE_BYTE (and many others). If any of these
wrote:
How do you grab the bounds of the map?
On 12/19/06, Jeremy [EMAIL PROTECTED] wrote:
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What's tricky? Seems you can just grab the bounds of the map(very
trivial)
and double for loop through the 2 horizontal coordinates, doing
tracelines
take
a little bit of time, but it is simple and would work for any map.
Nick wrote:
How do you grab the bounds of the map?
On 12/19/06, Jeremy [EMAIL PROTECTED] wrote:
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What's tricky? Seems you can just grab the bounds of the map(very
trivial
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Can anyone confirm if Im right or missing something?
cl_dll/particlemgr.cpp
---
void CParticleEffectBinding::DoBucketSort(...
{
...
nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; // Add it to the appropriate bucket.
nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; float
?
--- Original Message ---
From : Chris Janes[mailto:[EMAIL PROTECTED]
Sent : 3/14/2006 7:45:17 AM
To : hlcoders@list.valvesoftware.com
Cc :
Subject : RE: [hlcoders] filesystem_steam.dll cant load
Run HL2, should fix it right up.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
dackz wrote:
I'm guessing you're trying to do this with a plugin. You should use
IPlayerInfo::ChangeTeam(int). Using anything defined by the game DLL is
dangerous when you don't have access to their source code.
Thanks for your solution, but there are three problems with using the
IPlayerInfo
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I'm always at GDC, since it's local to me.nbsp; We should pick a time and
place to hook up for co-miseration. B-)
-V
--- Original Message ---
From : Chris Janes[mailto:[EMAIL PROTECTED]
Sent : 3/10/2006 12:44:57 PM
To : hlcoders
Hello peeps,
I have hooked both of these functions in the gamedll and only the
CBaseEntity version works - albeit in a limited fashion. I know the
CBasePlayer is f00ked because of an out of sync SDK, and can probably be
fixed other ways, so I have 2 questions.
1) When I change a players team
Benjamin Davison wrote:
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I'm not going to bother getting in an argument here.
LOL. If you are not going to get into an argument why do you keep
responding and dragging the issue out?
But if Valve treats you so bad, why don't you vote with
Benjamin Davison wrote:
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I'm not going to bother getting in an argument here.
LOL. If you are not going to get into an argument why do you keep
responding and dragging the issue out?
But if Valve treats you so bad, why don't you vote with
that's all they
catered for on the plug-in scene this time around?
VALVE, HELP US TO HELP YOU !
[/RANT]
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of LDuke
Sent: 01 March 2006 17:57
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders
Benjamin Davison wrote:
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Here come the plugin authors :roll:
Imagine that, plugin authors responding to a thread about plugins on the
hlcoders list...
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Benjamin Davison wrote:
--
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It's not about plugins, he is asking how todo it in a mod.
The response I made was in agreement to someone who was talking about
the SDK and plugins. This is the hlcoders list and is to do with *all*
half-life coding,
Any news when this is going to be fixed?
Cheers,
Matt.
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--
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I would have thought the difference was obvious, however on investigating the
console warning:
Model sprites/redglow1 not found!
I found that PrecacheModel() is used commonly in the SDK for VMTs.nbsp; Ex:
void CNPC_Stalker::Precache( void )
{
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Why does srcsdk reference various vmts via sprites/ when the GCFs show these
to be in materials/sprites?nbsp; Even my unmodifed copy of srcsdk complains
about this missing model.
--
void CNPC_Stalker::Precache( void )
{
nbsp;nbsp;
* be done?
--- Original Message ---
From : Alfred Reynolds[mailto:[EMAIL PROTECTED]
Sent : 2/27/2006 5:31:11 PM
To : hlcoders@list.valvesoftware.com
Cc :
Subject : RE: [hlcoders] sprites path bad in SDK?
The PrecacheModel() call appends the materials/ directory onto the
filename under
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Does the SDK get updated by Valve without an announcement or mention in Steam
news?nbsp; I could swear the HL2DM code generated by the Source SDK just
changed significantly in the last 4 weeks.nbsp; For example, the new Ragdoll
Violence
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Im getting an engine.dll assert here:
void SendProxy_FloatToFloat( const SendProp *pProp, const void *pStruct, const
void *pData, DVariant *pOut, int iElement, int objectID)
{
nbsp;nbsp;nbsp; pOut-m_Float = *((float*)pData);
nbsp;nbsp;nbsp;
--
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Gracias
Prueba el Nuevo Correo Terra; Seguro, Raacute;pido, Fiable.
--
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--
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Translated using Google
Like Obtaining the file mapcycle.txt of a servant?
Hello to all. I am making an application, to maintain updated the maps that I
have in my computer, with the located ones in different servants, but for it, I
need to
--
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what desire, is simply to obtain the file. Later, my application, which will
do, is to verify that maps I have installed in mod, and as they need to me to
have updated it, for despues to unload them of the directions that I indicate.
--
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what desire, is simply to obtain the file. Later, my application, which will
do, is to verify that maps I have installed in mod, and as they need to me to
have updated it, for despues to unload them of the directions that I indicate.
Alberto
the server DLL (or SO,
if it's a *nix box.)
Original Message:
-
From: Newcomb, Michael-P57487 [EMAIL PROTECTED]
Date: Tue, 06 Sep 2005 09:54:19 -0400
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] architecture questions
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[ Picked text
that you've done some basic research on
your own. We're all glad to help, but it does get annoying when it becomes
evident that someone's asking for a hand-holding.
Best wishes,
John Sheu
Original Message:
-
From: Morten Nielsen [EMAIL PROTECTED]
Date: Sat, 27 Aug 2005 15:19:01
Evidently, the VGUI2 system has problems handing messages posted by a panel
to itself.
mail2web - Check your email from the web at
http://mail2web.com/ .
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Funky. Could be on my end.
Code is such:
KeyValues *msg = new KeyValues( MapIconUnblink );
msg-SetInt( data, index );
PostMessage( GetVPanel(), msg, UNBLINK_DELAY ); // UNBLINK_DELAY = 10.0f
The header file has such, defined private:
MESSAGE_FUNC_INT( OnUnblinkIcon, MapIconUnblink, index );
The problem is that if you make something that has to be included in the
mod source code, no one will include it (at least not for the most
popular mods, many of which are Valve mods).
Ah, hence the grassroots appellation. Remember; all mods start
_somewhere_; if we can get enough community
On the other hand of course we have to ask, So Alfred! What's
the alternative then? Is there a particular reason this feature
was removed, or is there a new alternative in the works?
I suspect the alternative will consist of a grassroots standardization
effort by mod-makers to put out an
Not sure if there is an easier way. The screen I made was mostly just
a res file which had the sizes / positions etc etc. Not very much code
was involved really
You're looking for SetProportional() and its kin.
-John Sheu
Wow, your mail client lags too? That explains it, I thought
you were speedhacking.
On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote:
Sorry, my computer lagged when I was opening this message and
somehow I hit Send without replying at all.
What would be the most efficient way to get all enemies within direct LOS?
My thoughts as of now:
1. Get a list of entities within PVS with UTIL_EntitiesInPVS()
2. Filter list for hostile player entities.
3. UTIL_Trace[something] to each. (Which 'something' is best?)
Thanks.
-JS
1. Get a list of entities within PVS with UTIL_EntitiesInPVS()
2. Filter list for hostile player entities.
3. UTIL_Trace[something] to each. (Which 'something' is best?)
I've thought about and slightly modified the procedure.
1. Get a list of enemy players from the CTeam entity.
2.
r00t: I don't think you get the point of his mail. Indeed, each trigger
pull is limited to a 3 rounds. The point is that you are able to interrupt
the burst by releasing the trigger before you finish.
Most of the references you're pointing out cite three bullets per pull, but
they aren't as
As long as you're not using any Valve code, you're perfectly all right. If
you can figure out the file format (and I've no doubt that it's perfectly
easy; I just wouldn't bother personally) and write your own functions to
read them, you're good to go.
It really depends on the format.
For
I hope you have defined a -menu_context console function as well...
-JS
mail2web - Check your email from the web at
http://mail2web.com/ .
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As you guys might have noticed, there are some problems with the HUD
element positions/sizes when you do a video resolution change in-game.
(For a specific example, check out the suit-power and ammo elements in
HL2DM). And I'm wondering if those will be fixed sometime soon. Why?
Because I'm
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All right. Before I start, I'd like to say that it would be nice having
some official srcsdk documentation on the whole Scheme shebang. Heck, if I
get a good enough understanding, *I'll* write it. :)
A general question first. Is it possible to
The Push/Pop is used by the Paint/PaintTraverse methods to deal with the
panels GetPos(x,y) offsets relative to the parent and do clipping of
children inside the parent rectangle. I wouldn't mess with these calls.
Bingo. That's the reason why I want to mess with these calls :)
Since
A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's
constructor will make its position independent of the parent. This
would probably be a much easier solution, if that's all you need to
do.
Heh. Not quite.
The following code paints the child before the baseclass, but the
Wrapping up my HUD stuff. There's still a few rather unrelated questions I
have, so I'm going to present it as a big omnibus e-mail:
The VGUI schemes. As I understand, the first one loaded is made default.
Is there a way to layer these things, as in, to have two simultaneously
loaded scheme?
The problem is that VB C++ .NET simply *does not exist*. We cannot help
you with something which does not exist. Perhaps you mean VS instead of
VB?
On Thursday 07 April 2005 12:23 am, Tan Theodore wrote:
Er... Guys. Thanks for the names and all but I just want to know if there
is anything
Well, it might be difficult for him to stop fucking, as by the looks of
his composition skills he hasn't yet come of an age to have the capability
to _start_ yet...
mail2web - Check your email from the web at
Josh wrote:
Couldn't u just re-create an alias? Would suck though, just create the
alias kill that executes kill, or just create a new random alias and execute
it each time.
:) It would point to the alias, not the command. If I did alias name
whatever, and then alias RANDOMTHINGIE name, it would
I dunno, I think this sounds like a *very* boring project (come on, who
actually LIKES to write documentation?), and I doubt you'd get much
help. I too feel the SDK could be more documented but it is not our job
(you'd think a large software corp such as Valve was more up-to-date
with development
jeff broome wrote:
I'd say Valve's techniques are just fine. The game runs good on
most machines. The game has sold many copies which is a fairly good
indication that people like what Valve has done.
Eh? How on earth does copies sold or scalability indicate good
development techniques? You can
S. Hendriks wrote:
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing
jeff broome wrote:
Yes. Everyone understands your point.
Look at this from Valve's point of view. You have X engineers that
cost you Y dollars per day. You can have those engineers working on
the next product (Half-Life3) that you KNOW will bring in revenue, or
you can have them work on
S. Hendriks wrote:
Sure, and the guys who made the mods get some pretty good jobs as
well... (and can realize their dreams). I don't see a sort of abusing
here, its Valve's right to buy these games as they developed the engine
+ materials to get them even going. And those who get hired + get
Doing these things require some tricks (CBasePlayer, offsets...), but
some of it would be pretty easy if ClientCommand was reliable.
The problem is if you issue something like ClientCommand( e, kill );
it won't work very well if the client has an alias for kill.. If you
could do something to force
SB Childe Roland wrote:
ClientCommand( e, unalias kill );??
I wish, I can't find any un-alias command.
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Frank Weima wrote:
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Is this possible in C++?
Tnx,
Frank.
Yes, using a client-plugin as well, ofcourse.
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David Nelson wrote:
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I think he probably needs to read Half-Life 2's history in the Raising the
Bar book, Gamespot's articles, and the various other articles about how
Half-Life came to be. (Originally it got its ideas from the book Mist (by
Okay now this is definately off-topic. Let's not have a steam-flame
here, please..
Now about my name question.. :)
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Hello!
Examining my code i've found out why the CTF Flag entity wasnt spawning correctly..
i tried to find my flag with UTIL_FindEntityByClassname( pFlagEntity, ctf_flag ); and
examining this function i've found out that
pentEntity = FIND_ENTITY_BY_STRING(...)
was returning a valid address in
Thank you for the map name tip. But i still cant get my models spawned on the map...
but entities are compiled well into the map and the entity class is the same as
cycle_sprite and doesnt work...
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Hi gurus!
I'm coding a new VGUI for my mod and i needed to find out the loaded map name. I'm
calling gEngfuncs.pfnGetLevelName() but every call to this function makes HL crash. I
really dont have any clue about this... HL just closes w\o giving any error.
I'm also trying to write a flag entity
[ Converted text/html to text/plain ]
Three questions:
How fast is your computer? If you are below 1 GHz, that could be the problem.
How are you connected to the internet? If it is with a 56K modem, your server
will lag. You probably shouldn't be running a server without DSL or cable
modem.
http://www.dhmo.org/
I wonder if ingesting too much DHMO has impaired VALVe programmer's
ability to write code for long periods of time. :-)
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Alfred Reynolds wrote:
The problem with deleting mails with attachments is that stops anyone
with outlook being able to use the list (when using html or RTF email
modes, the defaults).
This is a problem? Sorry Alfred, but the problem is that too many
people use Outbreak, one of the leading
Again, I know this is probably not the best place to ask this question,
but it seems to be the best place to get a quick answer :-)
My question is: Can a Half-Life mod use DOD models, even though the
end-user might not have DOD?
Thanks in advance,
Scott
Again, I know this is probably not the best place to ask this question,
but it seems to be the best place to get a quick answer :-)
My question is: Can a Half-Life mod use DOD models, even though the
end-user might not have DOD?
Thanks in advance,
Scott
I know that this is probably the wrong forum to ask this question, but
is there a way to get the .map or .rmf files for VALVe maps such as
crossfire? A friend of mine wants to use this map in his mod, and would
like to work with the original files. For the VALVe people out there,
please let me
Tei,
My guess is that you are trying to write a self-extracting file. Look
at the following link to find out how this can be done on Windows.
http://www.codeproject.com/file/packersfx.asp
There are a few more examples at the codeproject site.
-Scott
tei wrote:
This is slighty off-topic:
I
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I have not tried this, but does anyone know if there are any issues with
using the Standard Template Library with the HL SDK?
Thanks!
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Alfred, Botman, and Cortex,
Thanks for the info!
Alfred wrote:
Just make sure to statically link the libstc++ library (look in
/usr/lib/gcc-lib for a file called libstc++something.a and add that to
the linking stage of the linux binary).
For windows, shouldn't be a problem :)
botman wrote:
I
matt gossage wrote:
I hope not then all the hackers out there will know how VAC works and can
write cheats to avoid it.
LOL. What makes you think that they don't already know? They reverse
engineer parts of the HL Client during every release and they have had no
problems bypassing VAC. So,
All:
Is there a way to make a single color on a model transparent, like the
alphatest color on a sprite?
Thanks,
Scott
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All (especially Valve):
In a model .qc file, there is the option $flags followed by a integer. I see
that this is stored in the .mdl file and can be read from the .mdl as part of
the studiomdl_t structure. But is there an easy way to access this value on
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: December 20, 2002 11:06 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] QC $flag ?
[ Converted text/html to text/plain ]
All (especially Valve):
In a model .qc file, there is the option $flags
Here is a tutorial on creating a grapple. This can get you started, but IIRC, it is
incomplete, or has some problems.
http://www.planethalflife.com/hlprogramming/old/tuts/tut_offhandgrapple.htm
-Scott
John Frings wrote:
From: Avatar-X [EMAIL PROTECTED]
That would be my server
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All,
Sorry. I meant to send them to a personal account. Please ignore/don't flame.
With sincerest apologies,
Scott
[EMAIL PROTECTED] wrote:
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All:
On the client side, I know that IEngineStudio.IsHardware() can determine
if the player is using software or hardware modes. But how can I
distinguish between OpenGL and D3D hardware modes?
Thanks,
Scott
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, 1 = opengl, 2 = d3d.
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: November 26, 2002 4:30 PM
To: [EMAIL PROTECTED]
Subject
All:
I have been able to create fog in hardware mode but not software. Has
anyone been able to create fog (or a resonable facsimilie of it) for the
software mode? If so, can you send any hints or suggestion on how to do
it?
Thanks,
Scott
___
To
:[EMAIL PROTECTED]]
Sent: Thursday, October 03, 2002 6:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-life SDK v2.3
I have a question. What does it mean that the source code for both
single-player and multiplayer mods will be included in the same installer?
Weren't they always, or are you
: 9Counter - Strike Dedicated Server (no-won).
- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 21, 2002 12:48 PM
Subject: RE: [hlcoders] Fwd: Half-life fake players bug
As far as we can tell, this exploit wasn't ever possible.
Erik
?
- Original Message -
From: Leon Hartwig [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 21, 2002 6:01 PM
Subject: RE: [hlcoders] Fwd: Half-life fake players bug
This is a multi-part message in MIME format.
--
And cracked (no-won) servers (see below). This thing hits
[EMAIL PROTECTED]
To: HLCoders [EMAIL PROTECTED]
Sent: Friday, March 15, 2002 6:20 PM
Subject: Re: [hlcoders] OT: How to get an icon associated with an
executable.
--
[ Picked text/plain from multipart/alternative ]
Ohhh my bad, sorry there. I knew it seemed to simple :P
- Original
All:
I know that this is OFF-TOPIC, but I was wondering how to associate an
icon with an executable on Windows. I ask here because I know the
coders here are likely to know and to answer. By the way, I have M$VC++
and I am running WinNT and Win2K.
Thanks in advance for answering my OFF-TOPIC
Off topic: what map is that? I really like it.
Iain Farrell wrote:
http://ww.captfarrell.co.uk/images/whatthehell.jpg
obviously, should have been
http://www.captfarrell.co.uk/images/whatthehell.jpg
CaptFarrell
---
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Checked by AVG anti-virus
);
MESSAGE_END();
Add in gamerules after spawn.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: den 15 januari 2002 16:50
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] DMC GLOW
This is a client-side effect, and needs code on both
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself...instead
the stratergy that
quite a few server ops I know have taken. Couple this with the MySQL
enabled version of Admin Mod and you can have web page sign-ups and
other nice easy interfaces.
[EMAIL PROTECTED] wrote:
The more they overthink the plumbing, the easier it is to stop up the drain.
-Mr. Scott
Tim Holt wrote:
The problem with any kind of membership required to play system is
that you are not going to get cheaters on those sites in the first
place.
Is that a problem or the solution? :-)
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--
Alfred Reynolds
[EMAIL PROTECTED]
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All:
One of the projects I am working on is causing the following error
(translated) on a teammates computer:
HL caused pagefault in module KERNEL32.DLL at memoryspot
When he types exit at the console. I have not been able to reproduce
the problem on my computer, but he says that it occurs on
LOL.
I would if I could, but I can't reproduce the error on my machine, and my teammate
doesn't have MSVC++ on his machine.
-Scott
Oskar 'Zoot' Lindgren wrote:
Debug!
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 05, 2001 10:48 PM
93 matches
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