Re: [hlcoders] New update.

2008-01-24 Thread Neale Roberts
y now? Texture quality in 3d view too? On Jan 24, 2008 12:48 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: No, but allows us to get mod code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Neale Roberts Sent: Thursday, January 24, 2008 9:30 PM T

Re: [hlcoders] New update.

2008-01-24 Thread Neale Roberts
I tried that - it updated but spectacularly doesn't work. Selecting any OB game and starting Hammer = instant crash. I'm assuming from the date in the commandline that this isn't the "proper" update to be released later. Mark Chandler wrote: Try this: -> cmdline: steam -beta srcsdk0122 Mines u

Re: [hlcoders] New update.

2008-01-15 Thread Neale Roberts
Same here, even after an SDK refresh. Tom Leighton wrote: Same, i cant see any changes to the source sdk launcher... The same old dropdown box for games, and -engine ep1 still has effect. Jake Breen wrote: Anyone know what this changes? " * SDK Launcher now has a drop list of engine versi

Re: [hlcoders] Any Source 2007 code update?

2008-01-10 Thread Neale Roberts
Fixing some or adding some? :) Mike Durand wrote: The source code merge is done and tested, but we need to coordinate it with the release with a Steam client update. In the interim I'm working on some annoying bugs that I didn't get to in December. -Mike -Original Message- From: [EMA

Re: [hlcoders] Lighting preview / displacement lighting bug

2007-11-07 Thread Neale Roberts
The T2 map I was working on went from a VRAD compile time of 22 minutes down to just over 8, and that's also after switching from all dynamic to static props. Chris Green wrote: tony's supposition is right - the version of the lightmapped generic shader in the sdk won't work with this. it should

Re: [hlcoders] Steam Service Closing Unexpectedly

2005-11-20 Thread Neale Roberts
Yep, I get the same. Spektre wrote: Any of you find folks notice Steam closing without warning? I've noticed it two or three times since last update, and several of my fellows have too. It closed and I didn't notice it until Hammer started returning white textures (cause it didn't have file

Re: [hlcoders] client side PVS/PAS ent question

2004-05-16 Thread Neale Roberts
Potentially Visible Set/Potentialy Audible Set Basically, the areas that the VIS part of compilation breaks the map up into. David Fencik wrote: What is a PVS/PAS? Dave -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol Sent: Sunday, May 16, 2004

Re: [hlcoders] [Fwd: [quark] Off Topic : i found an LEGAL Half-Life 2 model importer for 3ds max r6 !!]

2004-01-15 Thread Neale Roberts
I ran it on a test machine - it tries to convert every HL2 texture to a TGA. At the same time. Bye bye memory, hello gratuitous disk swapping. Mike Frysinger wrote: lets see you code it before smearing other people -mike ___ To unsubscribe, edit your lis

Re: [hlcoders] Re: Open Letter To Hacker Community

2003-10-10 Thread Neale Roberts
- Original Message - From: "tei" <[EMAIL PROTECTED]> > I am sorry for my english. I feel sorry for it too. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo

Re: [hlcoders] Re: HL2 Source Leaked

2003-10-02 Thread Neale Roberts
Ever have one of those weeks? This has just not been the best couple of days for me or for Valve. Yes, the source code that has been posted is the HL-2 source code. Here is what we know: 1) Starting around 9/11 of this year, someone other than me was accessing my email account. This has been de

Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Neale Roberts
the Gf4 in general since Laurie has one. > > - Original Message - > From: Neale Roberts <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, January 15, 2003 12:51 PM > Subject: Re: [hlcoders] Multiple viewports in HL? > > > > We have a simil

Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Neale Roberts
We have a similar thing in Eradicators - the only card it's had problems with to date is a Kyro2, which just had a viewport bigger than the screen, and traingular in shape. - Original Message - From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, January

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Neale Roberts
That was a source tree that split a *long* time ago. I wouldn't say Hammer is more "newbie friendly" - it's just got a more friendly interface. It's certainly as powerful as Radiant. - Original Message - From: "omega" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, January 03, 20

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Neale Roberts
I have to agree with that. It's got one of the nicest interfaces around. I tried QERadiant a couple of times, and it was just awful. - Original Message - From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, January 03, 2003 4:14 PM Subject: Re: [hlcoders] E

Re: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Neale Roberts
The stuff about the alpha maps was mentioned on this mailing list a few days ago, I believe. - Original Message - From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, January 03, 2003 2:12 PM Subject: [hlcoders] Engine enhacements been added in next HL patc

Re: [hlcoders] Our MOD's are for sale !!

2002-12-29 Thread Neale Roberts
I was quite annoyed when they were suddenly hosting the beta of our Eradicators mod the day after we released it. I never asked them to host is, nor gave them permission to. I wanted to keep it hosted on our own site so that I could track the number and location of downloads. - Original Messag

Re: [hlcoders] Weapons and bones

2002-11-04 Thread Neale Roberts
possible. As an example, look at the Tau cannon (call > the egon gun internally). It's the large backpack+hose weapon connected to > the arm, hand, and spine. > > The weapons just inherit the bone values that name-match from the player. > > -Original Message- > From:

[hlcoders] Weapons and bones

2002-11-04 Thread Neale Roberts
Hello! Brief and (hopefully) simple question - Do weapon models need to be linked to the "Bip 01 R Hand" bone, or can they be linked to *any* bone? Cheers. Neale Roberts Lead Designer Eradicators mod http://www.eradicators.co.uk ___ To u

Re: Re[2]: [hlcoders] RE: Palladium

2002-10-10 Thread Neale Roberts
Blue Shift was the abandoned Dreamcast version of HL. When it was canned, it was ported to the PC and released as an add-on. Based on that, I don't think the sales could have been seen as disappointing. - Original Message - From: "Philip (Fiber)" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]

Re: [hlcoders] Re: Contents of hlcoders digest...

2002-06-13 Thread Neale Roberts
I was shocked, personally. - Original Message - From: "Jim Hunter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, June 13, 2002 8:56 PM Subject: Re: [hlcoders] Re: Contents of hlcoders digest... > > > > > From: "SACKFRISCH Clan" <[EMAIL PROTECTED]> > > Date: 2002/06/13 Thu

Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread Neale Roberts
I have a vague theory about this, wildly speculative, but who cares? Valve can effectively replace the entire engine, piece-by-piece. That way, the game code is mature and stable, the renderer can be updated to current tech, all while (and this is the important bit) *maintaining compatibility wit

Re: [hlcoders] HL 1.1.0.9 Update

2002-04-20 Thread Neale Roberts
Which was unfortunately stripped from your mail by the mailing list software :) Can't you just paste it in the mail? - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 20, 2002 8:51 PM Subject: Re: [hlcoders] HL 1.1.0.9 Update >

Re: [hlcoders] little app

2002-04-13 Thread Neale Roberts
As far as I'm aware, it wasn't actually used for anything. - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 10:04 AM Subject: Re: [hlcoders] little app > i have a question, wtf is the path tool for? Ive tried using it and it > d

Re: [hlcoders] QOOLE

2002-04-13 Thread Neale Roberts
craft came free on the hl cd! > > - Original Message - > From: "Neale Roberts" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 8:02 AM > Subject: Re: [hlcoders] QOOLE > > > > I purchased Worldcr

Re: [hlcoders] QOOLE

2002-04-12 Thread Neale Roberts
I purchased Worldcraft! Then Valve went and gave it away for free. Can I get my money back? :) - Original Message - From: "Tim Holt" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 7:09 AM Subject: Re: [hlcoders] QOOLE > I was an original Qoole purchaser back

Re: [hlcoders] Solid Vehicles

2002-03-13 Thread Neale Roberts
n..not custom hulls! Don't do it! - Original Message - From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, March 13, 2002 7:15 PM Subject: Re: [hlcoders] Solid Vehicles > > I have used the train code from Half-Life to make vehicles. > > Only i can`t stop

Re: [hlcoders] External communication

2002-02-21 Thread Neale Roberts
The way we saw it, people are going to use OGC regardless so it was only common sense to try it on our own mod to see what advantages it would give people. That way, we can alter things to reduce/remove that advantage. In theory anyway. - Original Message - From: "Nathan Taylor" <[EMAIL

Re: [hlcoders] Valve - confirm/shatter a myth for me

2002-02-12 Thread Neale Roberts
I keep getting that too. - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Tuesday, February 12, 2002 2:47 PM Subject: Re: [hlcoders] Valve - confirm/shatter a myth for me > -- > [ Picked text/plain from multipart/alternative ] > > Q

Re: [hlcoders] Info on a client command

2002-02-07 Thread Neale Roberts
Damn! And I spent all day inventing this wheel too... - Original Message - From: "Yacketta, Ronald" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, February 07, 2002 5:14 PM Subject: RE: [hlcoders] Info on a client command > I think it is along the lines of "why reinvent th

Re: [hlcoders] What to do with the old posts

2002-02-06 Thread Neale Roberts
I always keep them, personally. It's a good reference. - Original Message - From: "Michael Shimmins" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 06, 2002 11:24 AM Subject: [hlcoders] What to do with the old posts > This is a multi-part message in MIME format. >

Re: [hlcoders] HLCoder on Google [Serious OT Action]

2002-02-06 Thread Neale Roberts
Eek, scary! - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Wednesday, February 06, 2002 11:13 AM Subject: [hlcoders] HLCoder on Google [Serious OT Action] > -- > [ Picked text/plain from multipart/alternative ] > I just found this

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Neale Roberts
Which has one minor flaw - Worldcraft itself won't make maps that big...   - Original Message - From: Nathan Taylor To: HLCoders Sent: Tuesday, January 29, 2002 9:42 PM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? Hmm, the highly practica

Re: [hlcoders] Immersion Touchsence Technology.

2002-01-25 Thread Neale Roberts
are on computer :D > > /me knew there was another feature you'd added recently > > ----- Original Message - > From: "Neale Roberts" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, January 25, 2002 9:54 AM > Subject: Re: [hlcoders]

Re: [hlcoders] Immersion Touchsence Technology.

2002-01-25 Thread Neale Roberts
Ooooyes please /me apologises to Phantom in advance - Original Message - From: "Mike Blowers" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, January 25, 2002 9:51 AM Subject: Re: [hlcoders] Immersion Touchsence Technology. > Hi, > > I've just finished incorporating Immer

Re: [hlcoders] new model skeletons

2002-01-24 Thread Neale Roberts
On the couple of occasions that we've actually had a modeller working for us, they've had to use a modified skeleton for one of our primary player models, as it has goat-like (reversed) legs. Although the model wasn't actually completed, the animations were perfectly ok with the modified ske

Re: [hlcoders] U better then HL

2002-01-13 Thread Neale Roberts
Yes, but it's not Quake. It's *derived* from the Quake engine, but someone from Valve said it was 30% Quake, and 70% their own.     - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 11:51 AM Subject: Re: [hlc

Re: [hlcoders] U better then HL

2002-01-13 Thread Neale Roberts
6? I thought it was at least 20. - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Sunday, January 13, 2002 11:44 AM Subject: Re: [hlcoders] U better then HL Half-Life´s engine is like 6 years old? - Original Message

Re: [hlcoders] EfxAPI

2002-01-03 Thread Neale Roberts
What an enormous font you use :) - Original Message - From: Cortex To: coders Sent: Thursday, January 03, 2002 7:28 PM Subject: [hlcoders] EfxAPI Hello,   I've used the Efx API to create a temp entity. I draw a sprite. My question is quite short : How

Re: [hlcoders] Happy New Year!

2001-12-31 Thread Neale Roberts
Happy New Year!   Over the past few months, I've come to regard you all as..people I write to on a mailing list   :)   - Original Message - From: Dynerman David M To: [EMAIL PROTECTED] Sent: Monday, December 31, 2001 8:11 PM Subject: [hlcoders] Happy New Year!

Re: [hlcoders] FP charging & PHL Monopoly

2001-12-30 Thread Neale Roberts
nes > > > out. > > > > > > - Original Message - > > > From: "omega" <[EMAIL PROTECTED]> > > > To: <[EMAIL PROTECTED]> > > > Sent: Saturday, December 29, 2001 4:17 AM > > > Subject: Re: [hlcoders] FP charging > &

Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-29 Thread Neale Roberts
causes/caused the overflow error w/ATI cards I was sorta thinking that it might be illegal but umm err...  What's DMCA stand for?   - Original Message - From: Neale Roberts Sent: Saturday, December 29, 2001 9:41 AM To: [EMAIL PROTECTED] Subjec

Re: [hlcoders] What causes/caused the overflow error w/ATI cards

2001-12-29 Thread Neale Roberts
Except that would be illegal under the DMCA.   - Original Message - From: Nathan Taylor To: HLCoders Sent: Saturday, December 29, 2001 1:49 PM Subject: Re: [hlcoders] What causes/caused the overflow error w/ATI cards Yes and no.  Yes, nVidia bought all 3dfx a

Re: [hlcoders] FP charging

2001-12-29 Thread Neale Roberts
Actually, the GSI staff *do* get paid, as do some of the Planet*.com webmasters. - Original Message - From: "omega" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, December 28, 2001 3:28 PM Subject: Re: [hlcoders] FP charging > ive been away for most of the day so i didnt get

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread Neale Roberts
Actually, I believe they do, although the amount per ad is pitifully small. There is still an advertising market out there, but it's only sites with massive hits that are making anything out of it. - Original Message - From: "_Phantom_" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Fr

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread Neale Roberts
Last time I checked, the general purpose for a company is to make money. The prices for a personal server are very reasonable, especially if you tend to download a lot. Phantom is right about the costs for providing all those files being astronomical, and advertising revenues are practically nil t

Re: [hlcoders] what a bloody n00b

2001-12-27 Thread Neale Roberts
It's not illegal to *distribute* it on CD with a charge to cover the cost of the CD, as far as I know. Selling it for a profit is illegal though, as you do not own the copyright for the software you're selling.   - Original Message - From: Tom To: [EMAIL PROTECTED] S

[hlcoders] Happy Christmas!

2001-12-24 Thread Neale Roberts
Happy Christmas to one and all! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Neale Roberts
Are we supposed to guess what you're talking about? :) - Original Message - From: Gareth Llewellyn To: [EMAIL PROTECTED] Sent: Friday, December 21, 2001 7:51 AM Subject: Re: [hlcoders] VALVe: GMAX? As it would happen.   Gareth LlewellynInNeedOfThe

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Neale Roberts
I can help gearbox make a engine :)     Msg to GearBox:   Email me and I will help you make a enigne!     / Zoot - Original Message - From: Neale Roberts To: [EMAIL PROTECTED] Sent: Friday, December 21, 2001 12:16 AM Subject: Re:

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Neale Roberts
Yes.   - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Thursday, December 20, 2001 11:12 PM Subject: Re: [hlcoders] VALVe: GMAX? Is cs:cz using the HL engine?   - Original Message - From: Nathan Taylor

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Neale Roberts
No, I don't think it does, but there are some nice things it *does* do like > loading point files, portal files, and hull files. > > -scottv > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]]On Behalf Of Neale Roberts > Sent: Thursday, D

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Neale Roberts
Ooodoes it have autosave? :) - Original Message - From: "Scott Velasquez" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, December 20, 2001 4:32 PM Subject: RE: [hlcoders] VALVe: GMAX? > Actually, you will be getting GearCraft from us (Gearbox) when we're > finished wit

Re: [hlcoders] VALVe: GMAX?

2001-12-19 Thread Neale Roberts
There are limits placed on what you can do by the BSP engine anyway. Concave objects are not permitted. For things that you are talking about (statues etc), the best thing would be the ability for Gmax to export to .map so that you could import the object into Worldcraft. - Original Me

Re: [hlcoders] VALVe: GMAX?

2001-12-19 Thread Neale Roberts
h its mapping and I think if a > add-on for hl mapping was made it would make things a lot easier. > > Wacko > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of Neale > Roberts > Sent: Tuesday, December 18, 2001 11:20 PM >

Re: [hlcoders] VALVe: GMAX?

2001-12-18 Thread Neale Roberts
I totally agree with this. Worldcraft is an excellent map editor , that was designed specifically for Quake-type editing, and modified for Half-Life. As such, it's near-flawless for HL map editing. Using GMax for map editing just introduces problems. Keep it for modelling, that's what it's designe

Re: [hlcoders] Hull3?

2001-12-16 Thread Neale Roberts
We certainly have hitbox issues with hull 3. The player type that uses hull 3 cannot duck, so that problem is eliminated. However, the hitboxes only appear to cover about 80% of the model size. They *appear* as normal if you do a r_drawentities 3, but the top, bottom and side 10% don't register an

Re: [hlcoders] Hull 3?

2001-12-16 Thread Neale Roberts
My apologies, I got it horribly wrong. We're using Hull 3 for a second type of player (larger than standard, but unable to duck) So it does work, but as I said, we have hitbox issues. - Original Message - From: "Charlie Cleveland" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday,

Re: [hlcoders] Hull 3?

2001-12-16 Thread Neale Roberts
We're using Hull 3 for the normal crouching player. Works perfectly. _Phantom_ is the coder though, so he's probably better equipped to help you. Hull 2 is where we're having problems - the hitboxes are messed up. - Original Message - From: "Charlie Cleveland" <[EMAIL PROTECTED]> To: <[EM

Re: [hlcoders] Joystick Fun

2001-12-08 Thread Neale Roberts
It works just like an ordinary joystick axis though, except it's not sprung to return to centre. - Original Message - From: Nathan Taylor To: HLCoders Sent: Saturday, December 08, 2001 10:03 AM Subject: Re: [hlcoders] Joystick Fun Not quite.  The dial control

Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Neale Roberts
That could be done by any competent mod team in a matter of weeks. Someone should do this, just for a laugh. - Original Message - From: "Tim Holt" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 05, 2001 6:47 PM Subject: Re: [hlcoders] [OT] question to valve, curious

Re: [hlcoders] Botman: BSP Tools

2001-11-24 Thread Neale Roberts
I've not found a single game yet that it won't run, and run well. - Original Message - From: Cortex To: [EMAIL PROTECTED] Sent: Saturday, November 24, 2001 7:47 AM Subject: Re: [hlcoders] Botman: BSP Tools I read that the Kryo cards haven't a good com

Re: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread Neale Roberts
OTECTED] ) > > Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/ > > > > "When Alexander saw the breadth of his domain he wept for there were no > > more worlds to conquer." > > > > -Original Message- > > From: [E

Re: [hlcoders] Valve: WorldCraft Bug

2001-11-16 Thread Neale Roberts
Or an AUTOSAVE. God knows how long I've wanted that in Worldcraft.   Damnit, I BOUGHT Worldcraft (version 1.6). I have the right to demand it!!!   :) - Original Message - From: Oskar 'Zoot' Lindgren To: [EMAIL PROTECTED] Sent: Friday, November 16, 2001 9:00 PM

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Neale Roberts
Me? Commercial0?  HAHAAHAH!! I laugh at you. I could never hand code something commercial.   What's Ogg-vorbis? - Original Message - From: Neale Roberts Sent: Wednesday, November 14, 2001 4:27 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Pr

Re: [hlcoders] Problem with Client side animations

2001-11-14 Thread Neale Roberts
Isn't there a royalty issue with mp3 support? I suspect it probably won't affect free mods, but it's possibly worth considering Ogg-Vorbis as an alternative to mp3 if you do something commercial :)   - Original Message - From: Nathan Taylor To: HLCoders Sent: Wednesday,

Re: [hlcoders] General question

2001-11-12 Thread Neale Roberts
where but its there somewhere).   - Lakario   - Original Message - From: Neale Roberts Sent: Monday, November 12, 2001 5:18 PM To: [EMAIL PROTECTED] Subject: [hlcoders] General question   Not a co

Re: [hlcoders] General question

2001-11-12 Thread Neale Roberts
poll that came with hl 1108 on www.speakeasy.net (couldn't tell you where but its there somewhere).   - Lakario   - Original Message - From: Neale Roberts Sent: Monday, November 12, 2001 5:18 PM To: [EMAIL PROTECTED] Subject: [hlcoders] G

Re: [hlcoders] Fog Effects (again?!)

2001-11-12 Thread Neale Roberts
I believe we're going to integrate it into our mod (Eradicators). It certainly adds a lot more flexibility. Neale - Original Message - From: "Tim Holt" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 12, 2001 10:06 PM Subject: Re: [hlcoders] Fog Effects (again?!) > S

[hlcoders] General question

2001-11-12 Thread Neale Roberts
Not a coding question per se, but what do you all think about using higher system specs now that Half-Life is 3 years old? I'd say the average PC is significantly faster than then, so is it ethical now to require higher system specs for Half-Life mods? I'm talking about higher r_speeds for m

Re: [hlcoders] Fog Effects (again?!)

2001-11-12 Thread Neale Roberts
I thought there was a fog entity in the Spirit of Half-Life mod (http://spirit.valve-erc.com ) - Original Message - From: "bobby kwakkernaat" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 12, 2001 8:44 PM Subject: Re: [hlcoders] Fog Effects (again?!) > > -Origin