sdk ez mode?

either third party or not, something like starcraft mission editor, but for
counter-strike or tf2 ? :) incluidng the ez downloader and matchmaking,
perhaps with links to more advanced options as needed and code

including map editors based around terrain creation and object placement,
maybe many tools with varied lics , like a simcity-style terrain editor,
generators with brushes and flags, object drawers and copy & paste options,
as well as ways to create and share objects, including games based on making
and trading virtual items using realistic crafting systems such as
sawing/cutting, moulding, and other ways of shaping solid objects and
vertexes (pottery or mmo-character style to make guns n armor perhaps, or
shift style paint + custom parts), including more games based around tools
like left 4 dead level editor, or even games where players play as the
director ai that controls or dungeon masters a game session and gets player
erview points or something, with dual-playstyles and leveling options,
including dm and player unlocks and consistent character(s) options too

On Sun, Oct 23, 2011 at 12:00 PM,
<hlcoders-requ...@list.valvesoftware.com>wrote:

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>   1. Re: Position jitter in animations (Minh Le)
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> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sun, 23 Oct 2011 10:35:27 -0700
> From: Minh Le <minh...@telus.net>
> To: Discussion of Half-Life Programming
>        <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] Position jitter in animations
> Message-ID: <4ea4505f.2090...@telus.net>
> Content-Type: text/plain; charset="windows-1252"; Format="flowed"
>
> cool, thanks for uncovering that bug!
> I usually use LX, LY, LZ to extract root motion from the animation so
> that may be why I've not seen it in any of my animations.
>
>
> On 23/10/2011 5:38 AM, Maxime Lebled wrote:
> > Hello again,
> >
> > I found the cause of the problem yesterday. A single sequence that
> > goes far away from the origin will throw out the precision of all the
> > others!
> >
> > If I compiled 2 sequences that stayed close to 0,0,0, they would be
> > fine, but as soon as I added a third that went to 30k,0,0, the jitter
> > would be so strong the first two sequences would go all over the place.
> >
> > After further testing, the "long distance" sequences can be segregated
> > in another animation MDL, where they don't affect the others ? so you
> > can put an $include in the first mdl's QC.
> >
> >
> > /~Maxime Lebled <http://www.maxofs2d.net/>/
> >
> >
> >
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