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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
commit0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch)
tree2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2001-December
downloadnevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz
nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip
Initial commit
Diffstat (limited to 'pipermail/nel/2001-December')
-rw-r--r--pipermail/nel/2001-December/000772.html67
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-rw-r--r--pipermail/nel/2001-December/index.html420
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57 files changed, 6852 insertions, 0 deletions
diff --git a/pipermail/nel/2001-December/000772.html b/pipermail/nel/2001-December/000772.html
new file mode 100644
index 00000000..f76b8332
--- /dev/null
+++ b/pipermail/nel/2001-December/000772.html
@@ -0,0 +1,67 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] small bug, bug unforgivable design flaw</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:corvazier%40nevrax.com">
+
+ <LINK REL="Next" HREF="000773.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] small bug, bug unforgivable design flaw</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] small bug, bug unforgivable design flaw">corvazier@nevrax.com</A><BR>
+ <I>Mon, 3 Dec 2001 11:21:54 +0100</I>
+ <P><UL>
+
+ <LI> Next message: <A HREF="000773.html">[Nel] umm got some porblems , plz help =)</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#772">[ date ]</a>
+ <a href="thread.html#772">[ thread ]</a>
+ <a href="subject.html#772">[ subject ]</a>
+ <a href="author.html#772">[ author ]</a>
+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>Hi Vincent,
+
+I would like to thank you for your help and your advises regarding the mouse
+interface.
+
+Yes you're right, the best mouse implementation should use the mickey mode.
+A second implementation of the Events Emitter is planed in a near future.
+This will introduce new messages for all the input interfaces including
+mickey messages using Directinput and Dga.
+After this work, the client side code could be modified to virtualise the
+input regarding the user configuration.
+For the time, the one we use is only based on win32 and xlib basic messages
+so, it is not very smart. Sorry for this.
+
+Be sure we want a NeL Gnu/Linux implementation as good as possible. :-)
+Thanks again for your help.
+
+Best regards,
+
+Cyril Corvazier.
+
+
+
+</pre>
+
+
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
+
+ <LI> Next message: <A HREF="000773.html">[Nel] umm got some porblems , plz help =)</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#772">[ date ]</a>
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+ </LI>
+ </UL>
+</body></html>
diff --git a/pipermail/nel/2001-December/000773.html b/pipermail/nel/2001-December/000773.html
new file mode 100644
index 00000000..af936f1c
--- /dev/null
+++ b/pipermail/nel/2001-December/000773.html
@@ -0,0 +1,544 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] umm got some porblems , plz help =)</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:hubbster%40online.no">
+ <LINK REL="Previous" HREF="000772.html">
+ <LINK REL="Next" HREF="000774.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] umm got some porblems , plz help =)</H1>
+ <B>Stein Arve Berge</B>
+ <A HREF="mailto:hubbster%40online.no"
+ TITLE="[Nel] umm got some porblems , plz help =)">hubbster@online.no</A><BR>
+ <I>Wed, 5 Dec 2001 22:42:18 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw</A></li>
+ <LI> Next message: <A HREF="000774.html">[Nel] Landscape Building problems</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#773">[ date ]</a>
+ <a href="thread.html#773">[ thread ]</a>
+ <a href="subject.html#773">[ subject ]</a>
+ <a href="author.html#773">[ author ]</a>
+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>This is a multi-part message in MIME format.
+
+------=_NextPart_000_0007_01C17DDE.18205B70
+Content-Type: text/plain;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+Creating temporary file &quot;C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1D.tmp&quot; =
+with contents
+[
+/nologo /MD /W3 /GR /GX /Zi /O2 /D &quot;_MBCS&quot; /D &quot;_LIB&quot; /D &quot;WIN32&quot; /D =
+&quot;NDEBUG&quot; /D &quot;NL_RELEASE_DEBUG&quot; /Fp&quot;ReleaseDebug/misc.pch&quot; /YX =
+/Fo&quot;ReleaseDebug/&quot; /Fd&quot;ReleaseDebug/&quot; /FD /c=20
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\class_re=
+gistry.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\file.cpp=
+&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\mem_stre=
+am.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\stream.c=
+pp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\matrix.c=
+pp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\plane.cp=
+p&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\quat.cpp=
+&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\rect.cpp=
+&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vector.c=
+pp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vector_h=
+.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vectord.=
+cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\config_f=
+ile\config_file.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\config_f=
+ile\config_file.yacc.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\event_li=
+stener.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\event_se=
+rver.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\events.c=
+pp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\win_even=
+t_emitter.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\bit_set.=
+cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\class_id=
+.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\debug.cp=
+p&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\displaye=
+r.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\i18n.cpp=
+&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\log.cpp&quot;=
+
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\mutex.cp=
+p&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\path.cpp=
+&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\rgba.cpp=
+&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\smart_pt=
+r.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\system_i=
+nfo.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\task_man=
+ager.cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\time_nl.=
+cpp&quot;
+&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\win_thre=
+ad.cpp&quot;
+]
+Creating command line &quot;cl.exe =
+@C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1D.tmp&quot;=20
+Creating temporary file &quot;C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1E.tmp&quot; =
+with contents
+[
+/nologo /out:&quot;../lib/nlmisc_rd.lib&quot;=20
+.\ReleaseDebug\class_registry.obj
+.\ReleaseDebug\file.obj
+.\ReleaseDebug\mem_stream.obj
+.\ReleaseDebug\stream.obj
+.\ReleaseDebug\matrix.obj
+.\ReleaseDebug\plane.obj
+.\ReleaseDebug\quat.obj
+.\ReleaseDebug\rect.obj
+.\ReleaseDebug\vector.obj
+.\ReleaseDebug\vector_h.obj
+.\ReleaseDebug\vectord.obj
+.\ReleaseDebug\config_file.obj
+.\ReleaseDebug\config_file.lex.obj
+.\ReleaseDebug\config_file.yacc.obj
+.\ReleaseDebug\event_emitter.obj
+.\ReleaseDebug\event_listener.obj
+.\ReleaseDebug\event_server.obj
+.\ReleaseDebug\events.obj
+.\ReleaseDebug\win_event_emitter.obj
+.\ReleaseDebug\bit_set.obj
+.\ReleaseDebug\class_id.obj
+.\ReleaseDebug\debug.obj
+.\ReleaseDebug\displayer.obj
+.\ReleaseDebug\i18n.obj
+.\ReleaseDebug\log.obj
+.\ReleaseDebug\mutex.obj
+.\ReleaseDebug\path.obj
+.\ReleaseDebug\rgba.obj
+.\ReleaseDebug\smart_ptr.obj
+.\ReleaseDebug\system_info.obj
+.\ReleaseDebug\task_manager.obj
+.\ReleaseDebug\time_nl.obj
+.\ReleaseDebug\win_thread.obj
+]
+Creating command line &quot;link.exe -lib =
+@C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1E.tmp&quot;
+
+Output Window
+
+Compiling...
+class_registry.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\class_reg=
+istry.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/class_registry.h': No such file or directory
+file.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\file.cpp(=
+26) : fatal error C1083: Cannot open include file: 'nel/misc/file.h': No =
+such file or directory
+mem_stream.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\mem_strea=
+m.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/mem_stream.h': No such file or directory
+stream.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\stream.cp=
+p(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/stream.h': No such file or directory
+matrix.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\matrix.cp=
+p(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/matrix.h': No such file or directory
+plane.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\plane.cpp=
+(26) : fatal error C1083: Cannot open include file: 'nel/misc/plane.h': =
+No such file or directory
+quat.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\quat.cpp(=
+26) : fatal error C1083: Cannot open include file: 'nel/misc/quat.h': No =
+such file or directory
+rect.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\rect.cpp(=
+26) : fatal error C1083: Cannot open include file: 'nel/misc/rect.h': No =
+such file or directory
+vector.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vector.cp=
+p(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/vector.h': No such file or directory
+vector_h.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vector_h.=
+cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/vector_h.h': No such file or directory
+vectord.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vectord.c=
+pp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/vectord.h': No such file or directory
+config_file.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\config_fi=
+le\config_file.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/types_nl.h': No such file or directory
+config_file.yacc.cpp
+config_file.yacc(14) : fatal error C1083: Cannot open include file: =
+'nel/misc/config_file.h': No such file or directory
+event_listener.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\event_lis=
+tener.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/event_listener.h': No such file or directory
+event_server.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\event_ser=
+ver.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/event_server.h': No such file or directory
+events.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\events.cp=
+p(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/events.h': No such file or directory
+win_event_emitter.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\win_event=
+_emitter.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/events.h': No such file or directory
+bit_set.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\bit_set.c=
+pp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/bit_set.h': No such file or directory
+class_id.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\class_id.=
+cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/class_id.h': No such file or directory
+debug.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\debug.cpp=
+(26) : fatal error C1083: Cannot open include file: 'nel/misc/debug.h': =
+No such file or directory
+displayer.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\displayer=
+.cpp(32) : fatal error C1083: Cannot open include file: =
+'nel/misc/types_nl.h': No such file or directory
+i18n.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\i18n.cpp(=
+31) : fatal error C1083: Cannot open include file: 'nel/misc/i18n.h': No =
+such file or directory
+log.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\log.cpp(3=
+1) : fatal error C1083: Cannot open include file: =
+'nel/misc/displayer.h': No such file or directory
+mutex.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\mutex.cpp=
+(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/types_nl.h': No such file or directory
+path.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\path.cpp(=
+26) : fatal error C1083: Cannot open include file: 'nel/misc/path.h': No =
+such file or directory
+rgba.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\rgba.cpp(=
+26) : fatal error C1083: Cannot open include file: 'nel/misc/rgba.h': No =
+such file or directory
+smart_ptr.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\smart_ptr=
+.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/smart_ptr.h': No such file or directory
+system_info.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\system_in=
+fo.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/types_nl.h': No such file or directory
+task_manager.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\task_mana=
+ger.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/task_manager.h': No such file or directory
+time_nl.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\time_nl.c=
+pp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/types_nl.h': No such file or directory
+win_thread.cpp
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\win_threa=
+d.cpp(26) : fatal error C1083: Cannot open include file: =
+'nel/misc/types_nl.h': No such file or directory
+Error executing cl.exe.
+
+
+
+
+Results
+
+snowballs.exe - 31 error(s), 0 warning(s)
+
+
+yes im a newbie =3D)
+
+Feel free to mail me back : <A HREF="mailto:hubbster@online.no">hubbster@online.no</A>
+
+------=_NextPart_000_0007_01C17DDE.18205B70
+Content-Type: text/html;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
+&lt;HTML&gt;&lt;HEAD&gt;
+&lt;META http-equiv=3DContent-Type content=3D&quot;text/html; =
+charset=3Diso-8859-1&quot;&gt;
+&lt;META content=3D&quot;MSHTML 5.50.4522.1800&quot; name=3DGENERATOR&gt;
+&lt;STYLE&gt;&lt;/STYLE&gt;
+&lt;/HEAD&gt;
+&lt;BODY bgColor=3D#ffffff&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;FONT size=3D3&gt;Creating temporary file=20
+&quot;C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1D.tmp&quot; with =
+contents&lt;BR&gt;[&lt;BR&gt;/nologo /MD=20
+/W3 /GR /GX /Zi /O2 /D &quot;_MBCS&quot; /D &quot;_LIB&quot; /D &quot;WIN32&quot; /D &quot;NDEBUG&quot; /D=20
+&quot;NL_RELEASE_DEBUG&quot; /Fp&quot;ReleaseDebug/misc.pch&quot; /YX /Fo&quot;ReleaseDebug/&quot;=20
+/Fd&quot;ReleaseDebug/&quot; /FD /c=20
+&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\clas=
+s_registry.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\ne=
+l\src\misc\file.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\mem_stream.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\sno=
+wballs\client\nel\src\misc\stream.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\t=
+est\snowballs\client\nel\src\misc\matrix.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upm=
+morpg\test\snowballs\client\nel\src\misc\plane.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.c=
+om\upmmorpg\test\snowballs\client\nel\src\misc\quat.cpp&quot;&lt;BR&gt;&quot;E:\urbanpara=
+dox.com\upmmorpg\test\snowballs\client\nel\src\misc\rect.cpp&quot;&lt;BR&gt;&quot;E:\urba=
+nparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vector.cpp&quot;&lt;BR&gt;&quot;=
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\vector_h.=
+cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\=
+vectord.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\s=
+rc\misc\config_file\config_file.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\tes=
+t\snowballs\client\nel\src\misc\config_file\config_file.yacc.cpp&quot;&lt;BR&gt;&quot;E:\=
+urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\event_listen=
+er.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\mi=
+sc\event_server.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\events.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowbal=
+ls\client\nel\src\misc\win_event_emitter.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upm=
+morpg\test\snowballs\client\nel\src\misc\bit_set.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox=
+.com\upmmorpg\test\snowballs\client\nel\src\misc\class_id.cpp&quot;&lt;BR&gt;&quot;E:\urb=
+anparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\debug.cpp&quot;&lt;BR&gt;&quot;=
+E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\displayer=
+.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc=
+\i18n.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src=
+\misc\log.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel=
+\src\misc\mutex.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\path.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs=
+\client\nel\src\misc\rgba.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snow=
+balls\client\nel\src\misc\smart_ptr.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg=
+\test\snowballs\client\nel\src\misc\system_info.cpp&quot;&lt;BR&gt;&quot;E:\urbanparadox.=
+com\upmmorpg\test\snowballs\client\nel\src\misc\task_manager.cpp&quot;&lt;BR&gt;&quot;E:\=
+urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\time_nl.cpp&quot;=
+&lt;BR&gt;&quot;E:\urbanparadox.com\upmmorpg\test\snowballs\client\nel\src\misc\win_=
+thread.cpp&quot;&lt;BR&gt;]&lt;BR&gt;Creating=20
+command line &quot;cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1D.tmp&quot; =
+&lt;BR&gt;Creating=20
+temporary file &quot;C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1E.tmp&quot; with=20
+contents&lt;BR&gt;[&lt;BR&gt;/nologo /out:&quot;../lib/nlmisc_rd.lib&quot;=20
+&lt;BR&gt;.\ReleaseDebug\class_registry.obj&lt;BR&gt;.\ReleaseDebug\file.obj&lt;BR&gt;.\Rel=
+easeDebug\mem_stream.obj&lt;BR&gt;.\ReleaseDebug\stream.obj&lt;BR&gt;.\ReleaseDebug\m=
+atrix.obj&lt;BR&gt;.\ReleaseDebug\plane.obj&lt;BR&gt;.\ReleaseDebug\quat.obj&lt;BR&gt;.\Rel=
+easeDebug\rect.obj&lt;BR&gt;.\ReleaseDebug\vector.obj&lt;BR&gt;.\ReleaseDebug\vector_=
+h.obj&lt;BR&gt;.\ReleaseDebug\vectord.obj&lt;BR&gt;.\ReleaseDebug\config_file.obj&lt;BR&gt;=
+.\ReleaseDebug\config_file.lex.obj&lt;BR&gt;.\ReleaseDebug\config_file.yacc.obj=
+&lt;BR&gt;.\ReleaseDebug\event_emitter.obj&lt;BR&gt;.\ReleaseDebug\event_listener.obj=
+&lt;BR&gt;.\ReleaseDebug\event_server.obj&lt;BR&gt;.\ReleaseDebug\events.obj&lt;BR&gt;.\Rel=
+easeDebug\win_event_emitter.obj&lt;BR&gt;.\ReleaseDebug\bit_set.obj&lt;BR&gt;.\Releas=
+eDebug\class_id.obj&lt;BR&gt;.\ReleaseDebug\debug.obj&lt;BR&gt;.\ReleaseDebug\display=
+er.obj&lt;BR&gt;.\ReleaseDebug\i18n.obj&lt;BR&gt;.\ReleaseDebug\log.obj&lt;BR&gt;.\ReleaseD=
+ebug\mutex.obj&lt;BR&gt;.\ReleaseDebug\path.obj&lt;BR&gt;.\ReleaseDebug\rgba.obj&lt;BR&gt;.=
+\ReleaseDebug\smart_ptr.obj&lt;BR&gt;.\ReleaseDebug\system_info.obj&lt;BR&gt;.\Releas=
+eDebug\task_manager.obj&lt;BR&gt;.\ReleaseDebug\time_nl.obj&lt;BR&gt;.\ReleaseDebug\w=
+in_thread.obj&lt;BR&gt;]&lt;BR&gt;Creating command line &quot;link.exe -lib=20
+@C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP1E.tmp&quot;&lt;BR&gt;&lt;/DIV&gt;&lt;/FONT&gt;
+&lt;H3&gt;Output Window&lt;/H3&gt;
+&lt;DIV&gt;&lt;BR&gt;Compiling...&lt;BR&gt;class_registry.cpp&lt;BR&gt;E:\urbanparadox.com\upmmor=
+pg\test\snowballs\client\nel\src\misc\class_registry.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: =
+</I>'nel/misc/class_registry.h': No=20
+such file or=20
+directory&lt;BR&gt;file.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\file.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/file.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;mem_stream.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowball=
+s\client\nel\src\misc\mem_stream.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/mem_stream.h': =
+</I>No such=20
+file or=20
+directory&lt;BR&gt;stream.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cl=
+ient\nel\src\misc\stream.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/stream.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;matrix.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cl=
+ient\nel\src\misc\matrix.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/matrix.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;plane.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cli=
+ent\nel\src\misc\plane.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/plane.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;quat.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\quat.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/quat.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;rect.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\rect.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/rect.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;vector.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cl=
+ient\nel\src\misc\vector.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/vector.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;vector_h.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\=
+client\nel\src\misc\vector_h.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/vector_h.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;vectord.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\c=
+lient\nel\src\misc\vectord.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/vectord.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;config_file.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowbal=
+ls\client\nel\src\misc\config_file\config_file.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/types_nl.h': No =
+</I>such=20
+file or directory&lt;BR&gt;config_file.yacc.cpp&lt;BR&gt;config_file.yacc(14) : =
+fatal error=20
+C1083: Cannot open include file: 'nel/misc/config_file.h': No such file =
+or=20
+directory&lt;BR&gt;event_listener.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snow=
+balls\client\nel\src\misc\event_listener.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: =
+</I>'nel/misc/event_listener.h': No=20
+such file or=20
+directory&lt;BR&gt;event_server.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowba=
+lls\client\nel\src\misc\event_server.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: =
+</I>'nel/misc/event_server.h': No=20
+such file or=20
+directory&lt;BR&gt;events.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cl=
+ient\nel\src\misc\events.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/events.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;win_event_emitter.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\s=
+nowballs\client\nel\src\misc\win_event_emitter.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/events.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;bit_set.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\c=
+lient\nel\src\misc\bit_set.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/bit_set.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;class_id.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\=
+client\nel\src\misc\class_id.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/class_id.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;debug.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cli=
+ent\nel\src\misc\debug.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/debug.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;displayer.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs=
+\client\nel\src\misc\displayer.cpp(32)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/types_nl.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;i18n.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\i18n.cpp(31)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/i18n.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;log.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clien=
+t\nel\src\misc\log.cpp(31)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/displayer.h': =
+</I>No such=20
+file or=20
+directory&lt;BR&gt;mutex.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\cli=
+ent\nel\src\misc\mutex.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/types_nl.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;path.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\path.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/path.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;rgba.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\clie=
+nt\nel\src\misc\rgba.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/rgba.h': No =
+</I>such file=20
+or=20
+directory&lt;BR&gt;smart_ptr.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs=
+\client\nel\src\misc\smart_ptr.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/smart_ptr.h': =
+</I>No such=20
+file or=20
+directory&lt;BR&gt;system_info.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowbal=
+ls\client\nel\src\misc\system_info.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/types_nl.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;task_manager.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowba=
+lls\client\nel\src\misc\task_manager.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: =
+</I>'nel/misc/task_manager.h': No=20
+such file or=20
+directory&lt;BR&gt;time_nl.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowballs\c=
+lient\nel\src\misc\time_nl.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/types_nl.h': No =
+</I>such=20
+file or=20
+directory&lt;BR&gt;win_thread.cpp&lt;BR&gt;E:\urbanparadox.com\upmmorpg\test\snowball=
+s\client\nel\src\misc\win_thread.cpp(26)=20
+:<i> fatal error C1083: Cannot open include file: 'nel/misc/types_nl.h': No =
+</I>such=20
+file or directory&lt;BR&gt;Error executing cl.exe.&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;&lt;/DIV&gt;
+&lt;H3&gt;Results&lt;/H3&gt;
+&lt;DIV&gt;&lt;BR&gt;snowballs.exe - 31 error(s), 0 warning(s)&lt;BR&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;yes im a newbie =3D)&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;Feel free to mail me back : &lt;A=20
+href=3D&quot;mailto:<A HREF="mailto:hubbster@online.no">hubbster@online.no</A>&quot;&gt;<A HREF="mailto:hubbster@online.no">hubbster@online.no</A>&lt;/A&gt;&lt;/DIV&gt;&lt;/FONT&gt;&lt;/B=
+ODY&gt;&lt;/HTML&gt;
+
+------=_NextPart_000_0007_01C17DDE.18205B70--
+
+
+</pre>
+
+
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
+ <LI> Previous message: <A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw</A></li>
+ <LI> Next message: <A HREF="000774.html">[Nel] Landscape Building problems</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#773">[ date ]</a>
+ <a href="thread.html#773">[ thread ]</a>
+ <a href="subject.html#773">[ subject ]</a>
+ <a href="author.html#773">[ author ]</a>
+ </LI>
+ </UL>
+</body></html>
diff --git a/pipermail/nel/2001-December/000775.html b/pipermail/nel/2001-December/000775.html
new file mode 100644
index 00000000..7dbcce98
--- /dev/null
+++ b/pipermail/nel/2001-December/000775.html
@@ -0,0 +1,77 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Landscape Building problems</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:legros%40nevrax.com">
+ <LINK REL="Previous" HREF="000776.html">
+ <LINK REL="Next" HREF="000777.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Landscape Building problems</H1>
+ <B>Benjamin Legros</B>
+ <A HREF="mailto:legros%40nevrax.com"
+ TITLE="[Nel] Landscape Building problems">legros@nevrax.com</A><BR>
+ <I>Thu, 6 Dec 2001 12:28:50 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000776.html">[Nel] Landscape Building problems</A></li>
+ <LI> Next message: <A HREF="000777.html">[Nel] Feedback</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#775">[ date ]</a>
+ <a href="thread.html#775">[ thread ]</a>
+ <a href="subject.html#775">[ subject ]</a>
+ <a href="author.html#775">[ author ]</a>
+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>
+From: &quot;Róbert Bjarnason&quot; &lt;<A HREF="mailto:robert@in-orbit.net">robert@in-orbit.net</A>&gt;
+
+&gt;<i> The .rbank files don't seem to be working because I'm never
+</I>&gt;<i> snapped to ground on our landscape and can't move except
+</I>&gt;<i> with /goto.
+</I>
+
+According to the log file, it seems that the build process crashes at the
+tessellation pass :
+
+[...]
+01/12/04 23:01:37 INF 1928 build_surf.cpp 1186 : setup zone tessellation
+2306 10_AC
+[...]
+01/12/04 23:01:37 INF 1928 build_surf.cpp 1447 : Compute landscape
+tessellation
+01/12/04 23:01:37 INF 1928 build_surf.cpp 1450 : - load tile bank
+01/12/04 23:01:37 WRN 1928 common.cpp 392 : Exception will be launched: Path
+not found for warpstorm.smallbank
+01/12/04 23:01:37 INF 1928 main.cpp 241 : Total Span : 0
+01/12/04 23:01:37 INF 1928 main.cpp 242 : Total SpanList : 0
+01/12/04 23:01:37 INF 1928 main.cpp 325 : total computation time: 0 days, 0
+hours, 0 minutes and 0 seconds
+
+The builder doesn't find a path to the file 'warpstorm.smallbank'
+It should be located somewhere with the tile files...
+
+
+Benjamin.
+
+
+</pre>
+
+
+
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
+ <LI> Previous message: <A HREF="000776.html">[Nel] Landscape Building problems</A></li>
+ <LI> Next message: <A HREF="000777.html">[Nel] Feedback</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#775">[ date ]</a>
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+ <a href="subject.html#775">[ subject ]</a>
+ <a href="author.html#775">[ author ]</a>
+ </LI>
+ </UL>
+</body></html>
diff --git a/pipermail/nel/2001-December/000776.html b/pipermail/nel/2001-December/000776.html
new file mode 100644
index 00000000..5a694ddc
--- /dev/null
+++ b/pipermail/nel/2001-December/000776.html
@@ -0,0 +1,71 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Landscape Building problems</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:corvazier%40nevrax.com">
+ <LINK REL="Previous" HREF="000774.html">
+ <LINK REL="Next" HREF="000775.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Landscape Building problems</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Landscape Building problems">corvazier@nevrax.com</A><BR>
+ <I>Thu, 6 Dec 2001 10:37:05 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000774.html">[Nel] Landscape Building problems</A></li>
+ <LI> Next message: <A HREF="000775.html">[Nel] Landscape Building problems</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#776">[ date ]</a>
+ <a href="thread.html#776">[ thread ]</a>
+ <a href="subject.html#776">[ subject ]</a>
+ <a href="author.html#776">[ author ]</a>
+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>Hi Róbert, nice to see you again on the list :-)
+
+&gt;<i> When I run the client with our landscape the far textures
+</I>&gt;<i> look all strange, the landscape appears and disappears when
+</I>&gt;<i> I move around using /goto.
+</I>
+Perhaps it is the thread loading process that make some times to load new
+zones when you use /goto.
+
+&gt;<i> I also never see the near textures.
+</I>
+If you see arraws, it means the bitmap files are not found.
+Are you sure tiles are in a path directory of the client ?
+Can you check that your client use .dds tiles and not .tga tiles ? ( use
+CTileBank::makeAllExtensionDDS () )
+
+&gt;<i> The .rbank files don't seem to be working because I'm never
+</I>&gt;<i> snapped to ground on our landscape and can't move except
+</I>&gt;<i> with /goto.
+</I>
+I will ask my coworkers for this.
+
+Regards,
+
+Cyril Corvazier
+
+
+
+</pre>
+
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diff --git a/pipermail/nel/2001-December/000777.html b/pipermail/nel/2001-December/000777.html
new file mode 100644
index 00000000..95614756
--- /dev/null
+++ b/pipermail/nel/2001-December/000777.html
@@ -0,0 +1,122 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Feedback</TITLE>
+ <LINK REL="Index" HREF="index.html" >
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+ <LINK REL="Previous" HREF="000775.html">
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+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Feedback</H1>
+ <B>Arnaud Bienvenu</B>
+ <A HREF="mailto:arnaud.bienvenu%40via.ecp.fr"
+ TITLE="[Nel] Feedback">arnaud.bienvenu@via.ecp.fr</A><BR>
+ <I>Mon, 10 Dec 2001 11:00:41 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000775.html">[Nel] Landscape Building problems</A></li>
+ <LI> Next message: <A HREF="000798.html">[Nel] Feedback</A></li>
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+<!--beginarticle-->
+<PRE>Good morning,
+
+I just tried to compile and run nel/snowballs2 from today's CVS source under
+Linux Redhat 7.2. First I had to apply two tiny patches (see below), and
+then, trying to run snowballs :
+
+WRN 3133 dru.cpp 95 : when loading dynamic library 'libnel_drv_opengl.so':
+/usr/X11R6/lib/libICE.soh: shared object not open
+WRN 3133 common.cpp 392 : Exception will be launched: libnel_drv_opengl.so
+not found
+
+Actually, I have libICE.so, not libICE.soh ! Do you have any idea where this
+error could come from ? Even if I ln -s libICE.soh libICE.so, I get the same
+error. My libICE.so comes from XFree86-devel-4.1.0-3.
+
+Thank you for your attention,
+Arnaud Bienvenu
+
+PS : Please tell me if the patches below are useful for you. If yes, would
+you prefer to have them attached as text files ?
+
+Index: nel/src/3d/Makefile.am
+===================================================================
+RCS file: /home/cvsroot/code/nel/src/3d/Makefile.am,v
+retrieving revision 1.58
+diff -u -r1.58 Makefile.am
+--- nel/src/3d/Makefile.am 6 Dec 2001 17:03:03 -0000 1.58
++++ nel/src/3d/Makefile.am 10 Dec 2001 09:55:52 -0000
+@@ -180,11 +180,14 @@
+ transformable_user.h \
+ trav_scene.h \
+ vegetable.h \
++ vegetable_blend_layer_model.h \
+ vegetable_clip_block.h \
+ vegetable_def.h \
+ vegetable_instance_group.h \
+ vegetable_manager.h \
++ vegetable_quadrant.h \
+ vegetable_shape.h \
++ vegetable_sort_block.h \
+ vegetablevb_allocator.h \
+ vertex_buffer.h \
+ vertex_buffer_hard.h \
+@@ -369,11 +372,14 @@
+ transformable.cpp \
+ transformable_user.cpp \
+ vegetable.cpp \
++ vegetable_blend_layer_model.cpp \
+ vegetable_clip_block.cpp \
+ vegetable_def.cpp \
+ vegetable_instance_group.cpp \
+ vegetable_manager.cpp \
++ vegetable_quadrant.cpp \
+ vegetable_shape.cpp \
++ vegetable_sort_block.cpp \
+ vegetablevb_allocator.cpp \
+ vertex_buffer.cpp \
+ vertex_buffer_hard.cpp \
+
+
+Index: nel/src/3d/ps_mesh.cpp
+===================================================================
+RCS file: /home/cvsroot/code/nel/src/3d/ps_mesh.cpp,v
+retrieving revision 1.1
+diff -u -r1.1 ps_mesh.cpp
+--- nel/src/3d/ps_mesh.cpp 6 Dec 2001 16:51:49 -0000 1.1
++++ nel/src/3d/ps_mesh.cpp 10 Dec 2001 10:02:31 -0000
+@@ -840,7 +840,7 @@
+
+ //====================================================================================
+ // Private func used to force modulation on a material and to store the preious state
+-static inline ForceMaterialModulation(CMaterial &amp;destMat, CMaterial &amp;srcMat, uint8 modulatedStages)
++static inline void ForceMaterialModulation(CMaterial &amp;destMat, CMaterial &amp;srcMat, uint8 modulatedStages)
+ {
+ for (uint k = 0; k &lt; IDRV_MAT_MAXTEXTURES; ++k)
+ {
+
+</pre>
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000778.html b/pipermail/nel/2001-December/000778.html
new file mode 100644
index 00000000..6c741dea
--- /dev/null
+++ b/pipermail/nel/2001-December/000778.html
@@ -0,0 +1,69 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:skander%40WPI.EDU">
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+ <H1>[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit</H1>
+ <B>Kai Schutte</B>
+ <A HREF="mailto:skander%40WPI.EDU"
+ TITLE="[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit">skander@WPI.EDU</A><BR>
+ <I>Mon, 10 Dec 2001 20:13:32 -0500 (EST)</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000821.html">[Nel] Feedback</A></li>
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+<!--beginarticle-->
+<PRE>Hi,
+
+I'm trying to compile nel and snowballs, I've passed most hurdles, but
+this one is sticking...
+
+While compiling ps_util.cpp in nel\src\3d, VC++ 6 gives a fatal error
+C1076, internal heap limit reached. Full output is
+
+ps_util.cpp
+D:\SKANDER\STLPORT-4.5.1\STLPORT-4.5.1\STLPORT\stl/type_traits.h(339) :
+fatal error C1076: compiler limit : internal heap limit reached; use /Zm
+to specify a higher limit
+Error executing cl.exe.
+
+I tried adding the /Zm2000 option, but no luck...
+
+Can I get a hint?
+
+thanks,
+
+-Kai
+
+
+</pre>
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000779.html b/pipermail/nel/2001-December/000779.html
new file mode 100644
index 00000000..e1c62a26
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+++ b/pipermail/nel/2001-December/000779.html
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
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+ <TITLE> [Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit</TITLE>
+ <LINK REL="Index" HREF="index.html" >
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+ <H1>[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit">corvazier@nevrax.com</A><BR>
+ <I>Wed, 12 Dec 2001 10:13:57 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit</A></li>
+ <LI> Next message: <A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs</A></li>
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+<!--beginarticle-->
+<PRE>Hi,
+
+I had the same error yesterday. I have added the /Zm200 option in 3d.dsp and
+it seams to work. It should be on the CVS now.
+Big values passed to /Zm option lead to a visual crash.. /Zm100 is the
+default value (100% the default heap size)
+/Zm2000 is 2000% the default heap size ! :-)
+
+Thanks for the feedback,
+
+Cyril Corvazier
+
+&gt;<i> While compiling ps_util.cpp in nel\src\3d, VC++ 6 gives a fatal error
+</I>&gt;<i> C1076, internal heap limit reached. Full output is
+</I>&gt;<i>
+</I>&gt;<i> ps_util.cpp
+</I>&gt;<i> D:\SKANDER\STLPORT-4.5.1\STLPORT-4.5.1\STLPORT\stl/type_traits.h(339) :
+</I>&gt;<i> fatal error C1076: compiler limit : internal heap limit reached; use /Zm
+</I>&gt;<i> to specify a higher limit
+</I>&gt;<i> Error executing cl.exe.
+</I>&gt;<i>
+</I>&gt;<i> I tried adding the /Zm2000 option, but no luck...
+</I>
+
+
+</pre>
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000781.html b/pipermail/nel/2001-December/000781.html
new file mode 100644
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+++ b/pipermail/nel/2001-December/000781.html
@@ -0,0 +1,58 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
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+ <TITLE> [Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs</TITLE>
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+ </HEAD>
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+ <H1>[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs</H1>
+ <B>Vincent Caron</B>
+ <A HREF="mailto:v.caron%40zerodeux.net"
+ TITLE="[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs">v.caron@zerodeux.net</A><BR>
+ <I>12 Dec 2001 14:17:24 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs</A></li>
+ <LI> Next message: <A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)</A></li>
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+<!--beginarticle-->
+<PRE>On Wed, 2001-12-12 at 13:03, <A HREF="mailto:nicolas.boulay@ifrance.com">nicolas.boulay@ifrance.com</A> wrote:
+&gt;<i> I would to know what is the position of Nel (the
+</I>&gt;<i> graphic part) compare to SDL.
+</I>
+Something like 3 abstraction levels above SDL :)
+SDL is a low-level programming framework, while NeL is rather a
+high-level toolkit for game development. I guess the Nevrax guys will
+just ask you to read the doc (at least its outline) if you want to grasp
+the idea ... <A HREF="http://www.nevrax.org/docs/">http://www.nevrax.org/docs/</A>
+
+
+
+</pre>
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000782.html b/pipermail/nel/2001-December/000782.html
new file mode 100644
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+ <H1>[Nel] last compile difficulty I hope... (driver_opengl)</H1>
+ <B>Kai Schutte</B>
+ <A HREF="mailto:skander%40skander.com"
+ TITLE="[Nel] last compile difficulty I hope... (driver_opengl)">skander@skander.com</A><BR>
+ <I>Wed, 12 Dec 2001 12:59:01 -0500</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>This is a multi-part message in MIME format.
+
+------=_NextPart_000_000A_01C1830C.C53C3CB0
+Content-Type: text/plain;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+Hi,=20
+
+I got the 3d lib to compile. I was using the =
+code\snowballs2\snowballs2.dsw workspace, and maybe that's why it wasn't =
+working. I got 3d lib to compile fine under code\nel\nel.dsw.
+
+Okay, I got one more problem, and it seems to be associated with =
+&lt;GL/glext.h&gt; stuff...=20
+I downloaded and installed the &lt;GL/glext.h&gt; file from the SGI site.
+compiler output:
+
+driver_opengl.cpp
+D:\skander\code\nel\src\3d\driver\opengl\driver_opengl_extension.h(142) =
+:<i> error C2146: syntax error : missing ';' before identifier =
+</I>'glActiveTextureARB'
+D:\skander\code\nel\src\3d\driver\opengl\driver_opengl_extension.h(142) =
+:<i> fatal error C1004: unexpected end of file found
+</I>(repeated 9 times for the next 9 files)
+
+at line 142 in driver_opengl_extension.h you get:=20
+extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
+
+which refers to a &lt;GL/glext.h&gt; entry at line 1620:=20
+typedef void (APIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
+
+I would suppose that this is some sort of precompile error... I've tried =
+changing little things in the vacinity, but everything I did just =
+generated more compile errors.=20
+
+Have you bumped into this problem?=20
+
+thanks,=20
+-Kai
+
+------=_NextPart_000_000A_01C1830C.C53C3CB0
+Content-Type: text/html;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
+&lt;HTML&gt;&lt;HEAD&gt;
+&lt;META content=3D&quot;text/html; charset=3Diso-8859-1&quot; =
+http-equiv=3DContent-Type&gt;
+&lt;META content=3D&quot;MSHTML 5.00.3018.900&quot; name=3DGENERATOR&gt;
+&lt;STYLE&gt;&lt;/STYLE&gt;
+&lt;/HEAD&gt;
+&lt;BODY bgColor=3D#ffffff&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;Hi, &lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;I got the 3d lib to compile. I was =
+using the=20
+code\snowballs2\snowballs2.dsw workspace, and maybe that's why it wasn't =
+
+working. I got 3d lib to compile fine under =
+code\nel\nel.dsw.&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;Okay, I got one more problem, and it =
+seems to be=20
+associated with &amp;lt;GL/glext.h&amp;gt; stuff... &lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;I downloaded and installed the =
+&amp;lt;GL/glext.h&amp;gt;=20
+file from the SGI site.&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;compiler output:&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial=20
+size=3D2&gt;driver_opengl.cpp&lt;BR&gt;D:\skander\code\nel\src\3d\driver\opengl\dr=
+iver_opengl_extension.h(142)=20
+:<i> error C2146: syntax error : missing ';' before identifier=20
+</I>'glActiveTextureARB'&lt;BR&gt;D:\skander\code\nel\src\3d\driver\opengl\driver_o=
+pengl_extension.h(142)=20
+:<i> fatal error C1004: unexpected end of file found&lt;BR&gt;&lt;/FONT&gt;&lt;FONT =
+</I>face=3DArial=20
+size=3D2&gt;(repeated 9 times for the next 9 files)&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;at line 142 in =
+driver_opengl_extension.h you get:=20
+&lt;BR&gt;&lt;/FONT&gt;&lt;FONT face=3DArial size=3D2&gt;extern PFNGLACTIVETEXTUREARBPROC=20
+glActiveTextureARB;&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;which refers to a &amp;lt;GL/glext.h&amp;gt; =
+entry at line=20
+1620: &lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;typedef void (APIENTRY * =
+PFNGLACTIVETEXTUREARBPROC)=20
+(GLenum texture);&lt;BR&gt;&lt;/FONT&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;I would suppose that this is some sort =
+of=20
+precompile error... I've tried changing little things in the vacinity, =
+but=20
+everything I did just generated more compile errors. &lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;Have you bumped into this problem? =
+&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;thanks, &lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;-Kai&lt;/DIV&gt;&lt;/FONT&gt;&lt;/BODY&gt;&lt;/HTML&gt;
+
+------=_NextPart_000_000A_01C1830C.C53C3CB0--
+
+
+</pre>
+
+
+
+
+<!--endarticle-->
+ <HR>
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diff --git a/pipermail/nel/2001-December/000783.html b/pipermail/nel/2001-December/000783.html
new file mode 100644
index 00000000..bfc50235
--- /dev/null
+++ b/pipermail/nel/2001-December/000783.html
@@ -0,0 +1,153 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] last compile difficulty I hope... (driver_opengl)</TITLE>
+ <LINK REL="Index" HREF="index.html" >
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+ <LINK REL="Previous" HREF="000782.html">
+ <LINK REL="Next" HREF="000784.html">
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+ <H1>[Nel] last compile difficulty I hope... (driver_opengl)</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] last compile difficulty I hope... (driver_opengl)">corvazier@nevrax.com</A><BR>
+ <I>Wed, 12 Dec 2001 19:18:39 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)</A></li>
+ <LI> Next message: <A HREF="000784.html">[Nel] Landscapes without 3DSMax</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>This is a multi-part message in MIME format.
+
+------=_NextPart_000_00E3_01C18341.CE1CA060
+Content-Type: text/plain;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+Hi Kai,
+
+ driver_opengl.cpp
+ =
+D:\skander\code\nel\src\3d\driver\opengl\driver_opengl_extension.h(142) =
+:<i> error C2146: syntax error : missing ';' before identifier =
+</I>'glActiveTextureARB'
+ =
+D:\skander\code\nel\src\3d\driver\opengl\driver_opengl_extension.h(142) =
+:<i> fatal error C1004: unexpected end of file found
+</I> (repeated 9 times for the next 9 files)
+ =20
+ at line 142 in driver_opengl_extension.h you get:=20
+ extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
+
+I compile without any kind of problem with the current &lt;GL/glext.h&gt; file =
+available on the SGI site. (GL_GLEXT_VERSION =3D 7)
+Please make sure you have included the good file. If it is not the =
+problem, don't hesitate to post again.
+
+ which refers to a &lt;GL/glext.h&gt; entry at line 1620:=20
+ typedef void (APIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
+
+
+I have the same definition at the same line, and it is the only one.
+
+Regards,
+
+Cyril
+
+------=_NextPart_000_00E3_01C18341.CE1CA060
+Content-Type: text/html;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
+&lt;HTML&gt;&lt;HEAD&gt;
+&lt;META content=3D&quot;text/html; charset=3Diso-8859-1&quot; =
+http-equiv=3DContent-Type&gt;
+&lt;META content=3D&quot;MSHTML 5.00.3315.2870&quot; name=3DGENERATOR&gt;
+&lt;STYLE&gt;&lt;/STYLE&gt;
+&lt;/HEAD&gt;
+&lt;BODY bgColor=3D#ffffff&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;Hi Kai,&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;BLOCKQUOTE=20
+style=3D&quot;BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: =
+0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px&quot;&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial=20
+ =
+size=3D2&gt;driver_opengl.cpp&lt;BR&gt;D:\skander\code\nel\src\3d\driver\opengl\dr=
+iver_opengl_extension.h(142)=20
+ : error C2146: syntax error : missing ';' before identifier=20
+ =
+'glActiveTextureARB'&lt;BR&gt;D:\skander\code\nel\src\3d\driver\opengl\driver_o=
+pengl_extension.h(142)=20
+ : fatal error C1004: unexpected end of file found&lt;BR&gt;&lt;/FONT&gt;&lt;FONT =
+face=3DArial=20
+ size=3D2&gt;(repeated 9 times for the next 9 files)&lt;/FONT&gt;&lt;/DIV&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;at line 142 in =
+driver_opengl_extension.h you get:=20
+ &lt;BR&gt;&lt;/FONT&gt;&lt;FONT face=3DArial size=3D2&gt;extern =
+PFNGLACTIVETEXTUREARBPROC=20
+ glActiveTextureARB;&lt;/FONT&gt;&lt;/DIV&gt;
+ &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;&lt;/BLOCKQUOTE&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;I compile without any kind of problem =
+with the=20
+current &amp;lt;GL/glext.h&amp;gt; file available on the SGI site. =
+(GL_GLEXT_VERSION =3D=20
+7)&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;Please make sure you have included the =
+good file.=20
+If it is not the problem, don't hesitate to post=20
+again.&lt;/FONT&gt;&lt;/DIV&gt;&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;BLOCKQUOTE=20
+style=3D&quot;BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: =
+0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px&quot;&gt;
+ &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;which refers to a &amp;lt;GL/glext.h&amp;gt; =
+entry at=20
+ line 1620: &lt;/FONT&gt;&lt;/DIV&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;typedef void (APIENTRY *=20
+ PFNGLACTIVETEXTUREARBPROC) (GLenum texture);&lt;BR&gt;&lt;/FONT&gt;&lt;FONT =
+face=3DArial=20
+ size=3D2&gt;&lt;/FONT&gt;&lt;/DIV&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;&lt;/BLOCKQUOTE&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;I have the same definition at the same =
+line, and it=20
+is the only one.&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;Regards,&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;Cyril&lt;/DIV&gt;&lt;/DIV&gt;&lt;/FONT&gt;&lt;/BODY&gt;&lt;/HTML&gt;
+
+------=_NextPart_000_00E3_01C18341.CE1CA060--
+
+
+</pre>
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000784.html b/pipermail/nel/2001-December/000784.html
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+ <LINK REL="Index" HREF="index.html" >
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+ <H1>[Nel] Landscapes without 3DSMax</H1>
+ <B>Paul Siegel</B>
+ <A HREF="mailto:psiegel%40geneticanomalies.com"
+ TITLE="[Nel] Landscapes without 3DSMax">psiegel@geneticanomalies.com</A><BR>
+ <I>Wed, 12 Dec 2001 17:14:17 -0500</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000783.html">[Nel] last compile difficulty I hope... (driver_opengl)</A></li>
+ <LI> Next message: <A HREF="000786.html">[Nel] Landscapes without 3DSMax</A></li>
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+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>Hi everyone -
+
+I'm wondering if there's a way to build landscapes without 3D Studio Max.
+That's some pricey software just to do level editing. Is anything
+available, or being worked on? Or am I going to have to learn how to
+rewrite the max plugins for Blender?
+
+Paul
+
+
+</pre>
+
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000785.html b/pipermail/nel/2001-December/000785.html
new file mode 100644
index 00000000..19fcdd26
--- /dev/null
+++ b/pipermail/nel/2001-December/000785.html
@@ -0,0 +1,60 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Gamer question</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:froggy%40froggycorp.com">
+ <LINK REL="Previous" HREF="000789.html">
+ <LINK REL="Next" HREF="000787.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Gamer question</H1>
+ <B>froggy@froggycorp.com</B>
+ <A HREF="mailto:froggy%40froggycorp.com"
+ TITLE="[Nel] Gamer question">froggy@froggycorp.com</A><BR>
+ <I>Thu, 13 Dec 2001 14:33:36 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000789.html">[Nel] Landscapes without 3DSMax</A></li>
+ <LI> Next message: <A HREF="000787.html">[Nel] Gamer question</A></li>
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+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>Hello,
+
+The 3D engine seems to be cool but when could we try the
+game ? (Stupid question by a stupid gamer :) )
+
++
+
+PS : Little hello to the demoscene people who work in
+nevrax ;) (Ace, Hulud, and all i forgot)
+
+</pre>
+
+
+
+
+
+
+
+
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
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diff --git a/pipermail/nel/2001-December/000786.html b/pipermail/nel/2001-December/000786.html
new file mode 100644
index 00000000..815bdcc7
--- /dev/null
+++ b/pipermail/nel/2001-December/000786.html
@@ -0,0 +1,66 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Landscapes without 3DSMax</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:ahoyt%40packetport.com">
+ <LINK REL="Previous" HREF="000784.html">
+ <LINK REL="Next" HREF="000818.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Landscapes without 3DSMax</H1>
+ <B>Tony Hoyt</B>
+ <A HREF="mailto:ahoyt%40packetport.com"
+ TITLE="[Nel] Landscapes without 3DSMax">ahoyt@packetport.com</A><BR>
+ <I>Thu, 13 Dec 2001 08:41:20 -0500</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000784.html">[Nel] Landscapes without 3DSMax</A></li>
+ <LI> Next message: <A HREF="000818.html">[Nel] Landscapes without 3DSMax</A></li>
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+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>Paul Siegel wrote:
+&gt;<i>
+</I>&gt;<i> Hi everyone -
+</I>&gt;<i>
+</I>&gt;<i> I'm wondering if there's a way to build landscapes without 3D Studio Max.
+</I>&gt;<i> That's some pricey software just to do level editing. Is anything
+</I>&gt;<i> available, or being worked on? Or am I going to have to learn how to
+</I>&gt;<i> rewrite the max plugins for Blender?
+</I>
+ Blender is my choice as well for a good free alternative 3d editor.
+I'm not sure how you make plug-in's for Blender other then with python
+but if you can do it, I wish you all the best of luck. I think the
+problem with doing a port is that if your not able to see the original
+in action or see what library calls it's makeing, etc. It's going to be
+rough going. But if your serious about it, I'm willing to give a hand
+although I don't have 3D Studio Max as well.
+
+ Tony
+
+</pre>
+
+
+
+
+
+<!--endarticle-->
+ <HR>
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diff --git a/pipermail/nel/2001-December/000787.html b/pipermail/nel/2001-December/000787.html
new file mode 100644
index 00000000..625f315b
--- /dev/null
+++ b/pipermail/nel/2001-December/000787.html
@@ -0,0 +1,62 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Gamer question</TITLE>
+ <LINK REL="Index" HREF="index.html" >
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+ <LINK REL="Previous" HREF="000785.html">
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+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Gamer question</H1>
+ <B>Tony Hoyt</B>
+ <A HREF="mailto:ahoyt%40packetport.com"
+ TITLE="[Nel] Gamer question">ahoyt@packetport.com</A><BR>
+ <I>Thu, 13 Dec 2001 08:44:01 -0500</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000785.html">[Nel] Gamer question</A></li>
+ <LI> Next message: <A HREF="000788.html">[Nel] Gamer question</A></li>
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+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE><A HREF="mailto:froggy@froggycorp.com">froggy@froggycorp.com</A> wrote:
+&gt;<i> The 3D engine seems to be cool but when could we try the
+</I>&gt;<i> game ? (Stupid question by a stupid gamer :) )
+</I>
+ I assume your talking about the official game other then the Snowballs
+Demo? I would be curious to know just how much more there is in the
+Official game client compared to the Snowballs client. Now, here's a
+question. If the Nevrax makes a game with NEL, do they have to release
+the source or not? Does anyone who uses NEL actually have to release
+there code as long as they don't alter the NEL code itself.
+
+ Tony
+
+</pre>
+
+
+
+
+
+
+
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
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+ </LI>
+ </UL>
+</body></html>
diff --git a/pipermail/nel/2001-December/000788.html b/pipermail/nel/2001-December/000788.html
new file mode 100644
index 00000000..4406639a
--- /dev/null
+++ b/pipermail/nel/2001-December/000788.html
@@ -0,0 +1,72 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Gamer question</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:tanis%40mediacom.it">
+ <LINK REL="Previous" HREF="000787.html">
+ <LINK REL="Next" HREF="000790.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Gamer question</H1>
+ <B>Valerio Santinelli</B>
+ <A HREF="mailto:tanis%40mediacom.it"
+ TITLE="[Nel] Gamer question">tanis@mediacom.it</A><BR>
+ <I>Thu, 13 Dec 2001 15:08:09 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000787.html">[Nel] Gamer question</A></li>
+ <LI> Next message: <A HREF="000790.html">[Nel] Gamer question</A></li>
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+ <a href="author.html#788">[ author ]</a>
+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>&gt;<i> &gt; The 3D engine seems to be cool but when could we try the
+</I>&gt;<i> &gt; game ? (Stupid question by a stupid gamer :) )
+</I>&gt;<i>
+</I>&gt;<i> I assume your talking about the official game other then the Snowballs
+</I>&gt;<i> Demo? I would be curious to know just how much more there is in the
+</I>&gt;<i> Official game client compared to the Snowballs client. Now, here's a
+</I>&gt;<i> question. If the Nevrax makes a game with NEL, do they have to release
+</I>&gt;<i> the source or not? Does anyone who uses NEL actually have to release
+</I>&gt;<i> there code as long as they don't alter the NEL code itself.
+</I>
+You have not got to release the source code of your game since it uses NEL.
+But if you make any changes to NEL itself, then you're required to make them
+public.
+
+--
+Valerio Santinelli
+HateSeed.com Founder (<A HREF="http://www.hateseed.com">http://www.hateseed.com</A>)
+In Flames Italia Webmaster (<A HREF="http://www.inflames.it">http://www.inflames.it</A>)
+My Lab (<A HREF="http://tanis.hateseed.com">http://tanis.hateseed.com</A>)
+
+
+
+
+</pre>
+
+
+
+
+
+
+
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
+ <LI> Previous message: <A HREF="000787.html">[Nel] Gamer question</A></li>
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diff --git a/pipermail/nel/2001-December/000789.html b/pipermail/nel/2001-December/000789.html
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+ <H1>[Nel] Landscapes without 3DSMax</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Landscapes without 3DSMax">corvazier@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 15:13:03 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax</A></li>
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+<!--beginarticle-->
+<PRE>Hi Paul,
+
+&gt;<i> I'm wondering if there's a way to build landscapes without 3D Studio Max.
+</I>&gt;<i> That's some pricey software just to do level editing. Is anything
+</I>&gt;<i> available, or being worked on? Or am I going to have to learn how to
+</I>&gt;<i> rewrite the max plugins for Blender?
+</I>
+The NeL 3d library has several user level.
+
+Using the user interface (all u_headers.h in the 3d lib) of the library, you
+can only
+load and display a landscape. This level is used by the game developper to
+abstract
+the game engine from the technology implementation.
+
+Using the 3d lib at lowlevel (all the others header files) allow you to
+quilckly create patches and
+landscape zones. It is really simple to export some bezier quad patches from
+Blender
+(does blender have bezier patches ?) into a .zone file using a small plugin.
+Simple C++ classes
+are provided to &quot;Builb&quot; the &quot;.zone&quot; c++ objects. Then serialisation is used
+to save them
+in binary files.
+
+The hardest part is the patch painter that allow you to paint tiles, vertex
+color and
+displacement map over the landscape zone patches. At nevrax, this is done by
+the artists using
+a 3dsmax plugin (nel_patch_paint). If you can't use 3dsmax, you can perhaps
+generate
+the painting or rewrite a little ingame zone painter or why not, a blender
+painter plugin...
+You have to know that the painter algorithm that put tiles over the
+landscape is not trivial at all.
+If you are short on time, a good solution is to generate painting, as most
+of the heightfield
+landscapes do.
+
+The postprocess to weld the zones together and compute the lighting will
+stay the same
+as far as you generate &quot;.zone&quot; files.
+
+&gt;<i>
+</I>&gt;<i> Paul
+</I>&gt;<i>
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+</pre>
+
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000790.html b/pipermail/nel/2001-December/000790.html
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+ <H1>[Nel] Gamer question</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Gamer question">corvazier@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 15:23:47 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000788.html">[Nel] Gamer question</A></li>
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+<!--beginarticle-->
+<PRE>Hi Valerio,
+
+&gt;<i> You have not got to release the source code of your game since it uses
+</I>NEL.
+&gt;<i> But if you make any changes to NEL itself, then you're required to make
+</I>them
+&gt;<i> public.
+</I>
+No Valerio, you are wrong. :-)
+
+NeL is released under GPL license, not under the LGPL.
+
+In very quick words, it means that you have to release all the source code
+of your program under
+the GPL licence before it can be distributed.
+
+Cyril Corvazier
+
+
+
+</pre>
+
+
+
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000791.html b/pipermail/nel/2001-December/000791.html
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+ <H1>[Nel] Gamer question</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Gamer question">corvazier@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 15:30:22 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000793.html">[Nel] Gamer question</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>&gt;<i> I would be curious to know just how much more there is in the
+</I>&gt;<i> Official game client compared to the Snowballs client.
+</I>
+Don't forget the snwoball client have been written in 2 weeks. :-)
+
+Imagine the work done on the Ryzom client by our game developpers
+team working on it for a lot of monthes..
+
+&gt;<i> Does anyone who uses NEL actually have to release
+</I>&gt;<i> there code as long as they don't alter the NEL code itself.
+</I>
+At this question i can answer yes, by distributing a program using
+NeL, you have to release your source code.
+
+Cyril Corvazier.
+
+
+
+</pre>
+
+
+
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000792.html b/pipermail/nel/2001-December/000792.html
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+ <H1>[Nel] Gamer question</H1>
+ <B>Valerio Santinelli</B>
+ <A HREF="mailto:tanis%40mediacom.it"
+ TITLE="[Nel] Gamer question">tanis@mediacom.it</A><BR>
+ <I>Thu, 13 Dec 2001 15:42:53 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000791.html">[Nel] Gamer question</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>----- Original Message -----
+From: &quot;Cyril 'Hulud' Corvazier&quot; &lt;<A HREF="mailto:corvazier@nevrax.com">corvazier@nevrax.com</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Sent: Thursday, December 13, 2001 3:30 PM
+Subject: Re: [Nel] Gamer question
+
+
+&gt;<i> &gt; I would be curious to know just how much more there is in the
+</I>&gt;<i> &gt; Official game client compared to the Snowballs client.
+</I>&gt;<i>
+</I>&gt;<i> Don't forget the snwoball client have been written in 2 weeks. :-)
+</I>&gt;<i>
+</I>&gt;<i> Imagine the work done on the Ryzom client by our game developpers
+</I>&gt;<i> team working on it for a lot of monthes..
+</I>&gt;<i>
+</I>&gt;<i> &gt; Does anyone who uses NEL actually have to release
+</I>&gt;<i> &gt; there code as long as they don't alter the NEL code itself.
+</I>&gt;<i>
+</I>&gt;<i> At this question i can answer yes, by distributing a program using
+</I>&gt;<i> NeL, you have to release your source code.
+</I>
+Does this mean that you should also release the source code of Ryzom
+client??
+
+--
+Valerio Santinelli
+HateSeed.com Founder (<A HREF="http://www.hateseed.com">http://www.hateseed.com</A>)
+In Flames Italia Webmaster (<A HREF="http://www.inflames.it">http://www.inflames.it</A>)
+My Lab (<A HREF="http://tanis.hateseed.com">http://tanis.hateseed.com</A>)
+
+
+
+
+</pre>
+
+
+
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000793.html b/pipermail/nel/2001-December/000793.html
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+ <H1>[Nel] Gamer question</H1>
+ <B>Valerio Santinelli</B>
+ <A HREF="mailto:tanis%40mediacom.it"
+ TITLE="[Nel] Gamer question">tanis@mediacom.it</A><BR>
+ <I>Thu, 13 Dec 2001 15:44:08 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000790.html">[Nel] Gamer question</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>----- Original Message -----
+From: &quot;Cyril 'Hulud' Corvazier&quot; &lt;<A HREF="mailto:corvazier@nevrax.com">corvazier@nevrax.com</A>&gt;
+&gt;<i> &gt; You have not got to release the source code of your game since it uses
+</I>&gt;<i> NEL.
+</I>&gt;<i> &gt; But if you make any changes to NEL itself, then you're required to make
+</I>&gt;<i> them
+</I>&gt;<i> &gt; public.
+</I>&gt;<i>
+</I>&gt;<i> No Valerio, you are wrong. :-)
+</I>&gt;<i>
+</I>&gt;<i> NeL is released under GPL license, not under the LGPL.
+</I>&gt;<i>
+</I>&gt;<i> In very quick words, it means that you have to release all the source code
+</I>&gt;<i> of your program under
+</I>&gt;<i> the GPL licence before it can be distributed.
+</I>
+
+I was discussing this with Ace a few moments ago. Yes, you're right, I was
+confusing between GPL and LGPL. :)
+
+--
+Valerio Santinelli
+HateSeed.com Founder (<A HREF="http://www.hateseed.com">http://www.hateseed.com</A>)
+In Flames Italia Webmaster (<A HREF="http://www.inflames.it">http://www.inflames.it</A>)
+My Lab (<A HREF="http://tanis.hateseed.com">http://tanis.hateseed.com</A>)
+
+
+
+
+</pre>
+
+
+
+
+
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+ <H1>[Nel] Gamer question</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Gamer question">corvazier@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 15:54:09 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000812.html">[Nel] Using GCC? -- was: GPL specifics</A></li>
+ <LI> Next message: <A HREF="000796.html">[Nel] TCP vs UDP</A></li>
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+<!--beginarticle-->
+<PRE>&gt;<i> Does this mean that you should also release the source code of Ryzom
+</I>&gt;<i> client??
+</I>
+Yes, as Ryzom client uses GPL source code, we will release its source
+code too.
+
+Cyril.
+
+
+
+</pre>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000796.html b/pipermail/nel/2001-December/000796.html
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@@ -0,0 +1,74 @@
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+ <HEAD>
+ <TITLE> [Nel] TCP vs UDP</TITLE>
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+ <H1>[Nel] TCP vs UDP</H1>
+ <B>nicolas.boulay@ifrance.com</B>
+ <A HREF="mailto:nicolas.boulay%40ifrance.com"
+ TITLE="[Nel] TCP vs UDP">nicolas.boulay@ifrance.com</A><BR>
+ <I>Thu, 13 Dec 2001 17:05:28 GMT</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000795.html">[Nel] Gamer question</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>In June/Jully, there is a great thread about TCP vs
+UDP. I would like to know where goes the debat.
+
+TCP+UDP use ? Custom UDP protocol ?
+
+nicO
+
+
+______________________________________________________________________________
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+
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+</pre>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+ <H1>[Nel] TCP vs UDP</H1>
+ <B>Vianney Lecroart</B>
+ <A HREF="mailto:lecroart%40nevrax.com"
+ TITLE="[Nel] TCP vs UDP">lecroart@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 18:23:54 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000796.html">[Nel] TCP vs UDP</A></li>
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+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>&gt;<i> TCP+UDP use ? Custom UDP protocol ?
+</I>
+Server to server communication use TCP with 5 NeL layer abstraction (on
+LAN).
+Server to client and client to server communcations use UDP wrapper in NeL
+(CUdpSock).
+
+Vianney Lecroart
+---
+lead network programmer / nevrax.com
+icq#: 6870415
+homepage: <A HREF="http://ace.planet-d.net">http://ace.planet-d.net</A>
+www.geekcode.com: GCS/E d- s+++: a-- C+++$ UL++ P- L+++&gt;+$ E+&gt;- W++ N+ o? K-
+w++$ O- M- V- PS- PE? Y PGP t 5? X+ R- tv++ b- DI D+ G e++ h+ r-- y?
+
+
+
+</pre>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000798.html b/pipermail/nel/2001-December/000798.html
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+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Feedback</TITLE>
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+ <H1>[Nel] Feedback</H1>
+ <B>Cedric Valignat</B>
+ <A HREF="mailto:valignat%40nevrax.com"
+ TITLE="[Nel] Feedback">valignat@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 19:10:15 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000777.html">[Nel] Feedback</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>Hi Arnaud,
+
+Arnaud Bienvenu wrote:
+&gt;<i>
+</I>&gt;<i> Actually, I have libICE.so, not libICE.soh ! Do you have any idea where this
+</I>&gt;<i> error could come from ? Even if I ln -s libICE.soh libICE.so, I get the same
+</I>&gt;<i> error. My libICE.so comes from XFree86-devel-4.1.0-3.
+</I>
+Sorry but i i have no clue for that problem :-(
+
+&gt;<i> PS : Please tell me if the patches below are useful for you. If yes, would
+</I>&gt;<i> you prefer to have them attached as text files ?
+</I>
+I applied the first patch, the second one was already applied when a
+took a look on ii.
+
+If the patches are small you can do it like that, otherwise that will be
+better to have them as attachments.
+
+
+Thanks a lot for your help.
+
+
+Cedric.
+
+
+</pre>
+
+
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diff --git a/pipermail/nel/2001-December/000799.html b/pipermail/nel/2001-December/000799.html
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+<HTML>
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+ <H1>[Nel] small bug, bug unforgivable design flaw</H1>
+ <B>Cedric Valignat</B>
+ <A HREF="mailto:valignat%40nevrax.com"
+ TITLE="[Nel] small bug, bug unforgivable design flaw">valignat@nevrax.com</A><BR>
+ <I>Thu, 13 Dec 2001 19:13:33 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000797.html">[Nel] TCP vs UDP</A></li>
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+<!--beginarticle-->
+<PRE>Hi Vincent,
+
+I applied your patch.
+
+Thanks a lot for the help,
+
+
+Cedric.
+
+
+</pre>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000801.html b/pipermail/nel/2001-December/000801.html
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+ <H1>GPL specifics -- was: [Nel] Gamer question</H1>
+ <B>zen</B>
+ <A HREF="mailto:zen%40lapisonline.com"
+ TITLE="GPL specifics -- was: [Nel] Gamer question">zen@lapisonline.com</A><BR>
+ <I>Fri, 14 Dec 2001 10:31:20 +0800</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000800.html">GPL specifics -- was: [Nel] Gamer question</A></li>
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+<!--beginarticle-->
+<PRE>Hi Kai,
+
+To my understanding, you don't have to release the source code if you don't
+sell it, according to GPL. Surely you may release the code in development,
+but it's not obligatory.
+
+Keep up the good work, guys.
+
+----- Original Message -----
+From: &quot;Kai Schutte&quot; &lt;<A HREF="mailto:skander@WPI.EDU">skander@WPI.EDU</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Sent: Friday, December 14, 2001 8:07 AM
+Subject: GPL specifics -- was: [Nel] Gamer question
+
+
+&gt;<i>
+</I>&gt;<i> On Thursday 13 December 2001 09:49, Vincent Archer wrote:
+</I>&gt;<i> &gt; Whenever you get a GPLed program (and the license on the NeL library
+</I>&gt;<i> &gt; is such that a program linked to it must be GPL too), under any form,
+</I>&gt;<i> &gt; you must also be able to access/request/get a copy of the source.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; So anybody who has a Ryzom client has the right to access the source.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; Of course, until there IS an official client, almost no one outside
+</I>&gt;<i> &gt; Nevrax has that right :)
+</I>&gt;<i>
+</I>&gt;<i> I don't want to drag this out eternally, but I see a little lapse of
+</I>&gt;<i> reasoning. Technically speaking, the development version of Ryzom is
+</I>probably
+&gt;<i> currently being linked and tested with NeL, therefore, Ryzom must inherit
+</I>the
+&gt;<i> GPL.
+</I>&gt;<i> Therefore, the current development code is in the public domain, therefore
+</I>&gt;<i> should be published. Of course, I understand your need to keep Ryzom
+</I>&quot;secret&quot;
+&gt;<i> until it is done, releasable and sellable, so that you can put food on
+</I>your
+&gt;<i> plates (and buy big cars for your Venture Capital people), yet, isn't this
+</I>&gt;<i> secrecy a violation of the GPL, since Ryzom is GPL'd?
+</I>&gt;<i>
+</I>&gt;<i> Wouldn't it be better then, for Nevrax, if NeL was LGPL, and thereby
+</I>making
+&gt;<i> it legal (or rather, in accordance to the GPL) for you to keep Ryzom from
+</I>&gt;<i> public eyes?
+</I>&gt;<i>
+</I>&gt;<i> Just thinking out loud...
+</I>&gt;<i>
+</I>&gt;<i> -Kai
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+</pre>
+
+
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000803.html b/pipermail/nel/2001-December/000803.html
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+ <H1>GPL specifics -- was: [Nel] Gamer question</H1>
+ <B>J C Lawrence</B>
+ <A HREF="mailto:claw%40kanga.nu"
+ TITLE="GPL specifics -- was: [Nel] Gamer question">claw@kanga.nu</A><BR>
+ <I>Thu, 13 Dec 2001 19:54:03 -0800</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000802.html">GPL specifics -- was: [Nel] Gamer question</A></li>
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+<!--beginarticle-->
+<PRE>On Fri, 14 Dec 2001 10:31:20 +0800
+zen &lt;<A HREF="mailto:zen@lapisonline.com">zen@lapisonline.com</A>&gt; wrote:
+
+&gt;<i> Hi Kai, To my understanding, you don't have to release the source
+</I>&gt;<i> code if you don't sell it, according to GPL. Surely you may
+</I>&gt;<i> release the code in development, but it's not obligatory.
+</I>
+As soon as you distribute the product, which essentially means that
+you give, transfer, or otherwise provide it to someone else than
+yourself or your development team, you must grant that person full
+access to all the relevant sources. No more, no less. The GPL
+infects on distribution and only on distribution.
+
+--
+J C Lawrence
+---------(*) Satan, oscillate my metallic sonatas.
+<A HREF="mailto:claw@kanga.nu">claw@kanga.nu</A> He lived as a devil, eh?
+<A HREF="http://www.kanga.nu/~claw/">http://www.kanga.nu/~claw/</A> Evil is a name of a foeman, as I live.
+
+</pre>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000806.html b/pipermail/nel/2001-December/000806.html
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+ <H1>GPL specifics -- was: [Nel] Gamer question</H1>
+ <B>Vincent Archer</B>
+ <A HREF="mailto:archer%40frmug.org"
+ TITLE="GPL specifics -- was: [Nel] Gamer question">archer@frmug.org</A><BR>
+ <I>Fri, 14 Dec 2001 10:19:52 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000804.html">GPL specifics -- was: [Nel] Gamer question</A></li>
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+<!--beginarticle-->
+<PRE>According to Kai Schutte:
+&gt;<i> On Thursday 13 December 2001 09:49, Vincent Archer wrote:
+</I>&gt;<i> &gt; Whenever you get a GPLed program (and the license on the NeL library
+</I>&gt;<i> &gt; is such that a program linked to it must be GPL too), under any form,
+</I>&gt;<i> &gt; you must also be able to access/request/get a copy of the source.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; So anybody who has a Ryzom client has the right to access the source.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; Of course, until there IS an official client, almost no one outside
+</I>&gt;<i> &gt; Nevrax has that right :)
+</I>&gt;<i>
+</I>&gt;<i> I don't want to drag this out eternally, but I see a little lapse of
+</I>&gt;<i> reasoning. Technically speaking, the development version of Ryzom is probably
+</I>&gt;<i> currently being linked and tested with NeL, therefore, Ryzom must inherit the
+</I>&gt;<i> GPL.
+</I>&gt;<i> Therefore, the current development code is in the public domain, therefore
+</I>&gt;<i> should be published. Of course, I understand your need to keep Ryzom &quot;secret&quot;
+</I>&gt;<i> until it is done, releasable and sellable, so that you can put food on your
+</I>&gt;<i> plates (and buy big cars for your Venture Capital people), yet, isn't this
+</I>&gt;<i> secrecy a violation of the GPL, since Ryzom is GPL'd?
+</I>
+It is not. A violation that is.
+
+I know the GPL is an awful amount of legalese, and, like any legal-jargon
+document, people chiefly know its intent, and not its phrasing.
+
+But the GPL does not force you to release anything.
+
+What the GPL forces you is that, *if* you release any GPL program/library,
+its sources MUST be available (and describes the minimum requirement for
+this availability, i.e. you can't claim the sources are available but you
+need to come to the Tuvalu Islands, wait 3 months of quarantine, and read
+them on a dot-matrix printer listing with surgical gloves on).
+
+Note the &quot;if&quot;.
+
+As long as *you* don't have a Ryzom client, *you* are not entitled to ask
+for the sources. A company may very well decide to take a GPL piece of
+software, and use it to write a program it uses internally, and no one
+can come up front and ask for that program's sources. If the company
+uses it internally only, the only legal obligation of source disclosure
+is to the people who have the program, i.e. its own employees.
+
+Of course, the example shown above works as long as the program remains
+inside. Other parts of the GPL allow any employee to pick the internal
+programs, use it to write its own GPL variation, and distribute said
+variation outside of the company, distributing the base source in the
+same way, and there's nothing the company could do to prevent exposure.
+
+But, in Nevrax's case, it's not important, since the program will end
+up available to the public, and when it does, the sources will be.
+
+&gt;<i> Wouldn't it be better then, for Nevrax, if NeL was LGPL, and thereby making
+</I>&gt;<i> it legal (or rather, in accordance to the GPL) for you to keep Ryzom from
+</I>&gt;<i> public eyes?
+</I>
+As long as no one outside of Nevrax has Ryzom, the strictures of the GPL
+are respected.
+
+Yeah, I know, we're impatient :)
+--
+ Vincent Archer Email: <A HREF="mailto:archer@frmug.org">archer@frmug.org</A>
+
+All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
+ (Woody Allen)
+
+</pre>
+
+
+
+
+
+
+
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+ <H1>GPL specifics -- was: [Nel] Gamer question</H1>
+ <B>Vincent Archer</B>
+ <A HREF="mailto:archer%40frmug.org"
+ TITLE="GPL specifics -- was: [Nel] Gamer question">archer@frmug.org</A><BR>
+ <I>Fri, 14 Dec 2001 10:23:21 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000805.html">GPL specifics -- was: [Nel] Gamer question</A></li>
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+<!--beginarticle-->
+<PRE>According to zen:
+&gt;<i> Hi Kai,
+</I>&gt;<i>
+</I>&gt;<i> To my understanding, you don't have to release the source code if you don't
+</I>&gt;<i> sell it, according to GPL. Surely you may release the code in development,
+</I>&gt;<i> but it's not obligatory.
+</I>
+It's not &quot;sell&quot;, it's &quot;distribute&quot;. Even if you distribute it for free
+on some web site with anonymous public access, it's distribution, and the
+source must be available.
+
+A lot of projects release their source during development, but that's
+because they're highly distributed in nature, and it works better. The
+Ryzom team is working out of the same offices, and probably doesn't
+have the time to look at most would-be contributions at this stage.
+
+Once the initial release is done, they'll have time to further cooperate
+with the rest of the people out there.
+
+--
+ Vincent Archer Email: <A HREF="mailto:archer@frmug.org">archer@frmug.org</A>
+
+All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
+ (Woody Allen)
+
+</pre>
+
+
+
+
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+ <H1>GPL specifics -- was: [Nel] Gamer question</H1>
+ <B>Vianney Lecroart</B>
+ <A HREF="mailto:lecroart%40nevrax.com"
+ TITLE="GPL specifics -- was: [Nel] Gamer question">lecroart@nevrax.com</A><BR>
+ <I>Fri, 14 Dec 2001 10:30:36 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000806.html">GPL specifics -- was: [Nel] Gamer question</A></li>
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+<PRE>Hi,
+
+&gt;<i> Of course, I understand your need to keep Ryzom &quot;secret&quot;
+</I>&gt;<i> until it is done, releasable and sellable, so that you can put food on
+</I>your
+&gt;<i> plates (and buy big cars for your Venture Capital people), yet, isn't this
+</I>&gt;<i> secrecy a violation of the GPL, since Ryzom is GPL'd?
+</I>
+No it isn't. If oneday, we *distribute* Ryzom program and if Ryzom uses a
+GPL library, in this case, we have to give the source of Ryzom. But today,
+we don't distribute Ryzom, so we don't have to give the source. Look the GPL
+licence, it's based on distribution.
+
+Vianney Lecroart
+---
+lead network programmer / nevrax.com
+icq#: 6870415
+homepage: <A HREF="http://ace.planet-d.net">http://ace.planet-d.net</A>
+www.geekcode.com: GCS/E d- s+++: a-- C+++$ UL++ P- L+++&gt;+$ E+&gt;- W++ N+ o? K-
+w++$ O- M- V- PS- PE? Y PGP t 5? X+ R- tv++ b- DI D+ G e++ h+ r-- y?
+
+----- Original Message -----
+From: &quot;Kai Schutte&quot; &lt;<A HREF="mailto:skander@WPI.EDU">skander@WPI.EDU</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Sent: Friday, December 14, 2001 1:07 AM
+Subject: GPL specifics -- was: [Nel] Gamer question
+
+
+&gt;<i>
+</I>&gt;<i> On Thursday 13 December 2001 09:49, Vincent Archer wrote:
+</I>&gt;<i> &gt; Whenever you get a GPLed program (and the license on the NeL library
+</I>&gt;<i> &gt; is such that a program linked to it must be GPL too), under any form,
+</I>&gt;<i> &gt; you must also be able to access/request/get a copy of the source.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; So anybody who has a Ryzom client has the right to access the source.
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; Of course, until there IS an official client, almost no one outside
+</I>&gt;<i> &gt; Nevrax has that right :)
+</I>&gt;<i>
+</I>&gt;<i> I don't want to drag this out eternally, but I see a little lapse of
+</I>&gt;<i> reasoning. Technically speaking, the development version of Ryzom is
+</I>probably
+&gt;<i> currently being linked and tested with NeL, therefore, Ryzom must inherit
+</I>the
+&gt;<i> GPL.
+</I>&gt;<i> Therefore, the current development code is in the public domain, therefore
+</I>&gt;<i> should be published. Of course, I understand your need to keep Ryzom
+</I>&quot;secret&quot;
+&gt;<i> until it is done, releasable and sellable, so that you can put food on
+</I>your
+&gt;<i> plates (and buy big cars for your Venture Capital people), yet, isn't this
+</I>&gt;<i> secrecy a violation of the GPL, since Ryzom is GPL'd?
+</I>&gt;<i>
+</I>&gt;<i> Wouldn't it be better then, for Nevrax, if NeL was LGPL, and thereby
+</I>making
+&gt;<i> it legal (or rather, in accordance to the GPL) for you to keep Ryzom from
+</I>&gt;<i> public eyes?
+</I>&gt;<i>
+</I>&gt;<i> Just thinking out loud...
+</I>&gt;<i>
+</I>&gt;<i> -Kai
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+</pre>
+
+
+
+
+
+
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+ <H1>GPL specifics -- was: [Nel] Gamer question</H1>
+ <B>zen</B>
+ <A HREF="mailto:zen%40lapisonline.com"
+ TITLE="GPL specifics -- was: [Nel] Gamer question">zen@lapisonline.com</A><BR>
+ <I>Fri, 14 Dec 2001 21:28:50 +0800</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000807.html">GPL specifics -- was: [Nel] Gamer question</A></li>
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+<PRE>Thank you guys, for enlightening me 8-). I neglected the keyword
+'distrubte'.
+
+Zen Jean
+----- Original Message -----
+From: &quot;Vincent Archer&quot; &lt;<A HREF="mailto:archer@frmug.org">archer@frmug.org</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Sent: Friday, December 14, 2001 5:23 PM
+Subject: Re: GPL specifics -- was: [Nel] Gamer question
+
+
+&gt;<i> According to zen:
+</I>&gt;<i> &gt; Hi Kai,
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; To my understanding, you don't have to release the source code if you
+</I>don't
+&gt;<i> &gt; sell it, according to GPL. Surely you may release the code in
+</I>development,
+&gt;<i> &gt; but it's not obligatory.
+</I>&gt;<i>
+</I>&gt;<i> It's not &quot;sell&quot;, it's &quot;distribute&quot;. Even if you distribute it for free
+</I>&gt;<i> on some web site with anonymous public access, it's distribution, and the
+</I>&gt;<i> source must be available.
+</I>&gt;<i>
+</I>&gt;<i> A lot of projects release their source during development, but that's
+</I>&gt;<i> because they're highly distributed in nature, and it works better. The
+</I>&gt;<i> Ryzom team is working out of the same offices, and probably doesn't
+</I>&gt;<i> have the time to look at most would-be contributions at this stage.
+</I>&gt;<i>
+</I>&gt;<i> Once the initial release is done, they'll have time to further cooperate
+</I>&gt;<i> with the rest of the people out there.
+</I>&gt;<i>
+</I>&gt;<i> --
+</I>&gt;<i> Vincent Archer Email: <A HREF="mailto:archer@frmug.org">archer@frmug.org</A>
+</I>&gt;<i>
+</I>&gt;<i> All men are mortal. Socrates was mortal. Therefore, all men are
+</I>Socrates.
+&gt;<i> (Woody Allen)
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+</pre>
+
+
+
+
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+ <H1>[Nel] Using GCC? -- was: GPL specifics</H1>
+ <B>Cyril 'Hulud' Corvazier</B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Using GCC? -- was: GPL specifics">corvazier@nevrax.com</A><BR>
+ <I>Fri, 14 Dec 2001 14:34:52 +0100</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>&gt;<i> Okay well I hate to go slightly off topic here but this is a question
+</I>&gt;<i> that I need to ask since we're talking about all GPL, LGPL, etc. Where
+</I>&gt;<i> does building an application with gcc fall into all of this? I write a
+</I>&gt;<i> program, build it with gcc or g++ and plan to sell it to other users.
+</I>&gt;<i> But, I don't want to distribute the source of the application. Can I
+</I>&gt;<i> still use gcc/g++? or am I forced to find an alternative compiler such
+</I>&gt;<i> as VisualC for windows or a unix specific compiler for unix variants?
+</I>
+Yes you can use GCC to compile proprietary softwares (else most of
+the playstation, GBA etc.. games are GPL :-) ), only software including
+GPL code become GPL itself, not the product of GPLed software.
+
+Cyril Corvazier.
+
+
+
+</pre>
+
+
+
+
+
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+ <H1>[Nel] Using GCC? -- was: GPL specifics</H1>
+ <B>Vincent Archer</B>
+ <A HREF="mailto:archer%40frmug.org"
+ TITLE="[Nel] Using GCC? -- was: GPL specifics">archer@frmug.org</A><BR>
+ <I>Fri, 14 Dec 2001 14:41:33 +0100</I>
+ <P><UL>
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+<PRE>According to Tony Hoyt:
+&gt;<i> Okay well I hate to go slightly off topic here but this is a question
+</I>&gt;<i> that I need to ask since we're talking about all GPL, LGPL, etc. Where
+</I>&gt;<i> does building an application with gcc fall into all of this? I write a
+</I>&gt;<i> program, build it with gcc or g++ and plan to sell it to other users.
+</I>&gt;<i> But, I don't want to distribute the source of the application. Can I
+</I>&gt;<i> still use gcc/g++? or am I forced to find an alternative compiler such
+</I>&gt;<i> as VisualC for windows or a unix specific compiler for unix variants?
+</I>
+Even though you *used* GCC to build the program, gcc *itself* is in no
+way present in the program you distribute. There's no portion of gcc
+source code or binary in your application. Thus, your program does not
+inherit the licensing from the gcc GPL license.
+
+The only think that gets bundled is the C library. And the C library
+(glibc) is covered by the LGPL, which specifically allows for that case
+(i.e. distributing a program that is linked with a GPL software, without
+ placing the GPL strictures on the program itself).
+
+The same thing would apply to a C grammar parser that was generated
+by bison (the GPL parser generation tool). Using bison to generate your
+C source does not require you to put said source under the GPL: bison
+is not included in your program, only its output (hmmm, is the library
+required for bison LGPL? I think so, but can't remember)
+
+--
+ Vincent Archer Email: <A HREF="mailto:archer@frmug.org">archer@frmug.org</A>
+
+All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
+ (Woody Allen)
+
+</pre>
+
+
+
+
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+ <TITLE> [Nel] Landscapes without 3DSMax</TITLE>
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+ <H1>[Nel] Landscapes without 3DSMax</H1>
+ <B>Paul Siegel</B>
+ <A HREF="mailto:psiegel%40geneticanomalies.com"
+ TITLE="[Nel] Landscapes without 3DSMax">psiegel@geneticanomalies.com</A><BR>
+ <I>Fri, 14 Dec 2001 08:43:24 -0500</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>&gt;<i> Using the 3d lib at lowlevel (all the others header files) allow you to
+</I>&gt;<i> quilckly create patches and landscape zones. It is really simple to
+</I>&gt;<i> export some bezier quad patches from Blender
+</I>&gt;<i> (does blender have bezier patches ?) into a .zone file using a small
+</I>&gt;<i> plugin. Simple C++ classes are provided to &quot;Builb&quot; the &quot;.zone&quot; c++
+</I>&gt;<i> objects. Then serialisation is used to save them
+</I>&gt;<i> in binary files.
+</I>
+Ok, this will be my first project. Besides Blender, I'm also looking at
+OpenFX (www.openfx.org). Unfortunately, I'm a coder not a graphic artist.
+I can't say I'm too learned on how to create bezier patches using either
+program, so I'm going to have to do a bit of research before I even start
+this. If there are any artists out there with some input (especially
+something like &quot;Blender doesn't support bezier patches&quot;) I'd love to hear
+from you. Hopefully it shouldn't take too long to make either a file
+translator or some kind of export plugin for one of the apps, once I learn
+how to make the content using one of the aforementioned apps.
+
+&gt;<i> The hardest part is the patch painter that allow you to paint tiles,
+</I>vertex
+&gt;<i> color and displacement map over the landscape zone patches. At
+</I>&gt;<i> nevrax, this is done by the artists using a 3dsmax plugin
+</I>&gt;<i> (nel_patch_paint). If you can't use 3dsmax, you can perhaps
+</I>&gt;<i> generate the painting or rewrite a little ingame zone painter or why
+</I>&gt;<i> not, a blender painter plugin...
+</I>
+Right, this will be phase 2. I was sort of expecting this to be the hard
+part.
+
+&gt;<i> You have to know that the painter algorithm that put tiles over the
+</I>&gt;<i> landscape is not trivial at all. If you are short on time, a good
+</I>&gt;<i> solution is to generate painting, as most of the heightfield
+</I>&gt;<i> landscapes do.
+</I>
+Can you elaborate on this? Are you talking about coming up with some kind
+of algorithm to color the geometries instead of using textures? I don't
+follow.
+
+&gt;<i> The postprocess to weld the zones together and compute the lighting will
+</I>&gt;<i> stay the same as far as you generate &quot;.zone&quot; files.
+</I>
+Right, I'm assuming that once the .zone files are generated, I can follow
+the process used with 3DS Max.
+
+Thanks for the feedback Cyril. It's nice to see how much input the official
+team has on this list.
+
+Paul
+
+
+</pre>
+
+
+
+
+
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+ <H1>[Nel] Gamer question</H1>
+ <B>Paul Siegel</B>
+ <A HREF="mailto:psiegel%40geneticanomalies.com"
+ TITLE="[Nel] Gamer question">psiegel@geneticanomalies.com</A><BR>
+ <I>Fri, 14 Dec 2001 08:52:43 -0500</I>
+ <P><UL>
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+<PRE>Kai, from my reading of the GPL, everything wraps around the clause of &quot;if
+you distribute&quot;. Since Ryzom has yet to be distributed, I don't think
+Nevrax is under any obligation to share the source code.
+
+Under this same logic, I would think that Nevrax will never have to release
+the source code of their servers, since such software is really for internal
+use only, not to be distributed. Isn't that correct?
+
+Paul
+
+&gt;<i> I don't want to drag this out eternally, but I see a little lapse of
+</I>&gt;<i> reasoning. Technically speaking, the development version of Ryzom is
+</I>&gt;<i> probably currently being linked and tested with NeL, therefore, Ryzom
+</I>&gt;<i> must inherit the GPL.
+</I>&gt;<i> Therefore, the current development code is in the public domain, therefore
+</I>&gt;<i> should be published. Of course, I understand your need to keep Ryzom
+</I>&gt;<i> &quot;secret&quot; until it is done, releasable and sellable, so that you can put
+</I>food
+&gt;<i> on your plates (and buy big cars for your Venture Capital people), yet,
+</I>isn't
+&gt;<i> this secrecy a violation of the GPL, since Ryzom is GPL'd?
+</I>&gt;<i>
+</I>&gt;<i> Wouldn't it be better then, for Nevrax, if NeL was LGPL, and thereby
+</I>making
+&gt;<i> it legal (or rather, in accordance to the GPL) for you to keep Ryzom from
+</I>&gt;<i> public eyes?
+</I>
+
+
+</pre>
+
+
+
+
+
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+ <H1>[Nel] RE: GPL confusion</H1>
+ <B>Jon Watte</B>
+ <A HREF="mailto:hplus%40mindcontrol.org"
+ TITLE="[Nel] RE: GPL confusion">hplus@mindcontrol.org</A><BR>
+ <I>Fri, 14 Dec 2001 10:19:49 -0800</I>
+ <P><UL>
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+<PRE>&gt;<i> Therefore, the current development code is in the public
+</I>&gt;<i> domain, therefore should be published.
+</I>
+I find two things confusing about this sentence.
+
+1) Something that is under GPL is explicitly NOT in the public
+domain, as something under the GPL suffers substantially more
+restrictive licensing than something that is in the public
+domain. Basically, if it's in the PD, you can do what you want
+to it, except POSSIBLY not mis-represent the origin. The GPL
+imposes many more strictures on your use of the code.
+
+2) The GPL only requires that source code is made available
+free of charge to anyone who purchases binaries, and that no
+restrictions are made on the purchaser's rights to use that
+source code (including subsequent redistribution). If Ryzom is
+not for sale to anyone, then there is no requirement for the
+developers thereof to make any source code available.
+
+Now, the GPL may have changed slightly since I last read it
+through in full, but your statement does not seem to be based
+on the actual language of the GPL.
+
+
+
+</pre>
+
+
+
+
+
+
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+ <H1>[Nel] Gamer question (the asp hole)</H1>
+ <B>Michael Warnock</B>
+ <A HREF="mailto:michael%40in-orbit.net"
+ TITLE="[Nel] Gamer question (the asp hole)">michael@in-orbit.net</A><BR>
+ <I>Fri, 14 Dec 2001 11:29:14 -0800</I>
+ <P><UL>
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+<PRE>12/14/2001 5:52:43 AM, &quot;Paul Siegel&quot; &lt;<A HREF="mailto:psiegel@geneticanomalies.com">psiegel@geneticanomalies.com</A>&gt; wrote:
+
+&gt;<i>Kai, from my reading of the GPL, everything wraps around the clause of &quot;if
+</I>&gt;<i>you distribute&quot;. Since Ryzom has yet to be distributed, I don't think
+</I>&gt;<i>Nevrax is under any obligation to share the source code.
+</I>&gt;<i>
+</I>&gt;<i>Under this same logic, I would think that Nevrax will never have to release
+</I>&gt;<i>the source code of their servers, since such software is really for internal
+</I>&gt;<i>use only, not to be distributed. Isn't that correct?
+</I>&gt;<i>
+</I>thats what's known as the ASP hole (application service provider). On the one hand it has been used to create money-making websites out of gpl pieces by companies who have never released their code changes. On the
+other hand, with a massively multiplayer game there is a lot of server side stuff- rules/ agent experience/ object locations that you may not want to release in the interests of gameplay. However, most of that type of thing can
+be abstracted from the core programs and written in a definition or scripting language specific to the game or in some general purpose language like python. these interpreted programs, stored in some database, can now be
+considered content and free from gpl obligations. But that means that even if all the backend source is available, you have a lot of work to do before it does anything useful.
+with a few grey areas in rules (physics?) I think this is as it should be.
+
+michael
+
+
+</pre>
+
+
+
+
+
+
+
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+ <H1>[Nel] server architecture (front end, load balancing, login service, ....)</H1>
+ <B>Nicolas Hognon</B>
+ <A HREF="mailto:cblt%40cblt.org"
+ TITLE="[Nel] server architecture (front end, load balancing, login service, ....)">cblt@cblt.org</A><BR>
+ <I>Fri, 14 Dec 2001 20:11:43 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000815.html">[Nel] RE: GPL confusion</A></li>
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+<PRE>Hello ....
+
+I've got a little question about the architecture of the server side.
+If I don't make mistake a shard is composed of N front ends and behind
+front ends there is some computers running different services.
+And some where there is a login service (one per shard or one for all shard
+?)
+
+Clients communicate with one front end of a shard.
+
+But how clients are balanced between the N front ends of a shard ?
+It will be done by a generic load balancer (hardware)
+or a specific service from NEL ?
+
+The source code of the load balancer and the front end are delivered with
+NEL ?
+
+If there a description of all NEL services ?
+what is the welcome service ?
+
+sorry for all this questions ....
+bye
+
+--
+Nicolas Hognon
+<A HREF="mailto:nicolash@virtools.com">nicolash@virtools.com</A>
+
+Virtools - The Behavior Company
+Tel. (+33) 1 42 71 46 86 / Fax. (+33) 1 42 71 86 53
+<A HREF="http://www.virtools.com/">http://www.virtools.com/</A>
+
+
+
+</pre>
+
+
+
+
+
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+ <H1>[Nel] Landscapes without 3DSMax</H1>
+ <B>Markus Ewald</B>
+ <A HREF="mailto:Markus_Ewald%40gmx.net"
+ TITLE="[Nel] Landscapes without 3DSMax">Markus_Ewald@gmx.net</A><BR>
+ <I>Sat, 15 Dec 2001 13:02:07 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000786.html">[Nel] Landscapes without 3DSMax</A></li>
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+<!--beginarticle-->
+<PRE>Tony Hoyt schrieb:
+
+&gt;<i> Paul Siegel wrote:
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; Hi everyone -
+</I>&gt;<i> &gt;
+</I>&gt;<i> &gt; I'm wondering if there's a way to build landscapes without 3D Studio Max.
+</I>&gt;<i> &gt; That's some pricey software just to do level editing. Is anything
+</I>&gt;<i> &gt; available, or being worked on? Or am I going to have to learn how to
+</I>&gt;<i> &gt; rewrite the max plugins for Blender?
+</I>&gt;<i>
+</I>&gt;<i> Blender is my choice as well for a good free alternative 3d editor.
+</I>&gt;<i> I'm not sure how you make plug-in's for Blender other then with python
+</I>&gt;<i> but if you can do it, I wish you all the best of luck. I think the
+</I>&gt;<i> problem with doing a port is that if your not able to see the original
+</I>&gt;<i> in action or see what library calls it's makeing, etc. It's going to be
+</I>&gt;<i> rough going. But if your serious about it, I'm willing to give a hand
+</I>&gt;<i> although I don't have 3D Studio Max as well.
+</I>
+There's also a free landscape modeller at
+-&gt; www.geofrac2000.com
+
+It was once commercial and its interface is very much like that of 3dsmax.
+The author discontinued the project and made it available for free, but it's
+still worth a look. You can use standard algorithms (perlin, etc.) for
+landscape generation, create mountains and craters or just paint with the
+raise/lower-tool. Realtime 3D-display just like 3dsmax as well.
+
+&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> Tony
+</I>&gt;<i>
+</I>
+-Markus-
+
+
+
+</pre>
+
+
+
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+ <H1>[Nel] open source MMORPG and hacks/cheats question (probably off topic)</H1>
+ <B>Alexander Denisov</B>
+ <A HREF="mailto:denisov%40darkwing.uoregon.edu"
+ TITLE="[Nel] open source MMORPG and hacks/cheats question (probably off topic)">denisov@darkwing.uoregon.edu</A><BR>
+ <I>Sun, 16 Dec 2001 02:29:15 -0800</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>Hi to everybody, I think this is my first time posting on the mailing list.
+
+I was thinking lately about GPL/open source discussion, and one question
+still bothers me: hacks and cheats in MMORPG.
+
+I have seen a couple of times when hacks/cheats ruined great games
+(and I do believe that Nevrax is doing a very good game), since online
+gameplay is very sensitive to such things.
+
+By publishing source code of the game, isn't it like giving a &quot;green light&quot;
+to hackers? Are there any ways
+somehow to prevent (or at least try to prevent) hacks and cheats, even if
+hacker
+knows the source code? Can the game company keep the network part of their
+game in secret
+(though I don't see how, since its clearly using NeL in this case).
+
+I appologise if my question is completely unrelated to NeL and Nevrax game,
+since all the details are kept in secret, but I think that this is very
+important question.
+
+By the way, thanks for the great engine! (though I'm still trying to compile
+it)
+
+Alex
+
+
+</pre>
+
+
+
+
+
+<!--endarticle-->
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+ <H1>[Nel] open source MMORPG and hacks/cheats question (probably off topic)</H1>
+ <B>alfred</B>
+ <A HREF="mailto:alfred%40mazuma.net.au"
+ TITLE="[Nel] open source MMORPG and hacks/cheats question (probably off topic)">alfred@mazuma.net.au</A><BR>
+ <I>Sun, 16 Dec 2001 22:20:56 +1100</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>I have nothing to do with the nevrax team but I know the answer to this.
+To put it simply, there is not security in obscurity. The protection
+isn't in the alogrithm, its in the &quot;secret&quot; that is shared. This axiom
+has been proved time and again, just look at the troubles windows has
+with its codebase... The lack of published source code ain't helping them.
+
+I am not sure what security model nel will adopt but there are many to
+choose from and none suffer from the openness of the protocol. You could
+sign the client binaries with a public/private key pair. This stops
+trivial hacks. You would also run a secure game server which does bounds
+checking on the input, this stops obvious hacking. You can also encrypt
+the client-&gt;server data stream. Fundamentally you are in trouble because
+the client is a generalised computing machine which the user has
+complete control over, if they have the machine code they can crack it,
+but you can make it damn hard. You can also make any hack shortlived by
+having dynamic binaries. The open source nature of nel only makes it
+more secure as any flaws or bugs in the implementation will be spotted
+and solved, rather than being exploited (many eyes make bugs shallow).
+
+:<i>)
+</I>
+
+
+
+Alexander Denisov wrote:
+
+&gt;<i> Hi to everybody, I think this is my first time posting on the mailing list.
+</I>&gt;<i>
+</I>&gt;<i> I was thinking lately about GPL/open source discussion, and one question
+</I>&gt;<i> still bothers me: hacks and cheats in MMORPG.
+</I>&gt;<i>
+</I>&gt;<i> I have seen a couple of times when hacks/cheats ruined great games
+</I>&gt;<i> (and I do believe that Nevrax is doing a very good game), since online
+</I>&gt;<i> gameplay is very sensitive to such things.
+</I>&gt;<i>
+</I>&gt;<i> By publishing source code of the game, isn't it like giving a &quot;green light&quot;
+</I>&gt;<i> to hackers? Are there any ways
+</I>&gt;<i> somehow to prevent (or at least try to prevent) hacks and cheats, even if
+</I>&gt;<i> hacker
+</I>&gt;<i> knows the source code? Can the game company keep the network part of their
+</I>&gt;<i> game in secret
+</I>&gt;<i> (though I don't see how, since its clearly using NeL in this case).
+</I>&gt;<i>
+</I>&gt;<i> I appologise if my question is completely unrelated to NeL and Nevrax game,
+</I>&gt;<i> since all the details are kept in secret, but I think that this is very
+</I>&gt;<i> important question.
+</I>&gt;<i>
+</I>&gt;<i> By the way, thanks for the great engine! (though I'm still trying to compile
+</I>&gt;<i> it)
+</I>&gt;<i>
+</I>&gt;<i> Alex
+</I>&gt;<i>
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+--
+Alfred Reynolds
+<A HREF="mailto:alfred@mazuma.net.au">alfred@mazuma.net.au</A>
+
+
+</pre>
+
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000821.html b/pipermail/nel/2001-December/000821.html
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+ <LINK REL="Index" HREF="index.html" >
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+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] Feedback</H1>
+ <B>Arnaud Bienvenu</B>
+ <A HREF="mailto:arnaud.bienvenu%40via.ecp.fr"
+ TITLE="[Nel] Feedback">arnaud.bienvenu@via.ecp.fr</A><BR>
+ <I>Sun, 16 Dec 2001 18:12:29 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000798.html">[Nel] Feedback</A></li>
+ <LI> Next message: <A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>Thanks for answering Cedric,
+
+On Thu, Dec 13, 2001 at 07:10:15PM +0100, Cedric Valignat wrote:
+&gt;<i> Sorry but i i have no clue for that problem :-(
+</I>
+I managed to workaround this problem linking the snowballs 2 client against
+libGL.so (by default, libnel_drv_opengl.so is linked against libGL, but not
+the snowballs 2 client). I do not know if this is a Linux requirement, or
+another bug in RedHat's 7.2 GL librairies. I hope a Linux Guru will give us a
+clue.
+
+By the way, the libICE.soh standing instead of libICE.so is obviously a
+display bug non related to nel, since I could reproduce it from clean trivial
+code.
+
+At last, running the snowballs client, I get this well known error :
+INF 5222 client.cpp 145 : Starting Snowballs !
+WRN 5222 dru.cpp 95 : when loading dynamic library 'libnel_drv_opengl.so':
+/usr/local/lib/libnel_drv_opengl.so: undefined symbol: glSetFenceNV
+WRN 5222 common.cpp 392 : Exception will be launched: libnel_drv_opengl.so
+not found
+
+I read on this list the problem is due to Fence NV disappearing from
+Mesa-3.4 (which I use), and that the nevrax team is working on it. Is it
+still the case ?
+
+&gt;<i> I applied the first patch, the second one was already applied when a
+</I>&gt;<i> took a look on ii.
+</I>
+The patched versions are not yet available from today's CVS head revision, but
+I trust you it's in the pipeline.
+
+Regards,
+Arnaud Bienvenu
+
+</pre>
+
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diff --git a/pipermail/nel/2001-December/000823.html b/pipermail/nel/2001-December/000823.html
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+ <TITLE> [Nel] open source MMORPG and hacks/cheats question (probablyoff topic)</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:miller%40nevrax.com">
+ <LINK REL="Previous" HREF="000822.html">
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+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)</H1>
+ <B>Daniel Miller</B>
+ <A HREF="mailto:miller%40nevrax.com"
+ TITLE="[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)">miller@nevrax.com</A><BR>
+ <I>Mon, 17 Dec 2001 12:07:37 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000822.html">[Nel] open source MMORPG and hacks/cheats question (probably
+ off topic)</A></li>
+ <LI> Next message: <A HREF="000826.html">[Nel] peer to peer ?</A></li>
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+<!--beginarticle-->
+<PRE>At Nevrax our thoughts run as follows:
+
+Game clients are very easy to reverse engineer or hack on a PC.
+Server/ Client data packets are even easier to hack.
+
+We assume that whether the source code for the client is open or closed, it
+will inevitably be modified.
+
+The only way to avoid cheating is to take all game sensitive decisions
+server-side and to treat client as a kind of dumb terminal. This has
+implications throughout the game design.
+
+For instance, to avoid a hack from making invisible players visible, it is
+up to the servers not to transmit update information for invisible players
+to the clients. This means that invisible players can not make 3d-positional
+noises as this would give an exploitable piece of information.
+
+The front end servers clearly have to be robust too which means that all
+incoming data from the clients is treated with caution - packets containing
+invalid data are simply ignored.
+
+
+In a nutshell - we assume that servers are trustworthy and that clients are
+not.
+
+
+Daniel.
+
+-----Original Message-----
+From: <A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A> [mailto:<A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A>]On Behalf Of
+Vincent Caron
+Sent: Sunday, December 16, 2001 7:13 PM
+To: <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>
+Subject: Re: [Nel] open source MMORPG and hacks/cheats question
+(probablyoff topic)
+
+
+There's a bit more than the 'security through obscurity' debate in this
+question. It is actually more a question of trust, or if you prefer,
+_what_ or _who_ needs to be secured ? The game ? The player moves ? The
+server knowledge ?
+
+Eric S. Raymond (with a nice link to Carmack's tought about this) did a
+nice essay, back to the time where 'cheating drivers' (making walls
+transparent) were about to be unveiled for FPS games :
+
+<A HREF="http://www.tuxedo.org/~esr/writings/quake-cheats.html">http://www.tuxedo.org/~esr/writings/quake-cheats.html</A>
+
+
+_______________________________________________
+Nel mailing list
+<A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+<A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+
+
+</pre>
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000825.html b/pipermail/nel/2001-December/000825.html
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] server architecture (front end, load balancing, login service, ....)</TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:lecroart%40nevrax.com">
+ <LINK REL="Previous" HREF="000817.html">
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+ <H1>[Nel] server architecture (front end, load balancing, login service, ....)</H1>
+ <B>Vianney Lecroart</B>
+ <A HREF="mailto:lecroart%40nevrax.com"
+ TITLE="[Nel] server architecture (front end, load balancing, login service, ....)">lecroart@nevrax.com</A><BR>
+ <I>Mon, 17 Dec 2001 15:22:30 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000817.html">[Nel] server architecture (front end, load balancing, login service, ....)</A></li>
+ <LI> Next message: <A HREF="000816.html">[Nel] Gamer question (the asp hole)</A></li>
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+ <HR>
+<!--beginarticle-->
+<PRE>Hi nico,
+
+&gt;<i> I've got a little question about the architecture of the server side.
+</I>&gt;<i> If I don't make mistake a shard is composed of N front ends and behind
+</I>&gt;<i> front ends there is some computers running different services.
+</I>&gt;<i> And some where there is a login service (one per shard or one for all
+</I>shard
+&gt;<i> ?)
+</I>
+Shard is composed of services. There are front end services and back end
+services.
+Client are connected with on front end service and front end services are
+connected with back end services.
+There's only one login service for all shards. The client first connects to
+the login service that checks the validity of the account, after the client
+choose the shard. The login service warn the shard (via welcome service (one
+per shard)) that a new client will come. The welcome service chooses the
+best front end for the client and sends the choosen front end to the login
+service and the login service sends this info to the client. after, the
+client connects to the selected front end and authenticates.
+
+&gt;<i> But how clients are balanced between the N front ends of a shard ?
+</I>
+For now, the welcome service does a dumb balancement (try to have the same
+player number on each front end).
+
+&gt;<i> It will be done by a generic load balancer (hardware)
+</I>&gt;<i> or a specific service from NEL ?
+</I>
+It s the welcome service that do that.
+
+&gt;<i> The source code of the load balancer and the front end are delivered with
+</I>&gt;<i> NEL ?
+</I>
+Look the welcome service :-)
+
+&gt;<i> If there a description of all NEL services ?
+</I>
+Look the net part of <A HREF="http://www.nevrax.org/docs/">http://www.nevrax.org/docs/</A>
+And also try here <A HREF="http://www.nevrax.org/docs/doxygen/nel/pages.html">http://www.nevrax.org/docs/doxygen/nel/pages.html</A>
+
+Vianney Lecroart
+---
+lead network programmer / nevrax.com
+icq#: 6870415
+homepage: <A HREF="http://ace.planet-d.net">http://ace.planet-d.net</A>
+www.geekcode.com: GCS/E d- s+++: a-- C+++$ UL++ P- L+++&gt;+$ E+&gt;- W++ N+ o? K-
+w++$ O- M- V- PS- PE? Y PGP t 5? X+ R- tv++ b- DI D+ G e++ h+ r-- y?
+
+
+
+
+</pre>
+
+<!--endarticle-->
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diff --git a/pipermail/nel/2001-December/000826.html b/pipermail/nel/2001-December/000826.html
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+<HTML>
+ <HEAD>
+ <TITLE> [Nel] peer to peer ?
+ </TITLE>
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+ <H1>[Nel] peer to peer ?
+ </H1>
+ <B>nicolas.boulay@ifrance.com
+ </B>
+ <A HREF="mailto:nicolas.boulay%40ifrance.com"
+ TITLE="[Nel] peer to peer ?">nicolas.boulay@ifrance.com
+ </A><BR>
+ <I>Tue, 18 Dec 2001 12:15:59 GMT</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
+</A></li>
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+ </LI>
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+ <HR>
+<!--beginarticle-->
+<PRE>--__--__--
+
+Message: 3
+From: &quot;Vianney Lecroart&quot; &lt;<A HREF="mailto:lecroart@nevrax.com">lecroart@nevrax.com</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Subject: Re: [Nel] server architecture (front end,
+load balancing, login service, ....)
+Date: Mon, 17 Dec 2001 15:22:30 +0100
+charset=&quot;iso-8859-1&quot;
+Reply-To: <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>
+
+&gt;<i> But how clients are balanced between the N front
+</I>ends of a shard ?
+
+For now, the welcome service does a dumb balancement
+(try to have the same
+player number on each front end).
+
+&gt;&gt;&gt;&gt;<i> Why don't you try to use LVS ?
+</I>More generaly do you plan to make direct connection
+between client (such peer to peer network, or
+distributed computing) ? It could be nice for
+reduicing trafic to the server. To havoid cheating,
+each client cheeck data as the server does. Maybe it
+could be possible to connect people which interract a
+lot (in the same area, ...), there is still some
+mouvement with server to handle critical ressouces.
+So mouvement to the center server are almost reduice
+to the minimum.
+
+Does i smoke too much ?
+
+nicO
+
+
+______________________________________________________________________________
+ifrance.com, l'email gratuit le plus complet de l'Internet !
+vos emails depuis un navigateur, en POP3, sur Minitel, sur le WAP...
+<A HREF="http://www.ifrance.com/_reloc/email.emailif">http://www.ifrance.com/_reloc/email.emailif</A>
+
+
+
+</pre>
+
+
+
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diff --git a/pipermail/nel/2001-December/000827.html b/pipermail/nel/2001-December/000827.html
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] Landscapes without 3DSMax
+ </TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:psiegel%40geneticanomalies.com">
+ <META NAME="robots" CONTENT="index,nofollow">
+
+ <LINK REL="Previous" HREF="000834.html">
+ <LINK REL="Next" HREF="000828.html">
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+ <H1>[Nel] Landscapes without 3DSMax
+ </H1>
+ <B>Paul Siegel
+ </B>
+ <A HREF="mailto:psiegel%40geneticanomalies.com"
+ TITLE="[Nel] Landscapes without 3DSMax">psiegel@geneticanomalies.com
+ </A><BR>
+ <I>Tue, 18 Dec 2001 09:49:45 -0500</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000834.html">[Nel] peer to peer ?
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+ <HR>
+<!--beginarticle-->
+<PRE>My apologies, I accidentally sent this first to nel-admin. Guess the
+reply-to of the digest isn't set up to go to the correct place. Here it is
+again, I hope nobody gets this twice:
+
+Thank you everyone for the links. I'm afraid though that these terrain
+building packages generate height fields, and as you may or may not be
+aware, NeL uses bezier patches, not height fields to generate its terrain.
+Therefore, I've finally settled on the most basic thing I could find, namely
+sPatch. (<A HREF="http://www.geocities.com/getspatch/index.html">http://www.geocities.com/getspatch/index.html</A>). It is little more
+than a bezier patch editor, but currently that's all I need. There appears
+to be a more feature rich package based on sPatch called hamaPatch
+(<A HREF="http://www.geocities.com/Tokyo/Ginza/6625/soft10.html">http://www.geocities.com/Tokyo/Ginza/6625/soft10.html</A>), but currently all
+documentation on this is in Japanese and I don't speak the language.
+Perhaps my work can some day be moved to hamaPatch, but for the moment I'm
+sticking with sPatch. Which means we should be able to generate the zone
+files with sPatch, but will need a seperate piece of software to paint the
+textures (since sPatch doesn't support any kind of texturing). But I'll
+burn that bridge when I get to it. ;)
+
+Fortunately, sPatch has good documentation on creating export plugins, and
+I'm well on my way to successfully making one. I have a couple questions
+though for anyone on this list whi is familiar with the 3D code.
+
+1. How much information of the CPatchInfo object must be filled in to have
+a viable object? sPatch gives me a 4x4 array of vertexes which I can use to
+populate the vertices, tangents, and interiors of the CPatchInfo object.
+However, I am still a bit unclear what much of the data in the CPatchInfo
+object is, especially the BindEdges (4 CBindInfo structs). Are these filled
+in when welding the zones together, or are they something I will need to
+fill in upon generating a single zone?
+
+2. Once I manage to export a .zone file, what's the quickest, dirtiest way
+to test it? Will I need to build an entire app just to load the .zone, or
+is there some way I can easily hack it into the Snowballs client just to see
+if it indeed exported a valid file?
+
+Thanks again everyone for all the help. This is a great project, and I'm
+having lots of fun playing with it.
+
+Paul
+
+&gt;<i> And more:
+</I>&gt;<i> <A HREF="http://terraform.sourceforge.net/">http://terraform.sourceforge.net/</A>
+</I>&gt;<i> <A HREF="http://ftp.arl.army.mil/brlcad/">http://ftp.arl.army.mil/brlcad/</A>
+</I>&gt;<i> <A HREF="http://www.planetside.co.uk/terragen/">http://www.planetside.co.uk/terragen/</A>
+</I>&gt;<i>
+</I>&gt;<i> Saturday, December 15, 2001, 1:02:07 PM, you wrote:
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; Tony Hoyt schrieb:
+</I>&gt;<i>
+</I>&gt;<i> &gt;&gt; Paul Siegel wrote:
+</I>&gt;<i> &gt;&gt; &gt;
+</I>&gt;<i> &gt;&gt; &gt; Hi everyone -
+</I>&gt;<i> &gt;&gt; &gt;
+</I>&gt;<i> &gt;&gt; &gt; I'm wondering if there's a way to build landscapes without 3D Studio
+</I>&gt;<i> Max.
+</I>&gt;<i> &gt;&gt; &gt; That's some pricey software just to do level editing. Is anything
+</I>&gt;<i> &gt;&gt; &gt; available, or being worked on? Or am I going to have to learn how to
+</I>&gt;<i> &gt;&gt; &gt; rewrite the max plugins for Blender?
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i> &gt;&gt; Blender is my choice as well for a good free alternative 3d editor.
+</I>&gt;<i> &gt;&gt; I'm not sure how you make plug-in's for Blender other then with python
+</I>&gt;<i> &gt;&gt; but if you can do it, I wish you all the best of luck. I think the
+</I>&gt;<i> &gt;&gt; problem with doing a port is that if your not able to see the original
+</I>&gt;<i> &gt;&gt; in action or see what library calls it's makeing, etc. It's going to
+</I>be
+&gt;<i> &gt;&gt; rough going. But if your serious about it, I'm willing to give a hand
+</I>&gt;<i> &gt;&gt; although I don't have 3D Studio Max as well.
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; There's also a free landscape modeller at
+</I>&gt;<i> -&gt;&gt; www.geofrac2000.com
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; It was once commercial and its interface is very much like that of
+</I>&gt;<i> 3dsmax.
+</I>&gt;<i> ME&gt; The author discontinued the project and made it available for free,
+</I>but
+&gt;<i> it's
+</I>&gt;<i> ME&gt; still worth a look. You can use standard algorithms (perlin, etc.) for
+</I>&gt;<i> ME&gt; landscape generation, create mountains and craters or just paint with
+</I>&gt;<i> the
+</I>&gt;<i> ME&gt; raise/lower-tool. Realtime 3D-display just like 3dsmax as well.
+</I>&gt;<i>
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i> &gt;&gt; Tony
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; -Markus-
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; _______________________________________________
+</I>&gt;<i> ME&gt; Nel mailing list
+</I>&gt;<i> ME&gt; <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> ME&gt; <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> --
+</I>&gt;<i> Dim Segebart mailto:<A HREF="mailto:zager@teleaction.de">zager@teleaction.de</A>
+</I>
+
+</pre>
+
+
+
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diff --git a/pipermail/nel/2001-December/000828.html b/pipermail/nel/2001-December/000828.html
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+ <H1>[Nel] Landscapes without 3DSMax
+ </H1>
+ <B>Cyril 'Hulud' Corvazier
+ </B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Landscapes without 3DSMax">corvazier@nevrax.com
+ </A><BR>
+ <I>Tue, 18 Dec 2001 20:20:34 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000827.html">[Nel] Landscapes without 3DSMax
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+<!--beginarticle-->
+<PRE>Hi Paul,
+
+&gt;<i> Thank you everyone for the links. I'm afraid though that these terrain
+</I>&gt;<i> building packages generate height fields, and as you may or may not be
+</I>&gt;<i> aware, NeL uses bezier patches, not height fields to generate its terrain.
+</I>
+You can build patches with an heightfield. It a fast way to generate
+a simple lansdcape. Simply raise the tangeants vertices with the joined
+vertices of a bezier patch : you have a heightfield !
+
+&gt;<i> 1. How much information of the CPatchInfo object must be filled in to
+</I>have
+&gt;<i> a viable object? sPatch gives me a 4x4 array of vertexes which I can use
+</I>to
+&gt;<i> populate the vertices, tangents, and interiors of the CPatchInfo object.
+</I>&gt;<i> However, I am still a bit unclear what much of the data in the CPatchInfo
+</I>&gt;<i> object is, especially the BindEdges (4 CBindInfo structs). Are these
+</I>filled
+&gt;<i> in when welding the zones together, or are they something I will need to
+</I>&gt;<i> fill in upon generating a single zone?
+</I>
+The BindEdges info are required to properly link patches together at
+runtime. You have to filled them for internal zone linking. zone_welder will
+fill them
+of inter-zone link. Hear come some explications on how to fill the
+CBindInfo.
+
+The patches can be linked those way : (warning ASCII arts in non-constant
+size
+fonts.. :-) )
+
+---
+
+The edge numbers are :
+
+ 3
+ ***
+0 * * 2
+ ***
+ 1
+
+---
+
+There is 3 ways to bind patches together. (1-1, 1-2, 1-4)
+
+---
+
+One patch on another :
+
+**********
+* * *
+* 0 * 1 *
+* * *
+* * *
+**********
+CBindInfo:
+Patch 0, edge 2 : NPatchs = 1, MultipleBindNum = 1, Next = { Patch 1 },
+Edge = { 0 }
+Patch 1, edge 0 : NPatchs = 1, MultipleBindNum = 1, Next = { Patch 0 },
+Edge = { 2 }
+
+---
+
+Two patches on another (Bind 2)
+
+**********
+* * 1 *
+* 0 ******
+* * 2 *
+**********
+Bind info:
+Patch 0, edge 2 : NPatchs = 2, MultipleBindNum = 1, Next = { Patch 1, Patch
+2 }, Edge = { 0, 0 }
+Patch 1, edge 0 : NPatchs = 1, MultipleBindNum = 2, MultipleBindId = 1,
+Next = { Patch 0 }, Edge = { 2 }
+Patch 2, edge 0 : NPatchs = 1, MultipleBindNum = 2, MultipleBindId = 0,
+Next = { Patch 0 }, Edge = { 2 }
+
+---
+
+4 patches on another (Bind 4)
+
+**********
+* * 1 *
+* ******
+* * 2 *
+* 0 ******
+* * 3 *
+* ******
+* * 4 *
+**********
+Patch 0, edge 2 : NPatchs = 4, MultipleBindNum = 1, Next = { Patch 1, Patch
+2, Patch 3, Patch 4 }, Edge = { 0, 0, 0, 0 }
+Patch 1, edge 0 : NPatchs = 1, MultipleBindNum = 4, MultipleBindId = 3,
+Next = { Patch 0 }, Edge = { 2 }
+Patch 2, edge 0 : NPatchs = 1, MultipleBindNum = 4, MultipleBindId = 2,
+Next = { Patch 0 }, Edge = { 2 }
+Patch 3, edge 0 : NPatchs = 1, MultipleBindNum = 4, MultipleBindId = 1,
+Next = { Patch 0 }, Edge = { 2 }
+Patch 4, edge 0 : NPatchs = 1, MultipleBindNum = 4, MultipleBindId = 0,
+Next = { Patch 0 }, Edge = { 2 }
+
+---
+
+Note that zone_welder welds automaticaly the zones together but don't
+generate bind info for internal patch linking in a zone.
+It searches for shared vertices in the 2 zones and weld them. Zone_welder
+can perform only 1-1 bind type.
+
+I hope this is understandable, don't hesitate to ask for details.
+
+&gt;<i> 2. Once I manage to export a .zone file, what's the quickest, dirtiest
+</I>way
+&gt;<i> to test it? Will I need to build an entire app just to load the .zone, or
+</I>&gt;<i> is there some way I can easily hack it into the Snowballs client just to
+</I>see
+&gt;<i> if it indeed exported a valid file?
+</I>
+You can replace a zone in snowball, or make a simple application to see
+the zone. If you want, i can post a peace of code for a small app.
+
+Cyril Corvazier
+
+
+
+</pre>
+
+
+
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diff --git a/pipermail/nel/2001-December/000830.html b/pipermail/nel/2001-December/000830.html
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+ </H1>
+ <B>Paul Siegel
+ </B>
+ <A HREF="mailto:psiegel%40geneticanomalies.com"
+ TITLE="[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs">psiegel@geneticanomalies.com
+ </A><BR>
+ <I>Wed, 19 Dec 2001 11:05:16 -0500</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000831.html">[Nel] Landscapes without 3DSMax
+</A></li>
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+<!--beginarticle-->
+<PRE>Cyril to the rescue again! (Or do you prefer Hulud? And if so, will you
+tell me what it means?) You know, I've gotten slower responses from
+&quot;support&quot; that I pay for. My thanks again.
+
+&gt;<i> You can build patches with an heightfield. It a fast way to generate
+</I>&gt;<i> a simple lansdcape. Simply raise the tangeants vertices with the joined
+</I>&gt;<i> vertices of a bezier patch : you have a heightfield !
+</I>
+Hmm, I'm not sure I parse this, but it intrigues me. Unfortunately, my
+knowledge of height fields is even less than that of bezier patches, the
+latter of which I've only learned as I researched writing this plugin. What
+do you mean by &quot;the joined vertices&quot;? Are these the four outer corner
+vertices of a bezier patch? And what happens to the interiors?
+
+&gt;<i> The BindEdges info are required to properly link patches together at
+</I>&gt;<i> runtime. You have to filled them for internal zone linking. zone_welder
+</I>&gt;<i> will fill them of inter-zone link. Hear come some explications on how to
+</I>fill the
+&gt;<i> CBindInfo.
+</I>
+Thanks, the info was very helpful. I've coppied it over into a monospaced
+text file, and it all makes sense. I'm guessing now that the program I've
+been working with is much more simplistic than what you've had to deal with
+(though I guess it doesn't take much to be more simplistic than max!)
+
+The plugin includes the following code with which I can deal:
+
+typedef struct {
+ float x, y, z;
+} SP_Vector;
+
+typedef struct {
+ long v1, v2, v3;
+} SP_Triangle;
+
+typedef struct {
+ SP_Vector ctrlPoints[4][4];
+
+ long numPoints, numTriangles;
+ SP_Vector *points, *normals;
+ SP_Triangle *triangles;
+} SP_Patch;
+
+void SPExportPatch(SP_Patch *patch)
+{
+ /* This function is called for each patch in a layer. */
+ /* Every patch is described as both a set of control points (for a cubic
+Bezier */
+ /* patch) and as a set of triangles - use whichever you need. */
+ }
+
+Unfortunately there appears to be no information whatsoever on the
+interconnectivity of the patches. Therefore, I can either add some complex
+ruitines to mathematically figure out which patches are adjacent to each
+other and therefore how to bind them, or move along to another piece of
+software with hopefully better export data. I'd really hate to do the
+former as I've actually got the thing exporting zone files (they just have
+no bind info, and would probably look like hell if I tried to use them).
+The latter though seems rather intimidating, especially with my limited
+knowledge of three dimensional geometry.
+
+Well, before I make that decision I want to be sure I understand all the
+data I need to create these patches. I've got the vertices, tangents,
+interiors, and now the BindInfo structs. There is also an array of
+BaseVertices in the CPatchInfo object that I don't think I understand.
+Besides that the rest of the data appears to concern coloration and tiles,
+which I'm not going to worry about yet (recall that's phase 2). Is it valid
+though to set OrderS and OrderT to 0, and therefore only supply a single
+color for the entire patch? Will the patch render, or will I see nothing
+until I complete phase 2 (painting the patches)?
+
+Paul
+
+
+
+
+</pre>
+
+
+
+
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diff --git a/pipermail/nel/2001-December/000831.html b/pipermail/nel/2001-December/000831.html
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+ <H1>[Nel] Landscapes without 3DSMax
+ </H1>
+ <B>Cyril 'Hulud' Corvazier
+ </B>
+ <A HREF="mailto:corvazier%40nevrax.com"
+ TITLE="[Nel] Landscapes without 3DSMax">corvazier@nevrax.com
+ </A><BR>
+ <I>Wed, 19 Dec 2001 18:21:17 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000829.html">[Nel] Landscapes without 3DSMax
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+<!--beginarticle-->
+<PRE>Hi Paul,
+
+Forget all the ASCII parts of the 2 previous mail, here is the good way to
+fill the CPatchInfo::CBindInfo structure :
+
+---
+
+We will assume all patches in this example are oriented like this
+
+0 3
+ ***
+ * *
+ ***
+1 2
+
+---
+
+The edge numbers are :
+
+ 3
+ ***
+ 0 * * 2
+ ***
+ 1
+
+ ---
+
+ There is 3 ways to bind patches together. (1-1, 1-2, 1-4)
+
+ ---
+
+ One patch on another :
+
+ **********
+ * * *
+ * 0 * 1 *
+ * * *
+ **********
+ CBindInfo:
+ Patch 0, edge 2 : NPatchs = 1, Next = { Patch 1 }, Edge = { 0 }
+ Patch 1, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+
+ ---
+
+ Two patches on another (Bind 2)
+
+ **********
+ * * 2 *
+ * 0 ******
+ * * 1 *
+ **********
+ Bind info:
+ Patch 0, edge 2 : NPatchs = 2, Next = { Patch 1, Patch 2 }, Edge = { 0,
+0 }
+ Patch 1, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+ Patch 2, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+
+ ---
+
+ 4 patches on another (Bind 4)
+
+ **********
+ * * 4 *
+ * ******
+ * * 3 *
+ * 0 ******
+ * * 2 *
+ * ******
+ * * 1 *
+ **********
+ Patch 0, edge 2 : NPatchs = 4, Next = { Patch 1, Patch 2, Patch 3, Patch
+4 }, Edge = { 0, 0, 0, 0 }
+ Patch 1, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+ Patch 2, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+ Patch 3, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+ Patch 4, edge 0 : NPatchs = 1, Next = { Patch 0 }, Edge = { 2 }
+
+ ---
+
+Sorry but i have been confused by the two classes called CPatch::CBindInfo
+and CPatchInfo::CBindInfo. :-)
+
+Cyril Corvazier.
+
+
+
+
+</pre>
+
+
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diff --git a/pipermail/nel/2001-December/000835.html b/pipermail/nel/2001-December/000835.html
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+ </TITLE>
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+ </H1>
+ <B>Nel List
+ </B>
+ <A HREF="mailto:nel%40nevrax.org"
+ TITLE="[Nel] Max Bezier Patches">nel@nevrax.org
+ </A><BR>
+ <I>Tue, 25 Dec 2001 08:45:26 -0800</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000833.html">[Nel] Building Nel
+</A></li>
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+<!--beginarticle-->
+<PRE>
+&gt;<i> Unfortunately there appears to be no information whatsoever on the
+</I>&gt;<i> interconnectivity of the patches. Therefore, I can either add
+</I>&gt;<i> some complex
+</I>
+If these are Bezier patches, then the outer control points (the four
+corners) will be shared with the neighbours; two corners per
+neighbour. This seems to me to be equivalent to finding adjacent
+triangles using shared edges, which certainly isn't complicated math
+(although the simplest implementation takes O(n^2) time).
+
+
+
+</PRE>
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diff --git a/pipermail/nel/2001-December/000836.html b/pipermail/nel/2001-December/000836.html
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+ <H1>[Nel] Re: Nel digest, Vol 1 #210 - 1 msg
+ </H1>
+ <B>nicO
+ </B>
+ <A HREF="mailto:nel%40nevrax.org"
+ TITLE="[Nel] Re: Nel digest, Vol 1 #210 - 1 msg">nel@nevrax.org
+ </A><BR>
+ <I>Wed, 26 Dec 2001 13:36:33 -0500</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>I imagine that the data resend by the server are almost the same than
+those send by the client. It isn't possible to mix this to technics ? We
+can imagine peer to peer access for close characters to interract with a
+minimuim latency. And for the farer charaters, we can use the server and
+movement prediction (which could not be so bad because if there far, the
+characters will be small on screen).
+
+The idea behind that is to relax the pressure on the needed latency of
+the server. Does it not possible to add some more intelligence inside
+the client to predict what is usefull or not to minimize exchange ?
+
+nicO
+
+&gt;<i> Subject: RE: [Nel] peer to peer ?
+</I>&gt;<i>
+</I>&gt;<i> There are various reasons why we haven't opted for a peer to peer model.
+</I>&gt;<i>
+</I>&gt;<i> One of the most basic problems is this:
+</I>&gt;<i> We are trying to achieve a high level of audio-visual immersion with scenes
+</I>&gt;<i> in which tens or hundreds of individuals move about fluidly. The majority of
+</I>&gt;<i> players only have 56k modems and bandwidth is a big issue. The problem with
+</I>&gt;<i> peer to peer is that each player has to send and receive tens or hundreds of
+</I>&gt;<i> packets per scene update at a rate of several scene updates per second. The
+</I>&gt;<i> internet headers alone for these packets are liable to completely drown the
+</I>&gt;<i> modem.
+</I>&gt;<i>
+</I>&gt;<i> Internally we use kunning systems to decide which information on which
+</I>&gt;<i> players is relavent to send to which other players taking bandwidth
+</I>&gt;<i> constraints into account. This allows us to make optimum use of the
+</I>&gt;<i> bandwidth available.
+</I>&gt;<i>
+</I>&gt;<i> This code is tightly tied in with the game systems so I'm affraid it won't
+</I>&gt;<i> be released for a while yet.
+</I>&gt;<i>
+</I>&gt;<i> Daniel
+</I>&gt;<i>
+</I>&gt;<i> -----Original Message-----
+</I>&gt;<i> From: <A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A> [mailto:<A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A>]On Behalf Of
+</I>&gt;<i> <A HREF="mailto:nicolas.boulay@ifrance.com">nicolas.boulay@ifrance.com</A>
+</I>&gt;<i> Sent: Tuesday, December 18, 2001 1:16 PM
+</I>&gt;<i> To: <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>
+</I>&gt;<i> Subject: [Nel] peer to peer ?
+</I>&gt;<i>
+</I>&gt;<i> -- __--__--
+</I>&gt;<i>
+</I>&gt;<i> Message: 3
+</I>&gt;<i> From: &quot;Vianney Lecroart&quot; &lt;<A HREF="mailto:lecroart@nevrax.com">lecroart@nevrax.com</A>&gt;
+</I>&gt;<i> To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+</I>&gt;<i> Subject: Re: [Nel] server architecture (front end,
+</I>&gt;<i> load balancing, login service, ....)
+</I>&gt;<i> Date: Mon, 17 Dec 2001 15:22:30 +0100
+</I>&gt;<i> charset=&quot;iso-8859-1&quot;
+</I>&gt;<i> Reply-To: <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>
+</I>&gt;<i>
+</I>&gt;<i> &gt; But how clients are balanced between the N front
+</I>&gt;<i> ends of a shard ?
+</I>&gt;<i>
+</I>&gt;<i> For now, the welcome service does a dumb balancement
+</I>&gt;<i> (try to have the same
+</I>&gt;<i> player number on each front end).
+</I>&gt;<i>
+</I>&gt;<i> &gt;&gt;&gt;&gt; Why don't you try to use LVS ?
+</I>&gt;<i> More generaly do you plan to make direct connection
+</I>&gt;<i> between client (such peer to peer network, or
+</I>&gt;<i> distributed computing) ? It could be nice for
+</I>&gt;<i> reduicing trafic to the server. To havoid cheating,
+</I>&gt;<i> each client cheeck data as the server does. Maybe it
+</I>&gt;<i> could be possible to connect people which interract a
+</I>&gt;<i> lot (in the same area, ...), there is still some
+</I>&gt;<i> mouvement with server to handle critical ressouces.
+</I>&gt;<i> So mouvement to the center server are almost reduice
+</I>&gt;<i> to the minimum.
+</I>&gt;<i>
+</I>&gt;<i> Does i smoke too much ?
+</I>&gt;<i>
+</I>&gt;<i> nicO
+</I>&gt;<i>
+</I>
+</PRE>
+<!--endarticle-->
+ <HR>
+ <P><UL>
+ <!--threads-->
+ <LI> Previous message: <A HREF="000835.html">[Nel] Max Bezier Patches
+</A></li>
+
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#836">[ date ]</a>
+ <a href="thread.html#836">[ thread ]</a>
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diff --git a/pipermail/nel/2001-December/000837.html b/pipermail/nel/2001-December/000837.html
new file mode 100644
index 00000000..9eecb250
--- /dev/null
+++ b/pipermail/nel/2001-December/000837.html
@@ -0,0 +1,73 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <TITLE> [Nel] precompiled header file
+ </TITLE>
+ <LINK REL="Index" HREF="index.html" >
+ <LINK REL="made" HREF="mailto:nel%40nevrax.org">
+ <META NAME="robots" CONTENT="index,nofollow">
+
+ <LINK REL="Previous" HREF="000832.html">
+ <LINK REL="Next" HREF="000833.html">
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <H1>[Nel] precompiled header file
+ </H1>
+ <B>Vianney Lecroart
+ </B>
+ <A HREF="mailto:nel%40nevrax.org"
+ TITLE="[Nel] precompiled header file">nel@nevrax.org
+ </A><BR>
+ <I>Wed, 26 Dec 2001 13:59:57 +0100</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000832.html">[Nel] precompiled header file
+</A></li>
+ <LI> Next message: <A HREF="000833.html">[Nel] Building Nel
+</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#837">[ date ]</a>
+ <a href="thread.html#837">[ thread ]</a>
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+ <a href="author.html#837">[ author ]</a>
+ </LI>
+ </UL>
+ <HR>
+<!--beginarticle-->
+<PRE>Hi Zen,
+
+&gt;<i>I don't know whether gcc support precompiled header or not, but VisualC++
+</I>do support it.
+
+We know precomp headers and we don't include it because on big project we
+already had some strange bug during compilation because of precomp headers
+so we decided to not use them because we already have lot of strange visual
+bug to don't add more.
+But we'll do a try soon and add them in the CVS if it works fine.
+
+Vianney Lecroart
+---
+lead network programmer / nevrax.com
+icq#: 6870415
+homepage: <A HREF="http://ace.planet-d.net">http://ace.planet-d.net</A>
+www.geekcode.com: GCS/E d- s+++: a-- C+++$ UL++ P- L+++&gt;+$ E+&gt;- W++ N+ o? K-
+w++$ O- M- V- PS- PE? Y PGP t 5? X+ R- tv++ b- DI D+ G e++ h+ r-- y?
+
+
+
+</PRE>
+<!--endarticle-->
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+ <!--threads-->
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+</A></li>
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+</A></li>
+ <LI> <B>Messages sorted by:</B>
+ <a href="date.html#837">[ date ]</a>
+ <a href="thread.html#837">[ thread ]</a>
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+ <a href="author.html#837">[ author ]</a>
+ </LI>
+ </UL>
+</body></html>
diff --git a/pipermail/nel/2001-December/author.html b/pipermail/nel/2001-December/author.html
new file mode 100644
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <title>The Nel 2001-December Archive by Author</title>
+ <META NAME="robots" CONTENT="noindex,follow">
+
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <a name="start"></A>
+ <h1>2001-December Archives by Author</h1>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+ <a href="thread.html#start">[ thread ]</a>
+ <a href="subject.html#start">[ subject ]</a>
+
+ <a href="date.html#start">[ date ]</a>
+
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p><b>Starting:</b> <i>Thu Jan 1 01:00:00 1970</i><br>
+ <b>Ending:</b> <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Messages:</b> 66<p>
+ <ul>
+
+<LI><A HREF="000774.html">[Nel] Landscape Building problems
+</A><A NAME="774">&nbsp;</A>
+<I>=?ISO-8859-1?Q?R=F3bert_Bjarnason?=
+</I>
+<LI><A HREF="000794.html">[Nel] Gamer question
+</A><A NAME="794">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000806.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="806">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000807.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="807">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000812.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="812">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000773.html">[Nel] umm got some porblems , plz help =)
+</A><A NAME="773">&nbsp;</A>
+<I>Stein Arve Berge
+</I>
+<LI><A HREF="000777.html">[Nel] Feedback
+</A><A NAME="777">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<LI><A HREF="000821.html">[Nel] Feedback
+</A><A NAME="821">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<LI><A HREF="000781.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="781">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<LI><A HREF="000822.html">[Nel] open source MMORPG and hacks/cheats question (probably
+ off topic)
+</A><A NAME="822">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<LI><A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="772">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000776.html">[Nel] Landscape Building problems
+</A><A NAME="776">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000779.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="779">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000783.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="783">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000789.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="789">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000790.html">[Nel] Gamer question
+</A><A NAME="790">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000791.html">[Nel] Gamer question
+</A><A NAME="791">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000795.html">[Nel] Gamer question
+</A><A NAME="795">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000804.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="804">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000805.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="805">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000811.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="811">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000828.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="828">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000829.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="829">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000831.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="831">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000819.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="819">&nbsp;</A>
+<I>Alexander Denisov
+</I>
+<LI><A HREF="000818.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="818">&nbsp;</A>
+<I>Markus Ewald
+</I>
+<LI><A HREF="000817.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="817">&nbsp;</A>
+<I>Nicolas Hognon
+</I>
+<LI><A HREF="000786.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="786">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000787.html">[Nel] Gamer question
+</A><A NAME="787">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000809.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="809">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="803">&nbsp;</A>
+<I>J C Lawrence
+</I>
+<LI><A HREF="000797.html">[Nel] TCP vs UDP
+</A><A NAME="797">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000808.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="808">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000825.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="825">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000775.html">[Nel] Landscape Building problems
+</A><A NAME="775">&nbsp;</A>
+<I>Benjamin Legros
+</I>
+<LI><A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
+</A><A NAME="823">&nbsp;</A>
+<I>Daniel Miller
+</I>
+<LI><A HREF="000788.html">[Nel] Gamer question
+</A><A NAME="788">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000792.html">[Nel] Gamer question
+</A><A NAME="792">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000793.html">[Nel] Gamer question
+</A><A NAME="793">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="778">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="782">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000800.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="800">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax
+</A><A NAME="824">&nbsp;</A>
+<I>Dim Segebart
+</I>
+<LI><A HREF="000784.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="784">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000813.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="813">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000814.html">[Nel] Gamer question
+</A><A NAME="814">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000827.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="827">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000830.html">[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs
+</A><A NAME="830">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000833.html">[Nel] Building Nel
+</A><A NAME="833">&nbsp;</A>
+<I>David Artiga Torrijos
+</I>
+<LI><A HREF="000798.html">[Nel] Feedback
+</A><A NAME="798">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<LI><A HREF="000799.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="799">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<LI><A HREF="000802.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="802">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<LI><A HREF="000816.html">[Nel] Gamer question (the asp hole)
+</A><A NAME="816">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<LI><A HREF="000815.html">[Nel] RE: GPL confusion
+</A><A NAME="815">&nbsp;</A>
+<I>Jon Watte
+</I>
+<LI><A HREF="000820.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="820">&nbsp;</A>
+<I>alfred
+</I>
+<LI><A HREF="000785.html">[Nel] Gamer question
+</A><A NAME="785">&nbsp;</A>
+<I>froggy@froggycorp.com
+</I>
+<LI><A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="780">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000796.html">[Nel] TCP vs UDP
+</A><A NAME="796">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000826.html">[Nel] peer to peer ?
+</A><A NAME="826">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000801.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="801">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000810.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="810">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000832.html">[Nel] precompiled header file
+</A><A NAME="832">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000837.html">[Nel] precompiled header file
+</A><A NAME="837">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000835.html">[Nel] Max Bezier Patches
+</A><A NAME="835">&nbsp;</A>
+<I>Nel List
+</I>
+<LI><A HREF="000834.html">[Nel] peer to peer ?
+</A><A NAME="834">&nbsp;</A>
+<I>Daniel Miller
+</I>
+<LI><A HREF="000836.html">[Nel] Re: Nel digest, Vol 1 #210 - 1 msg
+</A><A NAME="836">&nbsp;</A>
+<I>nicO
+</I>
+ </ul>
+ <p>
+ <a name="end"><b>Last message date:</b></a>
+ <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Archived on:</b> <i>Wed Dec 26 14:06:01 2001</i>
+ <p>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+ <a href="thread.html#start">[ thread ]</a>
+ <a href="subject.html#start">[ subject ]</a>
+
+ <a href="date.html#start">[ date ]</a>
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p>
+ <hr>
+ <i>This archive was generated by
+ Pipermail 0.05 (Mailman edition).</i>
+ </BODY>
+</HTML>
+
diff --git a/pipermail/nel/2001-December/date.html b/pipermail/nel/2001-December/date.html
new file mode 100644
index 00000000..829f609f
--- /dev/null
+++ b/pipermail/nel/2001-December/date.html
@@ -0,0 +1,312 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <title>The Nel 2001-December Archive by Date</title>
+ <META NAME="robots" CONTENT="noindex,follow">
+
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <a name="start"></A>
+ <h1>2001-December Archives by Date</h1>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+ <a href="thread.html#start">[ thread ]</a>
+ <a href="subject.html#start">[ subject ]</a>
+ <a href="author.html#start">[ author ]</a>
+
+
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p><b>Starting:</b> <i>Thu Jan 1 01:00:00 1970</i><br>
+ <b>Ending:</b> <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Messages:</b> 66<p>
+ <ul>
+
+<LI><A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="772">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000773.html">[Nel] umm got some porblems , plz help =)
+</A><A NAME="773">&nbsp;</A>
+<I>Stein Arve Berge
+</I>
+<LI><A HREF="000774.html">[Nel] Landscape Building problems
+</A><A NAME="774">&nbsp;</A>
+<I>=?ISO-8859-1?Q?R=F3bert_Bjarnason?=
+</I>
+<LI><A HREF="000776.html">[Nel] Landscape Building problems
+</A><A NAME="776">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000775.html">[Nel] Landscape Building problems
+</A><A NAME="775">&nbsp;</A>
+<I>Benjamin Legros
+</I>
+<LI><A HREF="000777.html">[Nel] Feedback
+</A><A NAME="777">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<LI><A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="778">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000779.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="779">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="780">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000781.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="781">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<LI><A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="782">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000783.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="783">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000784.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="784">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000785.html">[Nel] Gamer question
+</A><A NAME="785">&nbsp;</A>
+<I>froggy@froggycorp.com
+</I>
+<LI><A HREF="000786.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="786">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000787.html">[Nel] Gamer question
+</A><A NAME="787">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000788.html">[Nel] Gamer question
+</A><A NAME="788">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000789.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="789">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000790.html">[Nel] Gamer question
+</A><A NAME="790">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000791.html">[Nel] Gamer question
+</A><A NAME="791">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000792.html">[Nel] Gamer question
+</A><A NAME="792">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000793.html">[Nel] Gamer question
+</A><A NAME="793">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000794.html">[Nel] Gamer question
+</A><A NAME="794">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000795.html">[Nel] Gamer question
+</A><A NAME="795">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000796.html">[Nel] TCP vs UDP
+</A><A NAME="796">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000797.html">[Nel] TCP vs UDP
+</A><A NAME="797">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000798.html">[Nel] Feedback
+</A><A NAME="798">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<LI><A HREF="000799.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="799">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<LI><A HREF="000800.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="800">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000801.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="801">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000802.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="802">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<LI><A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="803">&nbsp;</A>
+<I>J C Lawrence
+</I>
+<LI><A HREF="000804.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="804">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000805.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="805">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000806.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="806">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000807.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="807">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000808.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="808">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000809.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="809">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000810.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="810">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000811.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="811">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000812.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="812">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000813.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="813">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000814.html">[Nel] Gamer question
+</A><A NAME="814">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000815.html">[Nel] RE: GPL confusion
+</A><A NAME="815">&nbsp;</A>
+<I>Jon Watte
+</I>
+<LI><A HREF="000817.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="817">&nbsp;</A>
+<I>Nicolas Hognon
+</I>
+<LI><A HREF="000816.html">[Nel] Gamer question (the asp hole)
+</A><A NAME="816">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<LI><A HREF="000818.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="818">&nbsp;</A>
+<I>Markus Ewald
+</I>
+<LI><A HREF="000819.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="819">&nbsp;</A>
+<I>Alexander Denisov
+</I>
+<LI><A HREF="000820.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="820">&nbsp;</A>
+<I>alfred
+</I>
+<LI><A HREF="000821.html">[Nel] Feedback
+</A><A NAME="821">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<LI><A HREF="000822.html">[Nel] open source MMORPG and hacks/cheats question (probably
+ off topic)
+</A><A NAME="822">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<LI><A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
+</A><A NAME="823">&nbsp;</A>
+<I>Daniel Miller
+</I>
+<LI><A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax
+</A><A NAME="824">&nbsp;</A>
+<I>Dim Segebart
+</I>
+<LI><A HREF="000825.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="825">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000826.html">[Nel] peer to peer ?
+</A><A NAME="826">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000827.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="827">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000828.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="828">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000829.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="829">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000830.html">[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs
+</A><A NAME="830">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000831.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="831">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000832.html">[Nel] precompiled header file
+</A><A NAME="832">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000833.html">[Nel] Building Nel
+</A><A NAME="833">&nbsp;</A>
+<I>David Artiga Torrijos
+</I>
+<LI><A HREF="000834.html">[Nel] peer to peer ?
+</A><A NAME="834">&nbsp;</A>
+<I>Daniel Miller
+</I>
+<LI><A HREF="000835.html">[Nel] Max Bezier Patches
+</A><A NAME="835">&nbsp;</A>
+<I>Nel List
+</I>
+<LI><A HREF="000837.html">[Nel] precompiled header file
+</A><A NAME="837">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000836.html">[Nel] Re: Nel digest, Vol 1 #210 - 1 msg
+</A><A NAME="836">&nbsp;</A>
+<I>nicO
+</I>
+ </ul>
+ <p>
+ <a name="end"><b>Last message date:</b></a>
+ <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Archived on:</b> <i>Wed Dec 26 14:06:01 2001</i>
+ <p>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+ <a href="thread.html#start">[ thread ]</a>
+ <a href="subject.html#start">[ subject ]</a>
+ <a href="author.html#start">[ author ]</a>
+
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p>
+ <hr>
+ <i>This archive was generated by
+ Pipermail 0.05 (Mailman edition).</i>
+ </BODY>
+</HTML>
+
diff --git a/pipermail/nel/2001-December/index.html b/pipermail/nel/2001-December/index.html
new file mode 100644
index 00000000..e92320eb
--- /dev/null
+++ b/pipermail/nel/2001-December/index.html
@@ -0,0 +1,420 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <title>The Nel 2001-December Archive by Thread</title>
+ <META NAME="robots" CONTENT="noindex,follow">
+
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <a name="start"></A>
+ <h1>2001-December Archives by Thread</h1>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+
+ <a href="subject.html#start">[ subject ]</a>
+ <a href="author.html#start">[ author ]</a>
+ <a href="date.html#start">[ date ]</a>
+
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p><b>Starting:</b> <i>Thu Jan 1 01:00:00 1970</i><br>
+ <b>Ending:</b> <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Messages:</b> 66<p>
+ <ul>
+
+<!--0 01007371314- -->
+<LI><A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="772">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--0 01007584938- -->
+<LI><A HREF="000773.html">[Nel] umm got some porblems , plz help =)
+</A><A NAME="773">&nbsp;</A>
+<I>Stein Arve Berge
+</I>
+<!--0 01007600022- -->
+<LI><A HREF="000774.html">[Nel] Landscape Building problems
+</A><A NAME="774">&nbsp;</A>
+<I>=?ISO-8859-1?Q?R=F3bert_Bjarnason?=
+</I>
+<UL>
+<!--1 01007600022-01007627825- -->
+<LI><A HREF="000776.html">[Nel] Landscape Building problems
+</A><A NAME="776">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--1 01007600022-01007634530- -->
+<LI><A HREF="000775.html">[Nel] Landscape Building problems
+</A><A NAME="775">&nbsp;</A>
+<I>Benjamin Legros
+</I>
+</UL>
+<!--0 01007974841- -->
+<LI><A HREF="000777.html">[Nel] Feedback
+</A><A NAME="777">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<UL>
+<!--1 01007974841-01008263415- -->
+<LI><A HREF="000798.html">[Nel] Feedback
+</A><A NAME="798">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<UL>
+<!--2 01007974841-01008263415-01008519149- -->
+<LI><A HREF="000821.html">[Nel] Feedback
+</A><A NAME="821">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+</UL>
+</UL>
+<!--0 01008029612- -->
+<LI><A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="778">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<UL>
+<!--1 01008029612-01008144837- -->
+<LI><A HREF="000779.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="779">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+<!--0 01008155018- -->
+<LI><A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="780">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<UL>
+<!--1 01008155018-01008159444- -->
+<LI><A HREF="000781.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="781">&nbsp;</A>
+<I>Vincent Caron
+</I>
+</UL>
+<!--0 01008176341- -->
+<LI><A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="782">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<UL>
+<!--1 01008176341-01008177519- -->
+<LI><A HREF="000783.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="783">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+<!--0 01008191657- -->
+<LI><A HREF="000784.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="784">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<UL>
+<!--1 01008191657-01008247280- -->
+<LI><A HREF="000786.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="786">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<UL>
+<!--2 01008191657-01008247280-01008414127- -->
+<LI><A HREF="000818.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="818">&nbsp;</A>
+<I>Markus Ewald
+</I>
+<UL>
+<!--3 01008191657-01008247280-01008414127-01008586170- -->
+<LI><A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax
+</A><A NAME="824">&nbsp;</A>
+<I>Dim Segebart
+</I>
+</UL>
+</UL>
+<!--1 01008191657-01008249183- -->
+<LI><A HREF="000789.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="789">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+<!--0 01008246816- -->
+<LI><A HREF="000785.html">[Nel] Gamer question
+</A><A NAME="785">&nbsp;</A>
+<I>froggy@froggycorp.com
+</I>
+<UL>
+<!--1 01008246816-01008247441- -->
+<LI><A HREF="000787.html">[Nel] Gamer question
+</A><A NAME="787">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<UL>
+<!--2 01008246816-01008247441-01008248889- -->
+<LI><A HREF="000788.html">[Nel] Gamer question
+</A><A NAME="788">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<UL>
+<!--3 01008246816-01008247441-01008248889-01008249827- -->
+<LI><A HREF="000790.html">[Nel] Gamer question
+</A><A NAME="790">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008248889-01008249827-01008251048- -->
+<LI><A HREF="000793.html">[Nel] Gamer question
+</A><A NAME="793">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+</UL>
+<!--2 01008246816-01008247441-01008250222- -->
+<LI><A HREF="000791.html">[Nel] Gamer question
+</A><A NAME="791">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<UL>
+<!--3 01008246816-01008247441-01008250222-01008250973- -->
+<LI><A HREF="000792.html">[Nel] Gamer question
+</A><A NAME="792">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346- -->
+<LI><A HREF="000794.html">[Nel] Gamer question
+</A><A NAME="794">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844- -->
+<LI><A HREF="000800.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="800">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480- -->
+<LI><A HREF="000801.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="801">&nbsp;</A>
+<I>zen
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480-01008316247- -->
+<LI><A HREF="000805.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="805">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480-01008318201- -->
+<LI><A HREF="000807.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="807">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480-01008318201-01008332930- -->
+<LI><A HREF="000810.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="810">&nbsp;</A>
+<I>zen
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008316091- -->
+<LI><A HREF="000804.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="804">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008317992- -->
+<LI><A HREF="000806.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="806">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636- -->
+<LI><A HREF="000808.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="808">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636-01008332159- -->
+<LI><A HREF="000809.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="809">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636-01008332159-01008333292- -->
+<LI><A HREF="000811.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="811">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636-01008332159-01008333693- -->
+<LI><A HREF="000812.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="812">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251649- -->
+<LI><A HREF="000795.html">[Nel] Gamer question
+</A><A NAME="795">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+</UL>
+</UL>
+<!--0 01008259528- -->
+<LI><A HREF="000796.html">[Nel] TCP vs UDP
+</A><A NAME="796">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<UL>
+<!--1 01008259528-01008260634- -->
+<LI><A HREF="000797.html">[Nel] TCP vs UDP
+</A><A NAME="797">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+</UL>
+<!--0 01008263613- -->
+<LI><A HREF="000799.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="799">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<!--0 01008294054- -->
+<LI><A HREF="000802.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="802">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<!--0 01008298443- -->
+<LI><A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="803">&nbsp;</A>
+<I>J C Lawrence
+</I>
+<!--0 01008333804- -->
+<LI><A HREF="000813.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="813">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<!--0 01008334363- -->
+<LI><A HREF="000814.html">[Nel] Gamer question
+</A><A NAME="814">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<!--0 01008350389- -->
+<LI><A HREF="000815.html">[Nel] RE: GPL confusion
+</A><A NAME="815">&nbsp;</A>
+<I>Jon Watte
+</I>
+<!--0 01008353503- -->
+<LI><A HREF="000817.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="817">&nbsp;</A>
+<I>Nicolas Hognon
+</I>
+<UL>
+<!--1 01008353503-01008595350- -->
+<LI><A HREF="000825.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="825">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+</UL>
+<!--0 01008354554- -->
+<LI><A HREF="000816.html">[Nel] Gamer question (the asp hole)
+</A><A NAME="816">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<!--0 01008494955- -->
+<LI><A HREF="000819.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="819">&nbsp;</A>
+<I>Alexander Denisov
+</I>
+<UL>
+<!--1 01008494955-01008498056- -->
+<LI><A HREF="000820.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="820">&nbsp;</A>
+<I>alfred
+</I>
+<!--1 01008494955-01008522758- -->
+<LI><A HREF="000822.html">[Nel] open source MMORPG and hacks/cheats question (probably
+ off topic)
+</A><A NAME="822">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<UL>
+<!--2 01008494955-01008522758-01008583657- -->
+<LI><A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
+</A><A NAME="823">&nbsp;</A>
+<I>Daniel Miller
+</I>
+</UL>
+</UL>
+<!--0 01008674159- -->
+<LI><A HREF="000826.html">[Nel] peer to peer ?
+</A><A NAME="826">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<UL>
+<!--1 01008674159-01008871409- -->
+<LI><A HREF="000834.html">[Nel] peer to peer ?
+</A><A NAME="834">&nbsp;</A>
+<I>Daniel Miller
+</I>
+</UL>
+<!--0 01008683385- -->
+<LI><A HREF="000827.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="827">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<UL>
+<!--1 01008683385-01008699634- -->
+<LI><A HREF="000828.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="828">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<UL>
+<!--2 01008683385-01008699634-01008747139- -->
+<LI><A HREF="000829.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="829">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--2 01008683385-01008699634-01008778877- -->
+<LI><A HREF="000831.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="831">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+</UL>
+<!--0 01008774316- -->
+<LI><A HREF="000830.html">[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs
+</A><A NAME="830">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<!--0 01008829209- -->
+<LI><A HREF="000832.html">[Nel] precompiled header file
+</A><A NAME="832">&nbsp;</A>
+<I>zen
+</I>
+<UL>
+<!--1 01008829209-01009367997- -->
+<LI><A HREF="000837.html">[Nel] precompiled header file
+</A><A NAME="837">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+</UL>
+<!--0 01008844808- -->
+<LI><A HREF="000833.html">[Nel] Building Nel
+</A><A NAME="833">&nbsp;</A>
+<I>David Artiga Torrijos
+</I>
+<!--0 01009295126- -->
+<LI><A HREF="000835.html">[Nel] Max Bezier Patches
+</A><A NAME="835">&nbsp;</A>
+<I>Nel List
+</I>
+<!--0 01009388193- -->
+<LI><A HREF="000836.html">[Nel] Re: Nel digest, Vol 1 #210 - 1 msg
+</A><A NAME="836">&nbsp;</A>
+<I>nicO
+</I>
+ </ul>
+ <p>
+ <a name="end"><b>Last message date:</b></a>
+ <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Archived on:</b> <i>Wed Dec 26 14:06:01 2001</i>
+ <p>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+
+ <a href="subject.html#start">[ subject ]</a>
+ <a href="author.html#start">[ author ]</a>
+ <a href="date.html#start">[ date ]</a>
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p>
+ <hr>
+ <i>This archive was generated by
+ Pipermail 0.05 (Mailman edition).</i>
+ </BODY>
+</HTML>
+
diff --git a/pipermail/nel/2001-December/subject.html b/pipermail/nel/2001-December/subject.html
new file mode 100644
index 00000000..fc45eecc
--- /dev/null
+++ b/pipermail/nel/2001-December/subject.html
@@ -0,0 +1,312 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <title>The Nel 2001-December Archive by Subject</title>
+ <META NAME="robots" CONTENT="noindex,follow">
+
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <a name="start"></A>
+ <h1>2001-December Archives by Subject</h1>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+ <a href="thread.html#start">[ thread ]</a>
+
+ <a href="author.html#start">[ author ]</a>
+ <a href="date.html#start">[ date ]</a>
+
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p><b>Starting:</b> <i>Thu Jan 1 01:00:00 1970</i><br>
+ <b>Ending:</b> <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Messages:</b> 66<p>
+ <ul>
+
+<LI><A HREF="000833.html">[Nel] Building Nel
+</A><A NAME="833">&nbsp;</A>
+<I>David Artiga Torrijos
+</I>
+<LI><A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="778">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000779.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="779">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000777.html">[Nel] Feedback
+</A><A NAME="777">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<LI><A HREF="000798.html">[Nel] Feedback
+</A><A NAME="798">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<LI><A HREF="000821.html">[Nel] Feedback
+</A><A NAME="821">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<LI><A HREF="000785.html">[Nel] Gamer question
+</A><A NAME="785">&nbsp;</A>
+<I>froggy@froggycorp.com
+</I>
+<LI><A HREF="000787.html">[Nel] Gamer question
+</A><A NAME="787">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000788.html">[Nel] Gamer question
+</A><A NAME="788">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000790.html">[Nel] Gamer question
+</A><A NAME="790">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000791.html">[Nel] Gamer question
+</A><A NAME="791">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000792.html">[Nel] Gamer question
+</A><A NAME="792">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000793.html">[Nel] Gamer question
+</A><A NAME="793">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<LI><A HREF="000794.html">[Nel] Gamer question
+</A><A NAME="794">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000795.html">[Nel] Gamer question
+</A><A NAME="795">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000814.html">[Nel] Gamer question
+</A><A NAME="814">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000816.html">[Nel] Gamer question (the asp hole)
+</A><A NAME="816">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<LI><A HREF="000774.html">[Nel] Landscape Building problems
+</A><A NAME="774">&nbsp;</A>
+<I>=?ISO-8859-1?Q?R=F3bert_Bjarnason?=
+</I>
+<LI><A HREF="000776.html">[Nel] Landscape Building problems
+</A><A NAME="776">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000775.html">[Nel] Landscape Building problems
+</A><A NAME="775">&nbsp;</A>
+<I>Benjamin Legros
+</I>
+<LI><A HREF="000784.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="784">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000786.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="786">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000789.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="789">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000813.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="813">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000818.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="818">&nbsp;</A>
+<I>Markus Ewald
+</I>
+<LI><A HREF="000827.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="827">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000828.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="828">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000829.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="829">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000831.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="831">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="782">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000783.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="783">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000822.html">[Nel] open source MMORPG and hacks/cheats question (probably
+ off topic)
+</A><A NAME="822">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<LI><A HREF="000819.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="819">&nbsp;</A>
+<I>Alexander Denisov
+</I>
+<LI><A HREF="000820.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="820">&nbsp;</A>
+<I>alfred
+</I>
+<LI><A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
+</A><A NAME="823">&nbsp;</A>
+<I>Daniel Miller
+</I>
+<LI><A HREF="000826.html">[Nel] peer to peer ?
+</A><A NAME="826">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000832.html">[Nel] precompiled header file
+</A><A NAME="832">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000815.html">[Nel] RE: GPL confusion
+</A><A NAME="815">&nbsp;</A>
+<I>Jon Watte
+</I>
+<LI><A HREF="000830.html">[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs
+</A><A NAME="830">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<LI><A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="780">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000781.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="781">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<LI><A HREF="000817.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="817">&nbsp;</A>
+<I>Nicolas Hognon
+</I>
+<LI><A HREF="000825.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="825">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="772">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000799.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="799">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<LI><A HREF="000796.html">[Nel] TCP vs UDP
+</A><A NAME="796">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<LI><A HREF="000797.html">[Nel] TCP vs UDP
+</A><A NAME="797">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000773.html">[Nel] umm got some porblems , plz help =)
+</A><A NAME="773">&nbsp;</A>
+<I>Stein Arve Berge
+</I>
+<LI><A HREF="000809.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="809">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<LI><A HREF="000811.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="811">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000812.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="812">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000800.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="800">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<LI><A HREF="000801.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="801">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000802.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="802">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<LI><A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="803">&nbsp;</A>
+<I>J C Lawrence
+</I>
+<LI><A HREF="000804.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="804">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000805.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="805">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<LI><A HREF="000806.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="806">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000807.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="807">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<LI><A HREF="000808.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="808">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000810.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="810">&nbsp;</A>
+<I>zen
+</I>
+<LI><A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax
+</A><A NAME="824">&nbsp;</A>
+<I>Dim Segebart
+</I>
+<LI><A HREF="000835.html">[Nel] Max Bezier Patches
+</A><A NAME="835">&nbsp;</A>
+<I>Nel List
+</I>
+<LI><A HREF="000834.html">[Nel] peer to peer ?
+</A><A NAME="834">&nbsp;</A>
+<I>Daniel Miller
+</I>
+<LI><A HREF="000837.html">[Nel] precompiled header file
+</A><A NAME="837">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<LI><A HREF="000836.html">[Nel] Re: Nel digest, Vol 1 #210 - 1 msg
+</A><A NAME="836">&nbsp;</A>
+<I>nicO
+</I>
+ </ul>
+ <p>
+ <a name="end"><b>Last message date:</b></a>
+ <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Archived on:</b> <i>Wed Dec 26 14:06:01 2001</i>
+ <p>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+ <a href="thread.html#start">[ thread ]</a>
+
+ <a href="author.html#start">[ author ]</a>
+ <a href="date.html#start">[ date ]</a>
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p>
+ <hr>
+ <i>This archive was generated by
+ Pipermail 0.05 (Mailman edition).</i>
+ </BODY>
+</HTML>
+
diff --git a/pipermail/nel/2001-December/thread.html b/pipermail/nel/2001-December/thread.html
new file mode 100644
index 00000000..e92320eb
--- /dev/null
+++ b/pipermail/nel/2001-December/thread.html
@@ -0,0 +1,420 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+ <HEAD>
+ <title>The Nel 2001-December Archive by Thread</title>
+ <META NAME="robots" CONTENT="noindex,follow">
+
+ </HEAD>
+ <BODY BGCOLOR="#ffffff">
+ <a name="start"></A>
+ <h1>2001-December Archives by Thread</h1>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+
+ <a href="subject.html#start">[ subject ]</a>
+ <a href="author.html#start">[ author ]</a>
+ <a href="date.html#start">[ date ]</a>
+
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p><b>Starting:</b> <i>Thu Jan 1 01:00:00 1970</i><br>
+ <b>Ending:</b> <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Messages:</b> 66<p>
+ <ul>
+
+<!--0 01007371314- -->
+<LI><A HREF="000772.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="772">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--0 01007584938- -->
+<LI><A HREF="000773.html">[Nel] umm got some porblems , plz help =)
+</A><A NAME="773">&nbsp;</A>
+<I>Stein Arve Berge
+</I>
+<!--0 01007600022- -->
+<LI><A HREF="000774.html">[Nel] Landscape Building problems
+</A><A NAME="774">&nbsp;</A>
+<I>=?ISO-8859-1?Q?R=F3bert_Bjarnason?=
+</I>
+<UL>
+<!--1 01007600022-01007627825- -->
+<LI><A HREF="000776.html">[Nel] Landscape Building problems
+</A><A NAME="776">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--1 01007600022-01007634530- -->
+<LI><A HREF="000775.html">[Nel] Landscape Building problems
+</A><A NAME="775">&nbsp;</A>
+<I>Benjamin Legros
+</I>
+</UL>
+<!--0 01007974841- -->
+<LI><A HREF="000777.html">[Nel] Feedback
+</A><A NAME="777">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+<UL>
+<!--1 01007974841-01008263415- -->
+<LI><A HREF="000798.html">[Nel] Feedback
+</A><A NAME="798">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<UL>
+<!--2 01007974841-01008263415-01008519149- -->
+<LI><A HREF="000821.html">[Nel] Feedback
+</A><A NAME="821">&nbsp;</A>
+<I>Arnaud Bienvenu
+</I>
+</UL>
+</UL>
+<!--0 01008029612- -->
+<LI><A HREF="000778.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="778">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<UL>
+<!--1 01008029612-01008144837- -->
+<LI><A HREF="000779.html">[Nel] compiling nel/3d ps_util.cpp causes error C1076, internal heap limit
+</A><A NAME="779">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+<!--0 01008155018- -->
+<LI><A HREF="000780.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="780">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<UL>
+<!--1 01008155018-01008159444- -->
+<LI><A HREF="000781.html">[Nel] Rep:Nel digest, Vol 1 #199 - 5 msgs
+</A><A NAME="781">&nbsp;</A>
+<I>Vincent Caron
+</I>
+</UL>
+<!--0 01008176341- -->
+<LI><A HREF="000782.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="782">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<UL>
+<!--1 01008176341-01008177519- -->
+<LI><A HREF="000783.html">[Nel] last compile difficulty I hope... (driver_opengl)
+</A><A NAME="783">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+<!--0 01008191657- -->
+<LI><A HREF="000784.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="784">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<UL>
+<!--1 01008191657-01008247280- -->
+<LI><A HREF="000786.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="786">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<UL>
+<!--2 01008191657-01008247280-01008414127- -->
+<LI><A HREF="000818.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="818">&nbsp;</A>
+<I>Markus Ewald
+</I>
+<UL>
+<!--3 01008191657-01008247280-01008414127-01008586170- -->
+<LI><A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax
+</A><A NAME="824">&nbsp;</A>
+<I>Dim Segebart
+</I>
+</UL>
+</UL>
+<!--1 01008191657-01008249183- -->
+<LI><A HREF="000789.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="789">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+<!--0 01008246816- -->
+<LI><A HREF="000785.html">[Nel] Gamer question
+</A><A NAME="785">&nbsp;</A>
+<I>froggy@froggycorp.com
+</I>
+<UL>
+<!--1 01008246816-01008247441- -->
+<LI><A HREF="000787.html">[Nel] Gamer question
+</A><A NAME="787">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<UL>
+<!--2 01008246816-01008247441-01008248889- -->
+<LI><A HREF="000788.html">[Nel] Gamer question
+</A><A NAME="788">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<UL>
+<!--3 01008246816-01008247441-01008248889-01008249827- -->
+<LI><A HREF="000790.html">[Nel] Gamer question
+</A><A NAME="790">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008248889-01008249827-01008251048- -->
+<LI><A HREF="000793.html">[Nel] Gamer question
+</A><A NAME="793">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+</UL>
+<!--2 01008246816-01008247441-01008250222- -->
+<LI><A HREF="000791.html">[Nel] Gamer question
+</A><A NAME="791">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<UL>
+<!--3 01008246816-01008247441-01008250222-01008250973- -->
+<LI><A HREF="000792.html">[Nel] Gamer question
+</A><A NAME="792">&nbsp;</A>
+<I>Valerio Santinelli
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346- -->
+<LI><A HREF="000794.html">[Nel] Gamer question
+</A><A NAME="794">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844- -->
+<LI><A HREF="000800.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="800">&nbsp;</A>
+<I>Kai Schutte
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480- -->
+<LI><A HREF="000801.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="801">&nbsp;</A>
+<I>zen
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480-01008316247- -->
+<LI><A HREF="000805.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="805">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480-01008318201- -->
+<LI><A HREF="000807.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="807">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008293480-01008318201-01008332930- -->
+<LI><A HREF="000810.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="810">&nbsp;</A>
+<I>zen
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008316091- -->
+<LI><A HREF="000804.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="804">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008317992- -->
+<LI><A HREF="000806.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="806">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636- -->
+<LI><A HREF="000808.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="808">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636-01008332159- -->
+<LI><A HREF="000809.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="809">&nbsp;</A>
+<I>Tony Hoyt
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636-01008332159-01008333292- -->
+<LI><A HREF="000811.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="811">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251346-01008284844-01008318636-01008332159-01008333693- -->
+<LI><A HREF="000812.html">[Nel] Using GCC? -- was: GPL specifics
+</A><A NAME="812">&nbsp;</A>
+<I>Vincent Archer
+</I>
+<!--3 01008246816-01008247441-01008250222-01008250973-01008251649- -->
+<LI><A HREF="000795.html">[Nel] Gamer question
+</A><A NAME="795">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+</UL>
+</UL>
+<!--0 01008259528- -->
+<LI><A HREF="000796.html">[Nel] TCP vs UDP
+</A><A NAME="796">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<UL>
+<!--1 01008259528-01008260634- -->
+<LI><A HREF="000797.html">[Nel] TCP vs UDP
+</A><A NAME="797">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+</UL>
+<!--0 01008263613- -->
+<LI><A HREF="000799.html">[Nel] small bug, bug unforgivable design flaw
+</A><A NAME="799">&nbsp;</A>
+<I>Cedric Valignat
+</I>
+<!--0 01008294054- -->
+<LI><A HREF="000802.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="802">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<!--0 01008298443- -->
+<LI><A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question
+</A><A NAME="803">&nbsp;</A>
+<I>J C Lawrence
+</I>
+<!--0 01008333804- -->
+<LI><A HREF="000813.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="813">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<!--0 01008334363- -->
+<LI><A HREF="000814.html">[Nel] Gamer question
+</A><A NAME="814">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<!--0 01008350389- -->
+<LI><A HREF="000815.html">[Nel] RE: GPL confusion
+</A><A NAME="815">&nbsp;</A>
+<I>Jon Watte
+</I>
+<!--0 01008353503- -->
+<LI><A HREF="000817.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="817">&nbsp;</A>
+<I>Nicolas Hognon
+</I>
+<UL>
+<!--1 01008353503-01008595350- -->
+<LI><A HREF="000825.html">[Nel] server architecture (front end, load balancing, login service, ....)
+</A><A NAME="825">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+</UL>
+<!--0 01008354554- -->
+<LI><A HREF="000816.html">[Nel] Gamer question (the asp hole)
+</A><A NAME="816">&nbsp;</A>
+<I>Michael Warnock
+</I>
+<!--0 01008494955- -->
+<LI><A HREF="000819.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="819">&nbsp;</A>
+<I>Alexander Denisov
+</I>
+<UL>
+<!--1 01008494955-01008498056- -->
+<LI><A HREF="000820.html">[Nel] open source MMORPG and hacks/cheats question (probably off topic)
+</A><A NAME="820">&nbsp;</A>
+<I>alfred
+</I>
+<!--1 01008494955-01008522758- -->
+<LI><A HREF="000822.html">[Nel] open source MMORPG and hacks/cheats question (probably
+ off topic)
+</A><A NAME="822">&nbsp;</A>
+<I>Vincent Caron
+</I>
+<UL>
+<!--2 01008494955-01008522758-01008583657- -->
+<LI><A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
+</A><A NAME="823">&nbsp;</A>
+<I>Daniel Miller
+</I>
+</UL>
+</UL>
+<!--0 01008674159- -->
+<LI><A HREF="000826.html">[Nel] peer to peer ?
+</A><A NAME="826">&nbsp;</A>
+<I>nicolas.boulay@ifrance.com
+</I>
+<UL>
+<!--1 01008674159-01008871409- -->
+<LI><A HREF="000834.html">[Nel] peer to peer ?
+</A><A NAME="834">&nbsp;</A>
+<I>Daniel Miller
+</I>
+</UL>
+<!--0 01008683385- -->
+<LI><A HREF="000827.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="827">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<UL>
+<!--1 01008683385-01008699634- -->
+<LI><A HREF="000828.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="828">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<UL>
+<!--2 01008683385-01008699634-01008747139- -->
+<LI><A HREF="000829.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="829">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+<!--2 01008683385-01008699634-01008778877- -->
+<LI><A HREF="000831.html">[Nel] Landscapes without 3DSMax
+</A><A NAME="831">&nbsp;</A>
+<I>Cyril 'Hulud' Corvazier
+</I>
+</UL>
+</UL>
+<!--0 01008774316- -->
+<LI><A HREF="000830.html">[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs
+</A><A NAME="830">&nbsp;</A>
+<I>Paul Siegel
+</I>
+<!--0 01008829209- -->
+<LI><A HREF="000832.html">[Nel] precompiled header file
+</A><A NAME="832">&nbsp;</A>
+<I>zen
+</I>
+<UL>
+<!--1 01008829209-01009367997- -->
+<LI><A HREF="000837.html">[Nel] precompiled header file
+</A><A NAME="837">&nbsp;</A>
+<I>Vianney Lecroart
+</I>
+</UL>
+<!--0 01008844808- -->
+<LI><A HREF="000833.html">[Nel] Building Nel
+</A><A NAME="833">&nbsp;</A>
+<I>David Artiga Torrijos
+</I>
+<!--0 01009295126- -->
+<LI><A HREF="000835.html">[Nel] Max Bezier Patches
+</A><A NAME="835">&nbsp;</A>
+<I>Nel List
+</I>
+<!--0 01009388193- -->
+<LI><A HREF="000836.html">[Nel] Re: Nel digest, Vol 1 #210 - 1 msg
+</A><A NAME="836">&nbsp;</A>
+<I>nicO
+</I>
+ </ul>
+ <p>
+ <a name="end"><b>Last message date:</b></a>
+ <i>Wed Dec 26 18:36:33 2001</i><br>
+ <b>Archived on:</b> <i>Wed Dec 26 14:06:01 2001</i>
+ <p>
+ <ul>
+ <li> <b>Messages sorted by:</b>
+
+ <a href="subject.html#start">[ subject ]</a>
+ <a href="author.html#start">[ author ]</a>
+ <a href="date.html#start">[ date ]</a>
+ <li><b><a href="http://www.nevrax.org/mailman/listinfo.cgi/nel">More info on this list...
+ </a></b></li>
+ </ul>
+ <p>
+ <hr>
+ <i>This archive was generated by
+ Pipermail 0.05 (Mailman edition).</i>
+ </BODY>
+</HTML>
+