Re: [hlcoders] Source SDK 2013 Release

2015-11-10 Thread John Schoenick
Which header did you find to be differing? Ideally mods wouldn't require 
a recompile between the main and beta_test branches.


*From:* Rebel Yell
*Sent:* Sunday, October 04, 2015 4:30AM
*To:* Discussion Of Half-life Programming
*Subject:* Re: [hlcoders] Source SDK 2013 Release


Ignore this... I found the problem on my side, a header file differing 
in a way that won't terminate Windows build but crashes Linux and OSX. 
Quite a weird one, I actually got after it when the Windows build begun 
to crash in same manner than others. Yay for consistency.





   Hello, any news regarding this?

   >I'll take a look. It's possible we broke the CModelInfo ABI in a way that
   >/sourcetest doesn't hit. />//
   >/A crash issue here. After merging the code I get both Windows and
   Linux />>/server running, Windows client working fine too but Linux and OSX
   clients />>/will crash after map load, here's the trace: />>//>>/0 engine.dylib 0x0a87105f 
/>>/CModelInfo::GetModelType(model_t const*) const + 31 />>/1 client.dylib 0x1d114ea9 
/>>/CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
   int) + />>/121 />>/2 client.dylib 0x1d115010 
/>>/CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool)
   + 96 />>/3 engine.dylib 0x0a8f3529 />>/CStaticPropMgr::LevelInitClient() + 169 />>/4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49 />>/5 engine.dylib 0x0a73d067 
/>>/CClientState::SetSignonState(int, int) + 823 />>/6 engine.dylib 0x0a7200bb />>/CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 />>/7 engine.dylib 
0x0a8d4776 />>/CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 />>/8 engine.dylib 0x0a8d47ab non-virtual thunk to 
/>>/CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 />>/9 engine.dylib 0x0a68fc98 />>/SVC_PacketEntities::Process() + 24 />>/10 engine.dylib 0x0a8914eb 
/>>/CNetChan::ProcessMessages(bf_read&) + 843 />>/11 engine.dylib 0x0a891c6c />>/CNetChan::CheckReceivingList(int) + 380 />>/12 engine.dylib 0x0a8926ff 
/>>/CNetChan::ProcessPacket(netpacket_s*, bool) + 751/



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Re: [hlcoders] Source SDK 2013 Release

2015-10-04 Thread Rebel Yell
Ignore this... I found the problem on my side, a header file differing in a
way that won't terminate Windows build but crashes Linux and OSX. Quite a
weird one, I actually got after it when the Windows build begun to crash in
same manner than others. Yay for consistency.

--
--

> Hello, any news regarding this?
>
> >I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> >* sourcetest doesn't hit.
> *>
> >* A crash issue here. After merging the code I get both Windows and Linux
> *>>* server running, Windows client working fine too but Linux and OSX clients
> *>>* will crash after map load, here's the trace:
> ** 0   engine.dylib0x0a87105f
> *>>* CModelInfo::GetModelType(model_t const*) const + 31
> *>>* 1   client.dylib0x1d114ea9
> *>>* CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) 
> +
> *>>* 121
> *>>* 2   client.dylib0x1d115010
> *>>* CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
> *>>* 3   engine.dylib0x0a8f3529
> *>>* CStaticPropMgr::LevelInitClient() + 169
> *>>* 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
> *>>* 5   engine.dylib0x0a73d067
> *>>* CClientState::SetSignonState(int, int) + 823
> *>>* 6   engine.dylib0x0a7200bb
> *>>* CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
> *>>* 7   engine.dylib0x0a8d4776
> *>>* CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
> *>>* 8   engine.dylib0x0a8d47ab non-virtual thunk to
> *>>* CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
> *>>* 9   engine.dylib0x0a68fc98
> *>>* SVC_PacketEntities::Process() + 24
> *>>* 10  engine.dylib0x0a8914eb
> *>>* CNetChan::ProcessMessages(bf_read&) + 843
> *>>* 11  engine.dylib0x0a891c6c
> *>>* CNetChan::CheckReceivingList(int) + 380
> *>>* 12  engine.dylib0x0a8926ff
> *>>* CNetChan::ProcessPacket(netpacket_s*, bool) + 751*
>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-10-01 Thread Rebel Yell
Hello, any news regarding this?


I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> sourcetest doesn't hit.
>

> A crash issue here. After merging the code I get both Windows and Linux
>> server running, Windows client working fine too but Linux and OSX clients
>> will crash after map load, here's the trace:
>>
>> 0   engine.dylib0x0a87105f
>> CModelInfo::GetModelType(model_t const*) const + 31
>> 1   client.dylib0x1d114ea9
>> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
>> 121
>> 2   client.dylib0x1d115010
>> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
>> 3   engine.dylib0x0a8f3529
>> CStaticPropMgr::LevelInitClient() + 169
>> 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
>> 5   engine.dylib0x0a73d067
>> CClientState::SetSignonState(int, int) + 823
>> 6   engine.dylib0x0a7200bb
>> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
>> 7   engine.dylib0x0a8d4776
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
>> 8   engine.dylib0x0a8d47ab non-virtual thunk to
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
>> 9   engine.dylib0x0a68fc98
>> SVC_PacketEntities::Process() + 24
>> 10  engine.dylib0x0a8914eb
>> CNetChan::ProcessMessages(bf_read&) + 843
>> 11  engine.dylib0x0a891c6c
>> CNetChan::CheckReceivingList(int) + 380
>> 12  engine.dylib0x0a8926ff
>> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-14 Thread Tobias Kammersgaard
You said you ported it to Tactical Intervention without changing the BSP
format as far as I remember. VRAD basically does some extra calculations on
a model which gives better lighting. I don't remember the specifics and I
seem to have deleted my old mIRC install from my laptop.

On 12 September 2015 at 20:48, Tony "omega" Sergi 
wrote:

> On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
> While we're at it, it'd be nice if vrad did the same calculations on model
> lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
> I believe Tony Sergi once told me it could be implemented without changing
> the BSP format (which was done for the newer branches).
>
> What did I say? What do you mean?
>
>>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tony "omega" Sergi
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

What did I say? What do you mean?

>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tobias Kammersgaard
How about updating the particle system to match the one found in e.g. Alien
Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com>
wrote:

> I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> sourcetest doesn't hit.
>
> --
> *From:* hlcoders-boun...@list.valvesoftware.com [
> hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell [
> rebel.y...@gmail.com]
> *Sent:* Friday, September 11, 2015 10:01 AM
> *To:* hlcoders@list.valvesoftware.com
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
> A crash issue here. After merging the code I get both Windows and Linux
> server running, Windows client working fine too but Linux and OSX clients
> will crash after map load, here's the trace:
>
> 0   engine.dylib0x0a87105f
> CModelInfo::GetModelType(model_t const*) const + 31
> 1   client.dylib0x1d114ea9
> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
> 121
> 2   client.dylib0x1d115010
> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
> 3   engine.dylib0x0a8f3529
> CStaticPropMgr::LevelInitClient() + 169
> 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
> 5   engine.dylib0x0a73d067
> CClientState::SetSignonState(int, int) + 823
> 6   engine.dylib0x0a7200bb
> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
> 7   engine.dylib0x0a8d4776
> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
> 8   engine.dylib0x0a8d47ab non-virtual thunk to
> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
> 9   engine.dylib0x0a68fc98
> SVC_PacketEntities::Process() + 24
> 10  engine.dylib0x0a8914eb
> CNetChan::ProcessMessages(bf_read&) + 843
> 11  engine.dylib0x0a891c6c
> CNetChan::CheckReceivingList(int) + 380
> 12  engine.dylib0x0a8926ff
> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>
>
> I'm quite sure my SDK bin/ directory is up to date with the beta_test
> branch files since my mod is  standalone (Fistful of Frags), I triple
> checked that. So I don't see where the problem is, maybe wrong engine (or
> other) library for Linux/OSX?
>
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> please visit:
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>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Harry Jeffery
A non-critical feature that it'd be nice to have is the ability to 
create impossible geometry by linking areas with invisible portals, as 
was done in Portal 2.


On 12/09/15 15:32, Tobias Kammersgaard wrote:

How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com
<mailto:jo...@valvesoftware.com>> wrote:

I'll take a look. It's possible we broke the CModelInfo ABI in a way
that sourcetest doesn't hit.


*From:* hlcoders-boun...@list.valvesoftware.com
<mailto:hlcoders-boun...@list.valvesoftware.com>
[hlcoders-boun...@list.valvesoftware.com
<mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel
Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>]
*Sent:* Friday, September 11, 2015 10:01 AM
*To:* hlcoders@list.valvesoftware.com
<mailto:hlcoders@list.valvesoftware.com>
    *Subject:* Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and
Linux server running, Windows client working fine too but Linux and
OSX clients will crash after map load, here's the trace:

0   engine.dylib0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1   client.dylib0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
int) + 121
2   client.dylib0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98
SVC_PacketEntities::Process() + 24
10  engine.dylib0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the
beta_test branch files since my mod is  standalone (Fistful of
Frags), I triple checked that. So I don't see where the problem is,
maybe wrong engine (or other) library for Linux/OSX?

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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tobias Kammersgaard
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.

I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

On 12 September 2015 at 16:38, Harry Jeffery <ha...@exec64.co.uk> wrote:

> A non-critical feature that it'd be nice to have is the ability to create
> impossible geometry by linking areas with invisible portals, as was done in
> Portal 2.
>
> On 12/09/15 15:32, Tobias Kammersgaard wrote:
>
>> How about updating the particle system to match the one found in e.g.
>> Alien Swarm/Left 4 Dead 2 or CSGO?
>>
>> The current one is somewhat limiting when creating certain type of
>> effects.
>>
>> On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com
>> <mailto:jo...@valvesoftware.com>> wrote:
>>
>> I'll take a look. It's possible we broke the CModelInfo ABI in a way
>> that sourcetest doesn't hit.
>>
>>
>> 
>> *From:* hlcoders-boun...@list.valvesoftware.com
>> <mailto:hlcoders-boun...@list.valvesoftware.com>
>> [hlcoders-boun...@list.valvesoftware.com
>> <mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel
>> Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>]
>> *Sent:* Friday, September 11, 2015 10:01 AM
>> *To:* hlcoders@list.valvesoftware.com
>> <mailto:hlcoders@list.valvesoftware.com>
>> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>>
>>
>> A crash issue here. After merging the code I get both Windows and
>> Linux server running, Windows client working fine too but Linux and
>> OSX clients will crash after map load, here's the trace:
>>
>> 0   engine.dylib0x0a87105f
>> CModelInfo::GetModelType(model_t const*) const + 31
>> 1   client.dylib0x1d114ea9
>> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
>> int) + 121
>> 2   client.dylib0x1d115010
>> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) +
>> 96
>> 3   engine.dylib0x0a8f3529
>> CStaticPropMgr::LevelInitClient() + 169
>> 4   engine.dylib0x0a763c31 CL_FullyConnected() +
>> 49
>> 5   engine.dylib0x0a73d067
>> CClientState::SetSignonState(int, int) + 823
>> 6   engine.dylib0x0a7200bb
>> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
>> 7   engine.dylib0x0a8d4776
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
>> 8   engine.dylib0x0a8d47ab non-virtual thunk to
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
>> 9   engine.dylib0x0a68fc98
>> SVC_PacketEntities::Process() + 24
>> 10  engine.dylib0x0a8914eb
>> CNetChan::ProcessMessages(bf_read&) + 843
>> 11  engine.dylib0x0a891c6c
>> CNetChan::CheckReceivingList(int) + 380
>> 12  engine.dylib0x0a8926ff
>> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>>
>>
>> I'm quite sure my SDK bin/ directory is up to date with the
>> beta_test branch files since my mod is  standalone (Fistful of
>> Frags), I triple checked that. So I don't see where the problem is,
>> maybe wrong engine (or other) library for Linux/OSX?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-11 Thread Rebel Yell
A crash issue here. After merging the code I get both Windows and Linux
server running, Windows client working fine too but Linux and OSX clients
will crash after map load, here's the trace:

0   engine.dylib0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1   client.dylib0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
121
2   client.dylib0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98
SVC_PacketEntities::Process() + 24
10  engine.dylib0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the beta_test
branch files since my mod is  standalone (Fistful of Frags), I triple
checked that. So I don't see where the problem is, maybe wrong engine (or
other) library for Linux/OSX?
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Re: [hlcoders] Source SDK 2013 Release

2015-09-11 Thread geotavros

Hi John,

Yesterday's TF2 update fixed several crashes. Lightmap on prop_static 
crash specifically

http://www.teamfortress.com/?tab=updates
- Fixed a client crash for users who had model quality set to low on 
maps with static prop lightmaps (thanks to Egan for the detailed report 
and test case)


Could this crash fix be ported on Source SDK 2013? Because I checked it 
and it reproduces on my test level.


There is also an other issue of artifacts on prop_static with lightmaps 
which are far from player

http://steamcommunity.com/app/211/discussions/2/517141624285950621/

On 9/10/2015 5:18 AM, John Schoenick wrote:
We've just pushed an update to the Source SDK 2013 on GitHub. This 
update includes security fixes to the game code included in the SDK, 
so all mods are strongly encouraged to integrate these updates as soon 
as possible.


This brings the GitHub repository in sync with the SourceSDK Base 2013 
*beta_test* branch on Steam. If all goes well, we will be promoting 
the beta_test branch to the primary branch on Steam in the next few 
days, so please give it a test run and let us know if you encounter 
any issues.


  https://github.com/ValveSoftware/source-sdk-2013

- John


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Re: [hlcoders] Source SDK 2013 Release

2015-09-11 Thread John Schoenick
I'll take a look. It's possible we broke the CModelInfo ABI in a way that 
sourcetest doesn't hit.


From: hlcoders-boun...@list.valvesoftware.com 
[hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell 
[rebel.y...@gmail.com]
Sent: Friday, September 11, 2015 10:01 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and Linux server 
running, Windows client working fine too but Linux and OSX clients will crash 
after map load, here's the trace:

0   engine.dylib0x0a87105f CModelInfo::GetModelType(model_t 
const*) const + 31
1   client.dylib0x1d114ea9 
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + 121
2   client.dylib0x1d115010 
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529 
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067 
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb 
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776 
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to 
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98 SVC_PacketEntities::Process() + 
24
10  engine.dylib0x0a8914eb 
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c 
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff 
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the beta_test branch 
files since my mod is  standalone (Fistful of Frags), I triple checked that. So 
I don't see where the problem is, maybe wrong engine (or other) library for 
Linux/OSX?
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Re: [hlcoders] Source SDK 2013 Release

2015-09-09 Thread Neico

https://github.com/ValveSoftware/source-sdk-2013/issues/290

please consider this, it's a major pain...

John Schoenick wrote on 10.09.2015 at 04:18 GMT +1:
We've just pushed an update to the Source SDK 2013 on GitHub. This 
update includes security fixes to the game code included in the SDK, 
so all mods are strongly encouraged to integrate these updates as soon 
as possible.


This brings the GitHub repository in sync with the SourceSDK Base 2013 
*beta_test* branch on Steam. If all goes well, we will be promoting 
the beta_test branch to the primary branch on Steam in the next few 
days, so please give it a test run and let us know if you encounter 
any issues.


  https://github.com/ValveSoftware/source-sdk-2013

- John


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Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Dexter Haslem
Hi Eric,

Any plans to update older versions of the engine? Would like to know either
way for dedicated server configuration moving forward

On Mon, Sep 7, 2015 at 8:54 PM, Kyle Sanderson  wrote:

> Good news.
>
> Thanks,
> Kyle.
>
> On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith 
> wrote:
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
> >
> > ___
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> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
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Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Kyle Sanderson
Good news.

Thanks,
Kyle.

On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith  wrote:
> We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
> The updated depots include several security fixes. The name for the beta 
> branch is "beta_test". If you're running a game that depends on the Source 
> SDK Base 2013 Multiplayer tool, please give the beta a try and report any 
> problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the 
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select 
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat: 
> Source, and Half-Life 2: Deathmatch. We'll have more information about those 
> soon.
>
> Thanks.
>
> -Eric
>
>
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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-27 Thread Jorge Rodriguez
Muchos gracias.


2014-05-26 19:59 GMT-04:00 Joe Ludwig j...@valvesoftware.com:

  Not yet. I forgot to push the button on Thursday.



 I will push it tomorrow 5/26 so you guys have a little warning.







 Joe



 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez
 *Sent:* Monday, May 26, 2014 3:14 PM
 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 has been updated (with a
 breaking change)



 This was supposed to ship on the 22nd but I still have to be in the
 upcoming beta for sdk 2013 multiplayer for it to work for me. Has this
 shipped yet?

 On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.com wrote:

 Details on the update are here:


 http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289



 Details on the breaking change are here:

   http://steamcommunity.com/app/211/discussions/0/540741858854647604/








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-- 
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[ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino
| G+http://www.google.com/profiles/bs.vino|
Ht http://vinoisnotouzo.com ]
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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-27 Thread Joe Ludwig
This is live now. Please let me know if you have any trouble.


Joe

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
Sent: Tuesday, May 27, 2014 7:56 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking 
change)

Muchos gracias.

2014-05-26 19:59 GMT-04:00 Joe Ludwig 
j...@valvesoftware.commailto:j...@valvesoftware.com:
Not yet. I forgot to push the button on Thursday.

I will push it tomorrow 5/26 so you guys have a little warning.



Joe

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jorge Rodriguez
Sent: Monday, May 26, 2014 3:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking 
change)


This was supposed to ship on the 22nd but I still have to be in the upcoming 
beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet?
On May 15, 2014 8:03 PM, Joe Ludwig 
j...@valvesoftware.commailto:j...@valvesoftware.com wrote:
Details on the update are here:
  
http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289

Details on the breaking change are here:
  http://steamcommunity.com/app/211/discussions/0/540741858854647604/




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[ Twhttp://twitter.com/vinobs | Fbhttp://www.facebook.com/bsvino | 
G+http://www.google.com/profiles/bs.vino | Hthttp://vinoisnotouzo.com ]
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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-26 Thread Jorge Rodriguez
This was supposed to ship on the 22nd but I still have to be in the
upcoming beta for sdk 2013 multiplayer for it to work for me. Has this
shipped yet?
On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.com wrote:

  Details on the update are here:


 http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289



 Details on the breaking change are here:

   http://steamcommunity.com/app/211/discussions/0/540741858854647604/







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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-26 Thread Joe Ludwig
Not yet. I forgot to push the button on Thursday.

I will push it tomorrow 5/26 so you guys have a little warning.



Joe

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
Sent: Monday, May 26, 2014 3:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking 
change)


This was supposed to ship on the 22nd but I still have to be in the upcoming 
beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet?
On May 15, 2014 8:03 PM, Joe Ludwig 
j...@valvesoftware.commailto:j...@valvesoftware.com wrote:
Details on the update are here:
  
http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289

Details on the breaking change are here:
  http://steamcommunity.com/app/211/discussions/0/540741858854647604/




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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-18 Thread Jan Hartung
Hi list,

 

I merged all latest changes to our project in order to prepare for the 22
May update. We're still using VS 2010, so I re-created all project and
solution files with the /2010 switch. Now the project cannot be built
anymore, as it depends on the file lib\public\2010\libprotobuf.lib which is
missing from Git. Additionally, it doesn't help to just create that
directory and copy the libprotobuf.lib from lib\public to it. In this case
the linker complains about a bunch of unresolved external symbols. Am I
doing something wrong here, or is the correct file actually missing?

 

Jan

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig
Gesendet: Freitag, 16. Mai 2014 01:57
An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com)
Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking
change)

 

Details on the update are here:

 
http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445
449289

 

Details on the breaking change are here:

  http://steamcommunity.com/app/211/discussions/0/540741858854647604/

 

 

 

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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-18 Thread Krzysztof Lesiak
If the linker complains about anything, it’s almost always the case that it 
can’t find a required file.

You should be able compile after manually placing the file in the required 
directory, though. Do you have the additional library paths set up correctly? 
(in properties - linker - additional library directories)


Krzysztof






From: Jan Hartung
Sent: ‎Sunday‎, ‎18‎ ‎May‎, ‎2014 ‎19‎:‎07
To: hlcoders@list.valvesoftware.com






Hi list,

 

I merged all latest changes to our project in order to prepare for the 22 May 
update. We’re still using VS 2010, so I re-created all project and solution 
files with the /2010 switch. Now the project cannot be built anymore, as it 
depends on the file lib\public\2010\libprotobuf.lib which is missing from Git. 
Additionally, it doesn’t help to just create that directory and copy the 
libprotobuf.lib from lib\public to it. In this case the linker complains about 
a bunch of unresolved external symbols. Am I doing something wrong here, or is 
the correct file actually missing?

 


Jan

 



Von: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig
Gesendet: Freitag, 16. Mai 2014 01:57
An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com)
Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

 

Details on the update are here:

  
http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289

 

Details on the breaking change are here:

  http://steamcommunity.com/app/211/discussions/0/540741858854647604/___
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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-18 Thread Joe Ludwig
The two library files are specific to their compiler versions. I'll get the 
2010 into Github, but for now you can grab one version back of the file in lib 
public. That is the old default lib, which was 2010.

On May 18, 2014 10:40 AM, Krzysztof Lesiak wave@hotmail.com wrote:
If the linker complains about anything, it’s almost always the case that it 
can’t find a required file.
You should be able compile after manually placing the file in the required 
directory, though. Do you have the additional library paths set up correctly? 
(in properties - linker - additional library directories)

Krzysztof

From: Jan Hartungmailto:jan.hart...@gmx.de
Sent: ‎Sunday‎, ‎18‎ ‎May‎, ‎2014 ‎19‎:‎07
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com

Hi list,

I merged all latest changes to our project in order to prepare for the 22 May 
update. We’re still using VS 2010, so I re-created all project and solution 
files with the /2010 switch. Now the project cannot be built anymore, as it 
depends on the file lib\public\2010\libprotobuf.lib which is missing from Git. 
Additionally, it doesn’t help to just create that directory and copy the 
libprotobuf.lib from lib\public to it. In this case the linker complains about 
a bunch of unresolved external symbols. Am I doing something wrong here, or is 
the correct file actually missing?

Jan

Von: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig
Gesendet: Freitag, 16. Mai 2014 01:57
An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com)
Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

Details on the update are here:
  
http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289

Details on the breaking change are here:
  http://steamcommunity.com/app/211/discussions/0/540741858854647604/



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Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-18 Thread Jan Hartung
Joe and Krzysztof: thanks for your instant replies. I copied an older
version of libprotobuf.lib to public\lib\2010, edited the additional library
paths and now it works again.

 

Jan

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig
Gesendet: Sonntag, 18. Mai 2014 19:57
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking
change)

 

The two library files are specific to their compiler versions. I'll get the
2010 into Github, but for now you can grab one version back of the file in
lib public. That is the old default lib, which was 2010.

On May 18, 2014 10:40 AM, Krzysztof Lesiak wave@hotmail.com wrote:

If the linker complains about anything, it’s almost always the case that it
can’t find a required file.

You should be able compile after manually placing the file in the required
directory, though. Do you have the additional library paths set up
correctly? (in properties - linker - additional library directories)

 

Krzysztof

 

From: Jan Hartung mailto:jan.hart...@gmx.de 
Sent: ‎Sunday‎, ‎18‎ ‎May‎, ‎2014 ‎19‎:‎07
To: hlcoders@list.valvesoftware.com

 

Hi list,

 

I merged all latest changes to our project in order to prepare for the 22
May update. We’re still using VS 2010, so I re-created all project and
solution files with the /2010 switch. Now the project cannot be built
anymore, as it depends on the file lib\public\2010\libprotobuf.lib which is
missing from Git. Additionally, it doesn’t help to just create that
directory and copy the libprotobuf.lib from lib\public to it. In this case
the linker complains about a bunch of unresolved external symbols. Am I
doing something wrong here, or is the correct file actually missing?

 

Jan

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig
Gesendet: Freitag, 16. Mai 2014 01:57
An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com)
Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking
change)

 

Details on the update are here:

 
http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445
449289

 

Details on the breaking change are here:

  http://steamcommunity.com/app/211/discussions/0/540741858854647604/

 

 

 

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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Gunship Mark II
Have the same problem, no dump files. I am using latest Source2013 source
code from GitHub.


2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com:

 Ever since I got converted to the Steampipe update way back where a lot of
 stuff moved around to the common folder, I don't get any crash dumps when
 my mod crashes. It's relatively clean code without many additions. I'm
 compiling under debug and all that kind of stuff. Does anyone have any
 ideas why I wouldn't be getting crash dumps now?

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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Neico
You might want to look into path to steam/dumps
this is where all the new source engine minidumps go.

it's gotten harder to find out which belongs to which game / mod with
that tough (regulary cleaning that folder should help tough)

- Neico


On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote:
 Have the same problem, no dump files. I am using latest Source2013
 source code from GitHub.


 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com
 mailto:james.march...@live.com:

 Ever since I got converted to the Steampipe update way back where
 a lot of stuff moved around to the common folder, I don't get
 any crash dumps when my mod crashes. It's relatively clean code
 without many additions. I'm compiling under debug and all that
 kind of stuff. Does anyone have any ideas why I wouldn't be
 getting crash dumps now?

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Description: S/MIME Cryptographic Signature
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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Gunship Mark II
Oh, i see now, here they are. Thank you for quick response.


2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de:

  You might want to look into path to steam/dumps
 this is where all the new source engine minidumps go.

 it's gotten harder to find out which belongs to which game / mod with that
 tough (regulary cleaning that folder should help tough)

 - Neico



 On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote:

 Have the same problem, no dump files. I am using latest Source2013 source
 code from GitHub.


 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com:

  Ever since I got converted to the Steampipe update way back where a lot
 of stuff moved around to the common folder, I don't get any crash dumps
 when my mod crashes. It's relatively clean code without many additions. I'm
 compiling under debug and all that kind of stuff. Does anyone have any
 ideas why I wouldn't be getting crash dumps now?

 ___
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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread James Marchant
Yeah I knew about that folder, but they're still not generated for me. Perhaps 
there's some other step I'm missing?

Date: Sun, 16 Mar 2014 17:36:23 +0200
From: gunshi...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps

Oh, i see now, here they are. Thank you for quick response.


2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de:


  

  
  
You might want to look into path to steam/dumps

this is where all the new source engine minidumps go.



it's gotten harder to find out which belongs to which game / mod
with that tough (regulary cleaning that folder should help tough)



- Neico





On 16.03.2014 15:45 GMT +1, Gunship
  Mark II wrote:



  Have the same problem, no dump files. I am using
latest Source2013 source code from GitHub.

  
  



2014-03-16 16:04 GMT+02:00 James
  Marchant james.march...@live.com:

  

  Ever since I got converted to the Steampipe
update way back where a lot of stuff moved around to the
common folder, I don't get any crash dumps when my mod
crashes. It's relatively clean code without many
additions. I'm compiling under debug and all that kind
of stuff. Does anyone have any ideas why I wouldn't be
getting crash dumps now? 



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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Nick
search for recent .mdmp files in your steam directory


On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.comwrote:

 Yeah I knew about that folder, but they're still not generated for me.
 Perhaps there's some other step I'm missing?

 --
 Date: Sun, 16 Mar 2014 17:36:23 +0200
 From: gunshi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps


 Oh, i see now, here they are. Thank you for quick response.


 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de:

  You might want to look into path to steam/dumps
 this is where all the new source engine minidumps go.

 it's gotten harder to find out which belongs to which game / mod with that
 tough (regulary cleaning that folder should help tough)

 - Neico



 On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote:

 Have the same problem, no dump files. I am using latest Source2013 source
 code from GitHub.


 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com:

  Ever since I got converted to the Steampipe update way back where a lot
 of stuff moved around to the common folder, I don't get any crash dumps
 when my mod crashes. It's relatively clean code without many additions. I'm
 compiling under debug and all that kind of stuff. Does anyone have any
 ideas why I wouldn't be getting crash dumps now?

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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread James Marchant
Already done that. Unfortunately nothing useful comes up. Any other ideas?

Date: Sun, 16 Mar 2014 12:02:28 -0500
From: xnicho...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps

search for recent .mdmp files in your steam directory


On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.com 
wrote:




Yeah I knew about that folder, but they're still not generated for me. Perhaps 
there's some other step I'm missing?

Date: Sun, 16 Mar 2014 17:36:23 +0200
From: gunshi...@gmail.com

To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps

Oh, i see now, here they are. Thank you for quick response.



2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de:


  

  
  
You might want to look into path to steam/dumps

this is where all the new source engine minidumps go.



it's gotten harder to find out which belongs to which game / mod
with that tough (regulary cleaning that folder should help tough)



- Neico





On 16.03.2014 15:45 GMT +1, Gunship
  Mark II wrote:



  Have the same problem, no dump files. I am using
latest Source2013 source code from GitHub.

  
  



2014-03-16 16:04 GMT+02:00 James
  Marchant james.march...@live.com:

  

  Ever since I got converted to the Steampipe
update way back where a lot of stuff moved around to the
common folder, I don't get any crash dumps when my mod
crashes. It's relatively clean code without many
additions. I'm compiling under debug and all that kind
of stuff. Does anyone have any ideas why I wouldn't be
getting crash dumps now? 



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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Nick
make sure your mod is actually loading
make sure the right engine
make sure all files/directory are writable

start a new sdk, compile it, run it, check for mdmp files


On Sun, Mar 16, 2014 at 12:53 PM, James Marchant james.march...@live.comwrote:

 Already done that. Unfortunately nothing useful comes up. Any other ideas?

 --
 Date: Sun, 16 Mar 2014 12:02:28 -0500
 From: xnicho...@gmail.com

 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps

 search for recent .mdmp files in your steam directory


 On Sun, Mar 16, 2014 at 10:42 AM, James Marchant 
 james.march...@live.comwrote:

 Yeah I knew about that folder, but they're still not generated for me.
 Perhaps there's some other step I'm missing?

 --
 Date: Sun, 16 Mar 2014 17:36:23 +0200
 From: gunshi...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps


 Oh, i see now, here they are. Thank you for quick response.


 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de:

  You might want to look into path to steam/dumps
 this is where all the new source engine minidumps go.

 it's gotten harder to find out which belongs to which game / mod with that
 tough (regulary cleaning that folder should help tough)

 - Neico



 On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote:

 Have the same problem, no dump files. I am using latest Source2013 source
 code from GitHub.


 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com:

  Ever since I got converted to the Steampipe update way back where a lot
 of stuff moved around to the common folder, I don't get any crash dumps
 when my mod crashes. It's relatively clean code without many additions. I'm
 compiling under debug and all that kind of stuff. Does anyone have any
 ideas why I wouldn't be getting crash dumps now?

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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Alfred Reynolds
The DLL provides a thunk layer from the older Steam2 based filesystem API's 
into the VPK format.

- Alfred

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar
Sent: Wednesday, March 05, 2014 6:47 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
vpks mount when from source sdk base


Is there any additional information about the compatibility dll?  I haven't 
found anything on the dev wiki or elsewhere.   Where can it be found?

I've tried messing with the stdio dll but the engine won't start with it.
On Mar 5, 2014 5:16 PM, Netshroud 
netshr...@gmail.commailto:netshr...@gmail.com wrote:
IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the 
case that the Source SDK Base does a similar thing.

On 5 Mar 2014, at 7:55 pm, Foo Bar 
fooba...@gmail.commailto:fooba...@gmail.com wrote:


Is the Steam client loading a compatibility DLL for mounting the dependent 
VPKs?  If so, how do I use it?

Isn't file system access all handled by Source SDK Base/hl2.exe and its 
libraries?


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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread eric brown






When the 2007 SDK stopped working for my mod, I ported it to 2013.  It only 
took a few days, and I think it was worth while.  I'm not sure how extensive 
your changes are to the SDK, but WinMerge did wonders for me.
I also had issues with VPK and Steampipe, despite the fact that I'm using SDK 
2013.  I'm sure there are advantages to using them, but if they're not worth 
documenting, are they really worth your time at this point?  I have no regrets 
in distributing my mod the old way using just the mod directories + files.
If you decide to port to the 2013 SDK, I'll save you some time:  Only 
VPC-related files should be checked in to your project, since they're used to 
build the VStudio/Xcode/Makefiles that you use to build on other platforms.  
That being said, I didn't do this, and I'm still not sure how VPC works, so i 
couldn't really tell you how to use them effectively...
Best--Eric
From: alf...@valvesoftware.com
To: hlcoders@list.valvesoftware.com
Date: Thu, 6 Mar 2014 17:55:00 +
Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
vpks mount when from source sdk base









The DLL provides a thunk layer from the older Steam2 based filesystem API's 
into the VPK format.

 
- Alfred
 
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com]
On Behalf Of Foo Bar

Sent: Wednesday, March 05, 2014 6:47 PM

To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
vpks mount when from source sdk base
 
Is there any additional information about the compatibility dll?  I haven't 
found anything on the dev wiki or elsewhere.   Where can it be found?

I've tried messing with the stdio dll but the engine won't start with it.


On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote:


IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the 
case that the Source SDK Base does a similar thing.

 


On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote:







Is the Steam client loading a compatibility DLL for mounting the dependent 
VPKs?  If so, how do I use it?


 


Isn't file system access all handled by Source SDK Base/hl2.exe and its 
libraries?


 



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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Foo Bar
I've come to the conclusion porting to 2013 is the thing to do and I've
started doing so.  I had hoped to port after releasing, but it appears it's
not to be.

I don't like the idea of including loose files for the supporting content -
like hl2 content.  Fragmentation, performance, etc are all reasons to use
VPK's IMO.

Thanks for the tip about VPC's.  I'll keep that in mind.  Winmerge is
awesome ;)

Thanks everyone for their feedback and advise.  Time to move along.

foo







On Thu, Mar 6, 2014 at 4:37 PM, eric brown eric.br...@dnbrown.net wrote:

  When the 2007 SDK stopped working for my mod, I ported it to 2013.  It
 only took a few days, and I think it was worth while.  I'm not sure how
 extensive your changes are to the SDK, but WinMerge did wonders for me.

 I also had issues with VPK and Steampipe, despite the fact that I'm using
 SDK 2013.  I'm sure there are advantages to using them, but if they're not
 worth documenting, are they really worth your time at this point?  I have
 no regrets in distributing my mod the old way using just the mod
 directories + files.

 If you decide to port to the 2013 SDK, I'll save you some time:  Only
 VPC-related files should be checked in to your project, since they're used
 to build the VStudio/Xcode/Makefiles that you use to build on other
 platforms.  That being said, I didn't do this, and I'm still not sure how
 VPC works, so i couldn't really tell you how to use them effectively...

 Best
 --Eric

 --
 From: alf...@valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Date: Thu, 6 Mar 2014 17:55:00 +

 Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk
 but vpks mount when from source sdk base

  The DLL provides a thunk layer from the older Steam2 based filesystem
 API's into the VPK format.



 - Alfred



 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Foo Bar
 *Sent:* Wednesday, March 05, 2014 6:47 PM
 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount
 vpk but vpks mount when from source sdk base


 Is there any additional information about the compatibility dll?  I
 haven't found anything on the dev wiki or elsewhere.   Where can it be
 found?
 I've tried messing with the stdio dll but the engine won't start with it.

 On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote:

 IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be
 the case that the Source SDK Base does a similar thing.



 On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote:



  Is the Steam client loading a compatibility DLL for mounting the
 dependent VPKs?  If so, how do I use it?



 Isn't file system access all handled by Source SDK Base/hl2.exe and its
 libraries?




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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Jesse Oak
I'm going to guess porting to 2013 is out of the question?


On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar fooba...@gmail.com wrote:

 Hello,

 I'm working on moving an SDK2006 mod to Steampipe.  Basically, I took the
 contents of the Source SDK Base folder and plopped the gamedir inside,
 updated gameinfo.txt and steam_appid.txt, etc.

 When I try to launch it from my Steam library after installing from our
 Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or
 platform.  I know I can manually extract the files it needs from the hl2
 VPK, but I'd prefer not to have to do that.

 Tracing it using procmon shows it trying to open VPK's as folders, and
 using |all_source_engine_paths| as part of the path component to resources
 its looking for.

 However, using the exact same gamedir - it runs fine if placed into the
 sourcemods/ directory.

 I've also tried running the command line I see the spawned sourcemod
 running as, it's something like:

 C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe
 -game sourcetest -steam -game C:\Program Files
 (x86)\Steam\SteamApps\sourcemods\themod  -gameid areallybignumber

 And I see the exact same problem.

 It seems like when running a mod out of the sourcemods/ directory, Steam
 launches it in a way that allows the mod to see data from within VPKs - but
 standalone VPK's aren't supported.

 Is the Steam client loading a compatibility DLL for mounting the dependent
 VPKs?  If so, how do I use it?

 Isn't file system access all handled by Source SDK Base/hl2.exe and its
 libraries?

 Any ideas?

 Thanks

 foo








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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Foo Bar
Porting to 2013 is mainly out of the question.  If it all I had hoped it
would happen long after the game was up on Steam.

I noticed today it is trying to mount depot_ID.vpk, and also trying to read
a file named steam_vpks.vdf.  I haven't found any documentation on this
behavior but there might be a solution here.



On Wed, Mar 5, 2014 at 1:59 PM, Jesse Oak wazanato...@gmail.com wrote:

 I'm going to guess porting to 2013 is out of the question?


 On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar fooba...@gmail.com wrote:

 Hello,

 I'm working on moving an SDK2006 mod to Steampipe.  Basically, I took the
 contents of the Source SDK Base folder and plopped the gamedir inside,
 updated gameinfo.txt and steam_appid.txt, etc.

 When I try to launch it from my Steam library after installing from our
 Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or
 platform.  I know I can manually extract the files it needs from the hl2
 VPK, but I'd prefer not to have to do that.

 Tracing it using procmon shows it trying to open VPK's as folders, and
 using |all_source_engine_paths| as part of the path component to resources
 its looking for.

 However, using the exact same gamedir - it runs fine if placed into the
 sourcemods/ directory.

 I've also tried running the command line I see the spawned sourcemod
 running as, it's something like:

 C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe
 -game sourcetest -steam -game C:\Program Files
 (x86)\Steam\SteamApps\sourcemods\themod  -gameid areallybignumber

 And I see the exact same problem.

 It seems like when running a mod out of the sourcemods/ directory, Steam
 launches it in a way that allows the mod to see data from within VPKs - but
 standalone VPK's aren't supported.

 Is the Steam client loading a compatibility DLL for mounting the
 dependent VPKs?  If so, how do I use it?

 Isn't file system access all handled by Source SDK Base/hl2.exe and its
 libraries?

 Any ideas?

 Thanks

 foo








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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Netshroud
IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the 
case that the Source SDK Base does a similar thing.

On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote:

 Is the Steam client loading a compatibility DLL for mounting the dependent 
 VPKs?  If so, how do I use it?
 
 Isn't file system access all handled by Source SDK Base/hl2.exe and its 
 libraries?

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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Foo Bar
Is there any additional information about the compatibility dll?  I haven't
found anything on the dev wiki or elsewhere.   Where can it be found?

I've tried messing with the stdio dll but the engine won't start with it.
On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote:

 IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be
 the case that the Source SDK Base does a similar thing.

 On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote:

 Is the Steam client loading a compatibility DLL for mounting the dependent
 VPKs?  If so, how do I use it?

 Isn't file system access all handled by Source SDK Base/hl2.exe and its
 libraries?



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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-08 Thread Borzh
All right, I started to use SDK 2013, all works perfectly now. Got only one
issue in my plugin: bots can't say.
I used IServerGameClients::ClientCommand() for this, but there is no
output... any clues?


2013/11/7 Dexter Haslem dexter.has...@gmail.com

 Well, in that case.. I have the same problem with both  2006  2007
 source SDK base executable and have not yet found a way around it

 On Wed, Nov 6, 2013 at 5:43 PM, Borzh borz...@gmail.com wrote:
  yes, and I have Source SDK Base 2007 installed.
 
 
  2013/11/6 Dexter Haslem dexter.has...@gmail.com
 
  are we talking about 2007, not 2013 then? it has its own sdk base incase
  you are unaware
 
  On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote:
 
  Just try executing
 
  Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest
 
  it gives same errors. But from steam it is working...
 
 
  2013/11/6 Nick xnicho...@gmail.com
 
  WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2
 INSTEAD
 
 
  On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de
 wrote:
 
  What exactly is some other missing file. WIth the information
  provided it’s quite difficult to pin down what your problem here is.
 On a
  sidenote: if you’re starting now, you may want to use the 2013 SDK
 instead.
 
 
 
  Jan
 
 
 
  Von: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von
 Borzh
  Gesendet: Mittwoch, 6. November 2013 16:40
  An: hlcoders@list.valvesoftware.com
  Betreff: [hlcoders] Source SDK 2013 missing files?
 
 
 
  Hi all,
 
  I am trying to create a mod from Source Engine 2007 (Modify Half-Life
  2: Multiplayer).
 
  I could compile everything ok, but when I run it, it started to
  complain about missing files.
 
  Ok I copied some of them at my source mod folder, but it always
  compains about some
  other missing file.
 
  I suspect that there is a problem mounting Half-Life2: Multiplayer
  content, but I don't
 
  understand what am I missing here. What is a correct way to create a
  mod from
  HL2: DM? Anyone?
 
  My gameinfo.txt:
 
  GameInfo
  {
  // This is what shows up in the 'Third Party Games' area of the
  Steam games list.
  gameMyMod
  titleMyMod// Main Menu large Text
  title2deathmatch// Main Menu small text
  type multiplayer_only
  //type singleplayer_only
 
  hidden_maps
  {
  // Hide maps from the start server dialog
  test_speakers1
  test_hardware1
  }
  FileSystem
  {
  SteamAppId218// GCF for Source SDK
 Base
  2007
  ToolsAppId211// Tools will load this
  (ie: source SDK caches) to get things like materials\debug,
  materials\editor, etc.
  AdditionalContentId 320 // HL2MP
 
  //Orange box sdk allows an extra appid to be defined here to
  mount additional content. 240 is CounterStrike: Source
  //AdditionalContentId240
 
  SearchPaths
  {
  Game|gameinfo_path|.
  Game|all_source_engine_paths|hl2mp
 
  //For the example above; if including 240, mount the
  cstrike folder.
  //Game|all_source_engine_paths|cstrike
 
  Game|all_source_engine_paths|hl2
  }
  }
  }
 
 
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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-08 Thread Borzh
Tried IServerPluginHelpers::ClientCommand() and
IVEngineServer::ClientCommand(), same result.


2013/11/8 Borzh borz...@gmail.com

 All right, I started to use SDK 2013, all works perfectly now. Got only
 one issue in my plugin: bots can't say.
 I used IServerGameClients::ClientCommand() for this, but there is no
 output... any clues?


 2013/11/7 Dexter Haslem dexter.has...@gmail.com

 Well, in that case.. I have the same problem with both  2006  2007
 source SDK base executable and have not yet found a way around it

 On Wed, Nov 6, 2013 at 5:43 PM, Borzh borz...@gmail.com wrote:
  yes, and I have Source SDK Base 2007 installed.
 
 
  2013/11/6 Dexter Haslem dexter.has...@gmail.com
 
  are we talking about 2007, not 2013 then? it has its own sdk base
 incase
  you are unaware
 
  On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote:
 
  Just try executing
 
  Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest
 
  it gives same errors. But from steam it is working...
 
 
  2013/11/6 Nick xnicho...@gmail.com
 
  WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2
 INSTEAD
 
 
  On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de
 wrote:
 
  What exactly is some other missing file. WIth the information
  provided it’s quite difficult to pin down what your problem here
 is. On a
  sidenote: if you’re starting now, you may want to use the 2013 SDK
 instead.
 
 
 
  Jan
 
 
 
  Von: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von
 Borzh
  Gesendet: Mittwoch, 6. November 2013 16:40
  An: hlcoders@list.valvesoftware.com
  Betreff: [hlcoders] Source SDK 2013 missing files?
 
 
 
  Hi all,
 
  I am trying to create a mod from Source Engine 2007 (Modify
 Half-Life
  2: Multiplayer).
 
  I could compile everything ok, but when I run it, it started to
  complain about missing files.
 
  Ok I copied some of them at my source mod folder, but it always
  compains about some
  other missing file.
 
  I suspect that there is a problem mounting Half-Life2: Multiplayer
  content, but I don't
 
  understand what am I missing here. What is a correct way to create a
  mod from
  HL2: DM? Anyone?
 
  My gameinfo.txt:
 
  GameInfo
  {
  // This is what shows up in the 'Third Party Games' area of the
  Steam games list.
  gameMyMod
  titleMyMod// Main Menu large Text
  title2deathmatch// Main Menu small text
  type multiplayer_only
  //type singleplayer_only
 
  hidden_maps
  {
  // Hide maps from the start server dialog
  test_speakers1
  test_hardware1
  }
  FileSystem
  {
  SteamAppId218// GCF for Source SDK
 Base
  2007
  ToolsAppId211// Tools will load this
  (ie: source SDK caches) to get things like materials\debug,
  materials\editor, etc.
  AdditionalContentId 320 // HL2MP
 
  //Orange box sdk allows an extra appid to be defined here to
  mount additional content. 240 is CounterStrike: Source
  //AdditionalContentId240
 
  SearchPaths
  {
  Game|gameinfo_path|.
  Game|all_source_engine_paths|hl2mp
 
  //For the example above; if including 240, mount the
  cstrike folder.
  //Game|all_source_engine_paths|cstrike
 
  Game|all_source_engine_paths|hl2
  }
  }
  }
 
 
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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Jan Hartung
What exactly is some other missing file. WIth the information provided
it's quite difficult to pin down what your problem here is. On a sidenote:
if you're starting now, you may want to use the 2013 SDK instead.

 

Jan

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh
Gesendet: Mittwoch, 6. November 2013 16:40
An: hlcoders@list.valvesoftware.com
Betreff: [hlcoders] Source SDK 2013 missing files?

 

Hi all,

I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2:
Multiplayer).

I could compile everything ok, but when I run it, it started to complain
about missing files.

Ok I copied some of them at my source mod folder, but it always compains
about some 
other missing file.

I suspect that there is a problem mounting Half-Life2: Multiplayer content,
but I don't

understand what am I missing here. What is a correct way to create a mod
from 
HL2: DM? Anyone?



My gameinfo.txt:

GameInfo
{
// This is what shows up in the 'Third Party Games' area of the Steam
games list.
gameMyMod
titleMyMod// Main Menu large Text
title2deathmatch// Main Menu small text
type multiplayer_only
//type singleplayer_only

hidden_maps
{
// Hide maps from the start server dialog
test_speakers1
test_hardware1
}
FileSystem
{
SteamAppId218// GCF for Source SDK Base 2007
ToolsAppId211// Tools will load this (ie:
source SDK caches) to get things like materials\debug, materials\editor,
etc.
AdditionalContentId 320 // HL2MP

//Orange box sdk allows an extra appid to be defined here to mount
additional content. 240 is CounterStrike: Source
//AdditionalContentId240

SearchPaths
{
Game|gameinfo_path|.
Game|all_source_engine_paths|hl2mp

//For the example above; if including 240, mount the cstrike
folder.
//Game|all_source_engine_paths|cstrike

Game|all_source_engine_paths|hl2
}
}
}

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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Nick
WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD


On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote:

 What exactly is some other missing file. WIth the information provided
 it’s quite difficult to pin down what your problem here is. On a sidenote:
 if you’re starting now, you may want to use the 2013 SDK instead.



 Jan



 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh
 *Gesendet:* Mittwoch, 6. November 2013 16:40
 *An:* hlcoders@list.valvesoftware.com
 *Betreff:* [hlcoders] Source SDK 2013 missing files?



 Hi all,

 I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2:
 Multiplayer).

 I could compile everything ok, but when I run it, it started to complain
 about missing files.

 Ok I copied some of them at my source mod folder, but it always compains
 about some
 other missing file.

 I suspect that there is a problem mounting Half-Life2: Multiplayer
 content, but I don't

 understand what am I missing here. What is a correct way to create a mod
 from
 HL2: DM? Anyone?

 My gameinfo.txt:

 GameInfo
 {
 // This is what shows up in the 'Third Party Games' area of the Steam
 games list.
 gameMyMod
 titleMyMod// Main Menu large Text
 title2deathmatch// Main Menu small text
 type multiplayer_only
 //type singleplayer_only

 hidden_maps
 {
 // Hide maps from the start server dialog
 test_speakers1
 test_hardware1
 }
 FileSystem
 {
 SteamAppId218// GCF for Source SDK Base
 2007
 ToolsAppId211// Tools will load this (ie:
 source SDK caches) to get things like materials\debug, materials\editor,
 etc.
 AdditionalContentId 320 // HL2MP

 //Orange box sdk allows an extra appid to be defined here to mount
 additional content. 240 is CounterStrike: Source
 //AdditionalContentId240

 SearchPaths
 {
 Game|gameinfo_path|.
 Game|all_source_engine_paths|hl2mp

 //For the example above; if including 240, mount the cstrike
 folder.
 //Game|all_source_engine_paths|cstrike

 Game|all_source_engine_paths|hl2
 }
 }
 }

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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Dexter Haslem
are we talking about 2007, not 2013 then? it has its own sdk base incase
you are unaware
On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote:

 Just try executing

 Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest

 it gives same errors. But from steam it is working...


 2013/11/6 Nick xnicho...@gmail.com

 WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD


 On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote:

 What exactly is some other missing file. WIth the information provided
 it’s quite difficult to pin down what your problem here is. On a sidenote:
 if you’re starting now, you may want to use the 2013 SDK instead.



 Jan



 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh
 *Gesendet:* Mittwoch, 6. November 2013 16:40
 *An:* hlcoders@list.valvesoftware.com
 *Betreff:* [hlcoders] Source SDK 2013 missing files?



 Hi all,

 I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2:
 Multiplayer).

 I could compile everything ok, but when I run it, it started to complain
 about missing files.

 Ok I copied some of them at my source mod folder, but it always compains
 about some
 other missing file.

 I suspect that there is a problem mounting Half-Life2: Multiplayer
 content, but I don't

 understand what am I missing here. What is a correct way to create a mod
 from
 HL2: DM? Anyone?

 My gameinfo.txt:

 GameInfo
 {
 // This is what shows up in the 'Third Party Games' area of the
 Steam games list.
 gameMyMod
 titleMyMod// Main Menu large Text
 title2deathmatch// Main Menu small text
 type multiplayer_only
 //type singleplayer_only

 hidden_maps
 {
 // Hide maps from the start server dialog
 test_speakers1
 test_hardware1
 }
 FileSystem
 {
 SteamAppId218// GCF for Source SDK Base
 2007
 ToolsAppId211// Tools will load this
 (ie: source SDK caches) to get things like materials\debug,
 materials\editor, etc.
 AdditionalContentId 320 // HL2MP

 //Orange box sdk allows an extra appid to be defined here to
 mount additional content. 240 is CounterStrike: Source
 //AdditionalContentId240

 SearchPaths
 {
 Game|gameinfo_path|.
 Game|all_source_engine_paths|hl2mp

 //For the example above; if including 240, mount the cstrike
 folder.
 //Game|all_source_engine_paths|cstrike

 Game|all_source_engine_paths|hl2
 }
 }
 }

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 please visit:
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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Borzh
yes, and I have Source SDK Base 2007 installed.


2013/11/6 Dexter Haslem dexter.has...@gmail.com

 are we talking about 2007, not 2013 then? it has its own sdk base incase
 you are unaware
 On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote:

 Just try executing

 Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest

 it gives same errors. But from steam it is working...


 2013/11/6 Nick xnicho...@gmail.com

 WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD


 On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote:

 What exactly is some other missing file. WIth the information
 provided it’s quite difficult to pin down what your problem here is. On a
 sidenote: if you’re starting now, you may want to use the 2013 SDK instead.



 Jan



 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh
 *Gesendet:* Mittwoch, 6. November 2013 16:40
 *An:* hlcoders@list.valvesoftware.com
 *Betreff:* [hlcoders] Source SDK 2013 missing files?



 Hi all,

 I am trying to create a mod from Source Engine 2007 (Modify Half-Life
 2: Multiplayer).

 I could compile everything ok, but when I run it, it started to
 complain about missing files.

 Ok I copied some of them at my source mod folder, but it always
 compains about some
 other missing file.

 I suspect that there is a problem mounting Half-Life2: Multiplayer
 content, but I don't

 understand what am I missing here. What is a correct way to create a
 mod from
 HL2: DM? Anyone?

 My gameinfo.txt:

 GameInfo
 {
 // This is what shows up in the 'Third Party Games' area of the
 Steam games list.
 gameMyMod
 titleMyMod// Main Menu large Text
 title2deathmatch// Main Menu small text
 type multiplayer_only
 //type singleplayer_only

 hidden_maps
 {
 // Hide maps from the start server dialog
 test_speakers1
 test_hardware1
 }
 FileSystem
 {
 SteamAppId218// GCF for Source SDK Base
 2007
 ToolsAppId211// Tools will load this
 (ie: source SDK caches) to get things like materials\debug,
 materials\editor, etc.
 AdditionalContentId 320 // HL2MP

 //Orange box sdk allows an extra appid to be defined here to
 mount additional content. 240 is CounterStrike: Source
 //AdditionalContentId240

 SearchPaths
 {
 Game|gameinfo_path|.
 Game|all_source_engine_paths|hl2mp

 //For the example above; if including 240, mount the
 cstrike folder.
 //Game|all_source_engine_paths|cstrike

 Game|all_source_engine_paths|hl2
 }
 }
 }

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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Dexter Haslem
Well, in that case.. I have the same problem with both  2006  2007
source SDK base executable and have not yet found a way around it

On Wed, Nov 6, 2013 at 5:43 PM, Borzh borz...@gmail.com wrote:
 yes, and I have Source SDK Base 2007 installed.


 2013/11/6 Dexter Haslem dexter.has...@gmail.com

 are we talking about 2007, not 2013 then? it has its own sdk base incase
 you are unaware

 On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote:

 Just try executing

 Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest

 it gives same errors. But from steam it is working...


 2013/11/6 Nick xnicho...@gmail.com

 WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD


 On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote:

 What exactly is some other missing file. WIth the information
 provided it’s quite difficult to pin down what your problem here is. On a
 sidenote: if you’re starting now, you may want to use the 2013 SDK 
 instead.



 Jan



 Von: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh
 Gesendet: Mittwoch, 6. November 2013 16:40
 An: hlcoders@list.valvesoftware.com
 Betreff: [hlcoders] Source SDK 2013 missing files?



 Hi all,

 I am trying to create a mod from Source Engine 2007 (Modify Half-Life
 2: Multiplayer).

 I could compile everything ok, but when I run it, it started to
 complain about missing files.

 Ok I copied some of them at my source mod folder, but it always
 compains about some
 other missing file.

 I suspect that there is a problem mounting Half-Life2: Multiplayer
 content, but I don't

 understand what am I missing here. What is a correct way to create a
 mod from
 HL2: DM? Anyone?

 My gameinfo.txt:

 GameInfo
 {
 // This is what shows up in the 'Third Party Games' area of the
 Steam games list.
 gameMyMod
 titleMyMod// Main Menu large Text
 title2deathmatch// Main Menu small text
 type multiplayer_only
 //type singleplayer_only

 hidden_maps
 {
 // Hide maps from the start server dialog
 test_speakers1
 test_hardware1
 }
 FileSystem
 {
 SteamAppId218// GCF for Source SDK Base
 2007
 ToolsAppId211// Tools will load this
 (ie: source SDK caches) to get things like materials\debug,
 materials\editor, etc.
 AdditionalContentId 320 // HL2MP

 //Orange box sdk allows an extra appid to be defined here to
 mount additional content. 240 is CounterStrike: Source
 //AdditionalContentId240

 SearchPaths
 {
 Game|gameinfo_path|.
 Game|all_source_engine_paths|hl2mp

 //For the example above; if including 240, mount the
 cstrike folder.
 //Game|all_source_engine_paths|cstrike

 Game|all_source_engine_paths|hl2
 }
 }
 }


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Re: [hlcoders] Source SDK Launch Issues

2013-10-29 Thread Jesse Oak
For 2007 you're going to need to use 2013's hammer.exe


On Fri, Oct 25, 2013 at 9:51 AM, eric.br...@dnbrown.net wrote:

 I think I'm having a similar problem, but I'm not sure what you mean by
 launching tools from the common/game directories.  If I'm making an SDK
 2007 mod, which hammer.exe do I run now?  the common/Source SDK Base
 2007/bin directory doesn't contain any exe's...

 On top of this:  studiomdl.exe isn't working for me anymore.  I'm getting
 an error that says Can't find steam app user info now, and I haven't
 changed anything in my mod's build scripts.  Is there a certain
 studiomdl.exe I'm supposed to run now?

 Thanks,
 Eric


 On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote:
  Do not use the SDK launcher. If you want to map for a 2007 mod use this
  guide I made but comment out the stuff you do not want:
  http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make
 sure
  to read the comments above the mounting of source mods so if you want to
  just mount yours you know how)
 
  If you want to map for something like CSS, TF2 or DoD launch hammer from
  steam/steamapps/common/gamename/bin/hammer.exe
 
 
  On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann m...@tobiasbaumann.net
 wrote:
 
   **
We have the exact same issue here on three different machines.
  
Hammer won't start, not even the process. Upon trying to launching the
   Model Viewer we're greeted with the error: Unable to load manifest
 file
   'scripts/game_sounds_manifest.txt'
This problem persists for all engine versions in the Source SDK.
   Addtionally it happened without me starting or using the Source SDK in
 a
   long time. So I doubt this problem created by my own actions.
I've also tried verifying the tool integrity but it didn't change a
   thing.
I've also tried Resetting Game Configurations and Refreshing SDK
 Content
   to no avail.
  
Any update from Valve on this would be great.
  
Thanks and best regards,
Tobias
  
  
  
   James Marchant james.march...@live.com hat am 18. Oktober 2013 um
 22:26 geschrieben:
  
  
Even after verifying the integrity of the local cache? I had the same
   problem and it fixed it (although it claimed that basically every
 single
   file in the Source SDK needed reacquiring.
  
--
   Date: Fri, 18 Oct 2013 15:41:24 -0400
   From: twincan...@gmail.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source SDK Launch Issues
  
Source SDK launcher still doesn't work for me.
  
  
On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de
 wrote:
  
Hi,
  
  
  
   Checked it. For our 2007 based version Hammer starts up normally from
 the
   SDK launcher and compiles come out as they should. Do you still see the
   issue with your mod?
  
  
  
   Jan
  
  
  
   *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
   hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent
 Miceli
   *Gesendet:* Donnerstag, 17. Oktober 2013 02:29
   *An:* hlcoders@list.valvesoftware.com
   *Betreff:* [hlcoders] Source SDK Launch Issues
  
  
  
   Hi, I haven't seen this reported yet on the mailing list, so I decided
 to
   share this. I found as of 10/16/2013 that I cannot launch Hammer
 Editor for
   the Source SDK 2007 from the SDK app. Strangely, before that happened,
 I
   couldn't launch the SDK app at all, but after restarting my computer
 and
   Verifying the integrity of the Tool Cache for the Source SDK, I was
 able to
   launch the SDK. But, not Hammer. When I was just able to at least
 launch
   the SDK before, (but not Hammer), I found that if I open Hammer from
 the
   exe file instead of from the app, it launched Hammer, but said it
 couldn't
   find a specific file, and it gave me a few errors, one error included
 my 2d
   viewports in Hammer showing pink/black checkerboard textures on 3d
 models.
   I apologize for not having the error messages handy, after having been
 able
   to launch Hammer and load and compile my map, I closed the SDK and now
   Hammer won't open at all no matter what I do. Also, the compile that I
 made
   while in that erroneous state produced a map with very strange black
   brushwork with almost no lighting from the skybox. I'm assuming it's
 trying
   to find a file that links stuff together with my mod, and since it
 couldn't
   find it, it was giving me those related errors.
  
   Thanks for reading I hope that little bit of information was of value
 to
   someone and if more info is required I can respond as informatively as
 I
   can.
  
  
  
   --
  
   *Vincent Miceli*
  
   *www.firearms-source.com*
  
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   list

Re: [hlcoders] Source SDK Launch Issues

2013-10-25 Thread eric . brown
I think I'm having a similar problem, but I'm not sure what you mean by 
launching tools from the common/game directories.  If I'm making an SDK 2007 
mod, which hammer.exe do I run now?  the common/Source SDK Base 2007/bin 
directory doesn't contain any exe's...

On top of this:  studiomdl.exe isn't working for me anymore.  I'm getting an 
error that says Can't find steam app user info now, and I haven't changed 
anything in my mod's build scripts.  Is there a certain studiomdl.exe I'm 
supposed to run now?

Thanks,
Eric


On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote:
 Do not use the SDK launcher. If you want to map for a 2007 mod use this
 guide I made but comment out the stuff you do not want:
 http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make sure
 to read the comments above the mounting of source mods so if you want to
 just mount yours you know how)
 
 If you want to map for something like CSS, TF2 or DoD launch hammer from
 steam/steamapps/common/gamename/bin/hammer.exe
 
 
 On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann m...@tobiasbaumann.net 
 wrote:
 
  **
   We have the exact same issue here on three different machines.
 
   Hammer won't start, not even the process. Upon trying to launching the
  Model Viewer we're greeted with the error: Unable to load manifest file
  'scripts/game_sounds_manifest.txt'
   This problem persists for all engine versions in the Source SDK.
  Addtionally it happened without me starting or using the Source SDK in a
  long time. So I doubt this problem created by my own actions.
   I've also tried verifying the tool integrity but it didn't change a
  thing.
   I've also tried Resetting Game Configurations and Refreshing SDK Content
  to no avail.
 
   Any update from Valve on this would be great.
 
   Thanks and best regards,
   Tobias
 
 
 
  James Marchant james.march...@live.com hat am 18. Oktober 2013 um 22:26 
  geschrieben:
 
 
   Even after verifying the integrity of the local cache? I had the same
  problem and it fixed it (although it claimed that basically every single
  file in the Source SDK needed reacquiring.
 
   --
  Date: Fri, 18 Oct 2013 15:41:24 -0400
  From: twincan...@gmail.com
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source SDK Launch Issues
 
   Source SDK launcher still doesn't work for me.
 
 
   On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote:
 
   Hi,
 
 
 
  Checked it. For our 2007 based version Hammer starts up normally from the
  SDK launcher and compiles come out as they should. Do you still see the
  issue with your mod?
 
 
 
  Jan
 
 
 
  *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
  hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli
  *Gesendet:* Donnerstag, 17. Oktober 2013 02:29
  *An:* hlcoders@list.valvesoftware.com
  *Betreff:* [hlcoders] Source SDK Launch Issues
 
 
 
  Hi, I haven't seen this reported yet on the mailing list, so I decided to
  share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for
  the Source SDK 2007 from the SDK app. Strangely, before that happened, I
  couldn't launch the SDK app at all, but after restarting my computer and
  Verifying the integrity of the Tool Cache for the Source SDK, I was able to
  launch the SDK. But, not Hammer. When I was just able to at least launch
  the SDK before, (but not Hammer), I found that if I open Hammer from the
  exe file instead of from the app, it launched Hammer, but said it couldn't
  find a specific file, and it gave me a few errors, one error included my 2d
  viewports in Hammer showing pink/black checkerboard textures on 3d models.
  I apologize for not having the error messages handy, after having been able
  to launch Hammer and load and compile my map, I closed the SDK and now
  Hammer won't open at all no matter what I do. Also, the compile that I made
  while in that erroneous state produced a map with very strange black
  brushwork with almost no lighting from the skybox. I'm assuming it's trying
  to find a file that links stuff together with my mod, and since it couldn't
  find it, it was giving me those related errors.
 
  Thanks for reading I hope that little bit of information was of value to
  someone and if more info is required I can respond as informatively as I
  can.
 
 
 
  --
 
  *Vincent Miceli*
 
  *www.firearms-source.com*
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___ To unsubscribe, edit your
  list preferences, or view the list archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please

Re: [hlcoders] Source SDK Launch Issues

2013-10-25 Thread fuZZ RedEyes
Hey Eric to fix that problem i had to go in steamapps/PROFILE/sourcesdk and
copy the steam.dll  into sourcesdk/bin/source2007/bin and the sdk works
again after that.


2013/10/25 eric.br...@dnbrown.net

 I think I'm having a similar problem, but I'm not sure what you mean by
 launching tools from the common/game directories.  If I'm making an SDK
 2007 mod, which hammer.exe do I run now?  the common/Source SDK Base
 2007/bin directory doesn't contain any exe's...

 On top of this:  studiomdl.exe isn't working for me anymore.  I'm getting
 an error that says Can't find steam app user info now, and I haven't
 changed anything in my mod's build scripts.  Is there a certain
 studiomdl.exe I'm supposed to run now?

 Thanks,
 Eric


 On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote:
  Do not use the SDK launcher. If you want to map for a 2007 mod use this
  guide I made but comment out the stuff you do not want:
  http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make
 sure
  to read the comments above the mounting of source mods so if you want to
  just mount yours you know how)
 
  If you want to map for something like CSS, TF2 or DoD launch hammer from
  steam/steamapps/common/gamename/bin/hammer.exe
 
 
  On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann m...@tobiasbaumann.net
 wrote:
 
   **
We have the exact same issue here on three different machines.
  
Hammer won't start, not even the process. Upon trying to launching the
   Model Viewer we're greeted with the error: Unable to load manifest
 file
   'scripts/game_sounds_manifest.txt'
This problem persists for all engine versions in the Source SDK.
   Addtionally it happened without me starting or using the Source SDK in
 a
   long time. So I doubt this problem created by my own actions.
I've also tried verifying the tool integrity but it didn't change a
   thing.
I've also tried Resetting Game Configurations and Refreshing SDK
 Content
   to no avail.
  
Any update from Valve on this would be great.
  
Thanks and best regards,
Tobias
  
  
  
   James Marchant james.march...@live.com hat am 18. Oktober 2013 um
 22:26 geschrieben:
  
  
Even after verifying the integrity of the local cache? I had the same
   problem and it fixed it (although it claimed that basically every
 single
   file in the Source SDK needed reacquiring.
  
--
   Date: Fri, 18 Oct 2013 15:41:24 -0400
   From: twincan...@gmail.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source SDK Launch Issues
  
Source SDK launcher still doesn't work for me.
  
  
On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de
 wrote:
  
Hi,
  
  
  
   Checked it. For our 2007 based version Hammer starts up normally from
 the
   SDK launcher and compiles come out as they should. Do you still see the
   issue with your mod?
  
  
  
   Jan
  
  
  
   *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
   hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent
 Miceli
   *Gesendet:* Donnerstag, 17. Oktober 2013 02:29
   *An:* hlcoders@list.valvesoftware.com
   *Betreff:* [hlcoders] Source SDK Launch Issues
  
  
  
   Hi, I haven't seen this reported yet on the mailing list, so I decided
 to
   share this. I found as of 10/16/2013 that I cannot launch Hammer
 Editor for
   the Source SDK 2007 from the SDK app. Strangely, before that happened,
 I
   couldn't launch the SDK app at all, but after restarting my computer
 and
   Verifying the integrity of the Tool Cache for the Source SDK, I was
 able to
   launch the SDK. But, not Hammer. When I was just able to at least
 launch
   the SDK before, (but not Hammer), I found that if I open Hammer from
 the
   exe file instead of from the app, it launched Hammer, but said it
 couldn't
   find a specific file, and it gave me a few errors, one error included
 my 2d
   viewports in Hammer showing pink/black checkerboard textures on 3d
 models.
   I apologize for not having the error messages handy, after having been
 able
   to launch Hammer and load and compile my map, I closed the SDK and now
   Hammer won't open at all no matter what I do. Also, the compile that I
 made
   while in that erroneous state produced a map with very strange black
   brushwork with almost no lighting from the skybox. I'm assuming it's
 trying
   to find a file that links stuff together with my mod, and since it
 couldn't
   find it, it was giving me those related errors.
  
   Thanks for reading I hope that little bit of information was of value
 to
   someone and if more info is required I can respond as informatively as
 I
   can.
  
  
  
   --
  
   *Vincent Miceli*
  
   *www.firearms-source.com*
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK Launch Issues

2013-10-18 Thread Jan Hartung
Hi,

 

Checked it. For our 2007 based version Hammer starts up normally from the
SDK launcher and compiles come out as they should. Do you still see the
issue with your mod?

 

Jan

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Vincent
Miceli
Gesendet: Donnerstag, 17. Oktober 2013 02:29
An: hlcoders@list.valvesoftware.com
Betreff: [hlcoders] Source SDK Launch Issues

 

Hi, I haven't seen this reported yet on the mailing list, so I decided to
share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for
the Source SDK 2007 from the SDK app. Strangely, before that happened, I
couldn't launch the SDK app at all, but after restarting my computer and
Verifying the integrity of the Tool Cache for the Source SDK, I was able to
launch the SDK. But, not Hammer. When I was just able to at least launch the
SDK before, (but not Hammer), I found that if I open Hammer from the exe
file instead of from the app, it launched Hammer, but said it couldn't find
a specific file, and it gave me a few errors, one error included my 2d
viewports in Hammer showing pink/black checkerboard textures on 3d models. I
apologize for not having the error messages handy, after having been able to
launch Hammer and load and compile my map, I closed the SDK and now Hammer
won't open at all no matter what I do. Also, the compile that I made while
in that erroneous state produced a map with very strange black brushwork
with almost no lighting from the skybox. I'm assuming it's trying to find a
file that links stuff together with my mod, and since it couldn't find it,
it was giving me those related errors.

Thanks for reading I hope that little bit of information was of value to
someone and if more info is required I can respond as informatively as I
can.


 

-- 

Vincent Miceli

www.firearms-source.com

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Re: [hlcoders] Source SDK Launch Issues

2013-10-18 Thread Michael Zehnich
Source SDK launcher still doesn't work for me.


On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote:

 Hi,

 ** **

 Checked it. For our 2007 based version Hammer starts up normally from the
 SDK launcher and compiles come out as they should. Do you still see the
 issue with your mod?

 ** **

 Jan

 ** **

 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli
 *Gesendet:* Donnerstag, 17. Oktober 2013 02:29
 *An:* hlcoders@list.valvesoftware.com
 *Betreff:* [hlcoders] Source SDK Launch Issues

 ** **

 Hi, I haven't seen this reported yet on the mailing list, so I decided to
 share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for
 the Source SDK 2007 from the SDK app. Strangely, before that happened, I
 couldn't launch the SDK app at all, but after restarting my computer and
 Verifying the integrity of the Tool Cache for the Source SDK, I was able to
 launch the SDK. But, not Hammer. When I was just able to at least launch
 the SDK before, (but not Hammer), I found that if I open Hammer from the
 exe file instead of from the app, it launched Hammer, but said it couldn't
 find a specific file, and it gave me a few errors, one error included my 2d
 viewports in Hammer showing pink/black checkerboard textures on 3d models.
 I apologize for not having the error messages handy, after having been able
 to launch Hammer and load and compile my map, I closed the SDK and now
 Hammer won't open at all no matter what I do. Also, the compile that I made
 while in that erroneous state produced a map with very strange black
 brushwork with almost no lighting from the skybox. I'm assuming it's trying
 to find a file that links stuff together with my mod, and since it couldn't
 find it, it was giving me those related errors.

 Thanks for reading I hope that little bit of information was of value to
 someone and if more info is required I can respond as informatively as I
 can.
 

 ** **

 -- 

 *Vincent Miceli*

 *www.firearms-source.com*

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



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Re: [hlcoders] Source SDK Launch Issues

2013-10-18 Thread James Marchant
Even after verifying the integrity of the local cache? I had the same problem 
and it fixed it (although it claimed that basically every single file in the 
Source SDK needed reacquiring.

Date: Fri, 18 Oct 2013 15:41:24 -0400
From: twincan...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Launch Issues

Source SDK launcher still doesn't work for me.


On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote:

Hi,
 Checked it. For our 2007 based version Hammer starts up normally from the SDK 
launcher and compiles come out as they should. Do you still see the issue with 
your mod?
 Jan
 Von: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Vincent Miceli

Gesendet: Donnerstag, 17. Oktober 2013 02:29
An: hlcoders@list.valvesoftware.com
Betreff: [hlcoders] Source SDK Launch Issues
 Hi, I haven't seen this reported yet on the mailing list, so I decided to 
share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the 
Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't 
launch the SDK app at all, but after restarting my computer and Verifying the 
integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. 
But, not Hammer. When I was just able to at least launch the SDK before, (but 
not Hammer), I found that if I open Hammer from the exe file instead of from 
the app, it launched Hammer, but said it couldn't find a specific file, and it 
gave me a few errors, one error included my 2d viewports in Hammer showing 
pink/black checkerboard textures on 3d models. I apologize for not having the 
error messages handy, after having been able to launch Hammer and load and 
compile my map, I closed the SDK and now Hammer won't open at all no matter 
what I do. Also, the compile that I made while in that erroneous state produced 
a map with very strange black brushwork with almost no lighting from the 
skybox. I'm assuming it's trying to find a file that links stuff together with 
my mod, and since it couldn't find it, it was giving me those related errors.
Thanks for reading I hope that little bit of information was of value to 
someone and if more info is required I can respond as informatively as I can.
 -- Vincent Miceliwww.firearms-source.com

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visit:

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Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Netshroud
Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?

On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote:

 Hi list,
  
 When first running the Source SDK 2013 Multiplayer test app I noticed that 
 the graphics options tell me that my hardware DirectX level was 8.0. That’s 
 not true, as I’m running a Geforce GTX 660 here which is clearly a DX11 card. 
 With the DX level being detected as 8.0, there is no motion blur or HDR 
 rendering and that’s in fact an issue for games/mods released in 2013. To 
 check whether it’s the graphics driver I thoroughly cleansed my system from 
 any Nvidia components and installed the 320.49 WHQL driver which was released 
 two days ago – which did not resolve the issue.
  
 This is what the advanced graphics options look like here in Source SDK 2013 
 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg
 And this is what the same dialog looks like when I run TF2: 
 http://maennertechnik.net/tf2gfxsettings.jpg
  
 Does anyone else see the same issue and is there maybe already a solution to 
 it?
  
 Jan
  
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 visit:
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Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Jan Hartung
There's always something to miss when looking for info ;)

Anyway, manually setting the DX_Level1 value to 95 resolves the issue.
However, when I run the game with -autoconfig it defaults back to DX level
80 - and that's still plainly wrong for my system.

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Netshroud
Gesendet: Mittwoch, 3. Juli 2013 12:37
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware
DirectX level

 

Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?

 

On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote:





Hi list,

 

When first running the Source SDK 2013 Multiplayer test app I noticed that
the graphics options tell me that my hardware DirectX level was 8.0. That's
not true, as I'm running a Geforce GTX 660 here which is clearly a DX11
card. With the DX level being detected as 8.0, there is no motion blur or
HDR rendering and that's in fact an issue for games/mods released in 2013.
To check whether it's the graphics driver I thoroughly cleansed my system
from any Nvidia components and installed the 320.49 WHQL driver which was
released two days ago - which did not resolve the issue.

 

This is what the advanced graphics options look like here in Source SDK 2013
Multiplayer: http://maennertechnik.net/sourcesdk2013dxissue.jpg
http://maennertechnik.net/sourcesdk2013dxissue.jpg

And this is what the same dialog looks like when I run TF2:
http://maennertechnik.net/tf2gfxsettings.jpg
http://maennertechnik.net/tf2gfxsettings.jpg

 

Does anyone else see the same issue and is there maybe already a solution to
it?

 

Jan

 

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Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Tony omega Sergi
FYI, hl2, episode 1/2 etc, detect the same.


On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote:

 There’s always something to miss when looking for info ;)

 Anyway, manually setting the DX_Level1 value to 95 resolves the issue.
 However, when I run the game with –autoconfig it defaults back to DX level
 80 – and that’s still plainly wrong for my system.

 ** **

 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Netshroud
 *Gesendet:* Mittwoch, 3. Juli 2013 12:37
 *An:* Discussion of Half-Life Programming
 *Betreff:* Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong
 hardware DirectX level

 ** **

 Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?*
 ***

 ** **

 On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote:



 

 Hi list,

  

 When first running the Source SDK 2013 Multiplayer test app I noticed that
 the graphics options tell me that my hardware DirectX level was 8.0. That’s
 not true, as I’m running a Geforce GTX 660 here which is clearly a DX11
 card. With the DX level being detected as 8.0, there is no motion blur or
 HDR rendering and that’s in fact an issue for games/mods released in 2013.
 To check whether it’s the graphics driver I thoroughly cleansed my system
 from any Nvidia components and installed the 320.49 WHQL driver which was
 released two days ago – which did not resolve the issue.

  

 This is what the advanced graphics options look like here in Source SDK
 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg

 And this is what the same dialog looks like when I run TF2:
 http://maennertechnik.net/tf2gfxsettings.jpg

  

 Does anyone else see the same issue and is there maybe already a solution
 to it?

  

 Jan

  

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

 ** **

 ___
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 please visit:
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-- 
-Tony
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Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Alfred Reynolds
Opt into the HL2 beta to get the missing dxsupport files for hl2.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony omega Sergi
Sent: Wednesday, July 03, 2013 9:36 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware 
DirectX level

FYI, hl2, episode 1/2 etc, detect the same.

On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung 
jan.hart...@gmx.demailto:jan.hart...@gmx.de wrote:
There's always something to miss when looking for info ;)
Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, 
when I run the game with -autoconfig it defaults back to DX level 80 - and 
that's still plainly wrong for my system.

Von: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 Im Auftrag von Netshroud
Gesendet: Mittwoch, 3. Juli 2013 12:37
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware 
DirectX level

Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?

On 03/07/2013, at 8:32 PM, Jan Hartung 
jan.hart...@gmx.demailto:jan.hart...@gmx.de wrote:

Hi list,

When first running the Source SDK 2013 Multiplayer test app I noticed that the 
graphics options tell me that my hardware DirectX level was 8.0. That's not 
true, as I'm running a Geforce GTX 660 here which is clearly a DX11 card. With 
the DX level being detected as 8.0, there is no motion blur or HDR rendering 
and that's in fact an issue for games/mods released in 2013. To check whether 
it's the graphics driver I thoroughly cleansed my system from any Nvidia 
components and installed the 320.49 WHQL driver which was released two days ago 
- which did not resolve the issue.

This is what the advanced graphics options look like here in Source SDK 2013 
Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg
And this is what the same dialog looks like when I run TF2: 
http://maennertechnik.net/tf2gfxsettings.jpg

Does anyone else see the same issue and is there maybe already a solution to it?

Jan

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--
-Tony
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Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Jan Hartung
Thanks, will do.

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Alfred
Reynolds
Gesendet: Mittwoch, 3. Juli 2013 18:47
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware
DirectX level

 

Opt into the HL2 beta to get the missing dxsupport files for hl2.

 

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony omega
Sergi
Sent: Wednesday, July 03, 2013 9:36 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware
DirectX level

 

FYI, hl2, episode 1/2 etc, detect the same.

On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote:

There's always something to miss when looking for info ;)

Anyway, manually setting the DX_Level1 value to 95 resolves the issue.
However, when I run the game with -autoconfig it defaults back to DX level
80 - and that's still plainly wrong for my system.

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Netshroud
Gesendet: Mittwoch, 3. Juli 2013 12:37
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware
DirectX level

 

Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?

 

On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote:

 

Hi list,

 

When first running the Source SDK 2013 Multiplayer test app I noticed that
the graphics options tell me that my hardware DirectX level was 8.0. That's
not true, as I'm running a Geforce GTX 660 here which is clearly a DX11
card. With the DX level being detected as 8.0, there is no motion blur or
HDR rendering and that's in fact an issue for games/mods released in 2013.
To check whether it's the graphics driver I thoroughly cleansed my system
from any Nvidia components and installed the 320.49 WHQL driver which was
released two days ago - which did not resolve the issue.

 

This is what the advanced graphics options look like here in Source SDK 2013
Multiplayer: http://maennertechnik.net/sourcesdk2013dxissue.jpg
http://maennertechnik.net/sourcesdk2013dxissue.jpg

And this is what the same dialog looks like when I run TF2:
http://maennertechnik.net/tf2gfxsettings.jpg
http://maennertechnik.net/tf2gfxsettings.jpg

 

Does anyone else see the same issue and is there maybe already a solution to
it?

 

Jan

 

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-- 
-Tony

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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread minh_le
Does this include upgrades to the engine? Like the new dynamic shadow  system in CS:GO? New Botcode found in TF2?   On 6/26/2013 3:48 PM, Joe Ludwig wrote: 
http://store.steampowered.com/news/10962/  Source SDK 2013 Release  We have released an update to the Source SDK, bringing support for  Mac OS X and Linux to mod developers and exposing the ability for  virtual reality support in your mod. The biggest change with this update  is that we are using github to host the source code. You will find the  code here. This Source SDK 2013 release also includes a new license that  can be foundhere. This new license allows mod authors to share their  changes to the SDK more easily.  The other change with the Source SDK is that now Hammer and the  other mod tools ship with their respective games instead of as part of  the SDK Launcher. The launcher itself is being phased out, so it will  disappear from your Tools list. You can find information about how to  run the tools from the games here.  The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by  the sample mods. Existing mods can change their gameinfo.txt to match  the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to  the SDK. Running a compatible mod with -vr on the command line will run  the mod in stereo and enable head tracking on the Rift.  You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki.   ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders   


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Stephen Swires
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
lighting system is only part of the CSGO engine has hasn't been backported
to the main engine. The TF2 bot system is NextBot which is also used in
L4D2 and CSGO, that appears to have been removed judging from the lack of
NextBot folders in client and server.


On 27 Jun 2013 07:43, minh...@telus.net wrote:

 Does this include upgrades to the engine? Like the new dynamic shadow
 system in CS:GO? New Botcode found in TF2?


 On 6/26/2013 3:48 PM, Joe Ludwig wrote:

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS
 X and Linux to mod developers and exposing the ability for virtual reality
 support in your mod. The biggest change with this update is that we are
 using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.

 The other change with the Source SDK is that now Hammer and the other mod
 tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.

 The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013
 on the Valve Developer Community wiki.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Netshroud
to the main engine

There's a main Source engine now?

On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:

 Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new 
 lighting system is only part of the CSGO engine has hasn't been backported to 
 the main engine. The TF2 bot system is NextBot which is also used in L4D2 and 
 CSGO, that appears to have been removed judging from the lack of NextBot 
 folders in client and server.
 
 
 On 27 Jun 2013 07:43, minh...@telus.net wrote:
 Does this include upgrades to the engine? Like the new dynamic shadow system 
 in CS:GO? New Botcode found in TF2? 
 
 
 On 6/26/2013 3:48 PM, Joe Ludwig wrote: 
 http://store.steampowered.com/news/10962/ 
 
 Source SDK 2013 Release 
 
 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily. 
 
 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here. 
 
 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features: 
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux. 
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support. 
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift. 
 
 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki. 
 
 
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Stephen Swires
I would consider that to be the main version of Source as that's what most
of Valve core multiplayer games sit on.


On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote:

 to the main engine

 There's a main Source engine now?

 On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:

 Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
 lighting system is only part of the CSGO engine has hasn't been backported
 to the main engine. The TF2 bot system is NextBot which is also used in
 L4D2 and CSGO, that appears to have been removed judging from the lack of
 NextBot folders in client and server.


 On 27 Jun 2013 07:43, minh...@telus.net wrote:

 Does this include upgrades to the engine? Like the new dynamic shadow
 system in CS:GO? New Botcode found in TF2?


 On 6/26/2013 3:48 PM, Joe Ludwig wrote:

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS
 X and Linux to mod developers and exposing the ability for virtual reality
 support in your mod. The biggest change with this update is that we are
 using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.

 The other change with the Source SDK is that now Hammer and the other mod
 tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.

 The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013
 on the Valve Developer Community wiki.


 ___
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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Andrew Orner
Awesome, thanks for the update!

Are there any plans to include custom shader support like SDK2007?  I see
that the shadercompile.exe is included with the SDK Base but there are no
accompanying SDK shader sources for creating the required DLL.


On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires st...@swires.me wrote:

 I would consider that to be the main version of Source as that's what most
 of Valve core multiplayer games sit on.


 On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote:

 to the main engine

 There's a main Source engine now?

 On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:

 Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
 lighting system is only part of the CSGO engine has hasn't been backported
 to the main engine. The TF2 bot system is NextBot which is also used in
 L4D2 and CSGO, that appears to have been removed judging from the lack of
 NextBot folders in client and server.


 On 27 Jun 2013 07:43, minh...@telus.net wrote:

 Does this include upgrades to the engine? Like the new dynamic shadow
 system in CS:GO? New Botcode found in TF2?


 On 6/26/2013 3:48 PM, Joe Ludwig wrote:

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.

 The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.

 The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Alfred Reynolds
1. We will fix that
2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk
3. We will fix that.
4. We will look into it (we may or may not fix it), you may want to check out 
GCFScape in the meantime, it will let you explode VPK files to disk to get you 
around this for now.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 7:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need 
it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 
2013 solo and must be change by 243750

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files  
are not stored on the disk, instead of the VPK package, hlmv just can't open 
the assets.
It's not only for HL2 but it's the same problem with all the source engine game 
excepted SFM but all model are unpacked, so it can't count, and i can't say if 
the problem is the same.

2013/6/27 Riley theda...@gmail.commailto:theda...@gmail.com
Any chance that we could get access to the materialsystem like we had back in 
06/07?


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes 
fuzzz...@gmail.commailto:fuzzz...@gmail.com wrote:
steam://rungameid/243730 or try that one, sorry for the two quick posts, i 
don't want to spam everyone on the list :)

2013/6/27 fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com
create a shortcut on your desktop and add that as target
steam://rungameid/243730 (SP)
and enjoy

2013/6/27 Stephen Swires st...@swires.memailto:st...@swires.me
This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.


On 27 June 2013 02:07, Joe Ludwig 
j...@valvesoftware.commailto:j...@valvesoftware.com wrote:
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 
Singleplayer in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into 
steamapps/Sourcemods/ and restart steam, nothing appears.
something goes wrong ,no ?
//nicolas

2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread T X4






For anyone who's curious about what exactly has changed since Source SDK 2007, 
I've managed to generate a diff between the last released version of the 2007 
SDK against the new 2013 SDK (MP code only). There was initially plenty of 
extra 'noise' since virtually every single file was detected as changed - this 
was due to Valve replacing the header comments in all files. So after spending 
close to six hours filtering out changes of that nature, I finally managed to 
get some useful output.
 
Summaries (filenames only):
Changed Files (binaries)
Changed Files (text) - Use this to quickly index the diffs for changes specific 
to a given file, since scrolling through it might be fairly laggy at times.
File Removals
File Additions
Unchanged* Files
 
Detailed git diff output (packaged with the above summaries in text form):
Here
 
Statistics (post noise reduction):
Changed files (binaries): 17
Changed files (text): 1465
Files removed: 423
Files added: 851
Unchanged* files: 1349

*Unchanged includes the files whose header comments were modified to reduce the 
amount of noise output.
 
Hope you guys will find these to be of use. (also, to those longing for custom 
main menus, look near the bottom of /mp/src/common/GameUI/IGameUI.h for a 
pleasant surprise  )

Regards,TESLA-X4 

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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Joel R.
Wow, very nice.  I'm still crossing my fingers for a new engine though, the
amount of Source Developers has dwindled to near non-existent.   UDK and
Unity are just too good at the moment.


On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote:

  For anyone who's curious about what *exactly* has changed since Source
 SDK 2007, I've managed to generate a diff between the last released version
 of the 2007 SDK against the new 2013 SDK (*MP code only*). There was
 initially plenty of extra 'noise' since virtually every single file was
 detected as changed - this was due to Valve replacing the header comments
 in all files. So after spending close to six hours filtering out changes of
 that nature, I finally managed to get some useful output.

 *Summaries (filenames only)*:
 Changed Files (binaries) http://pastebin.com/crcUgnYx
 Changed Files (text) http://pastebin.com/Cgq6x65m - Use this to quickly
 index the diffs for changes specific to a given file, since scrolling
 through it might be fairly laggy at times.
 File Removals http://pastebin.com/90u7dRyw
 File Additions http://pastebin.com/uhHFBCCe
 Unchanged* Files http://pastebin.com/9hasuKJN

 *Detailed git diff output (packaged with the above summaries in text form)
 *:
 Here http://www.mediafire.com/?06m4nz4sbcwruq9

 *Statistics (post noise reduction)*:
 Changed files (binaries): 17
 Changed files (text): 1465
 Files removed: 423
 Files added: 851
 Unchanged* files: 1349

 **Unchanged* *includes* the files whose header comments were modified to
 reduce the amount of noise output.

 Hope you guys will find these to be of use.
 (also, to those longing for custom main menus, look near the bottom of
 /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] )

 Regards,
 TESLA-X4


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Gunship Mark II
Thanks for and update Valve.

The odd thing is that mod refused to launch at DX9-10, it was set by
default to DX8, i was forced to manually add -dxlevel 91 to make it use DX9
stuff. This goes for SDK Base 2013, it launches only at dx8 by default.


2013/6/27 Joel R. joelru...@gmail.com

 Wow, very nice.  I'm still crossing my fingers for a new engine though,
 the amount of Source Developers has dwindled to near non-existent.   UDK
 and Unity are just too good at the moment.


 On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote:

  For anyone who's curious about what *exactly* has changed since Source
 SDK 2007, I've managed to generate a diff between the last released version
 of the 2007 SDK against the new 2013 SDK (*MP code only*). There was
 initially plenty of extra 'noise' since virtually every single file was
 detected as changed - this was due to Valve replacing the header comments
 in all files. So after spending close to six hours filtering out changes of
 that nature, I finally managed to get some useful output.

 *Summaries (filenames only)*:
 Changed Files (binaries) http://pastebin.com/crcUgnYx
 Changed Files (text) http://pastebin.com/Cgq6x65m - Use this to
 quickly index the diffs for changes specific to a given file, since
 scrolling through it might be fairly laggy at times.
 File Removals http://pastebin.com/90u7dRyw
 File Additions http://pastebin.com/uhHFBCCe
 Unchanged* Files http://pastebin.com/9hasuKJN

 *Detailed git diff output (packaged with the above summaries in text
 form)*:
 Here http://www.mediafire.com/?06m4nz4sbcwruq9

 *Statistics (post noise reduction)*:
 Changed files (binaries): 17
 Changed files (text): 1465
 Files removed: 423
 Files added: 851
 Unchanged* files: 1349

 **Unchanged* *includes* the files whose header comments were modified to
 reduce the amount of noise output.

 Hope you guys will find these to be of use.
 (also, to those longing for custom main menus, look near the bottom of
 /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] )

 Regards,
 TESLA-X4


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread tobias.kammersgaard
Here’s a suggestion I hope you’re (or have) considering. 


Releasing the Hammer source code on GitHub. Let the community fix bugs and port 
it to Qt so it’ll be available on other platforms.


If I’ve understood this whole Source SDK Base 2013 release on Github that’s 
exactly your plans for the mod source code.


 - ScarT




From: Alfred Reynolds
Sent: ‎Thursday‎, ‎June‎ ‎27‎, ‎2013 ‎6‎:‎50‎ ‎PM
To: Discussion of Half-Life Programming





1. We will fix that

2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk

3. We will fix that.

4. We will look into it (we may or may not fix it), you may want to check out 
GCFScape in the meantime, it will let you explode VPK files to disk to get you 
around this for now.

 

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 7:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

 


some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need 
it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 
2013 solo and must be change by 243750

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files  
are not stored on the disk, instead of the VPK package, hlmv just can't open 
the assets.
It's not only for HL2 but it's the same problem with all the source engine game 
excepted SFM but all model are unpacked, so it can't count, and i can't say if 
the problem is the same.


 


2013/6/27 Riley theda...@gmail.com


Any chance that we could get access to the materialsystem like we had back in 
06/07?



 


 


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:


steam://rungameid/243730 or try that one, sorry for the two quick posts, i 
don't want to spam everyone on the list :)




 


2013/6/27 fuZZ RedEyes fuzzz...@gmail.com



create a shortcut on your desktop and add that as target 
steam://rungameid/243730 (SP)

and enjoy




 


2013/6/27 Stephen Swires st...@swires.me


This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.



 


 


On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:



The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 
Singleplayer in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

 


From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM




To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release



 








Thank for the fast reply Alfred,

I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.


The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.

To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.

So it a bit confuse to me, if i put the mod template into 
steamapps/Sourcemods/ and restart steam, nothing appears.

something goes wrong ,no ?

//nicolas


 


2013/6/27 Alfred Reynolds alf...@valvesoftware.com



The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

 

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM




To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release



 



Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )

//nicolas


 


 


2013/6/27 Alfred Reynolds alf...@valvesoftware.com



No, hammer is only available on windows and we have no plans at this time to 
change that.

 

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

 

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
Sent

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Joe Ludwig
1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If those fixes 
look right we'll make the same fix in the Multiplayer app.

I appreciate the bug reports. I would encourage you to report this sort of 
thing over on GitHub in the Issues list: 
https://github.com/ValveSoftware/source-sdk-2013/issues

That way we can have a system for keeping track of individual issues instead of 
trying to wrangle big email threads.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Thursday, June 27, 2013 9:51 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

1. We will fix that
2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk
3. We will fix that.
4. We will look into it (we may or may not fix it), you may want to check out 
GCFScape in the meantime, it will let you explode VPK files to disk to get you 
around this for now.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 7:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need 
it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 
2013 solo and must be change by 243750

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files  
are not stored on the disk, instead of the VPK package, hlmv just can't open 
the assets.
It's not only for HL2 but it's the same problem with all the source engine game 
excepted SFM but all model are unpacked, so it can't count, and i can't say if 
the problem is the same.

2013/6/27 Riley theda...@gmail.commailto:theda...@gmail.com
Any chance that we could get access to the materialsystem like we had back in 
06/07?


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes 
fuzzz...@gmail.commailto:fuzzz...@gmail.com wrote:
steam://rungameid/243730 or try that one, sorry for the two quick posts, i 
don't want to spam everyone on the list :)

2013/6/27 fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com
create a shortcut on your desktop and add that as target
steam://rungameid/243730 (SP)
and enjoy

2013/6/27 Stephen Swires st...@swires.memailto:st...@swires.me
This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.


On 27 June 2013 02:07, Joe Ludwig 
j...@valvesoftware.commailto:j...@valvesoftware.com wrote:
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 
Singleplayer in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into 
steamapps/Sourcemods/ and restart steam, nothing appears.
something goes wrong ,no ?
//nicolas

2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread fuZZ RedEyes
all right Joe, thank you for the good job :)

Nicolas


2013/6/28 Joe Ludwig j...@valvesoftware.com

  1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If
 those fixes look right we'll make the same fix in the Multiplayer app.

 ** **

 I appreciate the bug reports. I would encourage you to report this sort of
 thing over on GitHub in the Issues list:
 https://github.com/ValveSoftware/source-sdk-2013/issues

 ** **

 That way we can have a system for keeping track of individual issues
 instead of trying to wrangle big email threads.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Alfred Reynolds
 *Sent:* Thursday, June 27, 2013 9:51 AM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 1. We will fix that

 2. Hammer makes a gameconfig.txt on first launch if one isn't present on
 disk

 3. We will fix that.

 4. We will look into it (we may or may not fix it), you may want to check
 out GCFScape in the meantime, it will let you explode VPK files to disk to
 get you around this for now.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [
 mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com]
 *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 7:21 PM
 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 some bug to fix :
 1.
 set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

 2.
 Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer
 need it )

 3.
 mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk
 base 2013 solo and must be change by 243750

 4.
 Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF
 files  are not stored on the disk, instead of the VPK package, hlmv just
 can't open the assets.
 It's not only for HL2 but it's the same problem with all the source engine
 game excepted SFM but all model are unpacked, so it can't count, and i
 can't say if the problem is the same.

 ** **

 2013/6/27 Riley theda...@gmail.com

 Any chance that we could get access to the materialsystem like we had back
 in 06/07?

 ** **

 ** **

 On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:*
 ***

 steam://rungameid/243730 or try that one, sorry for the two quick posts, i
 don't want to spam everyone on the list :)

 ** **

 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

 create a shortcut on your desktop and add that as target
 steam://rungameid/243730 (SP)

 and enjoy

 ** **

 2013/6/27 Stephen Swires st...@swires.me

 This doesn't appear to have been fixed yet. I have also tried restarting
 the Steam client.

 ** **

 ** **

 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

 The SDK Base apps hadn't been published yet, but that should be fixed now.
 You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013
 Singleplayer in your tools list. Install those and your mod should show
 up. (You'll need to build it first so you have binaries to load.)

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the equivalent
 of the source sdk base 2006 and 2007, but a 2013 version.


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
 hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Neico
Now that is unexpected...

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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Dylan House
Great!


On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote:

 Now that is unexpected...

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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread M B
Well, I hope so.

Sent from my iPod

On Jun 26, 2013, at 3:59 PM, Dylan House dhous...@gmail.com wrote:

 Great!
 
 
 On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote:
 Now that is unexpected...
 
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
https://github.com/ValveSoftware/source-sdk-2013

That is where you want to go for the code.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
Sent: Wednesday, June 26, 2013 3:49 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: [hlcoders] Source SDK 2013 Release

http://store.steampowered.com/news/10962/

Source SDK 2013 Release

We have released an update to the Source SDK, bringing support for Mac OS X and 
Linux to mod developers and exposing the ability for virtual reality support in 
your mod. The biggest change with this update is that we are using github to 
host the source code. You will find the code here. This Source SDK 2013 release 
also includes a new license that can be foundhere. This new license allows mod 
authors to share their changes to the SDK more easily.

The other change with the Source SDK is that now Hammer and the other mod tools 
ship with their respective games instead of as part of the SDK Launcher. The 
launcher itself is being phased out, so it will disappear from your Tools list. 
You can find information about how to run the tools from the games here.

The source for this new SDK release includes the latest code for all the 
included games, and has many new features:
. The games now build and run clients on Windows, OSX, and Linux. Dedicated 
servers are supported on Windows and Linux.
. Steam Pipe (the new Steam content delivery system) is supported by the sample 
mods. Existing mods can change their gameinfo.txt to match the new format and 
gain Steam Pipe support.
. Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
Running a compatible mod with -vr on the command line will run the mod in 
stereo and enable head tracking on the Rift.

You can find instructions on getting started with the new Source SDK 2013 on 
the Valve Developer Community wiki.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Byron Mallett
Whoa, so far out of left field but so appreciated!

-- Byron Mallett
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Neico
One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki.


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


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki.


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 visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Jesse F
Is hammer going to work on mac and linux now? I like that I can use not VS
to build the sdk now.


On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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 To unsubscribe, edit your list preferences, or view the list archives,
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 To unsubscribe, edit your list preferences, or view the list archives,
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-- 
Jesse
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Andrew McWatters
I have waited for this day for so long. Thank you, based Valve.___
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: 
 hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
  
 [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
  On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki.


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


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Rodrigo 'r2d2rigo' Diaz
*Future engines have been designed with cross platform support in the
toolchain from the start.*
*
*
Oh my god, HL3 CONFIRMED!


2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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


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



 

 ** **

 --
 Jesse 

 ___
 To unsubscribe, edit your list preferences

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk
2013) to be )released  on steam ? ( the Steam AppID is the one set into the
gameinfo.txt  of the template mod_hl2 /mod_episodic )

//nicolas




2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Dylan House
*Hint hint*


On Wed, Jun 26, 2013 at 5:00 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
 wrote:

 *Future engines have been designed with cross platform support in the
 toolchain from the start.*
 *
 *
 Oh my god, HL3 CONFIRMED!


 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all
 the included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by
 the sample mods. Existing mods can change their gameinfo.txt to match the
 new format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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



 

 ** **

 --
 Jesse

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread M B
Doubt it, actually.

Sent from my iPod

On Jun 26, 2013, at 5:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
wrote:

 Future engines have been designed with cross platform support in the 
 toolchain from the start.
 
 Oh my god, HL3 CONFIRMED!
 
 
 2013/6/27 Alfred Reynolds alf...@valvesoftware.com
 No, hammer is only available on windows and we have no plans at this time to 
 change that.
 
  
 
 It is a MFC app, which is a windows only UI tech, so a port would be 
 difficult. Future engines have been designed with cross platform support in 
 the toolchain from the start.
 
  
 
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
 Sent: Wednesday, June 26, 2013 4:46 PM
 To: Discussion of Half-Life Programming
 
 
 Subject: Re: [hlcoders] Source SDK 2013 Release
  
 
 Is hammer going to work on mac and linux now? I like that I can use not VS 
 to build the sdk now.
 
  
 
 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com 
 wrote:
 
 There is a new Source SDK Base 2013 app (one for MP and one for SP) that 
 ships with a complete suite of the modding tools, you should use those and 
 set a custom VPROJECT (actually, you can use the tools from any game, just 
 set that vproject environment).
 
 - Alfred
 
 
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release
 
 One question does appear in my mind with that tough...
 
 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.
 
 - Neico
 
 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com 
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac OS 
  X and Linux to mod developers and exposing the ability for virtual reality 
  support in your mod. The biggest change with this update is that we are 
  using github to host the source code. You will find the code here. This 
  Source SDK 2013 release also includes a new license that can be foundhere. 
  This new license allows mod authors to share their changes to the SDK more 
  easily.
 
  The other change with the Source SDK is that now Hammer and the other mod 
  tools ship with their respective games instead of as part of the SDK 
  Launcher. The launcher itself is being phased out, so it will disappear 
  from your Tools list. You can find information about how to run the tools 
  from the games here.
 
  The source for this new SDK release includes the latest code for all the 
  included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux. 
  Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the 
  sample mods. Existing mods can change their gameinfo.txt to match the new 
  format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the 
  SDK. Running a compatible mod with -vr on the command line will run the 
  mod in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK 2013 
  on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
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 ___
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Marcus Dyck
*facepalm*
On 2013-06-26 7:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote:

 *Future engines have been designed with cross platform support in the
 toolchain from the start.*
 *
 *
 Oh my god, HL3 CONFIRMED!


 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all
 the included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by
 the sample mods. Existing mods can change their gameinfo.txt to match the
 new format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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


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



 

 ** **

 --
 Jesse

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: 
 hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
  
 [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
  On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Psy_Commando
Sounds like a good new. Honestly, I was about to switch to UDK. But maybe
this might just work..

Is faceposer fixed ? And, does this use Qt for the UI, like the SFM ?


On Wed, Jun 26, 2013 at 8:14 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

  The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

 ** **

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Jacob J*Rod Salas
Hey, I've been building the latest multiplayer code in VS 2012 (Release),
and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
in pretty much every precompiled library. I probably should've just built
the project using the 2010 toolset to begin with, but I don't think those
files had any compatibility problems like that in any other SDK.

Thanks!

--
Jacob J*Rod Salas
The star is silent, but prominent... http://jsmedia.tk
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visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Rodrigo 'r2d2rigo' Diaz
@Jacob: MS tends to break their own C++ compilers with each VS release, so
I would recommend you to keep using VS2010 for Source SDK; but if you
really, really need the new IntelliSense features added in VS2012, you can
install 2010 and 2012 in the same machine and the later will use the old
compiling tools if you refuse to update the project when opening it.


2013/6/27 Jacob J*Rod Salas czfj...@gmail.com

 Hey, I've been building the latest multiplayer code in VS 2012 (Release),
 and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
 in pretty much every precompiled library. I probably should've just built
 the project using the 2010 toolset to begin with, but I don't think those
 files had any compatibility problems like that in any other SDK.

 Thanks!

 --
 Jacob J*Rod Salas
 The star is silent, but prominent... http://jsmedia.tk

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



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Kyle Sanderson
Thanks for the update!

Kyle.


On Wed, Jun 26, 2013 at 5:37 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
 wrote:

 @Jacob: MS tends to break their own C++ compilers with each VS release, so
 I would recommend you to keep using VS2010 for Source SDK; but if you
 really, really need the new IntelliSense features added in VS2012, you can
 install 2010 and 2012 in the same machine and the later will use the old
 compiling tools if you refuse to update the project when opening it.


 2013/6/27 Jacob J*Rod Salas czfj...@gmail.com

 Hey, I've been building the latest multiplayer code in VS 2012 (Release),
 and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
 in pretty much every precompiled library. I probably should've just built
 the project using the 2010 toolset to begin with, but I don't think those
 files had any compatibility problems like that in any other SDK.

 Thanks!

 --
 Jacob J*Rod Salas
 The star is silent, but prominent... http://jsmedia.tk

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




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



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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent
of the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
hl2 steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into
steamapps/Sourcemods/ and restart steam, nothing appears.

something goes wrong ,no ?

//nicolas


2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

 ** **

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Joe Ludwig
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 
Singleplayer in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into 
steamapps/Sourcemods/ and restart steam, nothing appears.
something goes wrong ,no ?
//nicolas

2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: 
 hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
  
 [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
  On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
great Joe, thank you for the help :)
i will surely write an sort of tutorial as so much people should be confuse
with the recent change.
//nicolas


2013/6/27 Joe Ludwig j...@valvesoftware.com

  The SDK Base apps hadn't been published yet, but that should be fixed
 now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base
 2013 Singleplayer in your tools list. Install those and your mod should
 show up. (You'll need to build it first so you have binaries to load.)

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the equivalent
 of the source sdk base 2006 and 2007, but a 2013 version.


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
 hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Stephen Swires
This doesn't appear to have been fixed yet. I have also tried restarting
the Steam client.


On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

  The SDK Base apps hadn't been published yet, but that should be fixed
 now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base
 2013 Singleplayer in your tools list. Install those and your mod should
 show up. (You'll need to build it first so you have binaries to load.)

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the equivalent
 of the source sdk base 2006 and 2007, but a 2013 version.


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
 hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Mart-Jan Reeuwijk

Its more a confirmation of work being done on a new source engine.




 From: Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Sent: Thursday, 27 June 2013, 2:00
Subject: Re: [hlcoders] Source SDK 2013 Release
 


Future engines have been designed with cross platform support in the toolchain 
from the start.



Oh my god, HL3 CONFIRMED!



2013/6/27 Alfred Reynolds alf...@valvesoftware.com

No, hammer is only available on windows and we have no plans at this time to 
change that.
 
It is a MFC app, which is a windows only UI tech, so a port would be 
difficult. Future engines have been designed with cross platform support in 
the toolchain from the start.
 
From:hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release
 
Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.
 
On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com 
wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that 
ships with a complete suite of the modding tools, you should use those and 
set a custom VPROJECT (actually, you can use the tools from any game, just 
set that vproject environment).

- Alfred

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are 
 using github to host the source code.
 You will find the code here. This Source SDK 2013 release also includes a new 
license that can be foundhere. This new license allows mod authors to share 
their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear 
 from your Tools list. You can find information
 about how to run the tools from the games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the 
 SDK. Running a compatible mod with -vr on the command line will run the mod 
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 
 on the Valve Developer Community wiki.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Joe Ludwig
Ok, now it's REALLY fixed.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen Swires
Sent: Wednesday, June 26, 2013 6:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.

On 27 June 2013 02:07, Joe Ludwig 
j...@valvesoftware.commailto:j...@valvesoftware.com wrote:
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 
Singleplayer in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into 
steamapps/Sourcemods/ and restart steam, nothing appears.
something goes wrong ,no ?
//nicolas

2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
create a shortcut on your desktop and add that as target
steam://rungameid/243730 (SP)
and enjoy


2013/6/27 Stephen Swires st...@swires.me

 This doesn't appear to have been fixed yet. I have also tried restarting
 the Steam client.



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

  The SDK Base apps hadn't been published yet, but that should be fixed
 now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base
 2013 Singleplayer in your tools list. Install those and your mod should
 show up. (You'll need to build it first so you have binaries to load.)***
 *

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the
 equivalent of the source sdk base 2006 and 2007, but a 2013 version.


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
 hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
steam://rungameid/243730 or try that one, sorry for the two quick posts, i
don't want to spam everyone on the list :)


2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

 create a shortcut on your desktop and add that as target
 steam://rungameid/243730 (SP)
 and enjoy


 2013/6/27 Stephen Swires st...@swires.me

 This doesn't appear to have been fixed yet. I have also tried restarting
 the Steam client.



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

  The SDK Base apps hadn't been published yet, but that should be fixed
 now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base
 2013 Singleplayer in your tools list. Install those and your mod should
 show up. (You'll need to build it first so you have binaries to load.)**
 **

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the
 equivalent of the source sdk base 2006 and 2007, but a 2013 version.


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned.
 the hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.***
 *

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Riley
Any chance that we could get access to the materialsystem like we had back
in 06/07?


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

 steam://rungameid/243730 or try that one, sorry for the two quick posts,
 i don't want to spam everyone on the list :)


 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

 create a shortcut on your desktop and add that as target
 steam://rungameid/243730 (SP)
 and enjoy


 2013/6/27 Stephen Swires st...@swires.me

 This doesn't appear to have been fixed yet. I have also tried restarting
 the Steam client.



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

  The SDK Base apps hadn't been published yet, but that should be fixed
 now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base
 2013 Singleplayer in your tools list. Install those and your mod should
 show up. (You'll need to build it first so you have binaries to load.)*
 ***

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the
 equivalent of the source sdk base 2006 and 2007, but a 2013 version.***
 *


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned.
 the hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.**
 **

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP)
 that ships with a complete suite of the modding tools, you should use those
 and set a custom VPROJECT (actually, you can use the tools from any game,
 just set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the
 future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer
need it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk
base 2013 solo and must be change by 243750

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF
files  are not stored on the disk, instead of the VPK package, hlmv just
can't open the assets.
It's not only for HL2 but it's the same problem with all the source engine
game excepted SFM but all model are unpacked, so it can't count, and i
can't say if the problem is the same.



2013/6/27 Riley theda...@gmail.com

 Any chance that we could get access to the materialsystem like we had back
 in 06/07?



 On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

 steam://rungameid/243730 or try that one, sorry for the two quick posts,
 i don't want to spam everyone on the list :)


 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

 create a shortcut on your desktop and add that as target
 steam://rungameid/243730 (SP)
 and enjoy


 2013/6/27 Stephen Swires st...@swires.me

 This doesn't appear to have been fixed yet. I have also tried
 restarting the Steam client.



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

  The SDK Base apps hadn't been published yet, but that should be
 fixed now. You should see Source SDK Base 2013 Multiplayer and Source
 SDK Base 2013 Singleplayer in your tools list. Install those and your mod
 should show up. (You'll need to build it first so you have binaries to
 load.)

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the
 equivalent of the source sdk base 2006 and 2007, but a 2013 version.**
 **


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned.
 the hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than once 
 a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.*
 ***

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source
 sdk 2013) to be )released  on steam ? ( the Steam AppID is the one set 
 into
 the gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support 
 in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use
 not VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP)
 that ships with a complete suite of the modding tools, you should use 
 those
 and set a custom VPROJECT (actually, you can use the tools from any game,
 just set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Psy_Commando
I think the one from Alien Swarm could. Though, for some reasons, you have
to create all the folders from the VPK into your mod folder. Just the
folder structure, without extracting the models in them. And they with
ASW's hlmv you could navigate to the model's folder and load it for some
reasons. ( loading using (steam) in the hlmv )


On Wed, Jun 26, 2013 at 10:20 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

 some bug to fix :
 1.
 set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

 2.
 Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer
 need it )

 3.
 mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk
 base 2013 solo and must be change by 243750

 4.
 Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF
 files  are not stored on the disk, instead of the VPK package, hlmv just
 can't open the assets.
 It's not only for HL2 but it's the same problem with all the source engine
 game excepted SFM but all model are unpacked, so it can't count, and i
 can't say if the problem is the same.



 2013/6/27 Riley theda...@gmail.com

 Any chance that we could get access to the materialsystem like we had
 back in 06/07?



 On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

 steam://rungameid/243730 or try that one, sorry for the two quick
 posts, i don't want to spam everyone on the list :)


 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

 create a shortcut on your desktop and add that as target
 steam://rungameid/243730 (SP)
 and enjoy


 2013/6/27 Stephen Swires st...@swires.me

 This doesn't appear to have been fixed yet. I have also tried
 restarting the Steam client.



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

  The SDK Base apps hadn't been published yet, but that should be
 fixed now. You should see Source SDK Base 2013 Multiplayer and Source
 SDK Base 2013 Singleplayer in your tools list. Install those and your 
 mod
 should show up. (You'll need to build it first so you have binaries to
 load.)

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 6:02 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  ** **

 Thank for the fast reply Alfred,

 I just may have misunderstood something, cause i told about the
 equivalent of the source sdk base 2006 and 2007, but a 2013 version.*
 ***


 The three mod templates, get from the github repository, have all a
 gameinfo.txt with a steamapp ID set to 243730.

 To me it was supposed to be the Sourcesdk Base 2013 i had mentionned.
 the hl2 steamapp id hasn't change it's always 220.

 So it a bit confuse to me, if i put the mod template into
 steamapps/Sourcemods/ and restart steam, nothing appears.

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 The expectation is that the Singleplayer variant of the SDK Base will
 update when HL2 does, which will be reasonably rarely (i.e less than 
 once a
 year). The MP version will more closely track the engine used by our MP
 titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
 but those changes should not break backwards compatibility for games.
 

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
 *Sent:* Wednesday, June 26, 2013 5:07 PM


 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source
 sdk 2013) to be )released  on steam ? ( the Steam AppID is the one set 
 into
 the gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support 
 in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use
 not VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP)
 that ships with a complete suite

Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Marek Sieradzki
On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards cont...@steamreview.org wrote:
 https://code.google.com/p/sourcesdk-skeleton/

 The Source SDK Skeleton implements the Source Engine, and nothing more. It
 is the ideal cruft-free base from which to build your own new game.

 These projects (VS 2005/2008/2010) will compile into working client and
 server libraries using only Valve's base classes, then leave you to add
 whatever functionality you want on top.

 I hope they prove useful to you!

What does it have that Source 2007 SDK or ASW SDK don't have?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tobias Kammersgaard
Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev Marek Sieradzki marek.sierad...@gmail.com:
 On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards cont...@steamreview.org
wrote:
 https://code.google.com/p/sourcesdk-skeleton/

 The Source SDK Skeleton implements the Source Engine, and nothing more.
It
 is the ideal cruft-free base from which to build your own new game.

 These projects (VS 2005/2008/2010) will compile into working client and
 server libraries using only Valve's base classes, then leave you to add
 whatever functionality you want on top.

 I hope they prove useful to you!

 What does it have that Source 2007 SDK or ASW SDK don't have?

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

___
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visit:
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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tom Edwards

Precisely. It's what it doesn't provide that matters. :-)

On 08/11/2010 3:13, Tobias Kammersgaard wrote:

Nothing, I assume. This is the basics you need to run a mod as far as I
understand.
Den 2010 11 8 16:05 skrev Marek Sieradzkimarek.sierad...@gmail.com:

On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwardscont...@steamreview.org

wrote:

https://code.google.com/p/sourcesdk-skeleton/

The Source SDK Skeleton implements the Source Engine, and nothing more.

It

is the ideal cruft-free base from which to build your own new game.

These projects (VS 2005/2008/2010) will compile into working client and
server libraries using only Valve's base classes, then leave you to add
whatever functionality you want on top.

I hope they prove useful to you!

What does it have that Source 2007 SDK or ASW SDK don't have?

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

please visit:

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


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