[hlcoders] Source SDK Base?

2006-07-29 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] Hello there! I just checked out the Tools tab in Steam, and noticed a new program called Source SDK Base, what would that be for :)? Rumors says it's Lost Coast-like thingy but haven't downloaded it yet. /ProZak --

Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] Interesting.. On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello there! I just checked out the Tools tab in Steam, and noticed a new program called Source SDK Base, what

AW: [hlcoders] Source SDK Base?

2006-07-29 Thread Heimo Stieg
Source SDK Base is Lost Coast. But instead of an SP-Level it is just an Video Stress Test. -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Scott Loyd Gesendet: Samstag, 29. Juli 2006 12:21 An: hlcoders@list.valvesoftware.com Betreff: Re:

[hlcoders] Re: Faceposer question

2006-07-29 Thread foxley
[ Picked text/plain from multipart/alternative ] If I just want to use FacePoser with the intent of making a movie using some of the Half Life 2 characters, do I still need to create a mod and a sample map? The cognitive obstacle I have is once I've FacePosed a character, how do I tell it what

Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Sebastian 'Darth.Hunter' Kreutz
I agree with Nick here. The last update caused a tremendous amounts of malfunctions. I also prefer a few more days of waiting instead of a bugged SDK replacing yet another bugged SDK ;) Sebastian 'Darth.Hunter' Kreutz ___ To unsubscribe, edit your

Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Thomas Vollmer
A n00b question: What happens to my MOD when Valve updates the SDK? I know Steam automatically downloads updates, so I'm assuming this will be the case here. So, once Steam has done that, assuming there is a new bug in the new SDK, will my MOD have that bug or will it be left unchanged until I

Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] But it doesn't have HDR. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread bloodykenny
You'll need to merge the diffs from the old SDK in if you want those features. In the past, for every SDK update, I performed a recursive 'diff -u' on the previous version and the new version and posted a patch file for modders to be able to apply all the updates to an existing codebase easily.

Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-29 Thread bloodykenny
My only wish is for no new features until all the bugs are fixed. At 2006/07/26 03:06 AM, Sebastian 'Darth.Hunter' Kreutz wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello and welcome Mike! It's great to hear that VALVe now introduces

Re: [hlcoders] Re: Faceposer question

2006-07-29 Thread Robert Oschler
-- [ Picked text/plain from multipart/alternative ] Great, appreciate it! On 7/29/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: [ Picked text/plain from multipart/alternative ] If I just want to use FacePoser with the intent of making a movie using some of the Half Life 2 characters, do I

RE: [hlcoders] Source SDK Base?

2006-07-29 Thread Alfred Reynolds
Good guess, mods currently using 220 should switch to 215 if they wish to use the new engine features (and some using 320 should consider switching to 215). Mike will provide all the details when the SDK is ready :) - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ]

Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Thomas Vollmer
Great. Just wanted to make sure my MOD's folders won't be touched until I actively do something, like apply this path. Thanks for planning to provide the patch BTW. Regards, Thomas - Original Message From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29,

Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Thomas Vollmer
Ok, thanks. Regards, Thomas - Original Message From: Robbie Groenewoudt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, July 29, 2006 9:39:05 AM Subject: Re: [hlcoders] Upcoming SDK Release -- [ Picked text/plain from multipart/alternative ] I doubt there are

Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Thomas Vollmer
Sorry, I'm not sure I know what you mean. If I create a vgui_screen in Hammer, how do I go about coding the functionality? And, what is the difference of this approach with the other approach of doing everything in code? Thanks, Thomas - Original Message From: Aaron Schiff [EMAIL

[hlcoders] Creating VGUI background map

2006-07-29 Thread Shing-Cheung Chan
-- [ Picked text/plain from multipart/alternative ] Hi all, How to create a custom VGUI panel background map? So far, we only know how to apply the default vtf and vmf files. Let's say if a typical BSP file, is there a tool to import the graphic file and then create the necessary file for

[hlcoders] SDK Update coming...

2006-07-29 Thread Витас Протасов
few questions. new sdk include : 1 ) VS 2005 Support ? 2 ) HDR , DephtOfField, etc ? 3 ) Contains LC and EP1 src ? for give mod makers npc_zombine and other code for add these features in own mod like Combine_Repel etc? ___ To unsubscribe, edit your

Re: [hlcoders] SDK Update coming...

2006-07-29 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] What This Release Has * Lots of source code updates from the Episode 1 production code Hammer, Faceposer, Model Viewer updates Access to the Ep1 version of the Source Engine binaries What It Doesn't Have

[hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Jed
I discovered an annoying little quirk today when I accidently left drawing of the third person view model while in first person mode. When standing the eye position is level with the player models head but when crouched the first person view is lower than that of the player model. In fact, it

Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You have to code the panel that the corresponding res file uses Doing everything with code will allow you to be sure that you'll have consistency Of course if you made a prefab of the 2 ents, this wouldn't be a problem -- ts2do --

Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] You'll have to go into a little more detail... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Gamerules.cpp ~Line 34 I believe. static CViewVectors g_DefaultViewVectors( On 7/29/06, Jed [EMAIL PROTECTED] wrote: I discovered an annoying little quirk today when I accidently left drawing of the third person view model while in first

Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Or be more clear... I don't really understand... Do you want a graphic background with VGUI? On 7/30/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] You'll have to go into a little more detail...

Re: [hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] That yeah, those I guess it's also defined in hl2mp_gamerules. I'm too lazy today On 7/30/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Gamerules.cpp ~Line 34 I believe. static CViewVectors

Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I think he wants the background to be a VGUI Panel...no map, just the VGUI Panel... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Thomas Vollmer
Ah, ok. So I specify my own custom panel in the RES file and the rest happens in the code for that custom panel. Makes sense. But what are the 2 ents that I would combine into a prefab? Regards, Thomas - Original Message From: Aaron Schiff [EMAIL PROTECTED] To: