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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
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Interesting..
On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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Hello there!
I just checked out the Tools tab in Steam, and noticed a new program
called
Source SDK Base, what
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:
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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
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
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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
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But it doesn't have HDR.
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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.
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.
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Hello and welcome Mike!
It's great to hear that VALVe now introduces
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Great, appreciate it!
On 7/29/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
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If I just want to use FacePoser with the intent of making a movie using
some
of the Half Life 2 characters, do I
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:
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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,
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
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I doubt there are
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
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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
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?
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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
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
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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
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You'll have to go into a little more detail...
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ts2do
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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
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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:
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You'll have to go into a little more detail...
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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:
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Gamerules.cpp ~Line 34 I believe.
static CViewVectors
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I think he wants the background to be a VGUI Panel...no map, just the VGUI
Panel...
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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:
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