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
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
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
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
y, 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
> wi
ist.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 Re
> 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
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
, 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
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
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
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
...@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
: [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
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:
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
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
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
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
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
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
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:
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
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
, 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
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
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
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
...
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
--
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
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
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
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
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
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
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,
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
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
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...
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
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
...@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
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
.
--
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
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
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
: 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
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
...@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
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
...@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
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
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
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
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
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
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
.
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
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
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
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
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
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
...@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
Now that is unexpected...
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Great!
On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote:
Now that is unexpected...
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please visit:
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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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:
Whoa, so far out of left field but so appreciated!
-- Byron Mallett
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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
-
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
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
I have waited for this day for so long. Thank you, based Valve.___
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...@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
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
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
:* 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
: 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
...@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
...@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
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
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
@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
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
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
: 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
] *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
:* 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
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
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
.)***
*
** **
*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
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
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
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
...@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
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
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
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
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