Agreed wholeheartedly.  Thankfully I've archived every SDK update from Valve, 
so when they introduce new features or bugs I'm able to track things more 
easily.  It would be a royal pain if I lost those.....

At 2007/02/01 07:06 AM, Nick wrote:
>Yes, you are correct thats why I suggested there be some sort of way
>for valve to allow users to select which version of the codebase they
>wish to install. It would be much easier for all coders( open source
>coders, and closed source coders) if Valve allowed sdk users to
>download previous codebases.
>
>On 1/31/07, [EMAIL PROTECTED]
><[EMAIL PROTECTED]> wrote:
>>Yeah this would be an extremely difficult problem.  When Valve releases SDK 
>>version N+1, you suddenly have to create a patch for your mod to take you 
>>from N to N+1.  That patch file is going to contain all the brand new files 
>>in the SDK.
>>
>>Maybe I'm reading to much in to the earlier statements on this thread, but it 
>>sounds like the patch files I posted on the wiki 
>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed a while 
>>back are not kosher, since they contain all the new SDK files?
>>
>>If that's not the case, then an open source mod could conceivably maintain an 
>>ongoing patch listing, given some known SDK as the starting point.
>>
>>
>>At 2007/01/30 10:43 AM, Jeremy wrote:
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Not sure how well that is going to work. I don't know how patch files would
>>>deal the base SDK being changed during updates, and then users applying the
>>>patches to a slightly different codebase than the patch was built from. It's
>>>unfortunate they don't allow the code to be more public. Could open up some
>>>neat opportunities like this.
>>>
>>>J
>>>
>>>On 1/30/07, Nikolaos Tzimoulis <[EMAIL PROTECTED]> wrote:
>>>>
>>>> Hello (again),
>>>>
>>>> I've started my open source mod on sourceforge. I figured out their
>>>> terrifying way of dealing with code submissions and now I'm working on
>>>> a way to manage the code using diff files. I downloaded sfk (as Mike
>>>> suggested) and I understand that it can be used to apply patch files
>>>> to the original SDK files to generate the mod's source code. The
>>>> problem is that I can't find a way to automate the process of creating
>>>> the patch file. Sfk needs a particular format and I need to get a tool
>>>> that finds differences between files and saves the output in that
>>>> particular format. Should I try to make one on my own or is there a
>>>> tool to do that already out there?
>>>>
>>>> Also, to clarify on more thing: I'll just have to create an unmodified
>>>> copy of the SDK code to use as a basis to create the patch, right?
>>>>
>>>> Thanks for the help and sorry for being a pest and asking questions
>>>> that aren't directly related to hlcoding.
>>>>
>>>> Nicholas
>>>>
>>>>
>>>>
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>>>>
>>>--
>>>
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