Hi guys, just wondering if anyone knows what files might be missing or not
set up correctly, to set the client's default directx level.  Seems to be
the root of many problems for clients and persists on both nvidia and ati
hardware.  It reads directx v0.0 or sometimes nothing at all.  Any insights
on this one would be greatly appreciated.

-Dan

----- Original Message -----
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 23, 2007 9:27 AM
Subject: hlcoders digest, Vol 1 #3348 - 2 msgs


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Today's Topics:

  1. Re: Questions from a newbie (Christopher Harris)
  2. HL2_EPISODIC in preprocessor of HL2MP SDK (Janek Le_Vert)

--__--__--

Message: 1
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [hlcoders] Questions from a newbie
Date: Tue, 23 Oct 2007 05:39:08 -0400
Reply-To: [email protected]

Also some good advice I would say is to try your best to avoid changing
code
in a file of valve's. Make new classes and derive of their classes and
override functions you want to modify from base classes. Only change valve
code as a last resort. This helps with the merging process!

Chris
----- Original Message -----
From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 23, 2007 1:01 AM
Subject: Re: [hlcoders] Questions from a newbie


--
[ Picked text/plain from multipart/alternative ]
Hi Ed

On 10/22/07, Ed Kehoe <[EMAIL PROTECTED]> wrote:

1) Is there anywhere online where I can find out detailed information on
the
different mod types presented under "Create a Mod"? I'm mostly
interested
in
the pros/cons of one mod project over another, especially when it comes
to
non-FPS mods.


"Modify HL2 Singleplayer" will pretty much give you a perfect version of
HL2
to mod off of. If the game you are trying to make is very similar to HL2
(for example, the Adventures of Gordon Freeman in Space, or something)
then
you should use this.

"Modify HL2 Multiplayer" is probably best if you are making a
multiplayer-only mod.

"Start a mod from scratch" is good if you are trying to do anything
avant-garde because it does not contain much HL2 or HL2MP stuff.

"Source code only" is the same as above, except you obviously only get
source code and not sources for other game content.

2) Does the selected game on the SDK main menu make any difference in
regards to the source code I receive, whether I create a mod using
existing
game code or the "scratch" code?


I don't think so. It's only for Worldcraft and HLMV and such.

3) Should I wait until the SDK is updated with the Orange Box content
before
starting at this point?


That is probably a good idea. There are a huge amount of changes and
porting
them over would be a pain. But if you're comfortable with patching it
then
by all means :)

That's all I can really answer. Have fun!

--
Jorge "Vino" Rodriguez
--

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--__--__--

Message: 2
From: Janek Le_Vert <[EMAIL PROTECTED]>
To: <[email protected]>
Date: Tue, 23 Oct 2007 11:56:19 +0200
Subject: [hlcoders] HL2_EPISODIC in preprocessor of HL2MP SDK
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]

Hi all,

I was very surprised this morning discovering that HL2_EPISODIC is
declared=
in the preprocessor parameter.
I was thinking that it was only for Episode1 and not for HL2MP.
Does anybody (probably from Valve) can confirm me that this parameter is
re=
quired to have the same behaviour as for HL2MP when we compile HL2MP SDK
(e=
xcept for chat ofc) ?

Thank you in advance
_________________________________________________________________
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un=
voyage =E0 Hawa=EF !
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--



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