ok then i´ll just f*** around with the sdk in the meanwhile and start on
the real thing when its out.

Tobias Kammersgaard schrieb:
--
[ Picked text/plain from multipart/alternative ]
Valve already updated the vanilla HL2 content, for the Xbox 360 and PS3
version of it. So its available. I think Gabe Newell more or less confirmed
it in an interview with some online gaming site.

Also, Neuwirth* *if it was me I'd wait for the EP2 SDK, but the Source SDK
Base is enough :-)

/ProZak

On 16/11/2007, Paul Peloski <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
As far as I've heard, HL2 isn't going to get updated to a new engine.
HL2DM
maybe, CSS very likely, but vanilla HL2 probably not. It would mean
rebuilding a lot of assets since the newer versions of the engine break
displacements among other things maps compiled with he old tools. I think
you can see what I'm getting about having 3 versions of things.

Regards,

Paul

On Nov 16, 2007 9:15 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:


I don't have an old version of the engine to test with even if I
compiled them.  I suppose if you run something off of the HL2 app-id,
sometime now before it gets updated to orange box.. with the new
achievements and whatnot..

Hence why source sdk base exists.

On Nov 16, 2007 9:01 AM, Paul Peloski <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
Well, I know about HL2_EPISODIC but I'm unsure whether not defining it

will

actually build the vanilla HL2 DLLs. If you can confirm that is the

case,

and that there's no funny business using the EP1 tools on the old HL2
engine, then I guess that answers the OPs question.

I think the larger issue is just a problem with Steam, like you said -

it

would be nice to be able to keep older versions or revert to them. Not

for

Valve's multiplayer games, but for example if Stalker (SP) patches

were

being delivered via Steam I'd be awfully upset if that one that

invalidates

your savegames was pushed on me without consent.

Regards,

Paul


On Nov 16, 2007 8:36 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:


You can still create a mod for "vanilla" hl2 with the ep1 sdk.
just remove the HL2_EPISODIC define from the pre-proc definitions.
But your argument is moot, because it was exactly the same with hl1.
You either upgraded your source when a new version of the engine

came

out, or you were left in the cold and had to support old versions.
The same thing has happened with quake3 too. new version comes out
that has new netcode or whatever (ie: when quake 3 got the zlib

based

network compression) everyone had to update their mods, and it broke
all previous mods.
HL1 had the same type of thing -- going from SDK 1.0 to SDK 2.0.
Granted, there was no steam at that point, and there was no

automatic

updates, but at least you're told months in advance, right?

I dunno, in my opinion if you don't want to upgrade thats your own
problem.
Only time I wouldn't upgrade is if it's one of my mods that noone
including myself cares about.

Mike also said that the ep1 based sdk base will be staying
indefinitely and that there will be two.
If it was going to be replaced entirely do you REALLY think he would
be spending all this headache inducing time working to make both

sets

of tools work concurrently? If you answer "yes" to that question
you're pretty daft.

-Tony


On Nov 16, 2007 7:53 AM, Paul Peloski <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
Well, I disagree with your analogy. The point is that there are

still

tools

to make mods for HL1 and there's nothing for HL2. People are still

modding

Quake2 and Quake3. But HL2, because of this incremental/episodic

release

system, is left without any mod tools and there are people who

have

started

and still want to start mods for vanilla HL2. Modding your

favorite

("old")

game isn't out of style. After all, HL2 was released exactly three

years

ago

today (Nov 16).

Regards,

Paul


On Nov 16, 2007 7:34 AM, Ondřej Hošek <[EMAIL PROTECTED]>

wrote:

I agree that you should be able to compile, run and create

content

for

existing mods for old engines, but NEVER to create new ones

(which

is

what Christoph seemed to be trying to do, but it was probably a
misconception). Creating a mod for HL2 at this timepoint would

be

like

writing a Windows 3.1 16-bit program to run on the newest builds

of

Vista. (Tip: no 16b emulation on 64b systems!)

We can try to ask Valve to keep the EP1 Source SDK Base for an
indefinite amount of time (not sure how long they are planning

to

keep

it now).

I hope Black Mesa will still be released in this century. Good

luck.

~~ Ondra

On 16.11.07 12:58 Uhr, Paul Peloski wrote:

--
[ Picked text/plain from multipart/alternative ]
He brings up a good point though, can you mod for HL2 anymore?

Shouldn't

the

tools come in 3 versions? There are tools and source code for

HL2,

EP1,

EP2

(almost). Why not have the option to access them all. Forcing

mod

makers

to

upgrade their code and assets to work on the new engine

doesn't

make

sense

for some large mods that are nearly finished.

For example with Black Mesa. I want to go with EP2 but by the

time

the

source code comes out, merging with the code we have will take

a

very

long

time and definitely delay and release - because not only do we

have

to

merge

but we also have to test everything again. So we're stuck on

the

EP1

engine

unless we commit to a lot of work.

What if they shut off the EP1 SDK like they have the HL2 SDK?

Does

that

mean

we either spend a lot of time merging or we can't work on the

mod?

Not a

good solution IMO.

Regards,

Paul

On Nov 16, 2007 4:58 AM, Ondřej Hošek <[EMAIL PROTECTED]>

wrote:


Source is an engine. Engines come in builds.

The three builds currently (and historically) in use by

modders

are,

IIRC, the one used in HL2, the one used in EP1, and the one

used in

the

Orange Box.

At the moment, you can only make mods for EP1, which then run

off

the

Source SDK Base. (This removes the requirement of people

having

to

have

EP1 to run your mod; I hear there will be a Source SDK Base

for

the

Orange Box engine too.) Soon(ish), the sources for the OB

engine

will

be

released too.

I advise you not to delve too far in mod making with the EP1

engine.

You

can experiment, but you should probably create your first

concise

mod

with the EP2 engine, simply because a) it's being released

soon, b)

it's

going to be supported longer and c) it has more features.

The reason you had to add that switch was so that the SDK

tool

doesn't

try to extract the (currently non-existent) EP2 engine

sources.

Hope this clears things up.

~~ Ondra

On 16.11.07 7:37 Uhr, Neuwirth Christoph wrote:


I just wanna create a source mod. Not ep1 or ep2 just a

regular

source

mod.

Adding the engine parameter made it working.

Thx for the help



Christopher Harris schrieb:


Oh I thought he just wanted to make a mod, not an ep2 one.
----- Original Message -----
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, November 15, 2007 4:54 PM
Subject: Re: [hlcoders] Cant create source mod




Christopher Harris wrote:


It doesn't matter, you don't need ep1 to use the source

sdk.

You

just

need a
game that comes with it according to the steam store.


But you DO need EP2 SDK source code if you are going to

create a

mod

for
an EP2 based game.  No source code for EP2 has been

released

yet.

You can use the SDK (level editor, tools), but you can't

create

a

mod.

--
Jeffrey "botman" Broome


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