To close this topic.

I got it to work but now i´m a bit unsure. Should i wait with creating a
mod? Will i need the orangbox when ep2 sdk will be released?

Or is sdk source base enough?

greetz

Tony "omega" Sergi schrieb:
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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-omega
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