Mike, when can we expect to see the new Source SDK *Base* out?

//   Adam Maras (memzero)

Mike Durand wrote:
Yes, it is fixed and will be part of the release. Be warned that the
more detailed preview mode (3D Ray-traced Lighting Preview) can take a
long time on complex maps. But if you're patient you'll see the scene
rendered in a new child window.

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan -------
Sent: Thursday, January 24, 2008 10:03 AM
To: [email protected]
Subject: Re: [hlcoders] New update.

--
[ Picked text/plain from multipart/alternative ]
Hi, mike - is light preview all fixed in this version?

I might actually weep if it isn't.

On Jan 24, 2008 5:36 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:


Hey mike, why wasn't it a beta in the steam settings like the

community?

Thought command line betas where a thing of the past.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike

Durand

Sent: Friday, January 25, 2008 2:26 AM
To: [email protected]
 Subject: RE: [hlcoders] New update.

My first thought is that we need to change the naming convention for

our

public betas.:)

And just to make it clear: this new version of the SDK has both the

old

Ep1 mod source code and the Orange Box mod source code. If you set the
active engine to "HL2:Ep1" then the create mod wizard will copy the

old

source code to your mod directory. If "Orange Box" is your active

engine

when you create a mod then you'll get the new stuff. This way we

aren't

forcing people to port their mods to the newer engine.

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom

Leighton

Sent: Thursday, January 24, 2008 8:33 AM
To: [email protected]
Subject: Re: [hlcoders] New update.

The new style ConCommands are in, so i assume its NEWER code than the
normal sdk :P

I wonder what Mike thinks of us all now, ban us all from hlcoders for
hackage, or just shrug it off and hire us all? :P

Keeper wrote:

Strange, because I looked at some of the headers released for the

plugins,

and they don't match with what's in the gcf.

Imma wait.  :)

-----Original Message-----
From: Ed Kehoe [mailto:[EMAIL PROTECTED]
Sent: Thursday, January 24, 2008 10:41 AM
To: [email protected]
Subject: Re: [hlcoders] New update.

--
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Yeah, visual comparison took all of 5 seconds. The directory

structure

is

completely different, and the VS2003 solution files are gone.

Rejoice, people, for the promised day has finally come! :D

On Jan 24, 2008 10:38 AM, Sander van Noort

<[EMAIL PROTECTED]>

wrote:



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The steamappid in the gameinfo.txt is different too. It is 218 now.

So it

is likely the updated one.



From: [EMAIL PROTECTED]> To: [email protected]>

Subject:

Re: [hlcoders] New update.> Date: Thu, 24 Jan 2008 10:23:37 -0500>

--> [

Picked text/plain from multipart/alternative ]> I'm pretty sure it

is,

unless the Ep1 SDK had some Episode 3 and the strider> buster code

in

it.

I'll make a visual comparison with the older code just to> be sure


though.>


On Jan 24, 2008 10:07 AM, Keeper <[EMAIL PROTECTED]>

wrote:>

The orange box code?> >> > Don't think so.> >> > -----Original


Message----->


From: Harry Pidcock [mailto:[EMAIL PROTECTED]> > Sent: Thursday,


January 24, 2008 9:22 AM> > To: [email protected]> >
Subject: Re: [hlcoders] New update.> >> >> >> > The code is in the

srcsdk

gcf.> >> > I'm building it now. So far it compiles.> >> >> >

Message:

2> >

Date: Thu, 24 Jan 2008 13:23:47 +0000> > From: Neale Roberts <
[EMAIL PROTECTED]>> > To: [email protected]> >

Subject:

Re:

[hlcoders] New update.> > Reply-To:

[email protected]>

For the Episode 1-engined games, the shaded and lightmap views

work>

again


(not the lighting preview, though). I can't get Hammer to work at>

all

for


the OB games.> >> >> >

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