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