We might have gotten into some chaotic territory here. An attempt at 
clarification:

The "SDK Base" is a full-fledged Source engine at a given version. It 
can be used to run mods [in theory, note my comments on the borkedness 
of the current OB SDK Base]. At the moment, two independent incarnations 
exist, the "Source SDK Base" (with the EP1 engine) and the "Source SDK 
Base - Orange Box" (with the OB engine).

The "Source SDK" is a set of tools (Hammer, HLMV) plus sources for the 
server DLL, client DLL, a few tools and some other goodies. There is a 
more-or-less independent set of tools for each engine incarnation (EP1 
and OB), and you can choose the relevant engine version by starting the 
SDK launcher and picking the version at the bottom. Depending on which 
version you pick, going through the "create a mod" wizard will give you 
a completely different package of code.

I'm very sure both an SDK and an SDK Base will be released for EP3, as 
one is useless without the other, and Valve was able to do both until 
now. I was only reproducing what I've heard from Valve people as to when 
the old EP1 SDK Base (the one currently known as the "Source SDK Base") 
will be phased out (and all mods will have to be ported to the Orange 
Box codebase and ran off the Orange Box SDK Base). You are therefore 
advised to move AoA to the OB SDK soon (you can use TF2's AppId as a 
springboard while the OB SDK Base is broken) so that once the EP1 SDK 
Base disappears (which, according to Valve, should only happen after the 
release of EP3), AoA can still be played.

Hope this clears things up,
~~ Ondra

On 23.06.08 1:33 Uhr, [EMAIL PROTECTED] wrote:
> Is the EP3 SDK going to have a regular
> version, or will it only have the Base version? That would be an
> unfortunate regression to remove the regular non-Base version.
>    

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