They have stated they will always keep the sdk bases for the old engine.

Ondřej Hošek wrote:
> 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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