I've been looking forward to seeing vconfig work again! Thank you thank 
you thank you :)

Tony Sergi wrote:
> ==Source SDK==
> Several significant enhancements and bug fixes have been made to the Source 
> SDK tools and source code. See below for additional details and please note 
> that this update does not include support for Left4Dead content creation. 
> Support for Left4Dead will be included in a future update.
> =SDK Tools=
>
>  *   Fixed the issues with the following tools: height2ssbump, normal2ssbump, 
> pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
>  *   Fixed an issue in studiomdl pertaining to $shadowlod {
> =Hammer=
>
>  *   The texture browser automatically ignores most textures that cannot be 
> placed on brushes or displacements, as well as anything inside a .svn folder 
> for those using svn as their choice of versioning software.
>  *   Added additional auto visgroups for sprites and cubemaps
>  *   Seperated the VRAD calls into two sequential while using HDR (-ldr and 
> -hdr) instead of -both
>  *   Model browser is now created once per session
>  *   Displacement brush dial now has greater range
>  *   Added a stop button to sound previews
> =SDK Launcher=
>
>  *   Added the ability to edit game configurations with vconfig
> = Source Code=
>
>  *   Added a new template mod that replaces the old 'advanced' source . This 
> template has options for teams,classes, sprinting, prone, stamina, etc. When 
> you create a mod with the wizard it will ask you which options to enable by 
> default. Note: you must build the source. Users wishing to create only 
> content should not use this option.
>  *   Added shader source;  fxc.exe, psa.exe and vsa.exe must be placed into 
> the dx9sdk\utilities folder and you must modify 
> materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
>  *   Most tonemap controller options now work in multiplayer. The 'template 
> mod' map 'sdk_teams_hdr' demonstrates this.
>  *   All three mod types by default mount the required appid's - Multiplayer 
> uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry 
> 'AdditionalAppId' for this purpose.
>  *   Particle systems can now be defined with a per-map manifest, similar to 
> soundscapes. Inside the particles folder you simply create 
> particles_mapname.txt and declare your particle system files just like the 
> regular manifest. Prefix with ! to cache automatically. Ex: "file"          
> "!particles/mymap_effects.pcf"
>  *   Fixed a number of issues which caused the server to not compile in linux.
> =Multiplayer Source Code=
>
>  *   Players animate with the new animation system that came along with TF2.
>  *   Fixed third person animations and all effects
>  *   Fixed SLAM issues
>  *   Fixed Use of UTIL_GetLocalPlayer on the server in various locations
>  *   Fixed a number of other bugs / asserts.
> =Singleplayer Source Code=
>
>  *   Fixed a number of issues preventing the source from functioning correctly
>  *   Added new vehicle "hl2buggy" so that users may have both the charger and 
> the old buggy.
>
>
>
> -Tony
>
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