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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