I'm making a HL2 Ep2-based Single Player mod using the Orange Box Engine. I didn't have any trouble with my mod's code as it is. I presume any dll's built using the old SDK will still function with the Ep2 engine. Updating the code for a few fixes sounds like an awful lot of work, but is it recommended to update your source to the new beta code, or is it simply optional?
- Sortie ----- Original Message ----- From: "Tony Sergi" <[email protected]> To: "Discussion of Half-Life Programming" <[email protected]> Sent: Tuesday, March 17, 2009 12:56 AM Subject: [hlcoders] Orange Box SDK Beta (Not L4D) > ==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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

