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
>
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