I'll be honest with you, unless you made significant major major changes to 
base code, if I was in your position I'd use the new code and then port my 
changes into it. Because if you take the mod folder + code that gets spit out, 
it's 100% fully functional episode 2 except for the chapters list page not 
showing the proper name (Since that's based on the mod folder) in the new game 
menu.
It also automounts content.

-Tony

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Jonas 'Sortie' 
Termansen
Sent: March-17-09 10:59 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

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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