Alright, I will port to the new code, but with a release in 6 days, my code base is currently locked. I will update the next version, though. (And I already got everything working in my menu and content-wise/scripts and everything. :D)
----- Original Message ----- From: "Tony Sergi" <to...@valvesoftware.com> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Sent: Tuesday, March 17, 2009 4:05 PM Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) > 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: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] 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" <to...@valvesoftware.com> > To: "Discussion of Half-Life Programming" > <hlcoders@list.valvesoftware.com> > 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 > > > _______________________________________________ > 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