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
>>
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>
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