Even better than having to throw out your code every-time valve updates, you
could use git (http://git-scm.com/). Which makes merging disjoint source
code branches easier (and as a bonus it's also a solid, free, version
control system).

Paul

On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie' Termansen <[email protected]
> wrote:

> 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" <[email protected]>
> To: "Discussion of Half-Life Programming" <[email protected]
> >
> 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: [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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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
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> >
> >
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> >
>
>
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