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 > >> > >> _______________________________________________ > >> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

