Isn't the beta SDK just updated programming sources?

----- Original Message ----- 
From: "Janek" <[email protected]>
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Wednesday, June 10, 2009 11:01 PM
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)


> Hi list,
>
> I don't understand how to launch this OB SDK Beta (not L4D). I have 
> accepted
> "Source SDK Beta" in my account settings but when I start Source SDK I 
> still
> have the normal Source SDK (no template).
> Do I need to buy L4D ?
>
> J.
>
> 2009/6/10 Willem Engel | Naviscale <[email protected]>
>
>> This one still comes up on the version of the SDK I got last week. Are
>> there any fixes I missed, or should I hack around it myself?
>>
>> Other than that, love this SDK version, having a real breeze porting AHL2
>> from EP1 to this!
>>
>> Regards,
>>
>> duncan
>>
>> -----Original Message-----
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of Tony Sergi
>> Sent: 17 March 2009 05:08
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>>
>> Oops, that was supposed to be pulled out for now. I'm assuming I missed 
>> it
>> because none of the SDK configurations use teamplayroundbased. I'll get 
>> that
>> one fixed along with a few other things the community and myself have 
>> found.
>>
>> Thank god for beta ;)
>>
>> -Tony
>>
>> -----Original Message-----
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of Spencer 'voogru'
>> MacDonald
>> Sent: March-17-09 12:01 AM
>> To: 'Discussion of Half-Life Programming'
>> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>>
>> *   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"
>>
>> I wonder if it'll be possible to send down particles from the server via
>> plug-in and have the client properly load them...
>>
>> Also,
>>
>> From teamplayroundbased_gamerules.h
>>
>> virtual bool GetInfo_Custom(int valueType, pluginvariant &outValue,
>> pluginvariant options);
>>
>> What is "pluginvariant" I'm assuming it's just variant_t in disguise? 
>> There
>> is no definition for it in the SDK.
>>
>> - voogru.
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Tony Sergi
>> Sent: Monday, March 16, 2009 8:51 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>>
>> Missing, sorry ;)
>>
>> Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.
>>
>> -Tony
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of James Keith
>> Sent: March-16-09 8:38 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>>
>> I see no normal2ssbump, where is it?
>>
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>
>
> -- 
> -------------------
> j...@nek
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