Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk
2013) to be )released  on steam ? ( the Steam AppID is the one set into the
gameinfo.txt  of the template mod_hl2 /mod_episodic )

//nicolas




2013/6/27 Alfred Reynolds <alf...@valvesoftware.com>

>  No, hammer is only available on windows and we have no plans at this
> time to change that.****
>
> ** **
>
> It is a MFC app, which is a windows only UI tech, so a port would be
> difficult. Future engines have been designed with cross platform support in
> the toolchain from the start.****
>
> ** **
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
> *Sent:* Wednesday, June 26, 2013 4:46 PM
> *To:* Discussion of Half-Life Programming
>
> *Subject:* Re: [hlcoders] Source SDK 2013 Release****
>
> ** **
>
> Is hammer going to work on mac and linux now? I like that I can use not VS
> to build the sdk now.****
>
> ** **
>
> On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds <alf...@valvesoftware.com>
> wrote:****
>
> There is a new Source SDK Base 2013 app (one for MP and one for SP) that
> ships with a complete suite of the modding tools, you should use those and
> set a custom VPROJECT (actually, you can use the tools from any game, just
> set that vproject environment).
>
> - Alfred****
>
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
> Sent: Wednesday, June 26, 2013 4:33 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK 2013 Release
>
> One question does appear in my mind with that tough...
>
> How are mods going to be able to use the tools like Hammer in the future?
> Games ship it with themselves, but for mods there would be a
> customizable solution needed,
> or do you expect us to rip the tools stuff from one of the games and
> modify it until it fits and ship it together with the mod?
> I think that's a rather big thing that isn't covered by the news at all
> and will have an impact if there's no solution coming soon.
>
> - Neico
>
> On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
> > https://github.com/ValveSoftware/source-sdk-2013
> >
> > That is where you want to go for the code.
> >
> > -----Original Message-----
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
> > Sent: Wednesday, June 26, 2013 3:49 PM
> > To: 'hlcoders@list.valvesoftware.com'
> > Subject: [hlcoders] Source SDK 2013 Release
> >
> > http://store.steampowered.com/news/10962/
> >
> > Source SDK 2013 Release
> >
> > We have released an update to the Source SDK, bringing support for Mac
> OS X and Linux to mod developers and exposing the ability for virtual
> reality support in your mod. The biggest change with this update is that we
> are using github to host the source code. You will find the code here. This
> Source SDK 2013 release also includes a new license that can be foundhere.
> This new license allows mod authors to share their changes to the SDK more
> easily.
> >
> > The other change with the Source SDK is that now Hammer and the other
> mod tools ship with their respective games instead of as part of the SDK
> Launcher. The launcher itself is being phased out, so it will disappear
> from your Tools list. You can find information about how to run the tools
> from the games here.
> >
> > The source for this new SDK release includes the latest code for all the
> included games, and has many new features:
> > . The games now build and run clients on Windows, OSX, and Linux.
> Dedicated servers are supported on Windows and Linux.
> > . Steam Pipe (the new Steam content delivery system) is supported by the
> sample mods. Existing mods can change their gameinfo.txt to match the new
> format and gain Steam Pipe support.
> > . Support for Virtual Reality via the Oculus Rift has been added to the
> SDK. Running a compatible mod with -vr on the command line will run the mod
> in stereo and enable head tracking on the Rift.
> >
> > You can find instructions on getting started with the new Source SDK
> 2013 on the Valve Developer Community wiki.
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
>
> _______________________________________________
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>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders****
>
>
>
> ****
>
> ** **
>
> --
> Jesse ****
>
> _______________________________________________
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> please visit:
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>
>
>
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