Doubt it, actually.

Sent from my iPod

On Jun 26, 2013, at 5:01 PM, "Rodrigo 'r2d2rigo' Diaz" <r2d2r...@gmail.com> 
wrote:

> Future engines have been designed with cross platform support in the 
> toolchain from the start.
> 
> Oh my god, HL3 CONFIRMED!
> 
> 
> 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
>> >
>> >
>> > _______________________________________________
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>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>> 
>> 
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>> 
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>> 
>> 
>> 
>>  
>> 
>> -- 
>> Jesse
>> 
>> 
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