Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread fuZZ RedEyes
all right Joe, thank you for the good job :)

Nicolas


2013/6/28 Joe Ludwig 

>  1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If
> those fixes look right we'll make the same fix in the Multiplayer app.
>
> ** **
>
> I appreciate the bug reports. I would encourage you to report this sort of
> thing over on GitHub in the Issues list:
> https://github.com/ValveSoftware/source-sdk-2013/issues
>
> ** **
>
> That way we can have a system for keeping track of individual issues
> instead of trying to wrangle big email threads.
>
> ** **
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Alfred Reynolds
> *Sent:* Thursday, June 27, 2013 9:51 AM
>
> *To:* Discussion of Half-Life Programming
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
>  ** **
>
> 1. We will fix that
>
> 2. Hammer makes a gameconfig.txt on first launch if one isn't present on
> disk
>
> 3. We will fix that.
>
> 4. We will look into it (we may or may not fix it), you may want to check
> out GCFScape in the meantime, it will let you explode VPK files to disk to
> get you around this for now.
>
> ** **
>
> *From:* hlcoders-boun...@list.valvesoftware.com [
> mailto:hlcoders-boun...@list.valvesoftware.com]
> *On Behalf Of *fuZZ RedEyes
> *Sent:* Wednesday, June 26, 2013 7:21 PM
> *To:* Discussion of Half-Life Programming
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
> ** **
>
> some bug to fix :
> 1.
> set_sdk_env.bat is missing in /Common/half-life 2/bin/" directory
>
> 2.
> Gameconfig.txt is missing in /Common/half-life 2/bin/" directory ( hammer
> need it )
>
> 3.
> mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the "Source sdk
> base 2013 solo" and must be change by "243750"
>
> 4.
> Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF
> files  are not stored on the disk, instead of the VPK package, hlmv just
> can't open the assets.
> It's not only for HL2 but it's the same problem with all the source engine
> game excepted SFM but all model are unpacked, so it can't count, and i
> can't say if the problem is the same.
>
> ** **
>
> 2013/6/27 Riley 
>
> Any chance that we could get access to the materialsystem like we had back
> in 06/07?
>
> ** **
>
> ** **
>
> On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes  wrote:*
> ***
>
> steam://rungameid/243730 or try that one, sorry for the two quick posts, i
> don't want to spam everyone on the list :)
>
> ** **
>
> 2013/6/27 fuZZ RedEyes 
>
> create a shortcut on your desktop and add that as target
> steam://rungameid/243730 (SP)
>
> and enjoy
>
> ** **
>
> 2013/6/27 Stephen Swires 
>
> This doesn't appear to have been fixed yet. I have also tried restarting
> the Steam client.
>
> ** **
>
> ** **
>
> On 27 June 2013 02:07, Joe Ludwig  wrote:
>
> The SDK Base apps hadn't been published yet, but that should be fixed now.
> You should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base 2013
> Singleplayer" in your tools list. Install those and your mod should show
> up. (You'll need to build it first so you have binaries to load.)
>
>  
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
> *Sent:* Wednesday, June 26, 2013 6:02 PM
>
>
> *To:* Discussion of Half-Life Programming
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
>  
>
> Thank for the fast reply Alfred,
>
> I just may have misunderstood something, cause i told about the equivalent
> of the source sdk base 2006 and 2007, but a 2013 version.
>
>
> The three mod templates, get from the github repository, have all a
> gameinfo.txt with a steamapp ID set to 243730.
>
> To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
> hl2 steamapp id hasn't change it's always 220.
>
> So it a bit confuse to me, if i put the mod template into
> "steamapps/Sourcemods/" and restart steam, nothing appears.
>
> something goes wrong ,no ?
>
> //nicolas
>
>  
>
> 2013/6/27 Alfred Reynolds 
>
> The expectation is that the Singleplayer variant of the SDK Base will
> update when HL2 does, which will be reasonably rarely (i.e less than once a
> year). The MP version will more closely track the engine used by our MP
> titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months,
> but those changes should not break backwards compatibility for games.
>
>  
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes
> *Sent:* Wednesday, June 26, 2013 5:07 PM
>
>
> *To:* Discussion of Half-Life Programming
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
>  
>
> 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.
> H

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Joe Ludwig
1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If those fixes 
look right we'll make the same fix in the Multiplayer app.

I appreciate the bug reports. I would encourage you to report this sort of 
thing over on GitHub in the Issues list: 
https://github.com/ValveSoftware/source-sdk-2013/issues

That way we can have a system for keeping track of individual issues instead of 
trying to wrangle big email threads.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Thursday, June 27, 2013 9:51 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

1. We will fix that
2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk
3. We will fix that.
4. We will look into it (we may or may not fix it), you may want to check out 
GCFScape in the meantime, it will let you explode VPK files to disk to get you 
around this for now.

From: 
hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 7:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/" directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/" directory ( hammer need 
it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the "Source sdk base 
2013 solo" and must be change by "243750"

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files  
are not stored on the disk, instead of the VPK package, hlmv just can't open 
the assets.
It's not only for HL2 but it's the same problem with all the source engine game 
excepted SFM but all model are unpacked, so it can't count, and i can't say if 
the problem is the same.

2013/6/27 Riley mailto:theda...@gmail.com>>
Any chance that we could get access to the materialsystem like we had back in 
06/07?


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes 
mailto:fuzzz...@gmail.com>> wrote:
steam://rungameid/243730 or try that one, sorry for the two quick posts, i 
don't want to spam everyone on the list :)

2013/6/27 fuZZ RedEyes mailto:fuzzz...@gmail.com>>
create a shortcut on your desktop and add that as target
steam://rungameid/243730 (SP)
and enjoy

2013/6/27 Stephen Swires mailto:st...@swires.me>>
This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.


On 27 June 2013 02:07, Joe Ludwig 
mailto:j...@valvesoftware.com>> wrote:
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base 2013 
Singleplayer" in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: 
hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into 
"steamapps/Sourcemods/" and restart steam, nothing appears.
something goes wrong ,no ?
//nicolas

2013/6/27 Alfred Reynolds 
mailto:alf...@valvesoftware.com>>
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: 
hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

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

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread tobias.kammersgaard
Here’s a suggestion I hope you’re (or have) considering. 


Releasing the Hammer source code on GitHub. Let the community fix bugs and port 
it to Qt so it’ll be available on other platforms.


If I’ve understood this whole Source SDK Base 2013 release on Github that’s 
exactly your plans for the mod source code.


 - ScarT




From: Alfred Reynolds
Sent: ‎Thursday‎, ‎June‎ ‎27‎, ‎2013 ‎6‎:‎50‎ ‎PM
To: Discussion of Half-Life Programming





1. We will fix that

2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk

3. We will fix that.

4. We will look into it (we may or may not fix it), you may want to check out 
GCFScape in the meantime, it will let you explode VPK files to disk to get you 
around this for now.

 

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 7:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

 


some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/" directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/" directory ( hammer need 
it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the "Source sdk base 
2013 solo" and must be change by "243750"

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files  
are not stored on the disk, instead of the VPK package, hlmv just can't open 
the assets.
It's not only for HL2 but it's the same problem with all the source engine game 
excepted SFM but all model are unpacked, so it can't count, and i can't say if 
the problem is the same.


 


2013/6/27 Riley 


Any chance that we could get access to the materialsystem like we had back in 
06/07?



 


 


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes  wrote:


steam://rungameid/243730 or try that one, sorry for the two quick posts, i 
don't want to spam everyone on the list :)




 


2013/6/27 fuZZ RedEyes 



create a shortcut on your desktop and add that as target 
steam://rungameid/243730 (SP)

and enjoy




 


2013/6/27 Stephen Swires 


This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.



 


 


On 27 June 2013 02:07, Joe Ludwig  wrote:



The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base 2013 
Singleplayer" in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

 


From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM




To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release



 








Thank for the fast reply Alfred,

I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.


The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.

To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.

So it a bit confuse to me, if i put the mod template into 
"steamapps/Sourcemods/" and restart steam, nothing appears.

something goes wrong ,no ?

//nicolas


 


2013/6/27 Alfred Reynolds 



The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

 

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM




To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release



 



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 



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



 

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Gunship Mark II
Thanks for and update Valve.

The odd thing is that mod refused to launch at DX9-10, it was set by
default to DX8, i was forced to manually add -dxlevel 91 to make it use DX9
stuff. This goes for SDK Base 2013, it launches only at dx8 by default.


2013/6/27 Joel R. 

> Wow, very nice.  I'm still crossing my fingers for a new engine though,
> the amount of Source Developers has dwindled to near non-existent.   UDK
> and Unity are just too good at the moment.
>
>
> On Thu, Jun 27, 2013 at 12:29 PM, T X4  wrote:
>
>>  For anyone who's curious about what *exactly* has changed since Source
>> SDK 2007, I've managed to generate a diff between the last released version
>> of the 2007 SDK against the new 2013 SDK (*MP code only*). There was
>> initially plenty of extra 'noise' since virtually every single file was
>> detected as changed - this was due to Valve replacing the header comments
>> in all files. So after spending close to six hours filtering out changes of
>> that nature, I finally managed to get some useful output.
>>
>> *Summaries (filenames only)*:
>> Changed Files (binaries) 
>> Changed Files (text)  - Use this to
>> quickly index the diffs for changes specific to a given file, since
>> scrolling through it might be fairly laggy at times.
>> File Removals 
>> File Additions 
>> Unchanged* Files 
>>
>> *Detailed git diff output (packaged with the above summaries in text
>> form)*:
>> Here 
>>
>> *Statistics (post noise reduction)*:
>> Changed files (binaries): 17
>> Changed files (text): 1465
>> Files removed: 423
>> Files added: 851
>> Unchanged* files: 1349
>>
>> **Unchanged* *includes* the files whose header comments were modified to
>> reduce the amount of noise output.
>>
>> Hope you guys will find these to be of use.
>> (also, to those longing for custom main menus, look near the bottom of
>> /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] )
>>
>> Regards,
>> TESLA-X4
>>
>>
>> ___
>> 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
>
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Joel R.
Wow, very nice.  I'm still crossing my fingers for a new engine though, the
amount of Source Developers has dwindled to near non-existent.   UDK and
Unity are just too good at the moment.


On Thu, Jun 27, 2013 at 12:29 PM, T X4  wrote:

>  For anyone who's curious about what *exactly* has changed since Source
> SDK 2007, I've managed to generate a diff between the last released version
> of the 2007 SDK against the new 2013 SDK (*MP code only*). There was
> initially plenty of extra 'noise' since virtually every single file was
> detected as changed - this was due to Valve replacing the header comments
> in all files. So after spending close to six hours filtering out changes of
> that nature, I finally managed to get some useful output.
>
> *Summaries (filenames only)*:
> Changed Files (binaries) 
> Changed Files (text)  - Use this to quickly
> index the diffs for changes specific to a given file, since scrolling
> through it might be fairly laggy at times.
> File Removals 
> File Additions 
> Unchanged* Files 
>
> *Detailed git diff output (packaged with the above summaries in text form)
> *:
> Here 
>
> *Statistics (post noise reduction)*:
> Changed files (binaries): 17
> Changed files (text): 1465
> Files removed: 423
> Files added: 851
> Unchanged* files: 1349
>
> **Unchanged* *includes* the files whose header comments were modified to
> reduce the amount of noise output.
>
> Hope you guys will find these to be of use.
> (also, to those longing for custom main menus, look near the bottom of
> /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] )
>
> Regards,
> TESLA-X4
>
>
> ___
> 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



Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread T X4






For anyone who's curious about what exactly has changed since Source SDK 2007, 
I've managed to generate a diff between the last released version of the 2007 
SDK against the new 2013 SDK (MP code only). There was initially plenty of 
extra 'noise' since virtually every single file was detected as changed - this 
was due to Valve replacing the header comments in all files. So after spending 
close to six hours filtering out changes of that nature, I finally managed to 
get some useful output.
 
Summaries (filenames only):
Changed Files (binaries)
Changed Files (text) - Use this to quickly index the diffs for changes specific 
to a given file, since scrolling through it might be fairly laggy at times.
File Removals
File Additions
Unchanged* Files
 
Detailed git diff output (packaged with the above summaries in text form):
Here
 
Statistics (post noise reduction):
Changed files (binaries): 17
Changed files (text): 1465
Files removed: 423
Files added: 851
Unchanged* files: 1349

*Unchanged includes the files whose header comments were modified to reduce the 
amount of noise output.
 
Hope you guys will find these to be of use. (also, to those longing for custom 
main menus, look near the bottom of /mp/src/common/GameUI/IGameUI.h for a 
pleasant surprise 😉 )

Regards,TESLA-X4 

  ___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Alfred Reynolds
1. We will fix that
2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk
3. We will fix that.
4. We will look into it (we may or may not fix it), you may want to check out 
GCFScape in the meantime, it will let you explode VPK files to disk to get you 
around this for now.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 7:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/" directory

2.
Gameconfig.txt is missing in /Common/half-life 2/bin/" directory ( hammer need 
it )

3.
mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the "Source sdk base 
2013 solo" and must be change by "243750"

4.
Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files  
are not stored on the disk, instead of the VPK package, hlmv just can't open 
the assets.
It's not only for HL2 but it's the same problem with all the source engine game 
excepted SFM but all model are unpacked, so it can't count, and i can't say if 
the problem is the same.

2013/6/27 Riley mailto:theda...@gmail.com>>
Any chance that we could get access to the materialsystem like we had back in 
06/07?


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes 
mailto:fuzzz...@gmail.com>> wrote:
steam://rungameid/243730 or try that one, sorry for the two quick posts, i 
don't want to spam everyone on the list :)

2013/6/27 fuZZ RedEyes mailto:fuzzz...@gmail.com>>
create a shortcut on your desktop and add that as target
steam://rungameid/243730 (SP)
and enjoy

2013/6/27 Stephen Swires mailto:st...@swires.me>>
This doesn't appear to have been fixed yet. I have also tried restarting the 
Steam client.


On 27 June 2013 02:07, Joe Ludwig 
mailto:j...@valvesoftware.com>> wrote:
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base 2013 
Singleplayer" in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: 
hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent of 
the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a 
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 
steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into 
"steamapps/Sourcemods/" and restart steam, nothing appears.
something goes wrong ,no ?
//nicolas

2013/6/27 Alfred Reynolds 
mailto:alf...@valvesoftware.com>>
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: 
hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

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 
mailto: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 t

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Andrew Orner
Awesome, thanks for the update!

Are there any plans to include custom shader support like SDK2007?  I see
that the shadercompile.exe is included with the SDK Base but there are no
accompanying SDK shader sources for creating the required DLL.


On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires  wrote:

> I would consider that to be the main version of Source as that's what most
> of Valve core multiplayer games sit on.
>
>
> On 27 June 2013 15:02, Netshroud  wrote:
>
>> "to the main engine"
>>
>> There's a main Source engine now?
>>
>> On 27/06/2013, at 11:56 PM, Stephen Swires  wrote:
>>
>> Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
>> lighting system is only part of the CSGO engine has hasn't been backported
>> to the main engine. The TF2 bot system is NextBot which is also used in
>> L4D2 and CSGO, that appears to have been removed judging from the lack of
>> NextBot folders in client and server.
>>
>>
>> On 27 Jun 2013 07:43,  wrote:
>>
>>> Does this include upgrades to the engine? Like the new dynamic shadow
>>> system in CS:GO? New Botcode found in TF2?
>>>
>>>
>>> On 6/26/2013 3:48 PM, Joe Ludwig wrote:
>>>
>>> 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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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
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>>
>>
>
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Stephen Swires
I would consider that to be the main version of Source as that's what most
of Valve core multiplayer games sit on.


On 27 June 2013 15:02, Netshroud  wrote:

> "to the main engine"
>
> There's a main Source engine now?
>
> On 27/06/2013, at 11:56 PM, Stephen Swires  wrote:
>
> Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
> lighting system is only part of the CSGO engine has hasn't been backported
> to the main engine. The TF2 bot system is NextBot which is also used in
> L4D2 and CSGO, that appears to have been removed judging from the lack of
> NextBot folders in client and server.
>
>
> On 27 Jun 2013 07:43,  wrote:
>
>> Does this include upgrades to the engine? Like the new dynamic shadow
>> system in CS:GO? New Botcode found in TF2?
>>
>>
>> On 6/26/2013 3:48 PM, Joe Ludwig wrote:
>>
>> 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
>>
>>
>>  ___
> 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:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Netshroud
"to the main engine"

There's a main Source engine now?

On 27/06/2013, at 11:56 PM, Stephen Swires  wrote:

> Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new 
> lighting system is only part of the CSGO engine has hasn't been backported to 
> the main engine. The TF2 bot system is NextBot which is also used in L4D2 and 
> CSGO, that appears to have been removed judging from the lack of NextBot 
> folders in client and server.
> 
> 
> On 27 Jun 2013 07:43,  wrote:
> Does this include upgrades to the engine? Like the new dynamic shadow system 
> in CS:GO? New Botcode found in TF2? 
> 
> 
> On 6/26/2013 3:48 PM, Joe Ludwig wrote: 
> 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:
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> 
> 
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> visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Stephen Swires
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
lighting system is only part of the CSGO engine has hasn't been backported
to the main engine. The TF2 bot system is NextBot which is also used in
L4D2 and CSGO, that appears to have been removed judging from the lack of
NextBot folders in client and server.


On 27 Jun 2013 07:43,  wrote:

> Does this include upgrades to the engine? Like the new dynamic shadow
> system in CS:GO? New Botcode found in TF2?
>
>
> On 6/26/2013 3:48 PM, Joe Ludwig wrote:
>
> 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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