Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Saul Rennison
Thanks for the clarification Mike, I understand you're going through a tough
time with all the Mac updates :)

Thanks,
- Saul.


On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:

 Hi All-

 We are updating the SDK later today to address the issues with using Hammer
 and Model Viewer with games built with the 2007 release of Source. Here are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some games and
 mods. We are sorry for the disruption to your work that the SDK issues may
 have caused for the past week. Thanks very much for your patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to the year of
 release rather than to particular products. Here are the options now present
 in the list of engine versions along with the games which utilize them:

 Source Engine 2006
Half-Life 2
Counter-Strike: Source
Half-Life 2: Deathmatch
Half-Life 2: Episode 1

 Source Engine 2007
Half-Life 2: Episode 1

 Source Engine 2009
Day of Defeat:Source
Portal
Team Fortress 2

 Please note that you may need to re-create the game configurations for
 total conversion mods that were built using 'Source Engine 2007'. Simply run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine version. If they do
 not correspond to the list given above then you can either manually edit the
 configurations or run the [I]Reset Game Configurations[/I] utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the SDK
 distribution. If you are creating content for a game or total conversion
 based on 'Source Engine 2007' you may need to run some of the command-line
 tools now located at:

sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and 'Source Engine
 2009' are still located at:

sourcesdk\bin\ep1\bin
 and
sourcesdk\bin\orangebox\bin


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 please visit:
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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Harry Jeffery
You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2?

Also, thanks for the news and the update.

On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
 Thanks for the clarification Mike, I understand you're going through a tough
 time with all the Mac updates :)

 Thanks,
 - Saul.


 On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:

 Hi All-

 We are updating the SDK later today to address the issues with using Hammer
 and Model Viewer with games built with the 2007 release of Source. Here are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some games and
 mods. We are sorry for the disruption to your work that the SDK issues may
 have caused for the past week. Thanks very much for your patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to the year of
 release rather than to particular products. Here are the options now present
 in the list of engine versions along with the games which utilize them:

 Source Engine 2006
        Half-Life 2
        Counter-Strike: Source
        Half-Life 2: Deathmatch
        Half-Life 2: Episode 1

 Source Engine 2007
        Half-Life 2: Episode 1

 Source Engine 2009
        Day of Defeat:Source
        Portal
        Team Fortress 2

 Please note that you may need to re-create the game configurations for
 total conversion mods that were built using 'Source Engine 2007'. Simply run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine version. If they do
 not correspond to the list given above then you can either manually edit the
 configurations or run the [I]Reset Game Configurations[/I] utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the SDK
 distribution. If you are creating content for a game or total conversion
 based on 'Source Engine 2007' you may need to run some of the command-line
 tools now located at:

        sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and 'Source Engine
 2009' are still located at:

        sourcesdk\bin\ep1\bin
 and
        sourcesdk\bin\orangebox\bin


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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Mike Durand
Yes. Thanks!

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Tuesday, May 11, 2010 3:16 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SDK Update 5/11/2009

You have Episode 1 listed twice. Is the entry in 2007 supposed to be Episode 2?

Also, thanks for the news and the update.

On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
 Thanks for the clarification Mike, I understand you're going through a tough
 time with all the Mac updates :)

 Thanks,
 - Saul.


 On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:

 Hi All-

 We are updating the SDK later today to address the issues with using Hammer
 and Model Viewer with games built with the 2007 release of Source. Here are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some games and
 mods. We are sorry for the disruption to your work that the SDK issues may
 have caused for the past week. Thanks very much for your patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to the year of
 release rather than to particular products. Here are the options now present
 in the list of engine versions along with the games which utilize them:

 Source Engine 2006
        Half-Life 2
        Counter-Strike: Source
        Half-Life 2: Deathmatch
        Half-Life 2: Episode 1

 Source Engine 2007
        Half-Life 2: Episode 1

 Source Engine 2009
        Day of Defeat:Source
        Portal
        Team Fortress 2

 Please note that you may need to re-create the game configurations for
 total conversion mods that were built using 'Source Engine 2007'. Simply run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine version. If they do
 not correspond to the list given above then you can either manually edit the
 configurations or run the [I]Reset Game Configurations[/I] utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the SDK
 distribution. If you are creating content for a game or total conversion
 based on 'Source Engine 2007' you may need to run some of the command-line
 tools now located at:

        sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and 'Source Engine
 2009' are still located at:

        sourcesdk\bin\ep1\bin
 and
        sourcesdk\bin\orangebox\bin


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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Saul Rennison
Would you mind fixing:
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too? It's
locked for us mortal beings ;)

Thanks,
- Saul.


On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

 Yes. Thanks!

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Tuesday, May 11, 2010 3:16 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK Update 5/11/2009

 You have Episode 1 listed twice. Is the entry in 2007 supposed to be
 Episode 2?

 Also, thanks for the news and the update.

 On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
  Thanks for the clarification Mike, I understand you're going through a
 tough
  time with all the Mac updates :)
 
  Thanks,
  - Saul.
 
 
  On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:
 
  Hi All-
 
  We are updating the SDK later today to address the issues with using
 Hammer
  and Model Viewer with games built with the 2007 release of Source. Here
 are
  the release notes:
 
  ==Source SDK Update==
 
  The Source SDK was updated today to fix tool problems for some games and
  mods. We are sorry for the disruption to your work that the SDK issues
 may
  have caused for the past week. Thanks very much for your patience.
 
  =SDK Launcher=
 
  The terminology for Engine Version has changed and now maps to the year
 of
  release rather than to particular products. Here are the options now
 present
  in the list of engine versions along with the games which utilize them:
 
  Source Engine 2006
 Half-Life 2
 Counter-Strike: Source
 Half-Life 2: Deathmatch
 Half-Life 2: Episode 1
 
  Source Engine 2007
 Half-Life 2: Episode 1
 
  Source Engine 2009
 Day of Defeat:Source
 Portal
 Team Fortress 2
 
  Please note that you may need to re-create the game configurations for
  total conversion mods that were built using 'Source Engine 2007'. Simply
 run
  the 'Edit Game Configurations' utility to do this.
 
  Valve games should show up under the appropriate engine version. If they
 do
  not correspond to the list given above then you can either manually edit
 the
  configurations or run the [I]Reset Game Configurations[/I] utility.
 
  =SDK Tools=
 
  There are now tools supporting three versions of Source in the SDK
  distribution. If you are creating content for a game or total conversion
  based on 'Source Engine 2007' you may need to run some of the
 command-line
  tools now located at:
 
 sourcesdk\bin\source2007\bin
 
  The command-line tools needed for 'Source Engine 2006' and 'Source
 Engine
  2009' are still located at:
 
 sourcesdk\bin\ep1\bin
  and
 sourcesdk\bin\orangebox\bin
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Ryan Sheffer
Interesting portal being part of the 2009. I guess because of the new
achievements and such, the binaries were updated with the new compile.

On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

  Yes. Thanks!
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
  hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
  Sent: Tuesday, May 11, 2010 3:16 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] SDK Update 5/11/2009
 
  You have Episode 1 listed twice. Is the entry in 2007 supposed to be
  Episode 2?
 
  Also, thanks for the news and the update.
 
  On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
   Thanks for the clarification Mike, I understand you're going through a
  tough
   time with all the Mac updates :)
  
   Thanks,
   - Saul.
  
  
   On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:
  
   Hi All-
  
   We are updating the SDK later today to address the issues with using
  Hammer
   and Model Viewer with games built with the 2007 release of Source.
 Here
  are
   the release notes:
  
   ==Source SDK Update==
  
   The Source SDK was updated today to fix tool problems for some games
 and
   mods. We are sorry for the disruption to your work that the SDK issues
  may
   have caused for the past week. Thanks very much for your patience.
  
   =SDK Launcher=
  
   The terminology for Engine Version has changed and now maps to the
 year
  of
   release rather than to particular products. Here are the options now
  present
   in the list of engine versions along with the games which utilize
 them:
  
   Source Engine 2006
  Half-Life 2
  Counter-Strike: Source
  Half-Life 2: Deathmatch
  Half-Life 2: Episode 1
  
   Source Engine 2007
  Half-Life 2: Episode 1
  
   Source Engine 2009
  Day of Defeat:Source
  Portal
  Team Fortress 2
  
   Please note that you may need to re-create the game configurations for
   total conversion mods that were built using 'Source Engine 2007'.
 Simply
  run
   the 'Edit Game Configurations' utility to do this.
  
   Valve games should show up under the appropriate engine version. If
 they
  do
   not correspond to the list given above then you can either manually
 edit
  the
   configurations or run the [I]Reset Game Configurations[/I] utility.
  
   =SDK Tools=
  
   There are now tools supporting three versions of Source in the SDK
   distribution. If you are creating content for a game or total
 conversion
   based on 'Source Engine 2007' you may need to run some of the
  command-line
   tools now located at:
  
  sourcesdk\bin\source2007\bin
  
   The command-line tools needed for 'Source Engine 2006' and 'Source
  Engine
   2009' are still located at:
  
  sourcesdk\bin\ep1\bin
   and
  sourcesdk\bin\orangebox\bin
  
  
   ___
   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:
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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
for TF2 still...

Would appreciate my 2d lines back. :)

On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote:
 Interesting portal being part of the 2009. I guess because of the new
 achievements and such, the binaries were updated with the new compile.

 On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

  Yes. Thanks!
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
  hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
  Sent: Tuesday, May 11, 2010 3:16 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] SDK Update 5/11/2009
 
  You have Episode 1 listed twice. Is the entry in 2007 supposed to be
  Episode 2?
 
  Also, thanks for the news and the update.
 
  On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
   Thanks for the clarification Mike, I understand you're going through a
  tough
   time with all the Mac updates :)
  
   Thanks,
   - Saul.
  
  
   On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:
  
   Hi All-
  
   We are updating the SDK later today to address the issues with using
  Hammer
   and Model Viewer with games built with the 2007 release of Source.
 Here
  are
   the release notes:
  
   ==Source SDK Update==
  
   The Source SDK was updated today to fix tool problems for some games
 and
   mods. We are sorry for the disruption to your work that the SDK issues
  may
   have caused for the past week. Thanks very much for your patience.
  
   =SDK Launcher=
  
   The terminology for Engine Version has changed and now maps to the
 year
  of
   release rather than to particular products. Here are the options now
  present
   in the list of engine versions along with the games which utilize
 them:
  
   Source Engine 2006
          Half-Life 2
          Counter-Strike: Source
          Half-Life 2: Deathmatch
          Half-Life 2: Episode 1
  
   Source Engine 2007
          Half-Life 2: Episode 1
  
   Source Engine 2009
          Day of Defeat:Source
          Portal
          Team Fortress 2
  
   Please note that you may need to re-create the game configurations for
   total conversion mods that were built using 'Source Engine 2007'.
 Simply
  run
   the 'Edit Game Configurations' utility to do this.
  
   Valve games should show up under the appropriate engine version. If
 they
  do
   not correspond to the list given above then you can either manually
 edit
  the
   configurations or run the [I]Reset Game Configurations[/I] utility.
  
   =SDK Tools=
  
   There are now tools supporting three versions of Source in the SDK
   distribution. If you are creating content for a game or total
 conversion
   based on 'Source Engine 2007' you may need to run some of the
  command-line
   tools now located at:
  
          sourcesdk\bin\source2007\bin
  
   The command-line tools needed for 'Source Engine 2006' and 'Source
  Engine
   2009' are still located at:
  
          sourcesdk\bin\ep1\bin
   and
          sourcesdk\bin\orangebox\bin
  
  
   ___
   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
  
  
 
  ___
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  please visit:
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  please visit:
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 ___
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 --
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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Casey Doran
Had the same issue with my mod. Resetting gameconfigs did it for the most
part. Then all the ents in hammer had the obsolete texture. Adding the rest
of the fgds fixed that, too. Everything is working fine on all engine
versions for me here.

On Tue, May 11, 2010 at 9:16 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
 for TF2 still...

 Would appreciate my 2d lines back. :)

 On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote:
  Interesting portal being part of the 2009. I guess because of the new
  achievements and such, the binaries were updated with the new compile.
 
  On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
 
  Would you mind fixing:
  http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too?
  It's
  locked for us mortal beings ;)
 
  Thanks,
  - Saul.
 
 
  On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:
 
   Yes. Thanks!
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com [mailto:
   hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
   Sent: Tuesday, May 11, 2010 3:16 PM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] SDK Update 5/11/2009
  
   You have Episode 1 listed twice. Is the entry in 2007 supposed to be
   Episode 2?
  
   Also, thanks for the news and the update.
  
   On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
Thanks for the clarification Mike, I understand you're going through
 a
   tough
time with all the Mac updates :)
   
Thanks,
- Saul.
   
   
On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:
   
Hi All-
   
We are updating the SDK later today to address the issues with
 using
   Hammer
and Model Viewer with games built with the 2007 release of Source.
  Here
   are
the release notes:
   
==Source SDK Update==
   
The Source SDK was updated today to fix tool problems for some
 games
  and
mods. We are sorry for the disruption to your work that the SDK
 issues
   may
have caused for the past week. Thanks very much for your patience.
   
=SDK Launcher=
   
The terminology for Engine Version has changed and now maps to the
  year
   of
release rather than to particular products. Here are the options
 now
   present
in the list of engine versions along with the games which utilize
  them:
   
Source Engine 2006
   Half-Life 2
   Counter-Strike: Source
   Half-Life 2: Deathmatch
   Half-Life 2: Episode 1
   
Source Engine 2007
   Half-Life 2: Episode 1
   
Source Engine 2009
   Day of Defeat:Source
   Portal
   Team Fortress 2
   
Please note that you may need to re-create the game configurations
 for
total conversion mods that were built using 'Source Engine 2007'.
  Simply
   run
the 'Edit Game Configurations' utility to do this.
   
Valve games should show up under the appropriate engine version. If
  they
   do
not correspond to the list given above then you can either manually
  edit
   the
configurations or run the [I]Reset Game Configurations[/I] utility.
   
=SDK Tools=
   
There are now tools supporting three versions of Source in the SDK
distribution. If you are creating content for a game or total
  conversion
based on 'Source Engine 2007' you may need to run some of the
   command-line
tools now located at:
   
   sourcesdk\bin\source2007\bin
   
The command-line tools needed for 'Source Engine 2006' and 'Source
   Engine
2009' are still located at:
   
   sourcesdk\bin\ep1\bin
and
   sourcesdk\bin\orangebox\bin
   
   
___
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:
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   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
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  --
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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Mike Durand
You need to remove your Ep2 configuration from the Source 2009 list  
and the choose Source 2007 and Ep2. That will get you editing Ep2 with  
the proper version of the tools.



On May 11, 2010, at 18:17, Matt Hoffman  
lord.matt.hoff...@gmail.com wrote:

 Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
 for TF2 still...

 Would appreciate my 2d lines back. :)

 On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com  
 wrote:
 Interesting portal being part of the 2009. I guess because of the new
 achievements and such, the binaries were updated with the new  
 compile.

 On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.com 
 wrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes,  
 too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

 Yes. Thanks!

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Tuesday, May 11, 2010 3:16 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK Update 5/11/2009

 You have Episode 1 listed twice. Is the entry in 2007 supposed to  
 be
 Episode 2?

 Also, thanks for the news and the update.

 On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com  
 wrote:
 Thanks for the clarification Mike, I understand you're going  
 through a
 tough
 time with all the Mac updates :)

 Thanks,
 - Saul.


 On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com  
 wrote:

 Hi All-

 We are updating the SDK later today to address the issues with  
 using
 Hammer
 and Model Viewer with games built with the 2007 release of  
 Source.
 Here
 are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some  
 games
 and
 mods. We are sorry for the disruption to your work that the SDK  
 issues
 may
 have caused for the past week. Thanks very much for your  
 patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to  
 the
 year
 of
 release rather than to particular products. Here are the  
 options now
 present
 in the list of engine versions along with the games which utilize
 them:

 Source Engine 2006
Half-Life 2
Counter-Strike: Source
Half-Life 2: Deathmatch
Half-Life 2: Episode 1

 Source Engine 2007
Half-Life 2: Episode 1

 Source Engine 2009
Day of Defeat:Source
Portal
Team Fortress 2

 Please note that you may need to re-create the game  
 configurations for
 total conversion mods that were built using 'Source Engine 2007'.
 Simply
 run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine  
 version. If
 they
 do
 not correspond to the list given above then you can either  
 manually
 edit
 the
 configurations or run the [I]Reset Game Configurations[/I]  
 utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the  
 SDK
 distribution. If you are creating content for a game or total
 conversion
 based on 'Source Engine 2007' you may need to run some of the
 command-line
 tools now located at:

sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and  
 'Source
 Engine
 2009' are still located at:

sourcesdk\bin\ep1\bin
 and
sourcesdk\bin\orangebox\bin


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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
Alright. I'll spread that around and see if we can't get that well known.

On Tue, May 11, 2010 at 6:47 PM, Mike Durand mik...@valvesoftware.com wrote:
 You need to remove your Ep2 configuration from the Source 2009 list
 and the choose Source 2007 and Ep2. That will get you editing Ep2 with
 the proper version of the tools.



 On May 11, 2010, at 18:17, Matt Hoffman
 lord.matt.hoff...@gmail.com wrote:

 Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
 for TF2 still...

 Would appreciate my 2d lines back. :)

 On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
 Interesting portal being part of the 2009. I guess because of the new
 achievements and such, the binaries were updated with the new
 compile.

 On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes,
 too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

 Yes. Thanks!

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Tuesday, May 11, 2010 3:16 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK Update 5/11/2009

 You have Episode 1 listed twice. Is the entry in 2007 supposed to
 be
 Episode 2?

 Also, thanks for the news and the update.

 On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com
 wrote:
 Thanks for the clarification Mike, I understand you're going
 through a
 tough
 time with all the Mac updates :)

 Thanks,
 - Saul.


 On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com
 wrote:

 Hi All-

 We are updating the SDK later today to address the issues with
 using
 Hammer
 and Model Viewer with games built with the 2007 release of
 Source.
 Here
 are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some
 games
 and
 mods. We are sorry for the disruption to your work that the SDK
 issues
 may
 have caused for the past week. Thanks very much for your
 patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to
 the
 year
 of
 release rather than to particular products. Here are the
 options now
 present
 in the list of engine versions along with the games which utilize
 them:

 Source Engine 2006
        Half-Life 2
        Counter-Strike: Source
        Half-Life 2: Deathmatch
        Half-Life 2: Episode 1

 Source Engine 2007
        Half-Life 2: Episode 1

 Source Engine 2009
        Day of Defeat:Source
        Portal
        Team Fortress 2

 Please note that you may need to re-create the game
 configurations for
 total conversion mods that were built using 'Source Engine 2007'.
 Simply
 run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine
 version. If
 they
 do
 not correspond to the list given above then you can either
 manually
 edit
 the
 configurations or run the [I]Reset Game Configurations[/I]
 utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the
 SDK
 distribution. If you are creating content for a game or total
 conversion
 based on 'Source Engine 2007' you may need to run some of the
 command-line
 tools now located at:

        sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and
 'Source
 Engine
 2009' are still located at:

        sourcesdk\bin\ep1\bin
 and
        sourcesdk\bin\orangebox\bin


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Re: [hlcoders] SDK UPDATE

2008-06-09 Thread Michael Chang
Absolutely cannot wait. Thanks!

~M
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Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Janek
Mike,

filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error
:

MountFileSystem( 312 ) failed:
SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5:
No Steam Content Servers are available


If I remove my line : filesystem-MountFileSystem(320)  it is working great.
I tested with 220 and same issue.

Do you think you can fix this problem shortly ?

Thank you in advance.

PS: great update btw. Huge job

2008/3/24, Tom Edwards [EMAIL PROTECTED]:

 Bug 260 (error 21: A different version of this FS is already in use) is
 the most irritating issue for me at the moment.

 http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=260



 Mike Durand wrote:
  Please overcome your typical shyness and report any problems you have to
  me. J


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Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Tom Leighton
Are you compiling Debug? If so, this happens. You need to compile 
release to mount content, its a known bug.

Janek wrote:
 Mike,

 filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error
 :
 
 MountFileSystem( 312 ) failed:
 SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5:
 No Steam Content Servers are available
 

 If I remove my line : filesystem-MountFileSystem(320)  it is working great.
 I tested with 220 and same issue.

 Do you think you can fix this problem shortly ?

 Thank you in advance.

 PS: great update btw. Huge job

 2008/3/24, Tom Edwards [EMAIL PROTECTED]:
   
 Bug 260 (error 21: A different version of this FS is already in use) is
 the most irritating issue for me at the moment.

 http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=260



 Mike Durand wrote:
 
 Please overcome your typical shyness and report any problems you have to
 me. J
   
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Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Janek
Sure I mean in Release. Things which drives me to this problem was that it
was working in debug mod but not in release due to the fact mountfilesystem
is not used in debug mod.

I use #ifndef DEBUG blabla #endif

2008/3/25, Tom Leighton [EMAIL PROTECTED]:

 Are you compiling Debug? If so, this happens. You need to compile
 release to mount content, its a known bug.

 Janek wrote:
  Mike,
 
  filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine
 error
  :
  
  MountFileSystem( 312 ) failed:
  SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error
 5:
  No Steam Content Servers are available
  
 
  If I remove my line : filesystem-MountFileSystem(320)  it is working
 great.
  I tested with 220 and same issue.
 
  Do you think you can fix this problem shortly ?
 
  Thank you in advance.
 
  PS: great update btw. Huge job
 
  2008/3/24, Tom Edwards [EMAIL PROTECTED]:
 
  Bug 260 (error 21: A different version of this FS is already in use)
 is
  the most irritating issue for me at the moment.
 
  http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=260
 
 
 
  Mike Durand wrote:
 
  Please overcome your typical shyness and report any problems you have
 to
  me. J
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 


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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Steven O'Brien
Great to hear Mike, is there any chance you could email me ([EMAIL PROTECTED]) 
details on how to obtain the steamworks development kit?

Thanks,
-Steve


--Original Message--

Mike Durand [EMAIL PROTECTED] wrote: Hi All-

 

 The Source SDK has been updated to address some crashes and is no
longer in beta. Here are the release notes:

 

=Enhancements=

* There is now a drop list in the SDK Launcher that allows the user to
switch between engine versions. 

* Modders can now create single player and multi-player mods based in
the HL2:Episode Two source code when the engine version is set to The
Orange Box. It is still possible to create mods based on HL2:Episode
One.

* Two new lighting preview modes are available in Hammer. 

* Models are automatically centered when loaded in Faceposer.

 

=Bug Fixes=

* Fixed crash and corrupt configurations for users that don't own any
Orange Box games.

* Resolved issues with building models for any games that that use the
Half-Life 2:Episode 1 engine.

* Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
game.

 

=Known Issues=

* Cannot create shortcuts to Hammer, Faceposer, and Model Viewer. 

* Linux makefiles for the Orange Box source code are incomplete and will
be updated in the next release. 

* The Particle Editor is not presently included in the Source SDK. 

* SDK shader code only included with mods built to use Half-Life
2:Episode 1.

* Particle Editor is not included in this release.

 

Please overcome your typical shyness and report any problems you have to
me. J

 

-Best,

 Mike

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Jeffrey botman Broome
Steven O'Brien wrote:
 Great to hear Mike, is there any chance you could email me
 ([EMAIL PROTECTED]) details on how to obtain the steamworks
 development kit?

There is contact information on the Steamworks Getting Started webpage...

http://www.steampowered.com/steamworks/gettingstarted.php

-- 
Jeffrey botman Broome

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Steven O'Brien
Yes, but I have not received a reply, even though I sent an email to Jason 20 
days ago...

-Steve

---Original Message---

Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: Steven O'Brien wrote:
 Great to hear Mike, is there any chance you could email me
 ([EMAIL PROTECTED]) details on how to obtain the steamworks
 development kit?

There is contact information on the Steamworks Getting Started webpage...

http://www.steampowered.com/steamworks/gettingstarted.php

-- 
Jeffrey botman Broome

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Maarten De Meyer
Much needed. Much appreciated. Can finally finish my mod o/. Do *not*
update anything for another month or two, unless if it introduces an
opt-out of updates and nothing else =]

 Hi All-



  The Source SDK has been updated to address some crashes and is no
 longer in beta. Here are the release notes:



 =Enhancements=

 * There is now a drop list in the SDK Launcher that allows the user to
 switch between engine versions.

 * Modders can now create single player and multi-player mods based in
 the HL2:Episode Two source code when the engine version is set to The
 Orange Box. It is still possible to create mods based on HL2:Episode
 One.

 * Two new lighting preview modes are available in Hammer.

 * Models are automatically centered when loaded in Faceposer.



 =Bug Fixes=

 * Fixed crash and corrupt configurations for users that don't own any
 Orange Box games.

 * Resolved issues with building models for any games that that use the
 Half-Life 2:Episode 1 engine.

 * Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
 game.



 =Known Issues=

 * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.

 * Linux makefiles for the Orange Box source code are incomplete and will
 be updated in the next release.

 * The Particle Editor is not presently included in the Source SDK.

 * SDK shader code only included with mods built to use Half-Life
 2:Episode 1.

 * Particle Editor is not included in this release.



 Please overcome your typical shyness and report any problems you have to
 me. J



 -Best,

  Mike

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Heimo Stieg
I beat you!
I sent jason an email on the 8th of February 2008, but with the same 
result... No Reply =(

Steven O'Brien schrieb:
 Yes, but I have not received a reply, even though I sent an email to Jason 20 
 days ago...
 
 -Steve
 
 ---Original Message---
 
 Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: Steven O'Brien wrote:
 Great to hear Mike, is there any chance you could email me
 ([EMAIL PROTECTED]) details on how to obtain the steamworks
 development kit?
 
 There is contact information on the Steamworks Getting Started webpage...
 
 http://www.steampowered.com/steamworks/gettingstarted.php
 

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Jake Breen
Aw no particle editor, but glad to see the sdk isn't beta anymore. Congrats.

Mike Durand wrote:
 Hi All-

  

  The Source SDK has been updated to address some crashes and is no
 longer in beta. Here are the release notes:

  

 =Enhancements=

 * There is now a drop list in the SDK Launcher that allows the user to
 switch between engine versions. 

 * Modders can now create single player and multi-player mods based in
 the HL2:Episode Two source code when the engine version is set to The
 Orange Box. It is still possible to create mods based on HL2:Episode
 One.

 * Two new lighting preview modes are available in Hammer. 

 * Models are automatically centered when loaded in Faceposer.

  

 =Bug Fixes=

 * Fixed crash and corrupt configurations for users that don't own any
 Orange Box games.

 * Resolved issues with building models for any games that that use the
 Half-Life 2:Episode 1 engine.

 * Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
 game.

  

 =Known Issues=

 * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer. 

 * Linux makefiles for the Orange Box source code are incomplete and will
 be updated in the next release. 

 * The Particle Editor is not presently included in the Source SDK. 

 * SDK shader code only included with mods built to use Half-Life
 2:Episode 1.

 * Particle Editor is not included in this release.

  

 Please overcome your typical shyness and report any problems you have to
 me. J

  

 -Best,

  Mike

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 visit:
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Nick
What is eta for next update containing Linux makefiles? Do mod players
need ep2 to run an ep2 based mod?

On Mon, Mar 24, 2008 at 12:58 PM, Mike Durand [EMAIL PROTECTED] wrote:
 Hi All-



   The Source SDK has been updated to address some crashes and is no
  longer in beta. Here are the release notes:



  =Enhancements=

  * There is now a drop list in the SDK Launcher that allows the user to
  switch between engine versions.

  * Modders can now create single player and multi-player mods based in
  the HL2:Episode Two source code when the engine version is set to The
  Orange Box. It is still possible to create mods based on HL2:Episode
  One.

  * Two new lighting preview modes are available in Hammer.

  * Models are automatically centered when loaded in Faceposer.



  =Bug Fixes=

  * Fixed crash and corrupt configurations for users that don't own any
  Orange Box games.

  * Resolved issues with building models for any games that that use the
  Half-Life 2:Episode 1 engine.

  * Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
  game.



  =Known Issues=

  * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.

  * Linux makefiles for the Orange Box source code are incomplete and will
  be updated in the next release.

  * The Particle Editor is not presently included in the Source SDK.

  * SDK shader code only included with mods built to use Half-Life
  2:Episode 1.

  * Particle Editor is not included in this release.



  Please overcome your typical shyness and report any problems you have to
  me. J



  -Best,

   Mike

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 please visit:
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Cory de La Torre
Same for me, neither have I received a rel=ly of the Steamworks app, but
great work Mike, and thanks again!

On Mon, Mar 24, 2008 at 11:57 AM, Maarten De Meyer [EMAIL PROTECTED]
wrote:

 Much needed. Much appreciated. Can finally finish my mod o/. Do *not*
 update anything for another month or two, unless if it introduces an
 opt-out of updates and nothing else =]

  Hi All-
 
 
 
   The Source SDK has been updated to address some crashes and is no
  longer in beta. Here are the release notes:
 
 
 
  =Enhancements=
 
  * There is now a drop list in the SDK Launcher that allows the user to
  switch between engine versions.
 
  * Modders can now create single player and multi-player mods based in
  the HL2:Episode Two source code when the engine version is set to The
  Orange Box. It is still possible to create mods based on HL2:Episode
  One.
 
  * Two new lighting preview modes are available in Hammer.
 
  * Models are automatically centered when loaded in Faceposer.
 
 
 
  =Bug Fixes=
 
  * Fixed crash and corrupt configurations for users that don't own any
  Orange Box games.
 
  * Resolved issues with building models for any games that that use the
  Half-Life 2:Episode 1 engine.
 
  * Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
  game.
 
 
 
  =Known Issues=
 
  * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.
 
  * Linux makefiles for the Orange Box source code are incomplete and will
  be updated in the next release.
 
  * The Particle Editor is not presently included in the Source SDK.
 
  * SDK shader code only included with mods built to use Half-Life
  2:Episode 1.
 
  * Particle Editor is not included in this release.
 
 
 
  Please overcome your typical shyness and report any problems you have to
  me. J
 
 
 
  -Best,
 
   Mike
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 



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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Cory de La Torre
Nope, you can run an ep2 mod with the Source Orange box sdk base.

On Mon, Mar 24, 2008 at 12:09 PM, Nick [EMAIL PROTECTED] wrote:

 What is eta for next update containing Linux makefiles? Do mod players
 need ep2 to run an ep2 based mod?

 On Mon, Mar 24, 2008 at 12:58 PM, Mike Durand [EMAIL PROTECTED]
 wrote:
  Hi All-
 
 
 
The Source SDK has been updated to address some crashes and is no
   longer in beta. Here are the release notes:
 
 
 
   =Enhancements=
 
   * There is now a drop list in the SDK Launcher that allows the user to
   switch between engine versions.
 
   * Modders can now create single player and multi-player mods based in
   the HL2:Episode Two source code when the engine version is set to The
   Orange Box. It is still possible to create mods based on HL2:Episode
   One.
 
   * Two new lighting preview modes are available in Hammer.
 
   * Models are automatically centered when loaded in Faceposer.
 
 
 
   =Bug Fixes=
 
   * Fixed crash and corrupt configurations for users that don't own any
   Orange Box games.
 
   * Resolved issues with building models for any games that that use the
   Half-Life 2:Episode 1 engine.
 
   * Fixed crashes in Hammer and Model Viewer when HL2 is set to the
 active
   game.
 
 
 
   =Known Issues=
 
   * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.
 
   * Linux makefiles for the Orange Box source code are incomplete and
 will
   be updated in the next release.
 
   * The Particle Editor is not presently included in the Source SDK.
 
   * SDK shader code only included with mods built to use Half-Life
   2:Episode 1.
 
   * Particle Editor is not included in this release.
 
 
 
   Please overcome your typical shyness and report any problems you have
 to
   me. J
 
 
 
   -Best,
 
Mike
 
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   To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Jake Breen
Also when are you folks gonna fix the low quality texture bug in the 
source sdk? It's quite annoying to work with.

Jake Breen wrote:
 Aw no particle editor, but glad to see the sdk isn't beta anymore. Congrats.

 Mike Durand wrote:
   
 Hi All-

  

  The Source SDK has been updated to address some crashes and is no
 longer in beta. Here are the release notes:

  

 =Enhancements=

 * There is now a drop list in the SDK Launcher that allows the user to
 switch between engine versions. 

 * Modders can now create single player and multi-player mods based in
 the HL2:Episode Two source code when the engine version is set to The
 Orange Box. It is still possible to create mods based on HL2:Episode
 One.

 * Two new lighting preview modes are available in Hammer. 

 * Models are automatically centered when loaded in Faceposer.

  

 =Bug Fixes=

 * Fixed crash and corrupt configurations for users that don't own any
 Orange Box games.

 * Resolved issues with building models for any games that that use the
 Half-Life 2:Episode 1 engine.

 * Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
 game.

  

 =Known Issues=

 * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer. 

 * Linux makefiles for the Orange Box source code are incomplete and will
 be updated in the next release. 

 * The Particle Editor is not presently included in the Source SDK. 

 * SDK shader code only included with mods built to use Half-Life
 2:Episode 1.

 * Particle Editor is not included in this release.

  

 Please overcome your typical shyness and report any problems you have to
 me. J

  

 -Best,

  Mike

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Cory de La Torre
Yeah I have the same , and it's very annoying, but not much of a problem.

On Mon, Mar 24, 2008 at 1:19 PM, Jake Breen [EMAIL PROTECTED]
wrote:

 Also when are you folks gonna fix the low quality texture bug in the
 source sdk? It's quite annoying to work with.

 Jake Breen wrote:
  Aw no particle editor, but glad to see the sdk isn't beta anymore.
 Congrats.
 
  Mike Durand wrote:
 
  Hi All-
 
 
 
   The Source SDK has been updated to address some crashes and is no
  longer in beta. Here are the release notes:
 
 
 
  =Enhancements=
 
  * There is now a drop list in the SDK Launcher that allows the user to
  switch between engine versions.
 
  * Modders can now create single player and multi-player mods based in
  the HL2:Episode Two source code when the engine version is set to The
  Orange Box. It is still possible to create mods based on HL2:Episode
  One.
 
  * Two new lighting preview modes are available in Hammer.
 
  * Models are automatically centered when loaded in Faceposer.
 
 
 
  =Bug Fixes=
 
  * Fixed crash and corrupt configurations for users that don't own any
  Orange Box games.
 
  * Resolved issues with building models for any games that that use the
  Half-Life 2:Episode 1 engine.
 
  * Fixed crashes in Hammer and Model Viewer when HL2 is set to the
 active
  game.
 
 
 
  =Known Issues=
 
  * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.
 
  * Linux makefiles for the Orange Box source code are incomplete and
 will
  be updated in the next release.
 
  * The Particle Editor is not presently included in the Source SDK.
 
  * SDK shader code only included with mods built to use Half-Life
  2:Episode 1.
 
  * Particle Editor is not included in this release.
 
 
 
  Please overcome your typical shyness and report any problems you have
 to
  me. J
 
 
 
  -Best,
 
   Mike
 
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Joel R.
Not to sound rude, but this update is uncalled for.  This is practically the
same stuff we got from our last update a couple MONTHS ago.  I was expecting
shader code, updated sdk code bugs, at the very least... more things.  I
know omega has fixed alot of bugs with the sdk code.  So why are we getting
an update that's relatively the same as last update?  Now that it's out of
beta does this mean we will get more updates at a faster pace? Or does this
mean nothing, and that we should expect most of Orange Box's most
anticipated features until the 4th quarter of this year?

On Mon, Mar 24, 2008 at 2:24 PM, Cory de La Torre [EMAIL PROTECTED]
wrote:

 Yeah I have the same , and it's very annoying, but not much of a problem.

 On Mon, Mar 24, 2008 at 1:19 PM, Jake Breen [EMAIL PROTECTED]
 
 wrote:

  Also when are you folks gonna fix the low quality texture bug in the
  source sdk? It's quite annoying to work with.
 
  Jake Breen wrote:
   Aw no particle editor, but glad to see the sdk isn't beta anymore.
  Congrats.
  
   Mike Durand wrote:
  
   Hi All-
  
  
  
The Source SDK has been updated to address some crashes and is no
   longer in beta. Here are the release notes:
  
  
  
   =Enhancements=
  
   * There is now a drop list in the SDK Launcher that allows the user
 to
   switch between engine versions.
  
   * Modders can now create single player and multi-player mods based in
   the HL2:Episode Two source code when the engine version is set to The
   Orange Box. It is still possible to create mods based on HL2:Episode
   One.
  
   * Two new lighting preview modes are available in Hammer.
  
   * Models are automatically centered when loaded in Faceposer.
  
  
  
   =Bug Fixes=
  
   * Fixed crash and corrupt configurations for users that don't own any
   Orange Box games.
  
   * Resolved issues with building models for any games that that use
 the
   Half-Life 2:Episode 1 engine.
  
   * Fixed crashes in Hammer and Model Viewer when HL2 is set to the
  active
   game.
  
  
  
   =Known Issues=
  
   * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.
  
   * Linux makefiles for the Orange Box source code are incomplete and
  will
   be updated in the next release.
  
   * The Particle Editor is not presently included in the Source SDK.
  
   * SDK shader code only included with mods built to use Half-Life
   2:Episode 1.
  
   * Particle Editor is not included in this release.
  
  
  
   Please overcome your typical shyness and report any problems you have
  to
   me. J
  
  
  
   -Best,
  
Mike
  
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Justin Krenz
Does this mean VAC will work now?

Mike Durand wrote:
 Hi All-
 
  
 
  The Source SDK has been updated to address some crashes and is no
 longer in beta. Here are the release notes:
 

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Nick
Vac only works half the time anyway..
http://www.youtube.com/results?search_query=css+hacksearch_type=

I can always tell when Vac has been upgraded because I suddenly become
the best player on any sever I join :)

On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote:
 Does this mean VAC will work now?


  Mike Durand wrote:
   Hi All-
  
  
  
The Source SDK has been updated to address some crashes and is no
   longer in beta. Here are the release notes:
  



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 please visit:
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Adrian Lewis
Yeh whats the deal with that? I've been seeing more evident cheaters and
more cheating tools coming out for source games.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: 24 March 2008 20:48
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SDK Update - No More Beta

Vac only works half the time anyway..
http://www.youtube.com/results?search_query=css+hacksearch_type=

I can always tell when Vac has been upgraded because I suddenly become
the best player on any sever I join :)

On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote:
 Does this mean VAC will work now?


  Mike Durand wrote:
   Hi All-
  
  
  
The Source SDK has been updated to address some crashes and is no
   longer in beta. Here are the release notes:
  



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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Tom Leighton
Valve really need to add some extra methods to VAC to detect other 
cheats. For instance, an anti-cheat that is being developed for another 
game (That i had a small hand in) actively injects a dll into other 
applications, and then hooks the CreateProcess (Other process starting 
API's), so that it can then inject that dll and hook all the API related 
ot hacking. No need for Bans, simply stop the applications working (And 
have a whitelist of apps like xfire, etc).

It would work in theory, but in practise im not sure.

Adrian Lewis wrote:
 Yeh whats the deal with that? I've been seeing more evident cheaters and
 more cheating tools coming out for source games.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: 24 March 2008 20:48
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK Update - No More Beta

 Vac only works half the time anyway..
 http://www.youtube.com/results?search_query=css+hacksearch_type=

 I can always tell when Vac has been upgraded because I suddenly become
 the best player on any sever I join :)

 On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote:
   
 Does this mean VAC will work now?


  Mike Durand wrote:
   Hi All-
  
  
  
The Source SDK has been updated to address some crashes and is no
   longer in beta. Here are the release notes:
  



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 please visit:
   
  http://list.valvesoftware.com/mailman/listinfo/hlcoders


 

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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Justin Krenz
I'm not talking about if VAC detects cheaters nor did I want to start 
rants about it.  In the last SDK version, running a server with VAC 
enabled would kick each player after they had been on the server for 
roughly a minute.  Does this still happen?

Tom Leighton wrote:
 Valve really need to add some extra methods to VAC to detect other 
 cheats. For instance, an anti-cheat that is being developed for another 
 game (That i had a small hand in) actively injects a dll into other 
 applications, and then hooks the CreateProcess (Other process starting 
 API's), so that it can then inject that dll and hook all the API related 
 ot hacking. No need for Bans, simply stop the applications working (And 
 have a whitelist of apps like xfire, etc).
 
 It would work in theory, but in practise im not sure.
 
 Adrian Lewis wrote:
 Yeh whats the deal with that? I've been seeing more evident cheaters and
 more cheating tools coming out for source games.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: 24 March 2008 20:48
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK Update - No More Beta

 Vac only works half the time anyway..
 http://www.youtube.com/results?search_query=css+hacksearch_type=

 I can always tell when Vac has been upgraded because I suddenly become
 the best player on any sever I join :)

 On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote:
   
 Does this mean VAC will work now?


  Mike Durand wrote:
   Hi All-
  
  
  
The Source SDK has been updated to address some crashes and is no
   longer in beta. Here are the release notes:
  



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 please visit:
   
  http://list.valvesoftware.com/mailman/listinfo/hlcoders


 
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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Tom Edwards
Bug 260 (error 21: A different version of this FS is already in use) is 
the most irritating issue for me at the moment.

http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=260



Mike Durand wrote:
 Please overcome your typical shyness and report any problems you have to
 me. J


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Re: [hlcoders] sdk update coming before '08?

2007-12-22 Thread Maarten De Meyer
I have a wife, a kid, and a big family, and we all celebrate christmas.
However, somehow, ever since I've been modding, I've still been coding
every day of the holidays, xmas  new year included. Holidays or not, the
nights belong to me! :p

Merry xmas all of you btw!

-- Maarten

P.S. - This message was sponsored by Nalu, your caffeine beverage of
choice. Ride the energy wave!

 Poor you Jake ;)

 Since i'm still in college, i'm having x-mas with my family, which means
 lots of time at home, sometimes with nothing to do (I.e. Really old
 films on tv that aren't worth watching)

 Who else here has no social life at all ? :P



 Jake Breen wrote:
 Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
 this xmas and new year, Nothing much is going to be happening. D:

 -Jake


 Mike Durand wrote:
 I'm working on the SDK source code distro right now. It's close but
 probably won't make it out before January 1st.

 -Happy Holidays,
  Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
 Kammersgaard
 Sent: Friday, December 21, 2007 12:05 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] sdk update coming before '08?

 --
 [ Picked text/plain from multipart/alternative ]
 Not to be rude, but the more time Mike's gotta spend on answering mails
 like
 this, the later we'll get it. Besides with Christmas and New Years eve
 coming up, I'm sure you've got loads of social stuff to attend to.

 Merry Christmas to everyone, and whatnot ;-)

 /ProZak


 On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:

 With Xmas nearing, we're only a few weeks before '08 comes along. Are

 we

 still getting the SDK update, or will we have to wait sometime in
 January for it?

 -Jake

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Re: [hlcoders] sdk update coming before '08?

2007-12-22 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Ever since I got a part time job in Retail, I've hated Christmas, because
all it means is more work (money is good, I can use it to upgrade to a 24
monitor :P), but less time for modding! ARGH! Not that I'm really modding
Source anymore, not entirely sure why I still bother subscribing to this
list :P

Merry Christmas All!

On Dec 22, 2007 7:10 PM, Maarten De Meyer [EMAIL PROTECTED] wrote:

 I have a wife, a kid, and a big family, and we all celebrate christmas.
 However, somehow, ever since I've been modding, I've still been coding
 every day of the holidays, xmas  new year included. Holidays or not, the
 nights belong to me! :p

 Merry xmas all of you btw!

 -- Maarten

 P.S. - This message was sponsored by Nalu, your caffeine beverage of
 choice. Ride the energy wave!

  Poor you Jake ;)
 
  Since i'm still in college, i'm having x-mas with my family, which means
  lots of time at home, sometimes with nothing to do (I.e. Really old
  films on tv that aren't worth watching)
 
  Who else here has no social life at all ? :P
 
 
 
  Jake Breen wrote:
  Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
  this xmas and new year, Nothing much is going to be happening. D:
 
  -Jake
 
 
  Mike Durand wrote:
  I'm working on the SDK source code distro right now. It's close but
  probably won't make it out before January 1st.
 
  -Happy Holidays,
   Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
  Kammersgaard
  Sent: Friday, December 21, 2007 12:05 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] sdk update coming before '08?
 
  --
  [ Picked text/plain from multipart/alternative ]
  Not to be rude, but the more time Mike's gotta spend on answering
 mails
  like
  this, the later we'll get it. Besides with Christmas and New Years eve
  coming up, I'm sure you've got loads of social stuff to attend to.
 
  Merry Christmas to everyone, and whatnot ;-)
 
  /ProZak
 
 
  On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:
 
  With Xmas nearing, we're only a few weeks before '08 comes along. Are
 
  we
 
  still getting the SDK update, or will we have to wait sometime in
  January for it?
 
  -Jake
 
  ___
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 archives,
  please visit:
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  --
 
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http://www.wraiyth.com
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RE: [hlcoders] sdk update coming before '08?

2007-12-22 Thread Mark Chandler
Sif 24 matt, 3 22 ftw :D

Happy crissy to all.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Saturday, December 22, 2007 5:24 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sdk update coming before '08?

--
[ Picked text/plain from multipart/alternative ]
Ever since I got a part time job in Retail, I've hated Christmas, because
all it means is more work (money is good, I can use it to upgrade to a 24
monitor :P), but less time for modding! ARGH! Not that I'm really modding
Source anymore, not entirely sure why I still bother subscribing to this
list :P

Merry Christmas All!

On Dec 22, 2007 7:10 PM, Maarten De Meyer [EMAIL PROTECTED] wrote:

 I have a wife, a kid, and a big family, and we all celebrate christmas.
 However, somehow, ever since I've been modding, I've still been coding
 every day of the holidays, xmas  new year included. Holidays or not, the
 nights belong to me! :p

 Merry xmas all of you btw!

 -- Maarten

 P.S. - This message was sponsored by Nalu, your caffeine beverage of
 choice. Ride the energy wave!

  Poor you Jake ;)
 
  Since i'm still in college, i'm having x-mas with my family, which means
  lots of time at home, sometimes with nothing to do (I.e. Really old
  films on tv that aren't worth watching)
 
  Who else here has no social life at all ? :P
 
 
 
  Jake Breen wrote:
  Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
  this xmas and new year, Nothing much is going to be happening. D:
 
  -Jake
 
 
  Mike Durand wrote:
  I'm working on the SDK source code distro right now. It's close but
  probably won't make it out before January 1st.
 
  -Happy Holidays,
   Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
  Kammersgaard
  Sent: Friday, December 21, 2007 12:05 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] sdk update coming before '08?
 
  --
  [ Picked text/plain from multipart/alternative ]
  Not to be rude, but the more time Mike's gotta spend on answering
 mails
  like
  this, the later we'll get it. Besides with Christmas and New Years eve
  coming up, I'm sure you've got loads of social stuff to attend to.
 
  Merry Christmas to everyone, and whatnot ;-)
 
  /ProZak
 
 
  On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:
 
  With Xmas nearing, we're only a few weeks before '08 comes along. Are
 
  we
 
  still getting the SDK update, or will we have to wait sometime in
  January for it?
 
  -Jake
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
  --
 
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http://www.wraiyth.com
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Re: [hlcoders] sdk update coming before '08?

2007-12-22 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
becuz you can't get enough of me ..er..i mean us

- Original Message -
From: Matt Stafford [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, December 22, 2007 12:23 AM
Subject: Re: [hlcoders] sdk update coming before '08?


 --
 [ Picked text/plain from multipart/alternative ]
 Ever since I got a part time job in Retail, I've hated Christmas, because
 all it means is more work (money is good, I can use it to upgrade to a 24
 monitor :P), but less time for modding! ARGH! Not that I'm really modding
 Source anymore, not entirely sure why I still bother subscribing to this
 list :P

 Merry Christmas All!

 On Dec 22, 2007 7:10 PM, Maarten De Meyer [EMAIL PROTECTED] wrote:

 I have a wife, a kid, and a big family, and we all celebrate christmas.
 However, somehow, ever since I've been modding, I've still been coding
 every day of the holidays, xmas  new year included. Holidays or not, the
 nights belong to me! :p

 Merry xmas all of you btw!

 -- Maarten

 P.S. - This message was sponsored by Nalu, your caffeine beverage of
 choice. Ride the energy wave!

  Poor you Jake ;)
 
  Since i'm still in college, i'm having x-mas with my family, which
  means
  lots of time at home, sometimes with nothing to do (I.e. Really old
  films on tv that aren't worth watching)
 
  Who else here has no social life at all ? :P
 
 
 
  Jake Breen wrote:
  Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
  this xmas and new year, Nothing much is going to be happening. D:
 
  -Jake
 
 
  Mike Durand wrote:
  I'm working on the SDK source code distro right now. It's close but
  probably won't make it out before January 1st.
 
  -Happy Holidays,
   Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
  Kammersgaard
  Sent: Friday, December 21, 2007 12:05 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] sdk update coming before '08?
 
  --
  [ Picked text/plain from multipart/alternative ]
  Not to be rude, but the more time Mike's gotta spend on answering
 mails
  like
  this, the later we'll get it. Besides with Christmas and New Years
  eve
  coming up, I'm sure you've got loads of social stuff to attend to.
 
  Merry Christmas to everyone, and whatnot ;-)
 
  /ProZak
 
 
  On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:
 
  With Xmas nearing, we're only a few weeks before '08 comes along.
  Are
 
  we
 
  still getting the SDK update, or will we have to wait sometime in
  January for it?
 
  -Jake
 
  ___
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 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
  --
 
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Re: [hlcoders] sdk update coming before '08?

2007-12-22 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
24, 22, whatever, depends how much I have and what Dad can get me for
cheap :P

On Dec 22, 2007 8:18 PM, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 becuz you can't get enough of me ..er..i mean us

 - Original Message -
 From: Matt Stafford [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, December 22, 2007 12:23 AM
 Subject: Re: [hlcoders] sdk update coming before '08?


  --
  [ Picked text/plain from multipart/alternative ]
  Ever since I got a part time job in Retail, I've hated Christmas,
 because
  all it means is more work (money is good, I can use it to upgrade to a
 24
  monitor :P), but less time for modding! ARGH! Not that I'm really
 modding
  Source anymore, not entirely sure why I still bother subscribing to this
  list :P
 
  Merry Christmas All!
 
  On Dec 22, 2007 7:10 PM, Maarten De Meyer [EMAIL PROTECTED] wrote:
 
  I have a wife, a kid, and a big family, and we all celebrate christmas.
  However, somehow, ever since I've been modding, I've still been coding
  every day of the holidays, xmas  new year included. Holidays or not,
 the
  nights belong to me! :p
 
  Merry xmas all of you btw!
 
  -- Maarten
 
  P.S. - This message was sponsored by Nalu, your caffeine beverage of
  choice. Ride the energy wave!
 
   Poor you Jake ;)
  
   Since i'm still in college, i'm having x-mas with my family, which
   means
   lots of time at home, sometimes with nothing to do (I.e. Really old
   films on tv that aren't worth watching)
  
   Who else here has no social life at all ? :P
  
  
  
   Jake Breen wrote:
   Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up
 here
   this xmas and new year, Nothing much is going to be happening. D:
  
   -Jake
  
  
   Mike Durand wrote:
   I'm working on the SDK source code distro right now. It's close but
   probably won't make it out before January 1st.
  
   -Happy Holidays,
Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
   Kammersgaard
   Sent: Friday, December 21, 2007 12:05 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] sdk update coming before '08?
  
   --
   [ Picked text/plain from multipart/alternative ]
   Not to be rude, but the more time Mike's gotta spend on answering
  mails
   like
   this, the later we'll get it. Besides with Christmas and New Years
   eve
   coming up, I'm sure you've got loads of social stuff to attend to.
  
   Merry Christmas to everyone, and whatnot ;-)
  
   /ProZak
  
  
   On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:
  
   With Xmas nearing, we're only a few weeks before '08 comes along.
   Are
  
   we
  
   still getting the SDK update, or will we have to wait sometime in
   January for it?
  
   -Jake
  
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  archives,
   please visit:
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  --
  Matt Stafford (Wraiyth)
  http://www.wraiyth.com
  --
 
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Re: [hlcoders] sdk update coming before '08?

2007-12-21 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Not to be rude, but the more time Mike's gotta spend on answering mails like
this, the later we'll get it. Besides with Christmas and New Years eve
coming up, I'm sure you've got loads of social stuff to attend to.

Merry Christmas to everyone, and whatnot ;-)

/ProZak


On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:

 With Xmas nearing, we're only a few weeks before '08 comes along. Are we
 still getting the SDK update, or will we have to wait sometime in
 January for it?

 -Jake

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RE: [hlcoders] sdk update coming before '08?

2007-12-21 Thread Mike Durand
I'm working on the SDK source code distro right now. It's close but
probably won't make it out before January 1st.

-Happy Holidays,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Friday, December 21, 2007 12:05 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sdk update coming before '08?

--
[ Picked text/plain from multipart/alternative ]
Not to be rude, but the more time Mike's gotta spend on answering mails
like
this, the later we'll get it. Besides with Christmas and New Years eve
coming up, I'm sure you've got loads of social stuff to attend to.

Merry Christmas to everyone, and whatnot ;-)

/ProZak


On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:

 With Xmas nearing, we're only a few weeks before '08 comes along. Are
we
 still getting the SDK update, or will we have to wait sometime in
 January for it?

 -Jake

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Re: [hlcoders] sdk update coming before '08?

2007-12-21 Thread Jake Breen

Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
this xmas and new year, Nothing much is going to be happening. D:

-Jake


Mike Durand wrote:

I'm working on the SDK source code distro right now. It's close but
probably won't make it out before January 1st.

-Happy Holidays,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Friday, December 21, 2007 12:05 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sdk update coming before '08?

--
[ Picked text/plain from multipart/alternative ]
Not to be rude, but the more time Mike's gotta spend on answering mails
like
this, the later we'll get it. Besides with Christmas and New Years eve
coming up, I'm sure you've got loads of social stuff to attend to.

Merry Christmas to everyone, and whatnot ;-)

/ProZak


On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:


With Xmas nearing, we're only a few weeks before '08 comes along. Are


we


still getting the SDK update, or will we have to wait sometime in
January for it?

-Jake

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Re: [hlcoders] sdk update coming before '08?

2007-12-21 Thread Jake Breen

Well without my BF I have no social life hehe :P

But yeah Merry Xmas folks

-Jake

Tom Leighton wrote:

Poor you Jake ;)

Since i'm still in college, i'm having x-mas with my family, which means
lots of time at home, sometimes with nothing to do (I.e. Really old
films on tv that aren't worth watching)

Who else here has no social life at all ? :P



Jake Breen wrote:

Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
this xmas and new year, Nothing much is going to be happening. D:

-Jake


Mike Durand wrote:

I'm working on the SDK source code distro right now. It's close but
probably won't make it out before January 1st.

-Happy Holidays,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Friday, December 21, 2007 12:05 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sdk update coming before '08?

--
[ Picked text/plain from multipart/alternative ]
Not to be rude, but the more time Mike's gotta spend on answering mails
like
this, the later we'll get it. Besides with Christmas and New Years eve
coming up, I'm sure you've got loads of social stuff to attend to.

Merry Christmas to everyone, and whatnot ;-)

/ProZak


On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:


With Xmas nearing, we're only a few weeks before '08 comes along. Are


we


still getting the SDK update, or will we have to wait sometime in
January for it?

-Jake

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Re: [hlcoders] sdk update coming before '08?

2007-12-21 Thread Tom Leighton

Poor you Jake ;)

Since i'm still in college, i'm having x-mas with my family, which means
lots of time at home, sometimes with nothing to do (I.e. Really old
films on tv that aren't worth watching)

Who else here has no social life at all ? :P



Jake Breen wrote:

Aww, alrighty then. And no Tobias, Since my BF isn't gonna be up here
this xmas and new year, Nothing much is going to be happening. D:

-Jake


Mike Durand wrote:

I'm working on the SDK source code distro right now. It's close but
probably won't make it out before January 1st.

-Happy Holidays,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Friday, December 21, 2007 12:05 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] sdk update coming before '08?

--
[ Picked text/plain from multipart/alternative ]
Not to be rude, but the more time Mike's gotta spend on answering mails
like
this, the later we'll get it. Besides with Christmas and New Years eve
coming up, I'm sure you've got loads of social stuff to attend to.

Merry Christmas to everyone, and whatnot ;-)

/ProZak


On 21/12/2007, Jake Breen [EMAIL PROTECTED] wrote:


With Xmas nearing, we're only a few weeks before '08 comes along. Are


we


still getting the SDK update, or will we have to wait sometime in
January for it?

-Jake

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Re: [hlcoders] SDK Update 11/08

2007-11-09 Thread John6000
--
[ Picked text/plain from multipart/alternative ]
When can we expect the Orange Box, SDK C++ Code?

On Nov 9, 2007 5:50 AM, Tony omega Sergi [EMAIL PROTECTED] wrote:

 yes, because models are vertexlitgeneric, the world is lightmappedgeneric.
 the lightmappedgeneric shader is broken for lighting preview (including
 shaded)


 On Nov 9, 2007 12:45 AM, Ryan Sheffer [EMAIL PROTECTED] wrote:
  Here is a screenshot of a couple sprites in hammer, notice how you can
  hardly read them now?
  http://www.obsidianconflict.com/skidzimages/spritequality.jpg
 
  Also, 3D Shaded Preview only works on models but not brushes. The same
  thing for the 3D lighting preview. The two problems possibly related?
 
  I have a 7800GTX.
 
 
  On Nov 8, 2007 7:40 PM, Mike Durand [EMAIL PROTECTED] wrote:
   But this works fine in the older tools, right? Can you e-mail me a
   picture of what you are seeing and the type of video card you are
 using.
   I can't duplicate this or the low-res textures in Hammer problem
 people
   are reporting.
  
   -Thanks,
Mike
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
   Sent: Thursday, November 08, 2007 7:35 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Update 11/08
  
   Awesome, hopefully you can fix Texture Shaded View soon the full
 bright
   is kinda burning my eyes D:
  
   Mike Durand wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-
   
   
   
Just wanted to let you know that a release is going out tonight that
addresses a few of the issues people have been reporting.
   
   
   
1.   Fixed problem with building cubemaps for TF2, Ep2, and
 Portal
maps.
   
2.   Added missing models and textures for Hammer and Model
   Viewer.
This addresses two crashes.
   
3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer
   and
Model Viewer.
   
4.   Changed the game configuration logic such that only Orange
   Box
games are available in the active games list when the SDK is set to
   use
Orange Box tools. Only pre-Orange Box games are available when the
 SDK
is set to use the Ep1 tools.
   
5.   Hammer lighting preview modes are temporarily disabled
 until
compatibility and performance issues can be addressed.
   
   
   
I'll try to get another update out tomorrow to fix more bugs.
   
   
   
-Mike
   
   
   
   
   
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Re: [hlcoders] SDK Update 11/08

2007-11-09 Thread Jeffrey botman Broome

John6000 wrote:

--
[ Picked text/plain from multipart/alternative ]
When can we expect the Orange Box, SDK C++ Code?


Shortly...

http://developer.valvesoftware.com/wiki/Valve_Time

:)

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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Jake Breen

Awesome, hopefully you can fix Texture Shaded View soon the full bright
is kinda burning my eyes D:

Mike Durand wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-



Just wanted to let you know that a release is going out tonight that
addresses a few of the issues people have been reporting.



1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
maps.

2.   Added missing models and textures for Hammer and Model Viewer.
This addresses two crashes.

3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer and
Model Viewer.

4.   Changed the game configuration logic such that only Orange Box
games are available in the active games list when the SDK is set to use
Orange Box tools. Only pre-Orange Box games are available when the SDK
is set to use the Ep1 tools.

5.   Hammer lighting preview modes are temporarily disabled until
compatibility and performance issues can be addressed.



I'll try to get another update out tomorrow to fix more bugs.



-Mike





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RE: [hlcoders] SDK Update 11/08

2007-11-08 Thread Mike Durand
But this works fine in the older tools, right? Can you e-mail me a
picture of what you are seeing and the type of video card you are using.
I can't duplicate this or the low-res textures in Hammer problem people
are reporting.

-Thanks,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Thursday, November 08, 2007 7:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update 11/08

Awesome, hopefully you can fix Texture Shaded View soon the full bright
is kinda burning my eyes D:

Mike Durand wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi All-



 Just wanted to let you know that a release is going out tonight that
 addresses a few of the issues people have been reporting.



 1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
 maps.

 2.   Added missing models and textures for Hammer and Model
Viewer.
 This addresses two crashes.

 3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer
and
 Model Viewer.

 4.   Changed the game configuration logic such that only Orange
Box
 games are available in the active games list when the SDK is set to
use
 Orange Box tools. Only pre-Orange Box games are available when the SDK
 is set to use the Ep1 tools.

 5.   Hammer lighting preview modes are temporarily disabled until
 compatibility and performance issues can be addressed.



 I'll try to get another update out tomorrow to fix more bugs.



 -Mike





 --

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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Jake Breen

It works fine in older versions of hammer, but in OB version it doesn't
work at all, it's just unshaded view.

Here's a shot from hammer:
http://oxihosting.com/files/100/hammershot.jpg

That's set to Shaded Texture View, although as you can see it looks the
same as unshaded. Also all cubemaps on textures have an mask of the
error texture (As you can see from the cobble stone.)

I'm using a Geforce 6200 512mb and I'm not getting low res textures in
hammer strangely enough. Maybe you should check the file that auto sets
the texture res, or maybe allow users to set the model/texture detail.


Mike Durand wrote:

But this works fine in the older tools, right? Can you e-mail me a
picture of what you are seeing and the type of video card you are using.
I can't duplicate this or the low-res textures in Hammer problem people
are reporting.

-Thanks,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Thursday, November 08, 2007 7:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update 11/08

Awesome, hopefully you can fix Texture Shaded View soon the full bright
is kinda burning my eyes D:

Mike Durand wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-



Just wanted to let you know that a release is going out tonight that
addresses a few of the issues people have been reporting.



1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
maps.

2.   Added missing models and textures for Hammer and Model


Viewer.


This addresses two crashes.

3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer


and


Model Viewer.

4.   Changed the game configuration logic such that only Orange


Box


games are available in the active games list when the SDK is set to


use


Orange Box tools. Only pre-Orange Box games are available when the SDK
is set to use the Ep1 tools.

5.   Hammer lighting preview modes are temporarily disabled until
compatibility and performance issues can be addressed.



I'll try to get another update out tomorrow to fix more bugs.



-Mike





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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Tony omega Sergi
Again..
quote:

Chris Green to hlcoders
Its the same lightmapped generic has preview modes disabled bug as
with the lighting preview.
:
end quote

On Nov 8, 2007 10:46 PM, Jake Breen [EMAIL PROTECTED] wrote:
 It works fine in older versions of hammer, but in OB version it doesn't
 work at all, it's just unshaded view.

 Here's a shot from hammer:
 http://oxihosting.com/files/100/hammershot.jpg

 That's set to Shaded Texture View, although as you can see it looks the
 same as unshaded. Also all cubemaps on textures have an mask of the
 error texture (As you can see from the cobble stone.)

 I'm using a Geforce 6200 512mb and I'm not getting low res textures in
 hammer strangely enough. Maybe you should check the file that auto sets
 the texture res, or maybe allow users to set the model/texture detail.



 Mike Durand wrote:
  But this works fine in the older tools, right? Can you e-mail me a
  picture of what you are seeing and the type of video card you are using.
  I can't duplicate this or the low-res textures in Hammer problem people
  are reporting.
 
  -Thanks,
   Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
  Sent: Thursday, November 08, 2007 7:35 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update 11/08
 
  Awesome, hopefully you can fix Texture Shaded View soon the full bright
  is kinda burning my eyes D:
 
  Mike Durand wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hi All-
 
 
 
  Just wanted to let you know that a release is going out tonight that
  addresses a few of the issues people have been reporting.
 
 
 
  1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
  maps.
 
  2.   Added missing models and textures for Hammer and Model
 
  Viewer.
 
  This addresses two crashes.
 
  3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer
 
  and
 
  Model Viewer.
 
  4.   Changed the game configuration logic such that only Orange
 
  Box
 
  games are available in the active games list when the SDK is set to
 
  use
 
  Orange Box tools. Only pre-Orange Box games are available when the SDK
  is set to use the Ep1 tools.
 
  5.   Hammer lighting preview modes are temporarily disabled until
  compatibility and performance issues can be addressed.
 
 
 
  I'll try to get another update out tomorrow to fix more bugs.
 
 
 
  -Mike
 
 
 
 
 
  --
 
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  please visit:
 
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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Jake Breen

I'm not using Lighting Preview tool, that's not even selectable anymore
(Since it's disabled) I'm trying to use Shaded Textured Polygon View. It
should work, works in Ep1 Hammer.

Tony omega Sergi wrote:

Again..
quote:

Chris Green to hlcoders
Its the same lightmapped generic has preview modes disabled bug as
with the lighting preview.
:
end quote

On Nov 8, 2007 10:46 PM, Jake Breen [EMAIL PROTECTED] wrote:


It works fine in older versions of hammer, but in OB version it doesn't
work at all, it's just unshaded view.

Here's a shot from hammer:
http://oxihosting.com/files/100/hammershot.jpg

That's set to Shaded Texture View, although as you can see it looks the
same as unshaded. Also all cubemaps on textures have an mask of the
error texture (As you can see from the cobble stone.)

I'm using a Geforce 6200 512mb and I'm not getting low res textures in
hammer strangely enough. Maybe you should check the file that auto sets
the texture res, or maybe allow users to set the model/texture detail.



Mike Durand wrote:


But this works fine in the older tools, right? Can you e-mail me a
picture of what you are seeing and the type of video card you are using.
I can't duplicate this or the low-res textures in Hammer problem people
are reporting.

-Thanks,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Thursday, November 08, 2007 7:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update 11/08

Awesome, hopefully you can fix Texture Shaded View soon the full bright
is kinda burning my eyes D:

Mike Durand wrote:



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-



Just wanted to let you know that a release is going out tonight that
addresses a few of the issues people have been reporting.



1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
maps.

2.   Added missing models and textures for Hammer and Model



Viewer.



This addresses two crashes.

3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer



and



Model Viewer.

4.   Changed the game configuration logic such that only Orange



Box



games are available in the active games list when the SDK is set to



use



Orange Box tools. Only pre-Orange Box games are available when the SDK
is set to use the Ep1 tools.

5.   Hammer lighting preview modes are temporarily disabled until
compatibility and performance issues can be addressed.



I'll try to get another update out tomorrow to fix more bugs.



-Mike





--

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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Tony omega Sergi
and like he said in the other thread, the shaded view doesn't work either.


On Nov 8, 2007 11:02 PM, Jake Breen [EMAIL PROTECTED] wrote:
 I'm not using Lighting Preview tool, that's not even selectable anymore
 (Since it's disabled) I'm trying to use Shaded Textured Polygon View. It
 should work, works in Ep1 Hammer.


 Tony omega Sergi wrote:
  Again..
  quote:
 
  Chris Green to hlcoders
  Its the same lightmapped generic has preview modes disabled bug as
  with the lighting preview.
  :
  end quote
 
  On Nov 8, 2007 10:46 PM, Jake Breen [EMAIL PROTECTED] wrote:
 
  It works fine in older versions of hammer, but in OB version it doesn't
  work at all, it's just unshaded view.
 
  Here's a shot from hammer:
  http://oxihosting.com/files/100/hammershot.jpg
 
  That's set to Shaded Texture View, although as you can see it looks the
  same as unshaded. Also all cubemaps on textures have an mask of the
  error texture (As you can see from the cobble stone.)
 
  I'm using a Geforce 6200 512mb and I'm not getting low res textures in
  hammer strangely enough. Maybe you should check the file that auto sets
  the texture res, or maybe allow users to set the model/texture detail.
 
 
 
  Mike Durand wrote:
 
  But this works fine in the older tools, right? Can you e-mail me a
  picture of what you are seeing and the type of video card you are using.
  I can't duplicate this or the low-res textures in Hammer problem people
  are reporting.
 
  -Thanks,
   Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
  Sent: Thursday, November 08, 2007 7:35 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update 11/08
 
  Awesome, hopefully you can fix Texture Shaded View soon the full bright
  is kinda burning my eyes D:
 
  Mike Durand wrote:
 
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hi All-
 
 
 
  Just wanted to let you know that a release is going out tonight that
  addresses a few of the issues people have been reporting.
 
 
 
  1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
  maps.
 
  2.   Added missing models and textures for Hammer and Model
 
 
  Viewer.
 
 
  This addresses two crashes.
 
  3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer
 
 
  and
 
 
  Model Viewer.
 
  4.   Changed the game configuration logic such that only Orange
 
 
  Box
 
 
  games are available in the active games list when the SDK is set to
 
 
  use
 
 
  Orange Box tools. Only pre-Orange Box games are available when the SDK
  is set to use the Ep1 tools.
 
  5.   Hammer lighting preview modes are temporarily disabled until
  compatibility and performance issues can be addressed.
 
 
 
  I'll try to get another update out tomorrow to fix more bugs.
 
 
 
  -Mike
 
 
 
 
 
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 
 
  please visit:
 
 
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
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  please visit:
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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Jake Breen

Ah, the quote you showed me sounded like he just meant the new lighting
preview tool.

Tony omega Sergi wrote:

and like he said in the other thread, the shaded view doesn't work either.


On Nov 8, 2007 11:02 PM, Jake Breen [EMAIL PROTECTED] wrote:


I'm not using Lighting Preview tool, that's not even selectable anymore
(Since it's disabled) I'm trying to use Shaded Textured Polygon View. It
should work, works in Ep1 Hammer.


Tony omega Sergi wrote:


Again..
quote:

Chris Green to hlcoders
Its the same lightmapped generic has preview modes disabled bug as
with the lighting preview.
:
end quote

On Nov 8, 2007 10:46 PM, Jake Breen [EMAIL PROTECTED] wrote:



It works fine in older versions of hammer, but in OB version it doesn't
work at all, it's just unshaded view.

Here's a shot from hammer:
http://oxihosting.com/files/100/hammershot.jpg

That's set to Shaded Texture View, although as you can see it looks the
same as unshaded. Also all cubemaps on textures have an mask of the
error texture (As you can see from the cobble stone.)

I'm using a Geforce 6200 512mb and I'm not getting low res textures in
hammer strangely enough. Maybe you should check the file that auto sets
the texture res, or maybe allow users to set the model/texture detail.



Mike Durand wrote:



But this works fine in the older tools, right? Can you e-mail me a
picture of what you are seeing and the type of video card you are using.
I can't duplicate this or the low-res textures in Hammer problem people
are reporting.

-Thanks,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Thursday, November 08, 2007 7:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update 11/08

Awesome, hopefully you can fix Texture Shaded View soon the full bright
is kinda burning my eyes D:

Mike Durand wrote:




This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-



Just wanted to let you know that a release is going out tonight that
addresses a few of the issues people have been reporting.



1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
maps.

2.   Added missing models and textures for Hammer and Model




Viewer.




This addresses two crashes.

3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer




and




Model Viewer.

4.   Changed the game configuration logic such that only Orange




Box




games are available in the active games list when the SDK is set to




use




Orange Box tools. Only pre-Orange Box games are available when the SDK
is set to use the Ep1 tools.

5.   Hammer lighting preview modes are temporarily disabled until
compatibility and performance issues can be addressed.



I'll try to get another update out tomorrow to fix more bugs.



-Mike





--

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To unsubscribe, edit your list preferences, or view the list archives,




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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Ryan Sheffer
Here is a screenshot of a couple sprites in hammer, notice how you can
hardly read them now?
http://www.obsidianconflict.com/skidzimages/spritequality.jpg

Also, 3D Shaded Preview only works on models but not brushes. The same
thing for the 3D lighting preview. The two problems possibly related?

I have a 7800GTX.

On Nov 8, 2007 7:40 PM, Mike Durand [EMAIL PROTECTED] wrote:
 But this works fine in the older tools, right? Can you e-mail me a
 picture of what you are seeing and the type of video card you are using.
 I can't duplicate this or the low-res textures in Hammer problem people
 are reporting.

 -Thanks,
  Mike


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
 Sent: Thursday, November 08, 2007 7:35 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update 11/08

 Awesome, hopefully you can fix Texture Shaded View soon the full bright
 is kinda burning my eyes D:

 Mike Durand wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hi All-
 
 
 
  Just wanted to let you know that a release is going out tonight that
  addresses a few of the issues people have been reporting.
 
 
 
  1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
  maps.
 
  2.   Added missing models and textures for Hammer and Model
 Viewer.
  This addresses two crashes.
 
  3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer
 and
  Model Viewer.
 
  4.   Changed the game configuration logic such that only Orange
 Box
  games are available in the active games list when the SDK is set to
 use
  Orange Box tools. Only pre-Orange Box games are available when the SDK
  is set to use the Ep1 tools.
 
  5.   Hammer lighting preview modes are temporarily disabled until
  compatibility and performance issues can be addressed.
 
 
 
  I'll try to get another update out tomorrow to fix more bugs.
 
 
 
  -Mike
 
 
 
 
 
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 


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Re: [hlcoders] SDK Update 11/08

2007-11-08 Thread Tony omega Sergi
yes, because models are vertexlitgeneric, the world is lightmappedgeneric.
the lightmappedgeneric shader is broken for lighting preview (including shaded)


On Nov 9, 2007 12:45 AM, Ryan Sheffer [EMAIL PROTECTED] wrote:
 Here is a screenshot of a couple sprites in hammer, notice how you can
 hardly read them now?
 http://www.obsidianconflict.com/skidzimages/spritequality.jpg

 Also, 3D Shaded Preview only works on models but not brushes. The same
 thing for the 3D lighting preview. The two problems possibly related?

 I have a 7800GTX.


 On Nov 8, 2007 7:40 PM, Mike Durand [EMAIL PROTECTED] wrote:
  But this works fine in the older tools, right? Can you e-mail me a
  picture of what you are seeing and the type of video card you are using.
  I can't duplicate this or the low-res textures in Hammer problem people
  are reporting.
 
  -Thanks,
   Mike
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
  Sent: Thursday, November 08, 2007 7:35 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update 11/08
 
  Awesome, hopefully you can fix Texture Shaded View soon the full bright
  is kinda burning my eyes D:
 
  Mike Durand wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   Hi All-
  
  
  
   Just wanted to let you know that a release is going out tonight that
   addresses a few of the issues people have been reporting.
  
  
  
   1.   Fixed problem with building cubemaps for TF2, Ep2, and Portal
   maps.
  
   2.   Added missing models and textures for Hammer and Model
  Viewer.
   This addresses two crashes.
  
   3.   Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer
  and
   Model Viewer.
  
   4.   Changed the game configuration logic such that only Orange
  Box
   games are available in the active games list when the SDK is set to
  use
   Orange Box tools. Only pre-Orange Box games are available when the SDK
   is set to use the Ep1 tools.
  
   5.   Hammer lighting preview modes are temporarily disabled until
   compatibility and performance issues can be addressed.
  
  
  
   I'll try to get another update out tomorrow to fix more bugs.
  
  
  
   -Mike
  
  
  
  
  
   --
  
   ___
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  please visit:
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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread John6000
--
[ Picked text/plain from multipart/alternative ]
As its all saying 'Episode 2' does this mean there isnt a multi player code
update too?

On Nov 7, 2007 12:56 PM, Tom Leighton [EMAIL PROTECTED] wrote:

 We aren't able to release this version of the SDK as a beta so I will try
 to act as quickly as possible to fix problems and put out an update.

 Now, is this the same reason why Garry Newman isnt putting garry's mod
 2007 beta on steam? Have steam managed to completely break the beta
 system? :P

 Good job Mike, look forward to making maps for TF2 / Portal, and when
 the code is released - even better :D


 Mike Durand wrote:
  Hi All-
 
  I wanted to let you all know that I have finished testing the SDK update
  and it will go live tomorrow morning. Thanks very much for your patience
  while I spent extra time testing it out.
 
  As I've said before the main purpose of this release is to get the
  updated content creation tools in the hands of the community. The next
  major release will include the client and server DLL code for Episode 2
  although there may be a couple of minor releases before to address any
  problems.
 
  Here are the interesting things to know about the release tomorrow:
 
  1. The new SDK contains tools for creating content compatible with both
  the Ep1 and Orange Box versions of the Source Engine.
  2. By default the SDK launcher will launch the Orange Box versions of
  Hammer, Face Poser, and Model Viewer.
  3. Adding '-engine ep1' to the launch options for the Source SDK tool
  will set the launcher to run the Ep1 versions of Hammer Face Poser, and
  Model Viewer
  4. There is a new directory structure underneath
  '%SteamInstallPath%\steamapps\username\sourcesdk'
 a. sourcesdk\bin - contains the binaries needed to run the SDK
  Launcher
 b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
  GameConfig.txt that is run when the Source SDK is in Ep1 mode
 c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
  the GameConfig.txt that is run when the Source SDK is in Orange Box
  mode
  5. There is a .vmf file for one of the shipping Portal maps in the
  'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
  map for Team Fortress 2 in a subsequent release.
  6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
  you should include '-nop4' on the command line to bypass our Perforce
  integration with these tools. I will eliminate this need in a subsequent
  release.
 
  We're launching the new SDK in the morning so that I can be available to
  make fixes as soon as you get your hands on the SDK. Once it goes live
  please feel free to e-mail me directly if you see any problems. We
  aren't able to release this version of the SDK as a beta so I will try
  to act as quickly as possible to fix problems and put out an update.
 
  -Mike Durand
   Valve
 
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 please visit:
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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Rumor has it, the update is released :-)!

/ProZak


On 07/11/2007, Mike Durand [EMAIL PROTECTED] wrote:

 We couldn't beta the SDK because we changed the structure of the SDK
 game cache significantly. So it wasn't that Steam imposed a limitation.
 Good news is that we should only need to go through this pain for this
 release.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
 Sent: Wednesday, November 07, 2007 4:57 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

 We aren't able to release this version of the SDK as a beta so I will
 try
 to act as quickly as possible to fix problems and put out an update.

 Now, is this the same reason why Garry Newman isnt putting garry's mod
 2007 beta on steam? Have steam managed to completely break the beta
 system? :P

 Good job Mike, look forward to making maps for TF2 / Portal, and when
 the code is released - even better :D


 Mike Durand wrote:
  Hi All-
 
  I wanted to let you all know that I have finished testing the SDK
 update
  and it will go live tomorrow morning. Thanks very much for your
 patience
  while I spent extra time testing it out.
 
  As I've said before the main purpose of this release is to get the
  updated content creation tools in the hands of the community. The next
  major release will include the client and server DLL code for Episode
 2
  although there may be a couple of minor releases before to address any
  problems.
 
  Here are the interesting things to know about the release tomorrow:
 
  1. The new SDK contains tools for creating content compatible with
 both
  the Ep1 and Orange Box versions of the Source Engine.
  2. By default the SDK launcher will launch the Orange Box versions of
  Hammer, Face Poser, and Model Viewer.
  3. Adding '-engine ep1' to the launch options for the Source SDK tool
  will set the launcher to run the Ep1 versions of Hammer Face Poser,
 and
  Model Viewer
  4. There is a new directory structure underneath
  '%SteamInstallPath%\steamapps\username\sourcesdk'
 a. sourcesdk\bin - contains the binaries needed to run the SDK
  Launcher
 b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
  GameConfig.txt that is run when the Source SDK is in Ep1 mode
 c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
  the GameConfig.txt that is run when the Source SDK is in Orange Box
  mode
  5. There is a .vmf file for one of the shipping Portal maps in the
  'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
 example
  map for Team Fortress 2 in a subsequent release.
  6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
  you should include '-nop4' on the command line to bypass our Perforce
  integration with these tools. I will eliminate this need in a
 subsequent
  release.
 
  We're launching the new SDK in the morning so that I can be available
 to
  make fixes as soon as you get your hands on the SDK. Once it goes live
  please feel free to e-mail me directly if you see any problems. We
  aren't able to release this version of the SDK as a beta so I will try
  to act as quickly as possible to fix problems and put out an update.
 
  -Mike Durand
   Valve
 
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 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 


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RE: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Mike Durand
Indeed. In fact it's so fresh and piping hot I am still working on the
detailed release notes.

Here are a couple of things to look out for right away.

1. The sourcesdk_content folder is not getting updated consistently so I
suggest renaming your 'sourcesdk' and 'sourcesdk_content' directories
before running the new SDK the first time. I will update the SDK
Launcher to get around this problem but this is the workaround for now.
2. '3D Lighting Preview' in Hammer works but you should avoid '3D
Ray-traced Lighting Preview'. Really bogs down your machine.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Wednesday, November 07, 2007 11:30 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

--
[ Picked text/plain from multipart/alternative ]
Rumor has it, the update is released :-)!

/ProZak


On 07/11/2007, Mike Durand [EMAIL PROTECTED] wrote:

 We couldn't beta the SDK because we changed the structure of the SDK
 game cache significantly. So it wasn't that Steam imposed a
limitation.
 Good news is that we should only need to go through this pain for this
 release.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom
Leighton
 Sent: Wednesday, November 07, 2007 4:57 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

 We aren't able to release this version of the SDK as a beta so I will
 try
 to act as quickly as possible to fix problems and put out an update.

 Now, is this the same reason why Garry Newman isnt putting garry's mod
 2007 beta on steam? Have steam managed to completely break the beta
 system? :P

 Good job Mike, look forward to making maps for TF2 / Portal, and when
 the code is released - even better :D


 Mike Durand wrote:
  Hi All-
 
  I wanted to let you all know that I have finished testing the SDK
 update
  and it will go live tomorrow morning. Thanks very much for your
 patience
  while I spent extra time testing it out.
 
  As I've said before the main purpose of this release is to get the
  updated content creation tools in the hands of the community. The
next
  major release will include the client and server DLL code for
Episode
 2
  although there may be a couple of minor releases before to address
any
  problems.
 
  Here are the interesting things to know about the release tomorrow:
 
  1. The new SDK contains tools for creating content compatible with
 both
  the Ep1 and Orange Box versions of the Source Engine.
  2. By default the SDK launcher will launch the Orange Box versions
of
  Hammer, Face Poser, and Model Viewer.
  3. Adding '-engine ep1' to the launch options for the Source SDK
tool
  will set the launcher to run the Ep1 versions of Hammer Face Poser,
 and
  Model Viewer
  4. There is a new directory structure underneath
  '%SteamInstallPath%\steamapps\username\sourcesdk'
 a. sourcesdk\bin - contains the binaries needed to run the SDK
  Launcher
 b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
  GameConfig.txt that is run when the Source SDK is in Ep1 mode
 c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools
and
  the GameConfig.txt that is run when the Source SDK is in Orange
Box
  mode
  5. There is a .vmf file for one of the shipping Portal maps in the
  'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
 example
  map for Team Fortress 2 in a subsequent release.
  6. When running the Orange Box versions of the 'studiomdl' and
'vtex'
  you should include '-nop4' on the command line to bypass our
Perforce
  integration with these tools. I will eliminate this need in a
 subsequent
  release.
 
  We're launching the new SDK in the morning so that I can be
available
 to
  make fixes as soon as you get your hands on the SDK. Once it goes
live
  please feel free to e-mail me directly if you see any problems. We
  aren't able to release this version of the SDK as a beta so I will
try
  to act as quickly as possible to fix problems and put out an update.
 
  -Mike Durand
   Valve
 
  ___
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archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 


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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
3D Lighting preview does not work for me. This is with 1 light in a single
room.

On 11/7/07, Mike Durand [EMAIL PROTECTED] wrote:

 Indeed. In fact it's so fresh and piping hot I am still working on the
 detailed release notes.

 Here are a couple of things to look out for right away.

 1. The sourcesdk_content folder is not getting updated consistently so I
 suggest renaming your 'sourcesdk' and 'sourcesdk_content' directories
 before running the new SDK the first time. I will update the SDK
 Launcher to get around this problem but this is the workaround for now.
 2. '3D Lighting Preview' in Hammer works but you should avoid '3D
 Ray-traced Lighting Preview'. Really bogs down your machine.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
 Kammersgaard
 Sent: Wednesday, November 07, 2007 11:30 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

 --
 [ Picked text/plain from multipart/alternative ]
 Rumor has it, the update is released :-)!

 /ProZak


 On 07/11/2007, Mike Durand [EMAIL PROTECTED] wrote:
 
  We couldn't beta the SDK because we changed the structure of the SDK
  game cache significantly. So it wasn't that Steam imposed a
 limitation.
  Good news is that we should only need to go through this pain for this
  release.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tom
 Leighton
  Sent: Wednesday, November 07, 2007 4:57 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
 
  We aren't able to release this version of the SDK as a beta so I will
  try
  to act as quickly as possible to fix problems and put out an update.
 
  Now, is this the same reason why Garry Newman isnt putting garry's mod
  2007 beta on steam? Have steam managed to completely break the beta
  system? :P
 
  Good job Mike, look forward to making maps for TF2 / Portal, and when
  the code is released - even better :D
 
 
  Mike Durand wrote:
   Hi All-
  
   I wanted to let you all know that I have finished testing the SDK
  update
   and it will go live tomorrow morning. Thanks very much for your
  patience
   while I spent extra time testing it out.
  
   As I've said before the main purpose of this release is to get the
   updated content creation tools in the hands of the community. The
 next
   major release will include the client and server DLL code for
 Episode
  2
   although there may be a couple of minor releases before to address
 any
   problems.
  
   Here are the interesting things to know about the release tomorrow:
  
   1. The new SDK contains tools for creating content compatible with
  both
   the Ep1 and Orange Box versions of the Source Engine.
   2. By default the SDK launcher will launch the Orange Box versions
 of
   Hammer, Face Poser, and Model Viewer.
   3. Adding '-engine ep1' to the launch options for the Source SDK
 tool
   will set the launcher to run the Ep1 versions of Hammer Face Poser,
  and
   Model Viewer
   4. There is a new directory structure underneath
   '%SteamInstallPath%\steamapps\username\sourcesdk'
  a. sourcesdk\bin - contains the binaries needed to run the SDK
   Launcher
  b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
   GameConfig.txt that is run when the Source SDK is in Ep1 mode
  c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools
 and
   the GameConfig.txt that is run when the Source SDK is in Orange
 Box
   mode
   5. There is a .vmf file for one of the shipping Portal maps in the
   'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
  example
   map for Team Fortress 2 in a subsequent release.
   6. When running the Orange Box versions of the 'studiomdl' and
 'vtex'
   you should include '-nop4' on the command line to bypass our
 Perforce
   integration with these tools. I will eliminate this need in a
  subsequent
   release.
  
   We're launching the new SDK in the morning so that I can be
 available
  to
   make fixes as soon as you get your hands on the SDK. Once it goes
 live
   please feel free to e-mail me directly if you see any problems. We
   aren't able to release this version of the SDK as a beta so I will
 try
   to act as quickly as possible to fix problems and put out an update.
  
   -Mike Durand
Valve
  
   ___
   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
 
 
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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Trying to load a model(Pressing load model) with the EP2 config crashes HLMV
with an memory referenced error. Tried TF2 and it seems to work fine.

On 11/7/07, Benjamin Davison [EMAIL PROTECTED] wrote:

 3D Lighting preview does not work for me. This is with 1 light in a single
 room.

 On 11/7/07, Mike Durand  [EMAIL PROTECTED] wrote:
 
  Indeed. In fact it's so fresh and piping hot I am still working on the
  detailed release notes.
 
  Here are a couple of things to look out for right away.
 
  1. The sourcesdk_content folder is not getting updated consistently so I
  suggest renaming your 'sourcesdk' and 'sourcesdk_content' directories
  before running the new SDK the first time. I will update the SDK
  Launcher to get around this problem but this is the workaround for now.
  2. '3D Lighting Preview' in Hammer works but you should avoid '3D
  Ray-traced Lighting Preview'. Really bogs down your machine.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto: [EMAIL PROTECTED] On Behalf Of Tobias
  Kammersgaard
  Sent: Wednesday, November 07, 2007 11:30 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
 
  --
  [ Picked text/plain from multipart/alternative ]
  Rumor has it, the update is released :-)!
 
  /ProZak
 
 
  On 07/11/2007, Mike Durand [EMAIL PROTECTED] wrote:
  
   We couldn't beta the SDK because we changed the structure of the SDK
   game cache significantly. So it wasn't that Steam imposed a
  limitation.
   Good news is that we should only need to go through this pain for this
   release.
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Tom
  Leighton
   Sent: Wednesday, November 07, 2007 4:57 AM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
  
   We aren't able to release this version of the SDK as a beta so I will
   try
   to act as quickly as possible to fix problems and put out an update.
  
   Now, is this the same reason why Garry Newman isnt putting garry's mod
   2007 beta on steam? Have steam managed to completely break the beta
   system? :P
  
   Good job Mike, look forward to making maps for TF2 / Portal, and when
   the code is released - even better :D
  
  
   Mike Durand wrote:
Hi All-
   
I wanted to let you all know that I have finished testing the SDK
   update
and it will go live tomorrow morning. Thanks very much for your
   patience
while I spent extra time testing it out.
   
As I've said before the main purpose of this release is to get the
updated content creation tools in the hands of the community. The
  next
major release will include the client and server DLL code for
  Episode
   2
although there may be a couple of minor releases before to address
  any
problems.
   
Here are the interesting things to know about the release tomorrow:
   
1. The new SDK contains tools for creating content compatible with
   both
the Ep1 and Orange Box versions of the Source Engine.
2. By default the SDK launcher will launch the Orange Box versions
  of
Hammer, Face Poser, and Model Viewer.
3. Adding '-engine ep1' to the launch options for the Source SDK
  tool
will set the launcher to run the Ep1 versions of Hammer Face Poser,
   and
Model Viewer
4. There is a new directory structure underneath
'%SteamInstallPath%\steamapps\username\sourcesdk'
   a. sourcesdk\bin - contains the binaries needed to run the SDK
Launcher
   b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
GameConfig.txt that is run when the Source SDK is in Ep1 mode
   c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools
  and
the GameConfig.txt that is run when the Source SDK is in Orange
  Box
mode
5. There is a .vmf file for one of the shipping Portal maps in the
'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
   example
map for Team Fortress 2 in a subsequent release.
6. When running the Orange Box versions of the 'studiomdl' and
  'vtex'
you should include '-nop4' on the command line to bypass our
  Perforce
integration with these tools. I will eliminate this need in a
   subsequent
release.
   
We're launching the new SDK in the morning so that I can be
  available
   to
make fixes as soon as you get your hands on the SDK. Once it goes
  live
please feel free to e-mail me directly if you see any problems. We
aren't able to release this version of the SDK as a beta so I will
  try
to act as quickly as possible to fix problems and put out an update.
   
-Mike Durand
 Valve
   
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  archives,
   please visit:
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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Ratman2000
Hello,

thats update is from 2006...
September 14, 2006, 9:00 am - Jason Ruymen

With friendly Reguards

Ratman2000

- Original Message -
From: Kevin Ottalini [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 07, 2007 8:56 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning


 Source SDK Update Released
 September 14, 2006, 9:00 am - Jason Ruymen

 Updates to the Source SDK have been released.
 The updates will be applied automatically when your Steam client is
 restarted.

 The specific changes include:

 Source SDK
 SDK shaders have been revamped
 Linux Dedicated Server Build now properly builds and links
 'vbspinfo.exe' and 'splitskybox.exe' have been added to SDK
 'mathlib' source code has been added to the Source SDK
 Procedural materials now working


 ___
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please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Tom Leighton

The next
major release will include the client and server DLL code for Episode 2
although there may be a couple of minor releases before to address any
problems.

They are updating CSS and HL2MP to EP2 engine, so we might be lucky and get new 
HL2MP code for the new engine also :D



John6000 wrote:

--
[ Picked text/plain from multipart/alternative ]
As its all saying 'Episode 2' does this mean there isnt a multi player code
update too?

On Nov 7, 2007 12:56 PM, Tom Leighton [EMAIL PROTECTED] wrote:



We aren't able to release this version of the SDK as a beta so I will try
to act as quickly as possible to fix problems and put out an update.

Now, is this the same reason why Garry Newman isnt putting garry's mod
2007 beta on steam? Have steam managed to completely break the beta
system? :P

Good job Mike, look forward to making maps for TF2 / Portal, and when
the code is released - even better :D


Mike Durand wrote:


Hi All-

I wanted to let you all know that I have finished testing the SDK update
and it will go live tomorrow morning. Thanks very much for your patience
while I spent extra time testing it out.

As I've said before the main purpose of this release is to get the
updated content creation tools in the hands of the community. The next
major release will include the client and server DLL code for Episode 2
although there may be a couple of minor releases before to address any
problems.

Here are the interesting things to know about the release tomorrow:

1. The new SDK contains tools for creating content compatible with both
the Ep1 and Orange Box versions of the Source Engine.
2. By default the SDK launcher will launch the Orange Box versions of
Hammer, Face Poser, and Model Viewer.
3. Adding '-engine ep1' to the launch options for the Source SDK tool
will set the launcher to run the Ep1 versions of Hammer Face Poser, and
Model Viewer
4. There is a new directory structure underneath
'%SteamInstallPath%\steamapps\username\sourcesdk'
   a. sourcesdk\bin - contains the binaries needed to run the SDK
Launcher
   b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
GameConfig.txt that is run when the Source SDK is in Ep1 mode
   c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
the GameConfig.txt that is run when the Source SDK is in Orange Box
mode
5. There is a .vmf file for one of the shipping Portal maps in the
'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
map for Team Fortress 2 in a subsequent release.
6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
you should include '-nop4' on the command line to bypass our Perforce
integration with these tools. I will eliminate this need in a subsequent
release.

We're launching the new SDK in the morning so that I can be available to
make fixes as soon as you get your hands on the SDK. Once it goes live
please feel free to e-mail me directly if you see any problems. We
aren't able to release this version of the SDK as a beta so I will try
to act as quickly as possible to fix problems and put out an update.

-Mike Durand
 Valve

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please visit:


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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Kevin Ottalini

doh! I went to news and that was what I got ... NM!


- Original Message -
From: Ratman2000
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 07, 2007 12:06 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning



Hello,

thats update is from 2006...
September 14, 2006, 9:00 am - Jason Ruymen

With friendly Reguards

Ratman2000

- Original Message -
From: Kevin Ottalini
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 07, 2007 8:56 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning



Source SDK Update Released
September 14, 2006, 9:00 am - Jason Ruymen

Updates to the Source SDK have been released.
The updates will be applied automatically when your Steam client is
restarted.

The specific changes include:

Source SDK
SDK shaders have been revamped
Linux Dedicated Server Build now properly builds and links
'vbspinfo.exe' and 'splitskybox.exe' have been added to SDK
'mathlib' source code has been added to the Source SDK
Procedural materials now working




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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Ryan -------
Light preview turns the scene a washed out white and does nothing else.

Raytrace just crashes hammer.

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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Christopher Harris

It works for someone

not me fyi :( I get models visible through world brushes and when they are
they are light previewed with a matte texture and when I see them not from
behind a brush they are normal :P

http://xs221.xs.to/xs221/07453/lightprev.jpg
- Original Message -
From: Ryan --- [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 07, 2007 3:25 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning



Light preview turns the scene a washed out white and does nothing else.

Raytrace just crashes hammer.

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RE: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Mark Chandler
I think steam was never designed in housing two game engines at once and
since mike doesn't want to break ep1 sdk support he has to do it this way.

Mark

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Wednesday, November 07, 2007 9:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

We aren't able to release this version of the SDK as a beta so I will try
to act as quickly as possible to fix problems and put out an update.

Now, is this the same reason why Garry Newman isnt putting garry's mod
2007 beta on steam? Have steam managed to completely break the beta
system? :P

Good job Mike, look forward to making maps for TF2 / Portal, and when
the code is released - even better :D


Mike Durand wrote:
 Hi All-

 I wanted to let you all know that I have finished testing the SDK update
 and it will go live tomorrow morning. Thanks very much for your patience
 while I spent extra time testing it out.

 As I've said before the main purpose of this release is to get the
 updated content creation tools in the hands of the community. The next
 major release will include the client and server DLL code for Episode 2
 although there may be a couple of minor releases before to address any
 problems.

 Here are the interesting things to know about the release tomorrow:

 1. The new SDK contains tools for creating content compatible with both
 the Ep1 and Orange Box versions of the Source Engine.
 2. By default the SDK launcher will launch the Orange Box versions of
 Hammer, Face Poser, and Model Viewer.
 3. Adding '-engine ep1' to the launch options for the Source SDK tool
 will set the launcher to run the Ep1 versions of Hammer Face Poser, and
 Model Viewer
 4. There is a new directory structure underneath
 '%SteamInstallPath%\steamapps\username\sourcesdk'
a. sourcesdk\bin - contains the binaries needed to run the SDK
 Launcher
b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
 GameConfig.txt that is run when the Source SDK is in Ep1 mode
c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
 the GameConfig.txt that is run when the Source SDK is in Orange Box
 mode
 5. There is a .vmf file for one of the shipping Portal maps in the
 'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
 map for Team Fortress 2 in a subsequent release.
 6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
 you should include '-nop4' on the command line to bypass our Perforce
 integration with these tools. I will eliminate this need in a subsequent
 release.

 We're launching the new SDK in the morning so that I can be available to
 make fixes as soon as you get your hands on the SDK. Once it goes live
 please feel free to e-mail me directly if you see any problems. We
 aren't able to release this version of the SDK as a beta so I will try
 to act as quickly as possible to fix problems and put out an update.

 -Mike Durand
  Valve

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





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8:05 PM


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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Tom Leighton

We aren't able to release this version of the SDK as a beta so I will try
to act as quickly as possible to fix problems and put out an update.

Now, is this the same reason why Garry Newman isnt putting garry's mod
2007 beta on steam? Have steam managed to completely break the beta
system? :P

Good job Mike, look forward to making maps for TF2 / Portal, and when
the code is released - even better :D


Mike Durand wrote:

Hi All-

I wanted to let you all know that I have finished testing the SDK update
and it will go live tomorrow morning. Thanks very much for your patience
while I spent extra time testing it out.

As I've said before the main purpose of this release is to get the
updated content creation tools in the hands of the community. The next
major release will include the client and server DLL code for Episode 2
although there may be a couple of minor releases before to address any
problems.

Here are the interesting things to know about the release tomorrow:

1. The new SDK contains tools for creating content compatible with both
the Ep1 and Orange Box versions of the Source Engine.
2. By default the SDK launcher will launch the Orange Box versions of
Hammer, Face Poser, and Model Viewer.
3. Adding '-engine ep1' to the launch options for the Source SDK tool
will set the launcher to run the Ep1 versions of Hammer Face Poser, and
Model Viewer
4. There is a new directory structure underneath
'%SteamInstallPath%\steamapps\username\sourcesdk'
   a. sourcesdk\bin - contains the binaries needed to run the SDK
Launcher
   b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
GameConfig.txt that is run when the Source SDK is in Ep1 mode
   c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
the GameConfig.txt that is run when the Source SDK is in Orange Box
mode
5. There is a .vmf file for one of the shipping Portal maps in the
'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
map for Team Fortress 2 in a subsequent release.
6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
you should include '-nop4' on the command line to bypass our Perforce
integration with these tools. I will eliminate this need in a subsequent
release.

We're launching the new SDK in the morning so that I can be available to
make fixes as soon as you get your hands on the SDK. Once it goes live
please feel free to e-mail me directly if you see any problems. We
aren't able to release this version of the SDK as a beta so I will try
to act as quickly as possible to fix problems and put out an update.

-Mike Durand
 Valve

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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Matt Stafford
Mike, what about the engine tools like the Particle editor, Material
editor etc? Will they be included with the Orange Box tools?

On Nov 7, 2007 1:28 PM, Mark Chandler [EMAIL PROTECTED] wrote:
 3 months :'(

 Hopefully this side of Christmas

 Mark



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: Wednesday, November 07, 2007 11:13 AM
 To: hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

 Thanks as always Mike! Us modders would be lost without you. I know
 this will probably annoy you to no end, but I was curious as to when
 the new DLL code would be released. Take your time, I know how
 difficult sorting out new and old code can be. Maybe 2-3 months?

 On Nov 6, 2007 7:44 PM, Mike Durand [EMAIL PROTECTED] wrote:
  Hi All-
 
  I wanted to let you all know that I have finished testing the SDK update
  and it will go live tomorrow morning. Thanks very much for your patience
  while I spent extra time testing it out.
 
  As I've said before the main purpose of this release is to get the
  updated content creation tools in the hands of the community. The next
  major release will include the client and server DLL code for Episode 2
  although there may be a couple of minor releases before to address any
  problems.
 
  Here are the interesting things to know about the release tomorrow:
 
  1. The new SDK contains tools for creating content compatible with both
  the Ep1 and Orange Box versions of the Source Engine.
  2. By default the SDK launcher will launch the Orange Box versions of
  Hammer, Face Poser, and Model Viewer.
  3. Adding '-engine ep1' to the launch options for the Source SDK tool
  will set the launcher to run the Ep1 versions of Hammer Face Poser, and
  Model Viewer
  4. There is a new directory structure underneath
  '%SteamInstallPath%\steamapps\username\sourcesdk'
 a. sourcesdk\bin - contains the binaries needed to run the SDK
  Launcher
 b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
  GameConfig.txt that is run when the Source SDK is in Ep1 mode
 c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
  the GameConfig.txt that is run when the Source SDK is in Orange Box
  mode
  5. There is a .vmf file for one of the shipping Portal maps in the
  'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
  map for Team Fortress 2 in a subsequent release.
  6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
  you should include '-nop4' on the command line to bypass our Perforce
  integration with these tools. I will eliminate this need in a subsequent
  release.
 
  We're launching the new SDK in the morning so that I can be available to
  make fixes as soon as you get your hands on the SDK. Once it goes live
  please feel free to e-mail me directly if you see any problems. We
  aren't able to release this version of the SDK as a beta so I will try
  to act as quickly as possible to fix problems and put out an update.
 
  -Mike Durand
   Valve
 
  ___
  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



 --
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.503 / Virus Database: 269.15.23/1114 - Release Date: 11/6/2007
 8:05 PM


 ___

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





--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com

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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Nick
Those would be great if we could get the particle editor and material
editor. But I am sure valve is going to be greedy and insist on making
people buy them.

On Nov 6, 2007 8:35 PM, Matt Stafford [EMAIL PROTECTED] wrote:
 Mike, what about the engine tools like the Particle editor, Material
 editor etc? Will they be included with the Orange Box tools?


 On Nov 7, 2007 1:28 PM, Mark Chandler [EMAIL PROTECTED] wrote:
  3 months :'(
 
  Hopefully this side of Christmas
 
  Mark
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nick
  Sent: Wednesday, November 07, 2007 11:13 AM
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
 
  Thanks as always Mike! Us modders would be lost without you. I know
  this will probably annoy you to no end, but I was curious as to when
  the new DLL code would be released. Take your time, I know how
  difficult sorting out new and old code can be. Maybe 2-3 months?
 
  On Nov 6, 2007 7:44 PM, Mike Durand [EMAIL PROTECTED] wrote:
   Hi All-
  
   I wanted to let you all know that I have finished testing the SDK update
   and it will go live tomorrow morning. Thanks very much for your patience
   while I spent extra time testing it out.
  
   As I've said before the main purpose of this release is to get the
   updated content creation tools in the hands of the community. The next
   major release will include the client and server DLL code for Episode 2
   although there may be a couple of minor releases before to address any
   problems.
  
   Here are the interesting things to know about the release tomorrow:
  
   1. The new SDK contains tools for creating content compatible with both
   the Ep1 and Orange Box versions of the Source Engine.
   2. By default the SDK launcher will launch the Orange Box versions of
   Hammer, Face Poser, and Model Viewer.
   3. Adding '-engine ep1' to the launch options for the Source SDK tool
   will set the launcher to run the Ep1 versions of Hammer Face Poser, and
   Model Viewer
   4. There is a new directory structure underneath
   '%SteamInstallPath%\steamapps\username\sourcesdk'
  a. sourcesdk\bin - contains the binaries needed to run the SDK
   Launcher
  b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
   GameConfig.txt that is run when the Source SDK is in Ep1 mode
  c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
   the GameConfig.txt that is run when the Source SDK is in Orange Box
   mode
   5. There is a .vmf file for one of the shipping Portal maps in the
   'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
   map for Team Fortress 2 in a subsequent release.
   6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
   you should include '-nop4' on the command line to bypass our Perforce
   integration with these tools. I will eliminate this need in a subsequent
   release.
  
   We're launching the new SDK in the morning so that I can be available to
   make fixes as soon as you get your hands on the SDK. Once it goes live
   please feel free to e-mail me directly if you see any problems. We
   aren't able to release this version of the SDK as a beta so I will try
   to act as quickly as possible to fix problems and put out an update.
  
   -Mike Durand
Valve
  
   ___
   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
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.503 / Virus Database: 269.15.23/1114 - Release Date: 11/6/2007
  8:05 PM
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 



 --
 Matt Stafford (Wraiyth)
 http://www.wraiyth.com
 NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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RE: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Frost bite
--
[ Picked text/plain from multipart/alternative ]


 1. The new SDK contains tools for creating content compatible with both
 the Ep1 and Orange Box versions of the Source Engine.
Does that mean we'll be getting more SDK programs like some kind of particle 
creation tool or something? Or does it just mean they'll be updated for both 
ep1 and ob.

 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] SDK Update Available Tomorrow Morning
 Date: Tue, 6 Nov 2007 17:44:47 -0800

 Hi All-

 I wanted to let you all know that I have finished testing the SDK update
 and it will go live tomorrow morning. Thanks very much for your patience
 while I spent extra time testing it out.

 As I've said before the main purpose of this release is to get the
 updated content creation tools in the hands of the community. The next
 major release will include the client and server DLL code for Episode 2
 although there may be a couple of minor releases before to address any
 problems.

 Here are the interesting things to know about the release tomorrow:

 1. The new SDK contains tools for creating content compatible with both
 the Ep1 and Orange Box versions of the Source Engine.
 2. By default the SDK launcher will launch the Orange Box versions of
 Hammer, Face Poser, and Model Viewer.
 3. Adding '-engine ep1' to the launch options for the Source SDK tool
 will set the launcher to run the Ep1 versions of Hammer Face Poser, and
 Model Viewer
 4. There is a new directory structure underneath
 '%SteamInstallPath%\steamapps\username\sourcesdk'
a. sourcesdk\bin - contains the binaries needed to run the SDK
 Launcher
b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
 GameConfig.txt that is run when the Source SDK is in Ep1 mode
c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
 the GameConfig.txt that is run when the Source SDK is in Orange Box
 mode
 5. There is a .vmf file for one of the shipping Portal maps in the
 'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
 map for Team Fortress 2 in a subsequent release.
 6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
 you should include '-nop4' on the command line to bypass our Perforce
 integration with these tools. I will eliminate this need in a subsequent
 release.

 We're launching the new SDK in the morning so that I can be available to
 make fixes as soon as you get your hands on the SDK. Once it goes live
 please feel free to e-mail me directly if you see any problems. We
 aren't able to release this version of the SDK as a beta so I will try
 to act as quickly as possible to fix problems and put out an update.

 -Mike Durand
  Valve

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


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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Tony omega Sergi
--
[ Picked text/plain from multipart/alternative ]
they better be, or the new particle system will be useless
heh


On 11/6/07, Matt Stafford [EMAIL PROTECTED] wrote:

 Mike, what about the engine tools like the Particle editor, Material
 editor etc? Will they be included with the Orange Box tools?

 On Nov 7, 2007 1:28 PM, Mark Chandler [EMAIL PROTECTED] wrote:
  3 months :'(
 
  Hopefully this side of Christmas
 
  Mark
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nick
  Sent: Wednesday, November 07, 2007 11:13 AM
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
 
  Thanks as always Mike! Us modders would be lost without you. I know
  this will probably annoy you to no end, but I was curious as to when
  the new DLL code would be released. Take your time, I know how
  difficult sorting out new and old code can be. Maybe 2-3 months?
 
  On Nov 6, 2007 7:44 PM, Mike Durand [EMAIL PROTECTED] wrote:
   Hi All-
  
   I wanted to let you all know that I have finished testing the SDK
 update
   and it will go live tomorrow morning. Thanks very much for your
 patience
   while I spent extra time testing it out.
  
   As I've said before the main purpose of this release is to get the
   updated content creation tools in the hands of the community. The next
   major release will include the client and server DLL code for Episode
 2
   although there may be a couple of minor releases before to address any
   problems.
  
   Here are the interesting things to know about the release tomorrow:
  
   1. The new SDK contains tools for creating content compatible with
 both
   the Ep1 and Orange Box versions of the Source Engine.
   2. By default the SDK launcher will launch the Orange Box versions of
   Hammer, Face Poser, and Model Viewer.
   3. Adding '-engine ep1' to the launch options for the Source SDK tool
   will set the launcher to run the Ep1 versions of Hammer Face Poser,
 and
   Model Viewer
   4. There is a new directory structure underneath
   '%SteamInstallPath%\steamapps\username\sourcesdk'
  a. sourcesdk\bin - contains the binaries needed to run the SDK
   Launcher
  b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
   GameConfig.txt that is run when the Source SDK is in Ep1 mode
  c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
   the GameConfig.txt that is run when the Source SDK is in Orange Box
   mode
   5. There is a .vmf file for one of the shipping Portal maps in the
   'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
 example
   map for Team Fortress 2 in a subsequent release.
   6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
   you should include '-nop4' on the command line to bypass our Perforce
   integration with these tools. I will eliminate this need in a
 subsequent
   release.
  
   We're launching the new SDK in the morning so that I can be available
 to
   make fixes as soon as you get your hands on the SDK. Once it goes live
   please feel free to e-mail me directly if you see any problems. We
   aren't able to release this version of the SDK as a beta so I will try
   to act as quickly as possible to fix problems and put out an update.
  
   -Mike Durand
Valve
  
   ___
   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
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.503 / Virus Database: 269.15.23/1114 - Release Date:
 11/6/2007
  8:05 PM
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 



 --
 Matt Stafford (Wraiyth)
 http://www.wraiyth.com
 NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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--

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RE: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Mike Durand
The new particle system tool is not in this release. But it will be
included in a subsequent one.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Tuesday, November 06, 2007 7:18 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

--
[ Picked text/plain from multipart/alternative ]
they better be, or the new particle system will be useless
heh


On 11/6/07, Matt Stafford [EMAIL PROTECTED] wrote:

 Mike, what about the engine tools like the Particle editor, Material
 editor etc? Will they be included with the Orange Box tools?

 On Nov 7, 2007 1:28 PM, Mark Chandler [EMAIL PROTECTED] wrote:
  3 months :'(
 
  Hopefully this side of Christmas
 
  Mark
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nick
  Sent: Wednesday, November 07, 2007 11:13 AM
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
 
  Thanks as always Mike! Us modders would be lost without you. I know
  this will probably annoy you to no end, but I was curious as to when
  the new DLL code would be released. Take your time, I know how
  difficult sorting out new and old code can be. Maybe 2-3 months?
 
  On Nov 6, 2007 7:44 PM, Mike Durand [EMAIL PROTECTED]
wrote:
   Hi All-
  
   I wanted to let you all know that I have finished testing the SDK
 update
   and it will go live tomorrow morning. Thanks very much for your
 patience
   while I spent extra time testing it out.
  
   As I've said before the main purpose of this release is to get the
   updated content creation tools in the hands of the community. The
next
   major release will include the client and server DLL code for
Episode
 2
   although there may be a couple of minor releases before to address
any
   problems.
  
   Here are the interesting things to know about the release
tomorrow:
  
   1. The new SDK contains tools for creating content compatible with
 both
   the Ep1 and Orange Box versions of the Source Engine.
   2. By default the SDK launcher will launch the Orange Box versions
of
   Hammer, Face Poser, and Model Viewer.
   3. Adding '-engine ep1' to the launch options for the Source SDK
tool
   will set the launcher to run the Ep1 versions of Hammer Face
Poser,
 and
   Model Viewer
   4. There is a new directory structure underneath
   '%SteamInstallPath%\steamapps\username\sourcesdk'
  a. sourcesdk\bin - contains the binaries needed to run the SDK
   Launcher
  b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
   GameConfig.txt that is run when the Source SDK is in Ep1 mode
  c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools
and
   the GameConfig.txt that is run when the Source SDK is in Orange
Box
   mode
   5. There is a .vmf file for one of the shipping Portal maps in the
   'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
 example
   map for Team Fortress 2 in a subsequent release.
   6. When running the Orange Box versions of the 'studiomdl' and
'vtex'
   you should include '-nop4' on the command line to bypass our
Perforce
   integration with these tools. I will eliminate this need in a
 subsequent
   release.
  
   We're launching the new SDK in the morning so that I can be
available
 to
   make fixes as soon as you get your hands on the SDK. Once it goes
live
   please feel free to e-mail me directly if you see any problems. We
   aren't able to release this version of the SDK as a beta so I will
try
   to act as quickly as possible to fix problems and put out an
update.
  
   -Mike Durand
Valve
  
   ___
   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
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.503 / Virus Database: 269.15.23/1114 - Release Date:
 11/6/2007
  8:05 PM
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list
archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 



 --
 Matt Stafford (Wraiyth)
 http://www.wraiyth.com
 NightFall, a Half Life 2 Single Player Mod -
http://www.nightfallmod.com

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




--
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--

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RE: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Adam Maras (memzero)
Pardon my prodding, but do you have any idea of what the date of that
subsequent release would be?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Tuesday, November 06, 2007 9:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update Available Tomorrow Morning

The new particle system tool is not in this release. But it will be
included in a subsequent one.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Tuesday, November 06, 2007 7:18 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning

--
[ Picked text/plain from multipart/alternative ]
they better be, or the new particle system will be useless
heh


On 11/6/07, Matt Stafford [EMAIL PROTECTED] wrote:

 Mike, what about the engine tools like the Particle editor, Material
 editor etc? Will they be included with the Orange Box tools?

 On Nov 7, 2007 1:28 PM, Mark Chandler [EMAIL PROTECTED] wrote:
  3 months :'(
 
  Hopefully this side of Christmas
 
  Mark
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nick
  Sent: Wednesday, November 07, 2007 11:13 AM
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning
 
  Thanks as always Mike! Us modders would be lost without you. I know
  this will probably annoy you to no end, but I was curious as to when
  the new DLL code would be released. Take your time, I know how
  difficult sorting out new and old code can be. Maybe 2-3 months?
 
  On Nov 6, 2007 7:44 PM, Mike Durand [EMAIL PROTECTED]
wrote:
   Hi All-
  
   I wanted to let you all know that I have finished testing the SDK
 update
   and it will go live tomorrow morning. Thanks very much for your
 patience
   while I spent extra time testing it out.
  
   As I've said before the main purpose of this release is to get the
   updated content creation tools in the hands of the community. The
next
   major release will include the client and server DLL code for
Episode
 2
   although there may be a couple of minor releases before to address
any
   problems.
  
   Here are the interesting things to know about the release
tomorrow:
  
   1. The new SDK contains tools for creating content compatible with
 both
   the Ep1 and Orange Box versions of the Source Engine.
   2. By default the SDK launcher will launch the Orange Box versions
of
   Hammer, Face Poser, and Model Viewer.
   3. Adding '-engine ep1' to the launch options for the Source SDK
tool
   will set the launcher to run the Ep1 versions of Hammer Face
Poser,
 and
   Model Viewer
   4. There is a new directory structure underneath
   '%SteamInstallPath%\steamapps\username\sourcesdk'
  a. sourcesdk\bin - contains the binaries needed to run the SDK
   Launcher
  b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
   GameConfig.txt that is run when the Source SDK is in Ep1 mode
  c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools
and
   the GameConfig.txt that is run when the Source SDK is in Orange
Box
   mode
   5. There is a .vmf file for one of the shipping Portal maps in the
   'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an
 example
   map for Team Fortress 2 in a subsequent release.
   6. When running the Orange Box versions of the 'studiomdl' and
'vtex'
   you should include '-nop4' on the command line to bypass our
Perforce
   integration with these tools. I will eliminate this need in a
 subsequent
   release.
  
   We're launching the new SDK in the morning so that I can be
available
 to
   make fixes as soon as you get your hands on the SDK. Once it goes
live
   please feel free to e-mail me directly if you see any problems. We
   aren't able to release this version of the SDK as a beta so I will
try
   to act as quickly as possible to fix problems and put out an
update.
  
   -Mike Durand
Valve
  
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 http://www.wraiyth.com
 NightFall, a Half Life 2 Single Player Mod -
http://www.nightfallmod.com

Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Kevin Ottalini

lol poor Mike!

Give them time to see what problems we run into with this first release, I'm
certain that will define when any future releases will happen.


- Original Message -
From: Adam Maras (memzero)
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, November 06, 2007 8:02 PM
Subject: RE: [hlcoders] SDK Update Available Tomorrow Morning



Pardon my prodding, but do you have any idea of what the date of that
subsequent release would be?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Tuesday, November 06, 2007 9:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update Available Tomorrow Morning

The new particle system tool is not in this release. But it will be
included in a subsequent one.




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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Yeah, I thought that the release was gonna be End of October for the code
update, and if anything changed with that timeline, we'd be notified...

On 11/2/07, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hey Mike,

 I don't mean to be a pest, but we're into November now, is there a new
 estimated release time? Is there something in particular we're waiting on?

 Regards,

 Paul

 On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hi List-
 
  I'm shooting for an update that includes the updated tools this week or
  early next. After that I will work on an update that includes the new
 game
  DLL code and I am hoping that it will be available in beta by the end of
 the
  month.
 
  I'll let you guys know if I run into any problems that invalidate these
  timeframes.
 
  -Mike
 
 
  - Original Message -
  From: [EMAIL PROTECTED] 
  [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
  Sent: Sat Oct 13 11:27:05 2007
  Subject: Re: [hlcoders] SDK Update heads up?
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hey Mike,
 
  Any word when the big merge will be ready for us to try? Now that the
  Orange Box is out and we've played the games we're itching to get our
 mod
  code working with the new engine. Any chance it will be this month?
 
  Regards,
 
  Paul
 
  On 9/12/07, Mike Durand [EMAIL PROTECTED] wrote:
  
   Hi All-
  
   Once I do the big merge I will be able to provide a better preview
 of
   changes that you will be getting with the next SDK update. But for now
   here is the high-level list of new features and improvements in Orange
   Box games and the latest version of the Source Engine:
  
   Non-photo-realistic Rendering
   Cinematic Physics Simulations
   Utilization of Multi-core Processors
   Improved HDR
   Enhanced Particle System
   Human Skin Shader Improvements
   Enhanced Foliage Rendering
   New Motion Blur Effect
   Pixel Shader Model 3.0
   Enhanced Shadows
  
   Hopefully some of this stuff looks interesting to some of you. :)
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
   Sent: Monday, September 10, 2007 1:43 PM
   To: hlcoders
   Subject: [hlcoders] SDK Update heads up?
  
   --
   [ Picked text/plain from multipart/alternative ]
   There hasn't been much talk about what updates we'll be receiving to
 the
   SDK
   for Episode 2.   I was hoping you guys at Valve would enlighten us a
 bit
   on
   what to expect.  The only things I've heard are from the Ep 2 video
 that
   was
   shown, regarding the new technologies put in, like the cinematic
   physics,
   enhanced foliage rendering and better expansive outdoor rendering.
  
   It'd be great to have a heads up on what we'll be receiving.  It's not
   very
   fun to just throw us these new updates, and have us figure out whats
   new.
   Updates I'm hoping for is some enhancement with the Physics system to
   allow
   for better network predicting.  Shaders to allow multiple passes, or
   dynamically change a shader for one model without having to switch
 skins
   of
   the models, and an increase on the limit of 64 instructions for the
 .fxc
   shaders.
  
   I've also been trying to implement my own physics, however its a bit
   hard to
   do with the standard line and ray traces we have.  I know we won't be
   receiving SOLID_OBB or anything of that sorts, but this engine is
   suppose to
   be top of the line, and it is still using only AABB.
  
   I'm sure there is more things others have been hoping for, shedding
 some
   light on us would be much appreciated!
  
   Thanks.
   -Joel
   --
  
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--
Matt

Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
No, you aren't being a pest at all. It's a fair question since I've missed my 
forecast release schedule.

The complication that arose is that I need to include two copies of all of the 
tools in this release since it needs to support both the Ep1 and Orange Box 
versions of the engine. And making a beta of this SDK is not an option since we 
had to make some changes to the SDK Steam depot structure to support having two 
copies of the tools. So I'm spending a lot of time tweaking the directory 
structure to get both versions to run and I've had to tweak the tools 
themselves to coexist properly. Also, since we can't do a beta I am spending 
more time testing than I anticipated.

So bottom line is I'd rather have you guys moderately mad at me for being late 
than REALLY mad at me for breaking the existing SDK functionality. I have been 
working on the SDK release but it is simply taking longer than I had planned.

When the new SDK is ready you guys will be the first to know.

-Mike


- Original Message -
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
Sent: Thu Nov 01 21:29:09 2007
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
Hey Mike,

I don't mean to be a pest, but we're into November now, is there a new
estimated release time? Is there something in particular we're waiting on?

Regards,

Paul

On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi List-

 I'm shooting for an update that includes the updated tools this week or
 early next. After that I will work on an update that includes the new game
 DLL code and I am hoping that it will be available in beta by the end of the
 month.

 I'll let you guys know if I run into any problems that invalidate these
 timeframes.

 -Mike


 - Original Message -
 From: [EMAIL PROTECTED] 
 [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
 Sent: Sat Oct 13 11:27:05 2007
 Subject: Re: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 Hey Mike,

 Any word when the big merge will be ready for us to try? Now that the
 Orange Box is out and we've played the games we're itching to get our mod
 code working with the new engine. Any chance it will be this month?

 Regards,

 Paul

 On 9/12/07, Mike Durand [EMAIL PROTECTED] wrote:
 
  Hi All-
 
  Once I do the big merge I will be able to provide a better preview of
  changes that you will be getting with the next SDK update. But for now
  here is the high-level list of new features and improvements in Orange
  Box games and the latest version of the Source Engine:
 
  Non-photo-realistic Rendering
  Cinematic Physics Simulations
  Utilization of Multi-core Processors
  Improved HDR
  Enhanced Particle System
  Human Skin Shader Improvements
  Enhanced Foliage Rendering
  New Motion Blur Effect
  Pixel Shader Model 3.0
  Enhanced Shadows
 
  Hopefully some of this stuff looks interesting to some of you. :)
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
  Sent: Monday, September 10, 2007 1:43 PM
  To: hlcoders
  Subject: [hlcoders] SDK Update heads up?
 
  --
  [ Picked text/plain from multipart/alternative ]
  There hasn't been much talk about what updates we'll be receiving to the
  SDK
  for Episode 2.   I was hoping you guys at Valve would enlighten us a bit
  on
  what to expect.  The only things I've heard are from the Ep 2 video that
  was
  shown, regarding the new technologies put in, like the cinematic
  physics,
  enhanced foliage rendering and better expansive outdoor rendering.
 
  It'd be great to have a heads up on what we'll be receiving.  It's not
  very
  fun to just throw us these new updates, and have us figure out whats
  new.
  Updates I'm hoping for is some enhancement with the Physics system to
  allow
  for better network predicting.  Shaders to allow multiple passes, or
  dynamically change a shader for one model without having to switch skins
  of
  the models, and an increase on the limit of 64 instructions for the .fxc
  shaders.
 
  I've also been trying to implement my own physics, however its a bit
  hard to
  do with the standard line and ray traces we have.  I know we won't be
  receiving SOLID_OBB or anything of that sorts, but this engine is
  suppose to
  be top of the line, and it is still using only AABB.
 
  I'm sure there is more things others have been hoping for, shedding some
  light on us would be much appreciated!
 
  Thanks.
  -Joel
  --
 
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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jorge Rodriguez
--
[ Picked text/plain from multipart/alternative ]
On 11/2/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Valve Time


Sounds like Cuban Time :)

http://www.urbandictionary.com/define.php?term=Cuban+Time

--
Jorge Vino Rodriguez
--

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jeffrey botman Broome

Matt Stafford wrote:

--
[ Picked text/plain from multipart/alternative ]
Yeah, I thought that the release was gonna be End of October for the code
update, and if anything changed with that timeline, we'd be notified...


I'm sure it will be coming out Shortly.  See the Valve Time to Actual
Time conversion table to determine what Shortly means...

http://developer.valvesoftware.com/wiki/Valve_Time

:)

--
Jeffrey botman Broome

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jeffrey botman Broome

Mike Durand wrote:

This is a multi-part message in MIME format. -- [ Picked text/plain
from multipart/alternative ] No, you aren't being a pest at all. It's
a fair question since I've missed my forecast release schedule.


Thanks Mike.  We appreciate the time you put into making the SDK
available.  I'm sure we'd all much rather wait a few extra days to have
a fully working SDK rather than have a broken SDK released and then have
to wait for problems to be fixed.

In the meantime, I think I'll go play Portal again (for my 10th or 11th
time through).  :)

--
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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread MattieC
--
[ Picked text/plain from multipart/alternative ]
Agreed-- thanks very much for your work to get this put together cleanly,
Mike.

Can't wait to get my hands on the formal SDK, but it'll be worth the wait to
have it well-organized and solid.

Thanks for the update,
-Mattie

On 11/2/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Mike Durand wrote:
  This is a multi-part message in MIME format. -- [ Picked text/plain
  from multipart/alternative ] No, you aren't being a pest at all. It's
  a fair question since I've missed my forecast release schedule.

 Thanks Mike.  We appreciate the time you put into making the SDK
 available.  I'm sure we'd all much rather wait a few extra days to have
 a fully working SDK rather than have a broken SDK released and then have
 to wait for problems to be fixed.

 In the meantime, I think I'll go play Portal again (for my 10th or 11th
 time through).  :)

 --
 Jeffrey botman Broome

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--

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RE: [hlcoders] SDK Update heads up?

2007-11-02 Thread Keeper
One side of me is a plugin maker, while the other side is working on a mod.

Either way, I can say take your time.  You helped me out with the early
release for the plugins, but for our mod I'd rather the codebase be solid
rather than having to merge and remerge.

Keeper



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, November 02, 2007 11:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
No, you aren't being a pest at all. It's a fair question since I've missed
my forecast release schedule.



The complication that arose is that I need to include two copies of all of
the tools in this release since it needs to support both the Ep1 and Orange
Box versions of the engine. And making a beta of this SDK is not an option
since we had to make some changes to the SDK Steam depot structure to
support having two copies of the tools. So I'm spending a lot of time
tweaking the directory structure to get both versions to run and I've had to
tweak the tools themselves to coexist properly. Also, since we can't do a
beta I am spending more time testing than I anticipated.



So bottom line is I'd rather have you guys moderately mad at me for being
late than REALLY mad at me for breaking the existing SDK functionality. I
have been working on the SDK release but it is simply taking longer than I
had planned.



When the new SDK is ready you guys will be the first to know.



-Mike





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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
I find balancing elephants on spoons pretty easy myself ;)

Anyways, cheers for the update Mike, good to see theres been care taken this
time around :)

On 11/3/07, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 On 11/2/07, Mike Durand [EMAIL PROTECTED] wrote:
 
  The complication that arose is that I need to include two copies of all
 of
  the tools in this release since it needs to support both the Ep1 and
 Orange
  Box versions of the engine. And making a beta of this SDK is not an
 option
  since we had to make some changes to the SDK Steam depot structure to
  support having two copies of the tools.


 Tony (omega) and I always joke that we wouldn't want to have your job ;)
 It's like balancing an elephant on a spoon.

 --
 Jorge Vino Rodriguez
 --

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http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
I believe Mike said there's going to be  a EP2 Source SDK Base (2007) :)

/ProZak


On 16/10/2007, Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Yeah, I've been wanting to know the same thing as Andrew. Will we still be
 able to use something similar to Source SDK Base, or if we want to use the
 new engine will we require players to own Episode 2?

 On 10/16/07, Jonathan Middleton [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Thanks, Mike.
 
  On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote:
  
   It's a little bit complicated, but hopefully I can explain it well.
  
   CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
   engine over the next couple of months. Until then you should *not*
 merge
   in the new SDK code as it will not work with the old engine. Once we
   convert the three MP games you *will* want to create a new version of
   the mod using the updated SDK source code.
  
   Makes sense? Sorry I can't be more specific about exactly when the
 games
   will be converted to the new engine.
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
   Middleton
   Sent: Monday, October 15, 2007 9:39 AM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Update heads up?
  
   --
   [ Picked text/plain from multipart/alternative ]
   I'm confused about the SDK update's compatibility with various
 AppID's.
   Our
   mod uses AppID 240 (for CS:S). Will merging with this update break our
   mod?
  
   Jonathan
  
   On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:
   
   
On 15 Oct 2007, at 17:41, Mike Durand wrote:
   
 I'm shooting for an update that includes the updated tools this
 week or early next. After that I will work on an update that
 includes the new game DLL code and I am hoping that it will be
 available in beta by the end of the month.

 I'll let you guys know if I run into any problems that invalidate
 these timeframes.
   
Fantastic - I've been looking forwards to playing round with the new
Episode Two stuff, but didn't want to annoy anyone by asking exactly
when the updated SDK tools would be available.
   
It's my birthday on the 25th, just so you know. Potential tools
deadline to aim for? ;-)
   
   
Adam
   
--
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   thinkpoem
  that  never   asa
   I   shallseea lovely  as binary   tree
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RE: [hlcoders] SDK Update heads up?

2007-10-16 Thread Keeper
Will vehicles be implemented or possible with the orange box SDK?

Thanks,
Keeper




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Justin Krenz

Vehicles have always been possible with the Source SDK.  What do you mean?

Keeper wrote:

Will vehicles be implemented or possible with the orange box SDK?

Thanks,
Keeper




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
yea, vehicles work for me.. and have worked since the first sdk was out.
Granted, in multiplayer, they aren't as well predicted as player movement
but they're servicable.

- Original Message -
From: Justin Krenz [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, October 16, 2007 11:15 AM
Subject: Re: [hlcoders] SDK Update heads up?


 Vehicles have always been possible with the Source SDK.  What do you mean?

 Keeper wrote:
 Will vehicles be implemented or possible with the orange box SDK?

 Thanks,
 Keeper




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Don't remember reading that anywhere, might have just missed it

On 10/17/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I believe Mike said there's going to be  a EP2 Source SDK Base (2007) :)

 /ProZak


 On 16/10/2007, Matt Stafford [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Yeah, I've been wanting to know the same thing as Andrew. Will we still
 be
  able to use something similar to Source SDK Base, or if we want to use
 the
  new engine will we require players to own Episode 2?
 
  On 10/16/07, Jonathan Middleton [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Thanks, Mike.
  
   On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote:
   
It's a little bit complicated, but hopefully I can explain it well.
   
CS:S (along with DoD:S and HL2MP) are going to be migrated to the
 new
engine over the next couple of months. Until then you should *not*
  merge
in the new SDK code as it will not work with the old engine. Once we
convert the three MP games you *will* want to create a new version
 of
the mod using the updated SDK source code.
   
Makes sense? Sorry I can't be more specific about exactly when the
  games
will be converted to the new engine.
   
-Mike
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Middleton
Sent: Monday, October 15, 2007 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?
   
--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various
  AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break
 our
mod?
   
Jonathan
   
On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


 On 15 Oct 2007, at 17:41, Mike Durand wrote:

  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that
 invalidate
  these timeframes.

 Fantastic - I've been looking forwards to playing round with the
 new
 Episode Two stuff, but didn't want to annoy anyone by asking
 exactly
 when the updated SDK tools would be available.

 It's my birthday on the 25th, just so you know. Potential tools
 deadline to aim for? ;-)


 Adam

 --
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 http://www.hylobatidae.org/


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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony omega Sergi
--
[ Picked text/plain from multipart/alternative ]
he said 'probably'
quote:
You will have the option of still using SDK Base which will still be linked
to the Ep1 engine or you can base your mod on the new app IDs for Ep2,
Portal, or TF. We will probably make a new SDK Base that uses the Orange Box
engine too.

-Mike


On 10/16/07, Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Don't remember reading that anywhere, might have just missed it

 On 10/17/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I believe Mike said there's going to be  a EP2 Source SDK Base (2007)
 :)
 
  /ProZak
 
 
  On 16/10/2007, Matt Stafford [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Yeah, I've been wanting to know the same thing as Andrew. Will we
 still
  be
   able to use something similar to Source SDK Base, or if we want to use
  the
   new engine will we require players to own Episode 2?
  
   On 10/16/07, Jonathan Middleton [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Thanks, Mike.
   
On 10/15/07, Mike Durand [EMAIL PROTECTED] wrote:

 It's a little bit complicated, but hopefully I can explain it
 well.

 CS:S (along with DoD:S and HL2MP) are going to be migrated to the
  new
 engine over the next couple of months. Until then you should *not*
   merge
 in the new SDK code as it will not work with the old engine. Once
 we
 convert the three MP games you *will* want to create a new version
  of
 the mod using the updated SDK source code.

 Makes sense? Sorry I can't be more specific about exactly when the
   games
 will be converted to the new engine.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jonathan
 Middleton
 Sent: Monday, October 15, 2007 9:39 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 I'm confused about the SDK update's compatibility with various
   AppID's.
 Our
 mod uses AppID 240 (for CS:S). Will merging with this update break
  our
 mod?

 Jonathan

 On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:
 
 
  On 15 Oct 2007, at 17:41, Mike Durand wrote:
 
   I'm shooting for an update that includes the updated tools
 this
   week or early next. After that I will work on an update that
   includes the new game DLL code and I am hoping that it will be
   available in beta by the end of the month.
  
   I'll let you guys know if I run into any problems that
  invalidate
   these timeframes.
 
  Fantastic - I've been looking forwards to playing round with the
  new
  Episode Two stuff, but didn't want to annoy anyone by asking
  exactly
  when the updated SDK tools would be available.
 
  It's my birthday on the 25th, just so you know. Potential tools
  deadline to aim for? ;-)
 
 
  Adam
 
  --
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  http://www.hylobatidae.org/
 
 
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   archives,
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 http://www.nightfallmod.com
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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Nick
Lack of vechicles in mutliplayer is one of the biggest problems in the sdk imho.

On 10/16/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 you have to realize that valve has nothing they need to use vehicles for
 multiplayer in.
 they're not going to devote extra time writing new vehicle code for the off
 chance that some random mod needs them in MP.

 the only reason the SDK is going to get the stuff from dod, is because it
 was needed to be written. they wouldn't sit down and write it just for the
 sdk.


 On 10/16/07, Keeper [EMAIL PROTECTED] wrote:
 
  Ahh, ok.  I know they were removed in HL2DM.
 
  To be honest, I haven't looked at the code yet, but I just assumed they
  were
  taken out of the SDK as well.
 
  So in order to do it well, we'd have to overhaul the vehicle's prediction
  system?  I don't want serviceable
 
  Thanks,
  Keeper
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Minh
  Sent: Tuesday, October 16, 2007 2:33 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update heads up?
 
  --
  [ Picked text/plain from multipart/alternative ]
  yea, vehicles work for me.. and have worked since the first sdk was out.
  Granted, in multiplayer, they aren't as well predicted as player movement
  but they're servicable.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 -omega
 --

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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony omega Sergi
--
[ Picked text/plain from multipart/alternative ]
I'm not going to argue against that. My point is just simply, until they
have a reason to add multiplayer vehicles, they aren't going to spend the
time writing code that modders can do.


On 10/16/07, Nick [EMAIL PROTECTED] wrote:

 Lack of vechicles in mutliplayer is one of the biggest problems in the sdk
 imho.

 On 10/16/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  you have to realize that valve has nothing they need to use vehicles for
  multiplayer in.
  they're not going to devote extra time writing new vehicle code for the
 off
  chance that some random mod needs them in MP.
 
  the only reason the SDK is going to get the stuff from dod, is because
 it
  was needed to be written. they wouldn't sit down and write it just for
 the
  sdk.
 
 
  On 10/16/07, Keeper [EMAIL PROTECTED] wrote:
  
   Ahh, ok.  I know they were removed in HL2DM.
  
   To be honest, I haven't looked at the code yet, but I just assumed
 they
   were
   taken out of the SDK as well.
  
   So in order to do it well, we'd have to overhaul the vehicle's
 prediction
   system?  I don't want serviceable
  
   Thanks,
   Keeper
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Minh
   Sent: Tuesday, October 16, 2007 2:33 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] SDK Update heads up?
  
   --
   [ Picked text/plain from multipart/alternative ]
   yea, vehicles work for me.. and have worked since the first sdk was
 out.
   Granted, in multiplayer, they aren't as well predicted as player
 movement
   but they're servicable.
  
  
  
   ___
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   please visit:
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  --
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  --
 
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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Adam Donovan
--
[ Picked text/plain from multipart/alternative ]
If Vehicles worked in real life as they do in hldm..you would have a pretty 
sore head from banning it on the dashboard allot :p
adam




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Christopher Harris

It is not very hard to fix vehicle view lag. Someone is writing a tutorial
on it, whom I had shown my fixes to, eventually.

Chris
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, October 16, 2007 11:35 PM
Subject: Re: [hlcoders] SDK Update heads up?



Lack of vechicles in mutliplayer is one of the biggest problems in the sdk
imho.

On 10/16/07, Tony omega Sergi [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
you have to realize that valve has nothing they need to use vehicles for
multiplayer in.
they're not going to devote extra time writing new vehicle code for the
off
chance that some random mod needs them in MP.

the only reason the SDK is going to get the stuff from dod, is because it
was needed to be written. they wouldn't sit down and write it just for
the
sdk.


On 10/16/07, Keeper [EMAIL PROTECTED] wrote:

 Ahh, ok.  I know they were removed in HL2DM.

 To be honest, I haven't looked at the code yet, but I just assumed they
 were
 taken out of the SDK as well.

 So in order to do it well, we'd have to overhaul the vehicle's
 prediction
 system?  I don't want serviceable

 Thanks,
 Keeper

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Tuesday, October 16, 2007 2:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 yea, vehicles work for me.. and have worked since the first sdk was
 out.
 Granted, in multiplayer, they aren't as well predicted as player
 movement
 but they're servicable.



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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi List-

I'm shooting for an update that includes the updated tools this week or early 
next. After that I will work on an update that includes the new game DLL code 
and I am hoping that it will be available in beta by the end of the month.

I'll let you guys know if I run into any problems that invalidate these 
timeframes.

-Mike


- Original Message -
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
Sent: Sat Oct 13 11:27:05 2007
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
Hey Mike,

Any word when the big merge will be ready for us to try? Now that the
Orange Box is out and we've played the games we're itching to get our mod
code working with the new engine. Any chance it will be this month?

Regards,

Paul

On 9/12/07, Mike Durand [EMAIL PROTECTED] wrote:

 Hi All-

 Once I do the big merge I will be able to provide a better preview of
 changes that you will be getting with the next SDK update. But for now
 here is the high-level list of new features and improvements in Orange
 Box games and the latest version of the Source Engine:

 Non-photo-realistic Rendering
 Cinematic Physics Simulations
 Utilization of Multi-core Processors
 Improved HDR
 Enhanced Particle System
 Human Skin Shader Improvements
 Enhanced Foliage Rendering
 New Motion Blur Effect
 Pixel Shader Model 3.0
 Enhanced Shadows

 Hopefully some of this stuff looks interesting to some of you. :)

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
 Sent: Monday, September 10, 2007 1:43 PM
 To: hlcoders
 Subject: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 There hasn't been much talk about what updates we'll be receiving to the
 SDK
 for Episode 2.   I was hoping you guys at Valve would enlighten us a bit
 on
 what to expect.  The only things I've heard are from the Ep 2 video that
 was
 shown, regarding the new technologies put in, like the cinematic
 physics,
 enhanced foliage rendering and better expansive outdoor rendering.

 It'd be great to have a heads up on what we'll be receiving.  It's not
 very
 fun to just throw us these new updates, and have us figure out whats
 new.
 Updates I'm hoping for is some enhancement with the Physics system to
 allow
 for better network predicting.  Shaders to allow multiple passes, or
 dynamically change a shader for one model without having to switch skins
 of
 the models, and an increase on the limit of 64 instructions for the .fxc
 shaders.

 I've also been trying to implement my own physics, however its a bit
 hard to
 do with the standard line and ray traces we have.  I know we won't be
 receiving SOLID_OBB or anything of that sorts, but this engine is
 suppose to
 be top of the line, and it is still using only AABB.

 I'm sure there is more things others have been hoping for, shedding some
 light on us would be much appreciated!

 Thanks.
 -Joel
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Adam Foster


On 15 Oct 2007, at 17:41, Mike Durand wrote:


I'm shooting for an update that includes the updated tools this
week or early next. After that I will work on an update that
includes the new game DLL code and I am hoping that it will be
available in beta by the end of the month.

I'll let you guys know if I run into any problems that invalidate
these timeframes.


Fantastic - I've been looking forwards to playing round with the new
Episode Two stuff, but didn't want to annoy anyone by asking exactly
when the updated SDK tools would be available.

It's my birthday on the 25th, just so you know. Potential tools
deadline to aim for? ;-)


Adam

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jonathan Middleton
--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's. Our
mod uses AppID 240 (for CS:S). Will merging with this update break our mod?

Jonathan

On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


 On 15 Oct 2007, at 17:41, Mike Durand wrote:

  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that invalidate
  these timeframes.

 Fantastic - I've been looking forwards to playing round with the new
 Episode Two stuff, but didn't want to annoy anyone by asking exactly
 when the updated SDK tools would be available.

 It's my birthday on the 25th, just so you know. Potential tools
 deadline to aim for? ;-)


 Adam

 --
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Christopher Harris

You will have to change to the sdk base soon I think because from what I
understand all source engine games are migrating to the newer engine. The
only older engine appID left is the current sdk base which is supposedly
being kept around for a long time while a newer sdk base for the new engine
is released.

Chris
- Original Message -
From: Jonathan Middleton [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, October 15, 2007 12:38 PM
Subject: Re: [hlcoders] SDK Update heads up?



--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break our
mod?

Jonathan

On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:



On 15 Oct 2007, at 17:41, Mike Durand wrote:

 I'm shooting for an update that includes the updated tools this
 week or early next. After that I will work on an update that
 includes the new game DLL code and I am hoping that it will be
 available in beta by the end of the month.

 I'll let you guys know if I run into any problems that invalidate
 these timeframes.

Fantastic - I've been looking forwards to playing round with the new
Episode Two stuff, but didn't want to annoy anyone by asking exactly
when the updated SDK tools would be available.

It's my birthday on the 25th, just so you know. Potential tools
deadline to aim for? ;-)


Adam

--
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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
It's a little bit complicated, but hopefully I can explain it well.

CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
engine over the next couple of months. Until then you should *not* merge
in the new SDK code as it will not work with the old engine. Once we
convert the three MP games you *will* want to create a new version of
the mod using the updated SDK source code.

Makes sense? Sorry I can't be more specific about exactly when the games
will be converted to the new engine.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Middleton
Sent: Monday, October 15, 2007 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break our
mod?

Jonathan

On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


 On 15 Oct 2007, at 17:41, Mike Durand wrote:

  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that invalidate
  these timeframes.

 Fantastic - I've been looking forwards to playing round with the new
 Episode Two stuff, but didn't want to annoy anyone by asking exactly
 when the updated SDK tools would be available.

 It's my birthday on the 25th, just so you know. Potential tools
 deadline to aim for? ;-)


 Adam

 --
 Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Ben Everett
Why will we not want to merge straight to the new SDK code, just too much
changed? Or is it that there will be no way to work off of the new engine
until those are updated?

I think if we got the new SDK code pretty quickly we can have a merge
already in-place for when you release the new engine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 15, 2007 2:26 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

It's a little bit complicated, but hopefully I can explain it well.

CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
engine over the next couple of months. Until then you should *not* merge
in the new SDK code as it will not work with the old engine. Once we
convert the three MP games you *will* want to create a new version of
the mod using the updated SDK source code.

Makes sense? Sorry I can't be more specific about exactly when the games
will be converted to the new engine.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Middleton
Sent: Monday, October 15, 2007 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break our
mod?

Jonathan

On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


 On 15 Oct 2007, at 17:41, Mike Durand wrote:

  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that invalidate
  these timeframes.

 Fantastic - I've been looking forwards to playing round with the new
 Episode Two stuff, but didn't want to annoy anyone by asking exactly
 when the updated SDK tools would be available.

 It's my birthday on the 25th, just so you know. Potential tools
 deadline to aim for? ;-)


 Adam

 --
 Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/


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




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   that  never   asa
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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
Yeah, you are welcome to get the new code and as long as you are
targeting the new engine. But you couldn't use the SDK code with a mod
that is based on the Ep1 engine. That's why I answered the question from
the Jonathan the way I did because his mod is based on 240. But then
once 240 is converted to the new engine he will probably need the new
SDK code.

Told you it was kinda complicated. :)

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, October 15, 2007 12:40 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

Why will we not want to merge straight to the new SDK code, just too
much
changed? Or is it that there will be no way to work off of the new
engine
until those are updated?

I think if we got the new SDK code pretty quickly we can have a merge
already in-place for when you release the new engine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 15, 2007 2:26 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

It's a little bit complicated, but hopefully I can explain it well.

CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
engine over the next couple of months. Until then you should *not* merge
in the new SDK code as it will not work with the old engine. Once we
convert the three MP games you *will* want to create a new version of
the mod using the updated SDK source code.

Makes sense? Sorry I can't be more specific about exactly when the games
will be converted to the new engine.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Middleton
Sent: Monday, October 15, 2007 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break our
mod?

Jonathan

On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


 On 15 Oct 2007, at 17:41, Mike Durand wrote:

  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that invalidate
  these timeframes.

 Fantastic - I've been looking forwards to playing round with the new
 Episode Two stuff, but didn't want to annoy anyone by asking exactly
 when the updated SDK tools would be available.

 It's my birthday on the 25th, just so you know. Potential tools
 deadline to aim for? ;-)


 Adam

 --
 Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/


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




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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Marc Hörsken
Hello Mike,

thanks for the information you have given already :)

One more question: Is there any chance that there will be AMX-Style
menus, like they are used in CS:S or DoD:S, in HL2DM / HL2MP after it
has been ported to the new engine? That would make it much easier to
code interactive admin plugins for HL2DM.

Thanks in advance for any information.

-Marc

 It's a little bit complicated, but hopefully I can explain it well.

 CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
 engine over the next couple of months. Until then you should *not* merge
 in the new SDK code as it will not work with the old engine. Once we
 convert the three MP games you *will* want to create a new version of
 the mod using the updated SDK source code.

 Makes sense? Sorry I can't be more specific about exactly when the games
 will be converted to the new engine.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
 Middleton
 Sent: Monday, October 15, 2007 9:39 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 I'm confused about the SDK update's compatibility with various AppID's.
 Our
 mod uses AppID 240 (for CS:S). Will merging with this update break our
 mod?

 Jonathan

 On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


 On 15 Oct 2007, at 17:41, Mike Durand wrote:

  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that invalidate
  these timeframes.

 Fantastic - I've been looking forwards to playing round with the new
 Episode Two stuff, but didn't want to annoy anyone by asking exactly
 when the updated SDK tools would be available.

 It's my birthday on the 25th, just so you know. Potential tools
 deadline to aim for? ;-)


 Adam

 --
 Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/


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




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 I
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that  never   asa
 I   shallseea lovely  as binary   tree
 --

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jed
Hey Mike, can I make another request? :D

After playing EP2 theres a lot of visual niceties that I'd like to
consider for my mod, but with development times being what they are, I
have to really justify making a switch to the new codebase (heck, it
took nearly 9 months to get back to where it was with the HL2 codebase
after switching to the EP1 code!).

When you release the updated SDK code, can you post on the Wiki a
summary of what new features it makes available to mods against what
is in the EP1 SDK base? Think of it as a sales pitch to modders but
leave out the corporate bull - just tell us the specifics in a
language that means something :D

For example, as a modder things I'd like to know about:

- Specfic new features such as better open terrain handling, particle
effects, etc.
- Persistent bugs/issues from the first two incarnations of the SDK
that have been resolved.
- Any Improvements to networking code.
- Elements from existing Valve titles added to the base games produced
from the SDK such as proper team/class handling, prone movment and
deployable player weapons (a la DoD)
- Specific/recommended requirements for build environments (VS
Editions, Service Packs/Hotfixes)
- Additional VGUI stuff.

Items above, such as team/class and prone have been roll your own
affairs and to some degree buggy. If say the SDK update adds stuff
like that it will help with making a pro/con list when it comes to
deciding to port - i.e. use whats there and works vs. spend time
porting the buggy homegrown solution.

Err, hope you get my point :)

- Jed



On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote:
 Yeah, you are welcome to get the new code and as long as you are
 targeting the new engine. But you couldn't use the SDK code with a mod
 that is based on the Ep1 engine. That's why I answered the question from
 the Jonathan the way I did because his mod is based on 240. But then
 once 240 is converted to the new engine he will probably need the new
 SDK code.

 Told you it was kinda complicated. :)

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
 Sent: Monday, October 15, 2007 12:40 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] SDK Update heads up?

 Why will we not want to merge straight to the new SDK code, just too
 much
 changed? Or is it that there will be no way to work off of the new
 engine
 until those are updated?

 I think if we got the new SDK code pretty quickly we can have a merge
 already in-place for when you release the new engine.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
 Sent: Monday, October 15, 2007 2:26 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] SDK Update heads up?

 It's a little bit complicated, but hopefully I can explain it well.

 CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
 engine over the next couple of months. Until then you should *not* merge
 in the new SDK code as it will not work with the old engine. Once we
 convert the three MP games you *will* want to create a new version of
 the mod using the updated SDK source code.

 Makes sense? Sorry I can't be more specific about exactly when the games
 will be converted to the new engine.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
 Middleton
 Sent: Monday, October 15, 2007 9:39 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SDK Update heads up?

 --
 [ Picked text/plain from multipart/alternative ]
 I'm confused about the SDK update's compatibility with various AppID's.
 Our
 mod uses AppID 240 (for CS:S). Will merging with this update break our
 mod?

 Jonathan

 On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:
 
 
  On 15 Oct 2007, at 17:41, Mike Durand wrote:
 
   I'm shooting for an update that includes the updated tools this
   week or early next. After that I will work on an update that
   includes the new game DLL code and I am hoping that it will be
   available in beta by the end of the month.
  
   I'll let you guys know if I run into any problems that invalidate
   these timeframes.
 
  Fantastic - I've been looking forwards to playing round with the new
  Episode Two stuff, but didn't want to annoy anyone by asking exactly
  when the updated SDK tools would be available.
 
  It's my birthday on the 25th, just so you know. Potential tools
  deadline to aim for? ;-)
 
 
  Adam
 
  --
  Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 I
 thinkpoem
that  never   asa
 I   shallseea lovely

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Tom Leighton

Oh wow, requests really go down well here...

How about a copy of the CSS Source code? :P


Jed wrote:

Hey Mike, can I make another request? :D

After playing EP2 theres a lot of visual niceties that I'd like to
consider for my mod, but with development times being what they are, I
have to really justify making a switch to the new codebase (heck, it
took nearly 9 months to get back to where it was with the HL2 codebase
after switching to the EP1 code!).

When you release the updated SDK code, can you post on the Wiki a
summary of what new features it makes available to mods against what
is in the EP1 SDK base? Think of it as a sales pitch to modders but
leave out the corporate bull - just tell us the specifics in a
language that means something :D

For example, as a modder things I'd like to know about:

- Specfic new features such as better open terrain handling, particle
effects, etc.
- Persistent bugs/issues from the first two incarnations of the SDK
that have been resolved.
- Any Improvements to networking code.
- Elements from existing Valve titles added to the base games produced
from the SDK such as proper team/class handling, prone movment and
deployable player weapons (a la DoD)
- Specific/recommended requirements for build environments (VS
Editions, Service Packs/Hotfixes)
- Additional VGUI stuff.

Items above, such as team/class and prone have been roll your own
affairs and to some degree buggy. If say the SDK update adds stuff
like that it will help with making a pro/con list when it comes to
deciding to port - i.e. use whats there and works vs. spend time
porting the buggy homegrown solution.

Err, hope you get my point :)

- Jed



On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote:


Yeah, you are welcome to get the new code and as long as you are
targeting the new engine. But you couldn't use the SDK code with a mod
that is based on the Ep1 engine. That's why I answered the question from
the Jonathan the way I did because his mod is based on 240. But then
once 240 is converted to the new engine he will probably need the new
SDK code.

Told you it was kinda complicated. :)

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Monday, October 15, 2007 12:40 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

Why will we not want to merge straight to the new SDK code, just too
much
changed? Or is it that there will be no way to work off of the new
engine
until those are updated?

I think if we got the new SDK code pretty quickly we can have a merge
already in-place for when you release the new engine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 15, 2007 2:26 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

It's a little bit complicated, but hopefully I can explain it well.

CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
engine over the next couple of months. Until then you should *not* merge
in the new SDK code as it will not work with the old engine. Once we
convert the three MP games you *will* want to create a new version of
the mod using the updated SDK source code.

Makes sense? Sorry I can't be more specific about exactly when the games
will be converted to the new engine.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Middleton
Sent: Monday, October 15, 2007 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
I'm confused about the SDK update's compatibility with various AppID's.
Our
mod uses AppID 240 (for CS:S). Will merging with this update break our
mod?

Jonathan

On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:


On 15 Oct 2007, at 17:41, Mike Durand wrote:



I'm shooting for an update that includes the updated tools this
week or early next. After that I will work on an update that
includes the new game DLL code and I am hoping that it will be
available in beta by the end of the month.

I'll let you guys know if I run into any problems that invalidate
these timeframes.


Fantastic - I've been looking forwards to playing round with the new
Episode Two stuff, but didn't want to annoy anyone by asking exactly
when the updated SDK tools would be available.

It's my birthday on the 25th, just so you know. Potential tools
deadline to aim for? ;-)


Adam

--
Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/


___
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please visit:
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I
thinkpoem
   that  never   asa
I   shallseea lovely

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jed
I only asked for a new features list, not a sterling silver cast of
his schpincter...

Seriously though, I've only heard hear-say on what the new engine
features in soundbites by Valve bods giving interviews to game sites.
Better handling of outdoor areas was one of them. Our mod has some
pretty open outdoor maps and more are planned so if moving to Source
2007 is going to ease our issues it's something we need to consider in
our production planning.

- Jed

On 15/10/2007, Tom Leighton [EMAIL PROTECTED] wrote:
 Oh wow, requests really go down well here...

 How about a copy of the CSS Source code? :P


 Jed wrote:
  Hey Mike, can I make another request? :D
 
  After playing EP2 theres a lot of visual niceties that I'd like to
  consider for my mod, but with development times being what they are, I
  have to really justify making a switch to the new codebase (heck, it
  took nearly 9 months to get back to where it was with the HL2 codebase
  after switching to the EP1 code!).
 
  When you release the updated SDK code, can you post on the Wiki a
  summary of what new features it makes available to mods against what
  is in the EP1 SDK base? Think of it as a sales pitch to modders but
  leave out the corporate bull - just tell us the specifics in a
  language that means something :D
 
  For example, as a modder things I'd like to know about:
 
  - Specfic new features such as better open terrain handling, particle
  effects, etc.
  - Persistent bugs/issues from the first two incarnations of the SDK
  that have been resolved.
  - Any Improvements to networking code.
  - Elements from existing Valve titles added to the base games produced
  from the SDK such as proper team/class handling, prone movment and
  deployable player weapons (a la DoD)
  - Specific/recommended requirements for build environments (VS
  Editions, Service Packs/Hotfixes)
  - Additional VGUI stuff.
 
  Items above, such as team/class and prone have been roll your own
  affairs and to some degree buggy. If say the SDK update adds stuff
  like that it will help with making a pro/con list when it comes to
  deciding to port - i.e. use whats there and works vs. spend time
  porting the buggy homegrown solution.
 
  Err, hope you get my point :)
 
  - Jed
 
 
 
  On 15/10/2007, Mike Durand [EMAIL PROTECTED] wrote:
 
  Yeah, you are welcome to get the new code and as long as you are
  targeting the new engine. But you couldn't use the SDK code with a mod
  that is based on the Ep1 engine. That's why I answered the question from
  the Jonathan the way I did because his mod is based on 240. But then
  once 240 is converted to the new engine he will probably need the new
  SDK code.
 
  Told you it was kinda complicated. :)
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
  Sent: Monday, October 15, 2007 12:40 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] SDK Update heads up?
 
  Why will we not want to merge straight to the new SDK code, just too
  much
  changed? Or is it that there will be no way to work off of the new
  engine
  until those are updated?
 
  I think if we got the new SDK code pretty quickly we can have a merge
  already in-place for when you release the new engine.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
  Sent: Monday, October 15, 2007 2:26 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] SDK Update heads up?
 
  It's a little bit complicated, but hopefully I can explain it well.
 
  CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
  engine over the next couple of months. Until then you should *not* merge
  in the new SDK code as it will not work with the old engine. Once we
  convert the three MP games you *will* want to create a new version of
  the mod using the updated SDK source code.
 
  Makes sense? Sorry I can't be more specific about exactly when the games
  will be converted to the new engine.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
  Middleton
  Sent: Monday, October 15, 2007 9:39 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] SDK Update heads up?
 
  --
  [ Picked text/plain from multipart/alternative ]
  I'm confused about the SDK update's compatibility with various AppID's.
  Our
  mod uses AppID 240 (for CS:S). Will merging with this update break our
  mod?
 
  Jonathan
 
  On 10/15/07, Adam Foster [EMAIL PROTECTED] wrote:
 
  On 15 Oct 2007, at 17:41, Mike Durand wrote:
 
 
  I'm shooting for an update that includes the updated tools this
  week or early next. After that I will work on an update that
  includes the new game DLL code and I am hoping that it will be
  available in beta by the end of the month.
 
  I'll let you guys know if I run into any problems that invalidate
  these timeframes.
 
  Fantastic - I've

  1   2   >