Re: [hlcoders] SDK Update 5/11/2009
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
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
Re: [hlcoders] SDK Update 5/11/2009
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 5/11/2009
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: 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
Re: [hlcoders] SDK Update 5/11/2009
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: 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 -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 5/11/2009
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 ___ 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 -- ~Ryan ( skidz ) ___ 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
Re: [hlcoders] SDK Update 5/11/2009
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: 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 -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] SDK Update 5/11/2009
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 ___ 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: 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 -- ~Ryan ( skidz ) ___ 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
Re: [hlcoders] SDK Update 5/11/2009
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 ___ 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: 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 -- ~Ryan ( skidz ) ___ 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
Re: [hlcoders] SDK UPDATE
Absolutely cannot wait. Thanks! ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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 -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Send instant messages to your online friends http://uk.messenger.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Send instant messages to your online friends http://uk.messenger.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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
Re: [hlcoders] SDK Update - No More Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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 -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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 -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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 -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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 ___ 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 -- Gear Dev ___ 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
Re: [hlcoders] SDK Update - No More Beta
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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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: ___ 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
Re: [hlcoders] SDK Update - No More Beta
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: ___ 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
Re: [hlcoders] SDK Update - No More Beta
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: ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
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: ___ 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: 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
Re: [hlcoders] SDK Update - No More Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sdk update coming before '08?
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 -- ___ 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: 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
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 -- ___ 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: 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sdk update coming before '08?
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 -- ___ 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: 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ 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
Re: [hlcoders] sdk update coming before '08?
-- [ 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 ___ 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: 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ 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
Re: [hlcoders] sdk update coming before '08?
-- [ 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 ___ 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: 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sdk update coming before '08?
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 -- ___ 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
Re: [hlcoders] sdk update coming before '08?
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 -- ___ 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
Re: [hlcoders] sdk update coming before '08?
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 ___ 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: 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
Re: [hlcoders] sdk update coming before '08?
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 -- ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 11/08
-- [ 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 -- ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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
Re: [hlcoders] SDK Update 11/08
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 :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Update 11/08
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 ___ 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
Re: [hlcoders] SDK Update 11/08
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 ___ 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
Re: [hlcoders] SDK Update 11/08
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 ___ 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 -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 11/08
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 ___ 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 -- -omega ___ 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
Re: [hlcoders] SDK Update 11/08
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 ___ 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 -- -omega ___ 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 -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 11/08
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 -- ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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 -- -omega ___ 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
Re: [hlcoders] SDK Update 11/08
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 ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update 11/08
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 -- ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update Available Tomorrow Morning
-- [ 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 ___ 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
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 ___ 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
RE: [hlcoders] SDK Update Available Tomorrow Morning
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 ___ 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
Re: [hlcoders] SDK Update Available Tomorrow Morning
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlcoders] SDK Update Available Tomorrow Morning
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
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 [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 ___ 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
Re: [hlcoders] SDK Update Available Tomorrow Morning
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update Available Tomorrow Morning
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update Available Tomorrow Morning
Light preview turns the scene a washed out white and does nothing else. Raytrace just crashes hammer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update Available Tomorrow Morning
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. ___ 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
RE: [hlcoders] SDK Update Available Tomorrow Morning
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 ___ 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
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
Re: [hlcoders] SDK Update Available Tomorrow Morning
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
Re: [hlcoders] SDK Update Available Tomorrow Morning
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: 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
RE: [hlcoders] SDK Update Available Tomorrow Morning
-- [ 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 _ R U Ready for Windows Live Messenger Beta 8.5? Try it today! http://entertainment.sympatico.msn.ca/WindowsLiveMessenger -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
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. -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
Re: [hlcoders] SDK Update Available Tomorrow Morning
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- ___ 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: 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 -- Matt
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 - 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 -- ___ To unsubscribe, edit your list preferences
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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 ___ 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
RE: [hlcoders] SDK Update heads up?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- ___ 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
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- 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 as binary tree -- ___ 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 -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Update heads up?
Will vehicles be implemented or possible with the orange box SDK? Thanks, Keeper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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
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. - 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 ___ 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
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- 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 as binary tree -- ___ 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 -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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 -- ___ 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
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- 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 as binary tree -- ___ 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 -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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
Re: [hlcoders] SDK Update heads up?
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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 _ What are you waiting for? Join Lavalife FREE http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Flavalife9%2Eninemsn%2Ecom%2Eau%2Fclickthru%2Fclickthru%2Eact%3Fid%3Dninemsn%26context%3Dan99%26locale%3Den%5FAU%26a%3D30288_t=764581033_r=email_taglines_Join_free_OCT07_m=EXT -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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
Re: [hlcoders] SDK Update heads up?
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 -- ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
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
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 as binary tree -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
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 -- 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 as binary tree -- ___ 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
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 as binary tree -- ___ 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
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 as binary tree -- ___ 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 __ NOD32 2591 (20071014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Update heads up?
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 as binary tree -- ___ 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 __ NOD32 2591 (20071014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ 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
Re: [hlcoders] SDK Update heads up?
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 -- I thinkpoem that never asa I shallseea lovely as binary tree -- ___ 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
Re: [hlcoders] SDK Update heads up?
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?
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/ ___ 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?
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