Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Yeah, I get it when ducking. On 8/7/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I made a new map with func_door_rotating, and it works fine. On another note, it seems im getting random ASSERTS from GameMovement.cpp, anyone else getting these? After I get the error, the player begins to move around randomly -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Cool cool, just reassuring to know that its coming :) Matt On 8/8/06, Mike Durand [EMAIL PROTECTED] wrote: I don't have anything more to add on shaders yet. I'm trying to get some of the severe problems with this drop fixed and after that I'll be able to investigate the shader issue more. Thanks for you patience. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Monday, August 07, 2006 5:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ 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://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
--Mike Durand, I am wondering the same thing as MattWhere is the updated shader code? This topic has been one of the most discussed threads @ hl2coding and while we have managed to do some good things we are unable to write more complex shaders such as DOF because of the lack of support and or documentation. For me shaders are the most interesting parts of the source SDK to get to work with...So please when is this going to be significantly updated?? Adam Donovan Hybrid Media Artist ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released - the patch file
I don't have anything more to add on shaders yet. I'm trying to get some of the severe problems with this drop fixed and after that I'll be able to investigate the shader issue more. Thanks for you patience. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Monday, August 07, 2006 5:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ 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] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Speaking of sever problems, I noticed func_rotating_door seems to be broken in the new SDK code. I haven't done *much* testing, but on a map that worked perfectly fine with the other sdk, in the new SDK when you touch the door, you get either stuck on it, or it will spin forever going through walls. On 8/7/06, Mike Durand [EMAIL PROTECTED] wrote: I don't have anything more to add on shaders yet. I'm trying to get some of the severe problems with this drop fixed and after that I'll be able to investigate the shader issue more. Thanks for you patience. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Monday, August 07, 2006 5:29 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] Any word on shaders yet Mike? Matt -- ___ 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] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] I made a new map with func_door_rotating, and it works fine. On another note, it seems im getting random ASSERTS from GameMovement.cpp, anyone else getting these? After I get the error, the player begins to move around randomly -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Has anybody worked out the new toolsframework? At the moment it seems to me like it is some kind of movie recorder. Also Valve seems to be doing lots of work around threading at the moment. Oh yeah, not really coding related but there seems to be a couple of new features around hammer. First up there is some kind of new entity logic viewer, and secondly there seems to be a new lighting preview which just crashes hammer for me and everybody who has tried it. Any word on when this will start working? P.S. Best change ever :P // Why don't we save this field, grandpa? // // You see Billy, trigger_vphysics_motion uses vPhysics to touch the player, // so if the trigger is Disabled via an input while the player is inside it, // the trigger won't get its EndTouch until the player moves. Since touchlinks // aren't saved and restored, if the we save before EndTouch is called, it // will never be called after we load. On 8/6/06, Nathan Voge [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not totally sure here (to truly know all the coders would have to tell us), but haven't most of the new engines all evolved from another pre-existing one. See the Origins part of the Source Engine here: http://en.wikipedia.org/wiki/Source_engine http://en.wikipedia.org/wiki/Source_engine An image from the Quake engine page: http://en.wikipedia.org/wiki/Image:Familytree11.png http://en.wikipedia.org/wiki/Image:Familytree11.png Also I read somewhere that the Havok Physics engine was based on a previous engine. - Original Message - From: Jeremy Swigartmailto:[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.commailto: hlcoders@list.valvesoftware.com Sent: Saturday, August 05, 2006 11:12 PM Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] I think if the episodic stuff proves successful there won't even really be a HL3 engine. Source will recieve technology updates over time as an evolving engine, they aren't going to stop to make a new engine for another few years when they can use introduce new enhancements as an additional selling point of the episodes. On 8/5/06, Nick [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote: Thats what I was trying unsucessfully to say earlier. I think that because of the popularity and sucess of episodic content (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the source engine gets severly outdated and the new engine will be pushed out with hl3. Concidering that the source engine is very good, that most video cards have trouble keeping up with it at higher resolutions, and that valve continues to make vast improvements to the source engine. the hl3 engine might not arrive until 2008-9 at least. On 8/5/06, Michael Kramer [EMAIL PROTECTED]mailto: [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 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 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
One trick I noticed just now is that Valve gratuitously renamed vgui_TeamFortressViewport.cpp to baseviewport.cpp so if you've modified vgui_TeamFortressViewport.cpp you'll want to diff that to the baseline and apply to the new file. At 2006/08/05 11:11 PM, you wrote: Gah, no, you had it right the first time, Valve... - if (g_numflexcontrollers MAXSTUDIOFLEXCTRL * 4) + if ( g_numflexcontrollers MAXSTUDIOFLEXCTRL * 4 ) At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote: I'm probably 20% through merging my codebase. Some of these changes from Valve I just don't fathom. Boggle... so pointless... bool CPropCombineBall::CreateVPhysics() { SetSolid( SOLID_BBOX ); - SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), Vector(m_flRadius, m_flRadius, m_flRadius) ); + + float flSize = m_flRadius; + + SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) ); objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_castvoid *(this); int nMaterialIndex = physprops-GetSurfaceIndex(metal_bouncy); - IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); + IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); if ( !pPhysicsObject ) return false; At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released - the patch file
You should avoid the 3D Lighting Preview feature in Hammer (unless you really like crashes). In fact, I'm going to get rid of it until it works. It will show back up when it's ready. No official ETA. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Sunday, August 06, 2006 3:02 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] Has anybody worked out the new toolsframework? At the moment it seems to me like it is some kind of movie recorder. Also Valve seems to be doing lots of work around threading at the moment. Oh yeah, not really coding related but there seems to be a couple of new features around hammer. First up there is some kind of new entity logic viewer, and secondly there seems to be a new lighting preview which just crashes hammer for me and everybody who has tried it. Any word on when this will start working? P.S. Best change ever :P // Why don't we save this field, grandpa? // // You see Billy, trigger_vphysics_motion uses vPhysics to touch the player, // so if the trigger is Disabled via an input while the player is inside it, // the trigger won't get its EndTouch until the player moves. Since touchlinks // aren't saved and restored, if the we save before EndTouch is called, it // will never be called after we load. On 8/6/06, Nathan Voge [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not totally sure here (to truly know all the coders would have to tell us), but haven't most of the new engines all evolved from another pre-existing one. See the Origins part of the Source Engine here: http://en.wikipedia.org/wiki/Source_engine http://en.wikipedia.org/wiki/Source_engine An image from the Quake engine page: http://en.wikipedia.org/wiki/Image:Familytree11.png http://en.wikipedia.org/wiki/Image:Familytree11.png Also I read somewhere that the Havok Physics engine was based on a previous engine. - Original Message - From: Jeremy Swigartmailto:[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.commailto: hlcoders@list.valvesoftware.com Sent: Saturday, August 05, 2006 11:12 PM Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] I think if the episodic stuff proves successful there won't even really be a HL3 engine. Source will recieve technology updates over time as an evolving engine, they aren't going to stop to make a new engine for another few years when they can use introduce new enhancements as an additional selling point of the episodes. On 8/5/06, Nick [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote: Thats what I was trying unsucessfully to say earlier. I think that because of the popularity and sucess of episodic content (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the source engine gets severly outdated and the new engine will be pushed out with hl3. Concidering that the source engine is very good, that most video cards have trouble keeping up with it at higher resolutions, and that valve continues to make vast improvements to the source engine. the hl3 engine might not arrive until 2008-9 at least. On 8/5/06, Michael Kramer [EMAIL PROTECTED]mailto: [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 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 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Try running in release mode first? On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Well, i'm going manually thru and diffing all the files one by one... so I still got quite a ways to go before I can compile. On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.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] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Bah, its alright, false alarm. I didn't realize my shortcut was still set to -applaunch 220, not 215. Changed it, works fine On 8/5/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, i'm going manually thru and diffing all the files one by one... so I still got quite a ways to go before I can compile. On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.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://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
[ Converted text/html to text/plain ] Any chance of getting the source code for choreoobject.lib? Compiling HL2MP wont work any more with 2005 express because this library is compiled with older referenced libraries. Would need to get the source code to choreoobjects to recompile under newer libraries. I've fixed all the other new/old bugs otherwise. Here's the error: xran and xlen using __thiscall choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external symbol public: void __thiscall ... choreoobjects.lib(choreoevent.obj) : error LNK2019: unresolved external symbol public: void __thiscall ... Thanks, Eric -- From: Wraiyth [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released Date: Sat, 5 Aug 2006 20:55:07 +1000 -- [ Picked text/plain from multipart/alternative ] Bah, its alright, false ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
Whats the new paths for debugging? The only doc's i have is this one http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Setup_debugging_parameters do i keep the same paths even though its a new engine, and appid? --- Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Bah, its alright, false alarm. I didn't realize my shortcut was still set to -applaunch 220, not 215. Changed it, works fine On 8/5/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, i'm going manually thru and diffing all the files one by one... so I still got quite a ways to go before I can compile. On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.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://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] It should be the same except the SDK Base folder instead of the HL2DM one (It's working here). On 8/5/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Whats the new paths for debugging? The only doc's i have is this one http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Setup_debugging_parameters do i keep the same paths even though its a new engine, and appid? --- Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Bah, its alright, false alarm. I didn't realize my shortcut was still set to -applaunch 220, not 215. Changed it, works fine On 8/5/06, Rob Lach [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well, i'm going manually thru and diffing all the files one by one... so I still got quite a ways to go before I can compile. On 8/5/06, Wraiyth [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled and used the new SDK code? I've merged all the code into NightFall, except for a few files that I have different, and the new DLLs do not load when I try to run the mod. Anyone experienced similar problems? Matt On 8/5/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That was on the to-do lost. On 8/5/06, THE STORM [EMAIL PROTECTED] wrote: Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.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://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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] Source SDK Update Is Released - the patch file
As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released - the patch file
Believe it or not, it appears that the SDK codebase update is out. Incidentally, I've heard reports that NORAD is on alert after detecting flying pigs in North American airspace. So this seems like a propitious time to ask: so when is HL3 coming out? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] When all games before HL3 are finished On 8/5/06, John Sheu [EMAIL PROTECTED] wrote: Believe it or not, it appears that the SDK codebase update is out. Incidentally, I've heard reports that NORAD is on alert after detecting flying pigs in North American airspace. So this seems like a propitious time to ask: so when is HL3 coming out? -John Sheu ___ 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] Source SDK Update Is Released - the patch file
Depending on how well ep1,ep2,ep3 the rumors are hl3 might not even be completed. On 8/5/06, John Sheu [EMAIL PROTECTED] wrote: Believe it or not, it appears that the SDK codebase update is out. Incidentally, I've heard reports that NORAD is on alert after detecting flying pigs in North American airspace. So this seems like a propitious time to ask: so when is HL3 coming out? -John Sheu ___ 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] Source SDK Update Is Released - the patch file
I'm probably 20% through merging my codebase. Some of these changes from Valve I just don't fathom. Boggle... so pointless... bool CPropCombineBall::CreateVPhysics() { SetSolid( SOLID_BBOX ); - SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), Vector(m_flRadius, m_flRadius, m_flRadius) ); + + float flSize = m_flRadius; + + SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) ); objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_castvoid *(this); int nMaterialIndex = physprops-GetSurfaceIndex(metal_bouncy); - IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); + IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); if ( !pPhysicsObject ) return false; At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] lol On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I'm probably 20% through merging my codebase. Some of these changes from Valve I just don't fathom. Boggle... so pointless... bool CPropCombineBall::CreateVPhysics() { SetSolid( SOLID_BBOX ); - SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), Vector(m_flRadius, m_flRadius, m_flRadius) ); + + float flSize = m_flRadius; + + SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) ); objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_castvoid *(this); int nMaterialIndex = physprops-GetSurfaceIndex(metal_bouncy); - IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); + IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); if ( !pPhysicsObject ) return false; At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released - the patch file
Is there any purpose to the src/utils/hlmviewer directory anymore? There used to be some .cpp and such in there but they've all been removed now. At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote: I'm probably 20% through merging my codebase. Some of these changes from Valve I just don't fathom. Boggle... so pointless... bool CPropCombineBall::CreateVPhysics() { SetSolid( SOLID_BBOX ); - SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), Vector(m_flRadius, m_flRadius, m_flRadius) ); + + float flSize = m_flRadius; + + SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) ); objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_castvoid *(this); int nMaterialIndex = physprops-GetSurfaceIndex(metal_bouncy); - IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); + IPhysicsObject *pPhysicsObject = physenv-CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), params, false ); if ( !pPhysicsObject ) return false; At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote: As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all that much better. I'm holding out for Half-Life 6, which is supposed to finally have native support for those new holographic monitors and smellovision. At 2006/08/05 08:12 PM, Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ 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] Source SDK Update Is Released - the patch file
On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all that much better. I'm holding out for Half-Life 6, which is supposed to finally have native support for those new holographic monitors and smellovision. Bah. They had holographic monitor support back in Sin 2! Why's Valve taking so long to support it? It's almost as bad as the IPv8 support that only showed up in the HL5 expansion, two months before IPv10 became the standard -- Andrew Timson == Niceness is the greatest human flaw, except for all the others. --Brendan Moody ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] What's the proper way to apply the patch? WinMerge dosen't seem to want to use patch/diff files at all and TSVN complains that the file is bad (no Index line). On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released - the patch file
http://developer.valvesoftware.com/wiki/Diff_And_Patch Cygwin is the easiest. Windows without Cygwin is like a bowling ball without a liquid center. At 2006/08/05 09:25 PM, Skillet wrote: -- [ Picked text/plain from multipart/alternative ] What's the proper way to apply the patch? WinMerge dosen't seem to want to use patch/diff files at all and TSVN complains that the file is bad (no Index line). On 8/5/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: As promised, here is the patch file from the last clean SDK to the new clean SDK: http://tinyurl.com/mjht6 One note, near the very top of the patch it contains my mod name, which you'll need to edit. Aside from that, any conflicts you get are your fault... :) The update is a staggering 365245 lines of diff. One small saving grace is that 101073 lines of that is in brand new files. I'm in the process of reviewing things now to try to figure out which of the http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List bugs got fixed in this update... Looks like Valve fixed a few of sanity things, mainly using Q_strnicmp it seems. At 2006/08/04 05:15 PM, Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released
[ Converted text/html to text/plain ] It was shutting down at start because it was a debug build(-allowdebug wasn't working). Though debug build does work through the debugger so it's all good. Release works as well. One other question. I used the Creat a Mod-Modify Half-Life 2 Multiplayer. When I started up the game I had no maps like the previous sdk would give you. I was able to copy a map from a previously run sdk release though. It loaded and I was able to run/drive around. No maps must have something to do with this new 215 base sdk? Thanks, Eric -- From: Eric Van Huss [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Source SDK Update Is Released Date: Sat, 05 Aug 2006 13:27:22 -0700 [ Converted text/html to text/plain ] There's probably some easy way to read library files I'm not aware of. I'll research that though :) Anyway I used your info and created the static library. Did get some errors when trying to compile the static library. Though I just had to cast a bunch of string constants to const tchar* I was able to compile and run the sdk after that. Using run_mode.bat I was able to start HL2 and it loaded. Am finding a 'start partway then shutdown' error though, will tackle that when I'm not as sleepy. Probably has to do with my video settings, but we'll see. Thanks for the info! Eric -- From: Yahn Bernier [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Source SDK Update Is Released Date: Sat, 5 Aug 2006 09:56:16 -0700 Yeah, we'll get that out to you guys. FWIW, it's just a convenience static lib that includes game_shared/choreoactor.cpp, choreochannel.cpp, choreoevent.cpp and choreoscene.cpp and not much else, so you might be able to create your own version trivially. Yahn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
Yes was working fine, i was using this project to test some custom parallax shader long time ago, but using the last update (project, files) just dont work at all, constant missing etc... Anyway i dont use this dll in our mod, all my working shader are in the generic one, i just used the advance for other exotic shader test. But with the lastest patch, that not work. For example just get the source from steam on a new folder then try to find the constant/enum ALBEDO, you will found nothing. Its needed for one of the shader to compile. So i guess some files was not updated correctly from the materialsystem folder. Regards, - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, August 05, 2006 8:48 PM Subject: RE: [hlcoders] Source SDK Update Is Released Hi Sylvain- Did these shader projects build for you in the previous SDK release? It looks to me as though they have been broken for some time, but I am curious to know if it worked for you before. -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 6:25 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released You are right about my problem with the generic one, now its compile fine thak you! For my advance one, i was able to remove a lot of error by adding processors definition DX9, but that resolve half of the compilation error sdk_vertexlitgeneric_dx8.cpp sdkshaders\advanced\sdk_vertexlitgeneric_dx8.cpp(11) : fatal error C1083: Cannot open include file: 'sdk_vertexlitgeneric_vs11.inc': No such file or directory sdk_vertexlitgeneric_dx7.cpp sdk_vertexlitgeneric_dx6.cpp sdk_vertexlitgeneric.cpp sdkshaders\advanced\sdk_vertexlitgeneric.cpp(58) : error C2065: 'ALBEDO' : undeclared identifier sdkshaders\advanced\sdk_vertexlitgeneric.cpp(48) : error C3861: 'InitParamsVertexLitAndUnlitGeneric_DX9': identifier not found, even with argument-dependent lookup sdkshaders\advanced\sdk_vertexlitgeneric.cpp(79) : error C3861: 'InitVertexLitAndUnlitGeneric_DX9': identifier not found, even with argument-dependent lookup sdkshaders\advanced\sdk_vertexlitgeneric.cpp(96) : error C3861: 'DrawVertexLitAndUnlitGeneric_DX9': identifier not found, even with argument-dependent lookup sdk_unlitgeneric_dx8.cpp sdk_unlitgeneric_dx6.cpp sdk_unlitgeneric.cpp sdkshaders\advanced\sdk_unlitgeneric.cpp(42) : error C3861: 'InitParamsUnlitGeneric_DX9': identifier not found, even with argument-dependent lookup sdkshaders\advanced\sdk_unlitgeneric.cpp(54) : error C3861: 'InitUnlitGeneric_DX9': identifier not found, even with argument-dependent lookup sdkshaders\advanced\sdk_unlitgeneric.cpp(66) : error C3861: 'DrawUnlitGeneric_DX9': identifier not found, even with argument-dependent lookup sdk_lightmappedgeneric_dx8.cpp sdkshaders\advanced\sdk_lightmappedgeneric_dx8.cpp(12) : fatal error C1083: Cannot open include file: 'sdk_lightmappedgeneric_vs11.inc': No such file or directory sdk_lightmappedgeneric_dx6.cpp sdk_lightmappedgeneric.cpp sdkshaders\advanced\sdk_lightmappedgeneric.cpp(12) : fatal error C1083: Cannot open include file: 'sdk_lightmappedgeneric_ps20.inc': No such file or directory basevsshader_vertexlitgeneric_dx9_helper.cpp materialsystem\stdshaders\basevsshader_vertexlitgeneric_dx9_helper.cpp(1 5) : fatal error C1083: Cannot open include file: 'vertexlit_and_unlit_generic_vs20.inc': No such file or directory BaseVSShader.cpp materialsystem\stdshaders\BaseVSShader.cpp(20) : fatal error C1083: Cannot open include file: 'lightmappedgeneric_flashlight_vs11.inc': No such file or directory But i dont see any ALBEDO definition in the LATEST SDK RELEASE so i bet some file is missing - Original Message - From: Jay Stelly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 9:01 PM Subject: RE: [hlcoders] Source SDK Update Is Released Looks like you're missing tier1.lib in your project for that shader dll. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 5:54 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released I am currently trying to update everything and finish with the mod, so right now i am in the process to build my shaders, but both advance/genric dont compile at all, and the advanced one, one of the shader dont get built using the batch file. Shader problem: sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh CalcFog called without using $DOWATERFOG NMAKE : U1077: '..\..\devtools\bin\perl.exe' : return code '0xff' Stop. Compile error: All my folders like materialsystem/public/lib/devtools was updated, well overwrited the old file with the new Right know mostly all the folder are exactly the same except for my own shader are in the project and all my shader compile but not the one from valve
Re: [hlcoders] Source SDK Update Is Released - the patch file
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not totally sure here (to truly know all the coders would have to tell us), but haven't most of the new engines all evolved from another pre-existing one. See the Origins part of the Source Engine here: http://en.wikipedia.org/wiki/Source_enginehttp://en.wikipedia.org/wiki/Source_engine An image from the Quake engine page: http://en.wikipedia.org/wiki/Image:Familytree11.pnghttp://en.wikipedia.org/wiki/Image:Familytree11.png Also I read somewhere that the Havok Physics engine was based on a previous engine. - Original Message - From: Jeremy Swigartmailto:[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Sent: Saturday, August 05, 2006 11:12 PM Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file -- [ Picked text/plain from multipart/alternative ] I think if the episodic stuff proves successful there won't even really be a HL3 engine. Source will recieve technology updates over time as an evolving engine, they aren't going to stop to make a new engine for another few years when they can use introduce new enhancements as an additional selling point of the episodes. On 8/5/06, Nick [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote: Thats what I was trying unsucessfully to say earlier. I think that because of the popularity and sucess of episodic content (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the source engine gets severly outdated and the new engine will be pushed out with hl3. Concidering that the source engine is very good, that most video cards have trouble keeping up with it at higher resolutions, and that valve continues to make vast improvements to the source engine. the hl3 engine might not arrive until 2008-9 at least. On 8/5/06, Michael Kramer [EMAIL PROTECTED]mailto:[EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodershttp://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/hlcodershttp://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/hlcodershttp://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] Source SDK Update Is Released
This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released
You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] WIKI says Available to anyone who owns Half-Life 2. might want to fix that. On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote: My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released
At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] I jumped into #sourcesdk on gamesurge if anyone else wants to jump into IRC for discussing changes, maybe valve could provide a irc channel for us and have a few employees there/talk to modders for a afternoon or something? On 8/4/06, Mike Durand [EMAIL PROTECTED] wrote: At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released
Ah my mapper deform the word! here his word : it just eats up all the comps resources and hardly responds. it happens when ive loaded up a map also, the camera view doesnt work Hope this help, so he cannot really use it his computer memory etc.. are all used by hammer - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:57 PM Subject: RE: [hlcoders] Source SDK Update Is Released At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Yay, I was hoping that I would wake up this morning to see this :) Good to see that it came, its made my weekend now. Matt -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released
Could you let me know the memory size and CPU speed of the machines. I'll try to duplicate this on a comparable machine here. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 4:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released Ah my mapper deform the word! here his word : it just eats up all the comps resources and hardly responds. it happens when ive loaded up a map also, the camera view doesnt work Hope this help, so he cannot really use it his computer memory etc.. are all used by hammer - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:57 PM Subject: RE: [hlcoders] Source SDK Update Is Released At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
I think the problem is gone now, he tell me if he dont use the 3d camera its fine, because this option was enabled when he try hammer. - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 7:17 PM Subject: RE: [hlcoders] Source SDK Update Is Released Could you let me know the memory size and CPU speed of the machines. I'll try to duplicate this on a comparable machine here. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 4:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released Ah my mapper deform the word! here his word : it just eats up all the comps resources and hardly responds. it happens when ive loaded up a map also, the camera view doesnt work Hope this help, so he cannot really use it his computer memory etc.. are all used by hammer - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:57 PM Subject: RE: [hlcoders] Source SDK Update Is Released At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 ___ 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] Source SDK Update Is Released
Also, information on the video cards. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Friday, August 04, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Source SDK Update Is Released Could you let me know the memory size and CPU speed of the machines. I'll try to duplicate this on a comparable machine here. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 4:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released Ah my mapper deform the word! here his word : it just eats up all the comps resources and hardly responds. it happens when ive loaded up a map also, the camera view doesnt work Hope this help, so he cannot really use it his computer memory etc.. are all used by hammer - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:57 PM Subject: RE: [hlcoders] Source SDK Update Is Released At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 ___ 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] Source SDK Update Is Released
about the hammer crash. I would highly suggest you completely uninstall and reinstall your video card drivers. I had a very strange hammer bug for the longest time. I finally fixed it after i fully uninstalled and reinstalled my video card drivers. On 8/4/06, Mike Durand [EMAIL PROTECTED] wrote: Also, information on the video cards. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Friday, August 04, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Source SDK Update Is Released Could you let me know the memory size and CPU speed of the machines. I'll try to duplicate this on a comparable machine here. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 4:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released Ah my mapper deform the word! here his word : it just eats up all the comps resources and hardly responds. it happens when ive loaded up a map also, the camera view doesnt work Hope this help, so he cannot really use it his computer memory etc.. are all used by hammer - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:57 PM Subject: RE: [hlcoders] Source SDK Update Is Released At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 ___ 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] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] Mike, From what I can see, there is no update to any of the shaders. Will there be one provided in the near future so we can fix up existing shaders so we're not using hacky methods to get them working (for instance, having to use normal lightmappedgeneric to build a lightmap when maps are compiled before switching to our own shader)? On 8/5/06, Mike Durand [EMAIL PROTECTED] wrote: Also, information on the video cards. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Friday, August 04, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Source SDK Update Is Released Could you let me know the memory size and CPU speed of the machines. I'll try to duplicate this on a comparable machine here. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 4:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released Ah my mapper deform the word! here his word : it just eats up all the comps resources and hardly responds. it happens when ive loaded up a map also, the camera view doesnt work Hope this help, so he cannot really use it his computer memory etc.. are all used by hammer - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:57 PM Subject: RE: [hlcoders] Source SDK Update Is Released At what point does Hammer crash? Does the splash screen for Hammer come up? Does it crash when the SDK Launcher is starting up? -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 3:40 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released My mapper cannot open HAMMER keep crashing on our mod. Is they are something todo with the FDG file or something else? For the code change, valve wild prodide more info about it? Thanks - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 6:15 PM Subject: [hlcoders] Source SDK Update Is Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -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 ___ 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://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
That's great. After we switched to using 320 to use the Episode 1 engine, our players complained of having to download HL2 DM to play. Does 215 allow those with the HL2 Demo to play? I'm curious if I have to program some extra detection with this to make sure that griefers can't use the HL2 Demo to get a new Steam ID to avoid bans. Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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] Source SDK Update Is Released
I am currently trying to update everything and finish with the mod, so right now i am in the process to build my shaders, but both advance/genric dont compile at all, and the advanced one, one of the shader dont get built using the batch file. Shader problem: sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh CalcFog called without using $DOWATERFOG NMAKE : U1077: '..\..\devtools\bin\perl.exe' : return code '0xff' Stop. Compile error: All my folders like materialsystem/public/lib/devtools was updated, well overwrited the old file with the new Right know mostly all the folder are exactly the same except for my own shader are in the project and all my shader compile but not the one from valve For the generic one, all my shader compile but on the link all my shader got this error LNK2001: unresolved external symbol void __cdecl _V_memmove(char const *,int,void *,void const *,int) (?_V_memmove@@[EMAIL PROTECTED]) I dont know if someone can help on this! - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 8:28 PM Subject: RE: [hlcoders] Source SDK Update Is Released Hi Justin- SteamAppId 215 is associated with 'Source SDK Base' which showed up last week on the Tools page in Steam. If someone has *bought* a Source SDK game they are authorized for this tool which contains the latest engine. The end users will not need to explicitly install 'Source SDK Base' - Steam will take care of downloading it for them when they run the MOD. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Friday, August 04, 2006 5:08 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released That's great. After we switched to using 320 to use the Episode 1 engine, our players complained of having to download HL2 DM to play. Does 215 allow those with the HL2 Demo to play? I'm curious if I have to program some extra detection with this to make sure that griefers can't use the HL2 Demo to get a new Steam ID to avoid bans. Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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] Source SDK Update Is Released
Looks like you're missing tier1.lib in your project for that shader dll. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain Rochette Sent: Friday, August 04, 2006 5:54 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released I am currently trying to update everything and finish with the mod, so right now i am in the process to build my shaders, but both advance/genric dont compile at all, and the advanced one, one of the shader dont get built using the batch file. Shader problem: sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh CalcFog called without using $DOWATERFOG NMAKE : U1077: '..\..\devtools\bin\perl.exe' : return code '0xff' Stop. Compile error: All my folders like materialsystem/public/lib/devtools was updated, well overwrited the old file with the new Right know mostly all the folder are exactly the same except for my own shader are in the project and all my shader compile but not the one from valve For the generic one, all my shader compile but on the link all my shader got this error LNK2001: unresolved external symbol void __cdecl _V_memmove(char const *,int,void *,void const *,int) (?_V_memmove@@[EMAIL PROTECTED]) I dont know if someone can help on this! - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 04, 2006 8:28 PM Subject: RE: [hlcoders] Source SDK Update Is Released Hi Justin- SteamAppId 215 is associated with 'Source SDK Base' which showed up last week on the Tools page in Steam. If someone has *bought* a Source SDK game they are authorized for this tool which contains the latest engine. The end users will not need to explicitly install 'Source SDK Base' - Steam will take care of downloading it for them when they run the MOD. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Friday, August 04, 2006 5:08 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released That's great. After we switched to using 320 to use the Episode 1 engine, our players complained of having to download HL2 DM to play. Does 215 allow those with the HL2 Demo to play? I'm curious if I have to program some extra detection with this to make sure that griefers can't use the HL2 Demo to get a new Steam ID to avoid bans. Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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
Re: [hlcoders] Source SDK Update Is Released
This is a cryptographically signed message in MIME format. -- I am still confused on this a bit.for example. we're making a mod based on HL2DM so will players still need HL2DM? Gus Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released
-- [ Picked text/plain from multipart/alternative ] I compiled a unchanged version of the new sp code, have run the sdk base once, and when I try to run my mod, I get an error noise when it starts to load. after the vid. On 8/5/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- I am still confused on this a bit.for example. we're making a mod based on HL2DM so will players still need HL2DM? Gus Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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] Source SDK Update Is Released
If you're just using the HL2MP code, but not using any of the HL2DM materials, models, maps, etc, you should be fine using 215. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Saturday, August 05, 2006 12:53 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Is Released This is a cryptographically signed message in MIME format. -- I am still confused on this a bit.for example. we're making a mod based on HL2DM so will players still need HL2DM? Gus Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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