Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-08 Thread Benjamin Davison
--
[ 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
 --

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-08 Thread Matt Stafford
--
[ 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
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Any word on shaders yet Mike?

Matt
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Re: [hlcoders] Source SDK Update Is Released

2006-08-07 Thread Adam Donovan

--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



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RE: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Mike Durand
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
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Steve Rabouin
--
[ 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
 --

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Michael Kramer
--
[ 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
--

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread Benjamin Davison
--
[ 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...?
 --

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread bloodykenny
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




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RE: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread Mike Durand
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...?
 --

 ___
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 archives,
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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread THE STORM

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




--

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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Benjamin Davison
--
[ 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
 
 
 
 
  --
 
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 please visit:
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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Wraiyth
--
[ 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
  
  
  
  
   --
  
   ___
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  please visit:
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http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Benjamin Davison
--
[ 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,
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   ___
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  --
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  --
 
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 --
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 http://wraiyth.freesuperhost.com
 NightFall HL2 Mod - http://nightfall.nigredostudios.com
 --

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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Rob Lach
--
[ 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:
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  --
  - Benjamin Davison
  --
 
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  please visit:
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 --
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 http://wraiyth.freesuperhost.com
 NightFall HL2 Mod - http://nightfall.nigredostudios.com
 --

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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Wraiyth
--
[ 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:
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   --
   - Benjamin Davison
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  --
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  http://wraiyth.freesuperhost.com
  NightFall HL2 Mod - http://nightfall.nigredostudios.com
  --
 
  ___
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  please visit:
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 --

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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Eric Van Huss

[ 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



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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Adam \amckern\ Mckern
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
   --
  
   ___
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 view the list archives,
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  --
 
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 view the list archives,
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 --
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 http://wraiyth.freesuperhost.com
 NightFall HL2 Mod -
 http://nightfall.nigredostudios.com
 --

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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Garry Newman
--
[ 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
 --


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

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


   
   
--
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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
   
   
   --
  
   ___
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  view the list archives,
   please visit:
  
 
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  --
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  http://wraiyth.freesuperhost.com
  NightFall HL2 Mod -
  http://nightfall.nigredostudios.com
  --
 
  ___
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
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




--

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread John Sheu
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

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ 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

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 please visit:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Nick

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

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
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




--

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visit:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ 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:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
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




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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Michael Kramer
--
[ 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...?
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
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...?
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Andrew Timson

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

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Skillet
--
[ 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
 
 
 
 
 --
 
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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
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


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RE: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Eric Van Huss

[ 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




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Re: [hlcoders] Source SDK Update Is Released

2006-08-05 Thread Sylvain Rochette

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

2006-08-05 Thread Nathan Voge
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...?
--
   
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Gus
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




 --

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 visit:
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--
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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Alfred Reynolds
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




 --

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 archives, please visit:
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 --
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Scott Loyd
--
[ 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
 
 
 
 
  --
 
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  please visit:
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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Mike Durand
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




 --

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 please visit:
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Scott Loyd
--
[ 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
 
 
 
 
  --
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 


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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

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




--

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Wraiyth
--
[ 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
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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Mike Durand
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




 --

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 archives,

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

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




--

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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Mike Durand
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





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 please visit:
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Nick

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




 --

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 archives,

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





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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Wraiyth
--
[ 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
 
 
 
 
  --
 
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  To unsubscribe, edit your list preferences, or view the list
  archives,
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
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  please visit:
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--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Justin Krenz

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




--

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--
Content-Description: S/MIME Cryptographic Signature

[ smime.p7s of type application/x-pkcs7-signature deleted ]
--

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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Sylvain Rochette

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




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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Jay Stelly
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
 
 
 
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Gus
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




 --

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 archives, please visit:
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Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Chris Harris
--
[ 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
 
 
 
 
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 please visit:
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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Snakez
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




 --

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 archives, please visit:
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