Re: [hlcoders] Source SDK 2013 Release

2015-11-10 Thread John Schoenick
Which header did you find to be differing? Ideally mods wouldn't require 
a recompile between the main and beta_test branches.


*From:* Rebel Yell
*Sent:* Sunday, October 04, 2015 4:30AM
*To:* Discussion Of Half-life Programming
*Subject:* Re: [hlcoders] Source SDK 2013 Release


Ignore this... I found the problem on my side, a header file differing 
in a way that won't terminate Windows build but crashes Linux and OSX. 
Quite a weird one, I actually got after it when the Windows build begun 
to crash in same manner than others. Yay for consistency.





   Hello, any news regarding this?

   >I'll take a look. It's possible we broke the CModelInfo ABI in a way that
   >/sourcetest doesn't hit. />//
   >/A crash issue here. After merging the code I get both Windows and
   Linux />>/server running, Windows client working fine too but Linux and OSX
   clients />>/will crash after map load, here's the trace: />>//>>/0 engine.dylib 0x0a87105f 
/>>/CModelInfo::GetModelType(model_t const*) const + 31 />>/1 client.dylib 0x1d114ea9 
/>>/CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
   int) + />>/121 />>/2 client.dylib 0x1d115010 
/>>/CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool)
   + 96 />>/3 engine.dylib 0x0a8f3529 />>/CStaticPropMgr::LevelInitClient() + 169 />>/4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49 />>/5 engine.dylib 0x0a73d067 
/>>/CClientState::SetSignonState(int, int) + 823 />>/6 engine.dylib 0x0a7200bb />>/CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 />>/7 engine.dylib 
0x0a8d4776 />>/CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 />>/8 engine.dylib 0x0a8d47ab non-virtual thunk to 
/>>/CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 />>/9 engine.dylib 0x0a68fc98 />>/SVC_PacketEntities::Process() + 24 />>/10 engine.dylib 0x0a8914eb 
/>>/CNetChan::ProcessMessages(bf_read&) + 843 />>/11 engine.dylib 0x0a891c6c />>/CNetChan::CheckReceivingList(int) + 380 />>/12 engine.dylib 0x0a8926ff 
/>>/CNetChan::ProcessPacket(netpacket_s*, bool) + 751/



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Re: [hlcoders] Source SDK 2013 Release

2015-10-04 Thread Rebel Yell
Ignore this... I found the problem on my side, a header file differing in a
way that won't terminate Windows build but crashes Linux and OSX. Quite a
weird one, I actually got after it when the Windows build begun to crash in
same manner than others. Yay for consistency.

--
--

> Hello, any news regarding this?
>
> >I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> >* sourcetest doesn't hit.
> *>
> >* A crash issue here. After merging the code I get both Windows and Linux
> *>>* server running, Windows client working fine too but Linux and OSX clients
> *>>* will crash after map load, here's the trace:
> ** 0   engine.dylib0x0a87105f
> *>>* CModelInfo::GetModelType(model_t const*) const + 31
> *>>* 1   client.dylib0x1d114ea9
> *>>* CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) 
> +
> *>>* 121
> *>>* 2   client.dylib0x1d115010
> *>>* CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
> *>>* 3   engine.dylib0x0a8f3529
> *>>* CStaticPropMgr::LevelInitClient() + 169
> *>>* 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
> *>>* 5   engine.dylib0x0a73d067
> *>>* CClientState::SetSignonState(int, int) + 823
> *>>* 6   engine.dylib0x0a7200bb
> *>>* CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
> *>>* 7   engine.dylib0x0a8d4776
> *>>* CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
> *>>* 8   engine.dylib0x0a8d47ab non-virtual thunk to
> *>>* CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
> *>>* 9   engine.dylib0x0a68fc98
> *>>* SVC_PacketEntities::Process() + 24
> *>>* 10  engine.dylib0x0a8914eb
> *>>* CNetChan::ProcessMessages(bf_read&) + 843
> *>>* 11  engine.dylib0x0a891c6c
> *>>* CNetChan::CheckReceivingList(int) + 380
> *>>* 12  engine.dylib0x0a8926ff
> *>>* CNetChan::ProcessPacket(netpacket_s*, bool) + 751*
>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-10-01 Thread Rebel Yell
Hello, any news regarding this?


I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> sourcetest doesn't hit.
>

> A crash issue here. After merging the code I get both Windows and Linux
>> server running, Windows client working fine too but Linux and OSX clients
>> will crash after map load, here's the trace:
>>
>> 0   engine.dylib0x0a87105f
>> CModelInfo::GetModelType(model_t const*) const + 31
>> 1   client.dylib0x1d114ea9
>> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
>> 121
>> 2   client.dylib0x1d115010
>> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
>> 3   engine.dylib0x0a8f3529
>> CStaticPropMgr::LevelInitClient() + 169
>> 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
>> 5   engine.dylib0x0a73d067
>> CClientState::SetSignonState(int, int) + 823
>> 6   engine.dylib0x0a7200bb
>> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
>> 7   engine.dylib0x0a8d4776
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
>> 8   engine.dylib0x0a8d47ab non-virtual thunk to
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
>> 9   engine.dylib0x0a68fc98
>> SVC_PacketEntities::Process() + 24
>> 10  engine.dylib0x0a8914eb
>> CNetChan::ProcessMessages(bf_read&) + 843
>> 11  engine.dylib0x0a891c6c
>> CNetChan::CheckReceivingList(int) + 380
>> 12  engine.dylib0x0a8926ff
>> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-14 Thread Tobias Kammersgaard
You said you ported it to Tactical Intervention without changing the BSP
format as far as I remember. VRAD basically does some extra calculations on
a model which gives better lighting. I don't remember the specifics and I
seem to have deleted my old mIRC install from my laptop.

On 12 September 2015 at 20:48, Tony "omega" Sergi 
wrote:

> On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
> While we're at it, it'd be nice if vrad did the same calculations on model
> lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
> I believe Tony Sergi once told me it could be implemented without changing
> the BSP format (which was done for the newer branches).
>
> What did I say? What do you mean?
>
>>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tony "omega" Sergi
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

What did I say? What do you mean?

>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tobias Kammersgaard
How about updating the particle system to match the one found in e.g. Alien
Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com>
wrote:

> I'll take a look. It's possible we broke the CModelInfo ABI in a way that
> sourcetest doesn't hit.
>
> --
> *From:* hlcoders-boun...@list.valvesoftware.com [
> hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell [
> rebel.y...@gmail.com]
> *Sent:* Friday, September 11, 2015 10:01 AM
> *To:* hlcoders@list.valvesoftware.com
> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>
> A crash issue here. After merging the code I get both Windows and Linux
> server running, Windows client working fine too but Linux and OSX clients
> will crash after map load, here's the trace:
>
> 0   engine.dylib0x0a87105f
> CModelInfo::GetModelType(model_t const*) const + 31
> 1   client.dylib0x1d114ea9
> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
> 121
> 2   client.dylib0x1d115010
> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
> 3   engine.dylib0x0a8f3529
> CStaticPropMgr::LevelInitClient() + 169
> 4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
> 5   engine.dylib0x0a73d067
> CClientState::SetSignonState(int, int) + 823
> 6   engine.dylib0x0a7200bb
> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
> 7   engine.dylib0x0a8d4776
> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
> 8   engine.dylib0x0a8d47ab non-virtual thunk to
> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
> 9   engine.dylib0x0a68fc98
> SVC_PacketEntities::Process() + 24
> 10  engine.dylib0x0a8914eb
> CNetChan::ProcessMessages(bf_read&) + 843
> 11  engine.dylib0x0a891c6c
> CNetChan::CheckReceivingList(int) + 380
> 12  engine.dylib0x0a8926ff
> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>
>
> I'm quite sure my SDK bin/ directory is up to date with the beta_test
> branch files since my mod is  standalone (Fistful of Frags), I triple
> checked that. So I don't see where the problem is, maybe wrong engine (or
> other) library for Linux/OSX?
>
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> please visit:
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>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Harry Jeffery
A non-critical feature that it'd be nice to have is the ability to 
create impossible geometry by linking areas with invisible portals, as 
was done in Portal 2.


On 12/09/15 15:32, Tobias Kammersgaard wrote:

How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.

On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com
<mailto:jo...@valvesoftware.com>> wrote:

I'll take a look. It's possible we broke the CModelInfo ABI in a way
that sourcetest doesn't hit.


*From:* hlcoders-boun...@list.valvesoftware.com
<mailto:hlcoders-boun...@list.valvesoftware.com>
[hlcoders-boun...@list.valvesoftware.com
<mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel
Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>]
*Sent:* Friday, September 11, 2015 10:01 AM
*To:* hlcoders@list.valvesoftware.com
<mailto:hlcoders@list.valvesoftware.com>
    *Subject:* Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and
Linux server running, Windows client working fine too but Linux and
OSX clients will crash after map load, here's the trace:

0   engine.dylib0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1   client.dylib0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
int) + 121
2   client.dylib0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98
SVC_PacketEntities::Process() + 24
10  engine.dylib0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the
beta_test branch files since my mod is  standalone (Fistful of
Frags), I triple checked that. So I don't see where the problem is,
maybe wrong engine (or other) library for Linux/OSX?

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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tobias Kammersgaard
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.

I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

On 12 September 2015 at 16:38, Harry Jeffery <ha...@exec64.co.uk> wrote:

> A non-critical feature that it'd be nice to have is the ability to create
> impossible geometry by linking areas with invisible portals, as was done in
> Portal 2.
>
> On 12/09/15 15:32, Tobias Kammersgaard wrote:
>
>> How about updating the particle system to match the one found in e.g.
>> Alien Swarm/Left 4 Dead 2 or CSGO?
>>
>> The current one is somewhat limiting when creating certain type of
>> effects.
>>
>> On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com
>> <mailto:jo...@valvesoftware.com>> wrote:
>>
>> I'll take a look. It's possible we broke the CModelInfo ABI in a way
>> that sourcetest doesn't hit.
>>
>>
>> 
>> *From:* hlcoders-boun...@list.valvesoftware.com
>> <mailto:hlcoders-boun...@list.valvesoftware.com>
>> [hlcoders-boun...@list.valvesoftware.com
>> <mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel
>> Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>]
>> *Sent:* Friday, September 11, 2015 10:01 AM
>> *To:* hlcoders@list.valvesoftware.com
>> <mailto:hlcoders@list.valvesoftware.com>
>> *Subject:* Re: [hlcoders] Source SDK 2013 Release
>>
>>
>> A crash issue here. After merging the code I get both Windows and
>> Linux server running, Windows client working fine too but Linux and
>> OSX clients will crash after map load, here's the trace:
>>
>> 0   engine.dylib0x0a87105f
>> CModelInfo::GetModelType(model_t const*) const + 31
>> 1   client.dylib0x1d114ea9
>> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
>> int) + 121
>> 2   client.dylib0x1d115010
>> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) +
>> 96
>> 3   engine.dylib0x0a8f3529
>> CStaticPropMgr::LevelInitClient() + 169
>> 4   engine.dylib0x0a763c31 CL_FullyConnected() +
>> 49
>> 5   engine.dylib0x0a73d067
>> CClientState::SetSignonState(int, int) + 823
>> 6   engine.dylib0x0a7200bb
>> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
>> 7   engine.dylib0x0a8d4776
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
>> 8   engine.dylib0x0a8d47ab non-virtual thunk to
>> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
>> 9   engine.dylib0x0a68fc98
>> SVC_PacketEntities::Process() + 24
>> 10  engine.dylib0x0a8914eb
>> CNetChan::ProcessMessages(bf_read&) + 843
>> 11  engine.dylib0x0a891c6c
>> CNetChan::CheckReceivingList(int) + 380
>> 12  engine.dylib0x0a8926ff
>> CNetChan::ProcessPacket(netpacket_s*, bool) + 751
>>
>>
>> I'm quite sure my SDK bin/ directory is up to date with the
>> beta_test branch files since my mod is  standalone (Fistful of
>> Frags), I triple checked that. So I don't see where the problem is,
>> maybe wrong engine (or other) library for Linux/OSX?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>
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Re: [hlcoders] Source SDK 2013 Release

2015-09-11 Thread Rebel Yell
A crash issue here. After merging the code I get both Windows and Linux
server running, Windows client working fine too but Linux and OSX clients
will crash after map load, here's the trace:

0   engine.dylib0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1   client.dylib0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
121
2   client.dylib0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98
SVC_PacketEntities::Process() + 24
10  engine.dylib0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the beta_test
branch files since my mod is  standalone (Fistful of Frags), I triple
checked that. So I don't see where the problem is, maybe wrong engine (or
other) library for Linux/OSX?
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Re: [hlcoders] Source SDK 2013 Release

2015-09-11 Thread geotavros

Hi John,

Yesterday's TF2 update fixed several crashes. Lightmap on prop_static 
crash specifically

http://www.teamfortress.com/?tab=updates
- Fixed a client crash for users who had model quality set to low on 
maps with static prop lightmaps (thanks to Egan for the detailed report 
and test case)


Could this crash fix be ported on Source SDK 2013? Because I checked it 
and it reproduces on my test level.


There is also an other issue of artifacts on prop_static with lightmaps 
which are far from player

http://steamcommunity.com/app/211/discussions/2/517141624285950621/

On 9/10/2015 5:18 AM, John Schoenick wrote:
We've just pushed an update to the Source SDK 2013 on GitHub. This 
update includes security fixes to the game code included in the SDK, 
so all mods are strongly encouraged to integrate these updates as soon 
as possible.


This brings the GitHub repository in sync with the SourceSDK Base 2013 
*beta_test* branch on Steam. If all goes well, we will be promoting 
the beta_test branch to the primary branch on Steam in the next few 
days, so please give it a test run and let us know if you encounter 
any issues.


  https://github.com/ValveSoftware/source-sdk-2013

- John


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Re: [hlcoders] Source SDK 2013 Release

2015-09-11 Thread John Schoenick
I'll take a look. It's possible we broke the CModelInfo ABI in a way that 
sourcetest doesn't hit.


From: hlcoders-boun...@list.valvesoftware.com 
[hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell 
[rebel.y...@gmail.com]
Sent: Friday, September 11, 2015 10:01 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and Linux server 
running, Windows client working fine too but Linux and OSX clients will crash 
after map load, here's the trace:

0   engine.dylib0x0a87105f CModelInfo::GetModelType(model_t 
const*) const + 31
1   client.dylib0x1d114ea9 
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + 121
2   client.dylib0x1d115010 
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3   engine.dylib0x0a8f3529 
CStaticPropMgr::LevelInitClient() + 169
4   engine.dylib0x0a763c31 CL_FullyConnected() + 49
5   engine.dylib0x0a73d067 
CClientState::SetSignonState(int, int) + 823
6   engine.dylib0x0a7200bb 
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7   engine.dylib0x0a8d4776 
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8   engine.dylib0x0a8d47ab non-virtual thunk to 
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9   engine.dylib0x0a68fc98 SVC_PacketEntities::Process() + 
24
10  engine.dylib0x0a8914eb 
CNetChan::ProcessMessages(bf_read&) + 843
11  engine.dylib0x0a891c6c 
CNetChan::CheckReceivingList(int) + 380
12  engine.dylib0x0a8926ff 
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the beta_test branch 
files since my mod is  standalone (Fistful of Frags), I triple checked that. So 
I don't see where the problem is, maybe wrong engine (or other) library for 
Linux/OSX?
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Re: [hlcoders] Source SDK 2013 Release

2015-09-09 Thread Neico

https://github.com/ValveSoftware/source-sdk-2013/issues/290

please consider this, it's a major pain...

John Schoenick wrote on 10.09.2015 at 04:18 GMT +1:
We've just pushed an update to the Source SDK 2013 on GitHub. This 
update includes security fixes to the game code included in the SDK, 
so all mods are strongly encouraged to integrate these updates as soon 
as possible.


This brings the GitHub repository in sync with the SourceSDK Base 2013 
*beta_test* branch on Steam. If all goes well, we will be promoting 
the beta_test branch to the primary branch on Steam in the next few 
days, so please give it a test run and let us know if you encounter 
any issues.


  https://github.com/ValveSoftware/source-sdk-2013

- John


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread minh_le
Does this include upgrades to the engine? Like the new dynamic shadow  system in CS:GO? New Botcode found in TF2?   On 6/26/2013 3:48 PM, Joe Ludwig wrote: 
http://store.steampowered.com/news/10962/  Source SDK 2013 Release  We have released an update to the Source SDK, bringing support for  Mac OS X and Linux to mod developers and exposing the ability for  virtual reality support in your mod. The biggest change with this update  is that we are using github to host the source code. You will find the  code here. This Source SDK 2013 release also includes a new license that  can be foundhere. This new license allows mod authors to share their  changes to the SDK more easily.  The other change with the Source SDK is that now Hammer and the  other mod tools ship with their respective games instead of as part of  the SDK Launcher. The launcher itself is being phased out, so it will  disappear from your Tools list. You can find information about how to  run the tools from the games here.  The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by  the sample mods. Existing mods can change their gameinfo.txt to match  the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to  the SDK. Running a compatible mod with -vr on the command line will run  the mod in stereo and enable head tracking on the Rift.  You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki.   ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders   


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Re: [hlcoders] Source SDK 2013 Release

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


On 27 Jun 2013 07:43, minh...@telus.net wrote:

 Does this include upgrades to the engine? Like the new dynamic shadow
 system in CS:GO? New Botcode found in TF2?


 On 6/26/2013 3:48 PM, Joe Ludwig wrote:

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS
 X and Linux to mod developers and exposing the ability for virtual reality
 support in your mod. The biggest change with this update is that we are
 using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.

 The other change with the Source SDK is that now Hammer and the other mod
 tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.

 The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013
 on the Valve Developer Community wiki.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Netshroud
to the main engine

There's a main Source engine now?

On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:

 Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new 
 lighting system is only part of the CSGO engine has hasn't been backported to 
 the main engine. The TF2 bot system is NextBot which is also used in L4D2 and 
 CSGO, that appears to have been removed judging from the lack of NextBot 
 folders in client and server.
 
 
 On 27 Jun 2013 07:43, minh...@telus.net wrote:
 Does this include upgrades to the engine? Like the new dynamic shadow system 
 in CS:GO? New Botcode found in TF2? 
 
 
 On 6/26/2013 3:48 PM, Joe Ludwig wrote: 
 http://store.steampowered.com/news/10962/ 
 
 Source SDK 2013 Release 
 
 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily. 
 
 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here. 
 
 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features: 
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux. 
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support. 
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift. 
 
 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki. 
 
 
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Re: [hlcoders] Source SDK 2013 Release

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


On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote:

 to the main engine

 There's a main Source engine now?

 On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:

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


 On 27 Jun 2013 07:43, minh...@telus.net wrote:

 Does this include upgrades to the engine? Like the new dynamic shadow
 system in CS:GO? New Botcode found in TF2?


 On 6/26/2013 3:48 PM, Joe Ludwig wrote:

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS
 X and Linux to mod developers and exposing the ability for virtual reality
 support in your mod. The biggest change with this update is that we are
 using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.

 The other change with the Source SDK is that now Hammer and the other mod
 tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.

 The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013
 on the Valve Developer Community wiki.


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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

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

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


On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires st...@swires.me wrote:

 I would consider that to be the main version of Source as that's what most
 of Valve core multiplayer games sit on.


 On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote:

 to the main engine

 There's a main Source engine now?

 On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:

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


 On 27 Jun 2013 07:43, minh...@telus.net wrote:

 Does this include upgrades to the engine? Like the new dynamic shadow
 system in CS:GO? New Botcode found in TF2?


 On 6/26/2013 3:48 PM, Joe Ludwig wrote:

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.

 The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.

 The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.


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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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

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

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders

Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread T X4






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

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

Regards,TESLA-X4 

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Re: [hlcoders] Source SDK 2013 Release

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


On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote:

  For anyone who's curious about what *exactly* has changed since Source
 SDK 2007, I've managed to generate a diff between the last released version
 of the 2007 SDK against the new 2013 SDK (*MP code only*). There was
 initially plenty of extra 'noise' since virtually every single file was
 detected as changed - this was due to Valve replacing the header comments
 in all files. So after spending close to six hours filtering out changes of
 that nature, I finally managed to get some useful output.

 *Summaries (filenames only)*:
 Changed Files (binaries) http://pastebin.com/crcUgnYx
 Changed Files (text) http://pastebin.com/Cgq6x65m - Use this to quickly
 index the diffs for changes specific to a given file, since scrolling
 through it might be fairly laggy at times.
 File Removals http://pastebin.com/90u7dRyw
 File Additions http://pastebin.com/uhHFBCCe
 Unchanged* Files http://pastebin.com/9hasuKJN

 *Detailed git diff output (packaged with the above summaries in text form)
 *:
 Here http://www.mediafire.com/?06m4nz4sbcwruq9

 *Statistics (post noise reduction)*:
 Changed files (binaries): 17
 Changed files (text): 1465
 Files removed: 423
 Files added: 851
 Unchanged* files: 1349

 **Unchanged* *includes* the files whose header comments were modified to
 reduce the amount of noise output.

 Hope you guys will find these to be of use.
 (also, to those longing for custom main menus, look near the bottom of
 /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] )

 Regards,
 TESLA-X4


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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

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

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


2013/6/27 Joel R. joelru...@gmail.com

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


 On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote:

  For anyone who's curious about what *exactly* has changed since Source
 SDK 2007, I've managed to generate a diff between the last released version
 of the 2007 SDK against the new 2013 SDK (*MP code only*). There was
 initially plenty of extra 'noise' since virtually every single file was
 detected as changed - this was due to Valve replacing the header comments
 in all files. So after spending close to six hours filtering out changes of
 that nature, I finally managed to get some useful output.

 *Summaries (filenames only)*:
 Changed Files (binaries) http://pastebin.com/crcUgnYx
 Changed Files (text) http://pastebin.com/Cgq6x65m - Use this to
 quickly index the diffs for changes specific to a given file, since
 scrolling through it might be fairly laggy at times.
 File Removals http://pastebin.com/90u7dRyw
 File Additions http://pastebin.com/uhHFBCCe
 Unchanged* Files http://pastebin.com/9hasuKJN

 *Detailed git diff output (packaged with the above summaries in text
 form)*:
 Here http://www.mediafire.com/?06m4nz4sbcwruq9

 *Statistics (post noise reduction)*:
 Changed files (binaries): 17
 Changed files (text): 1465
 Files removed: 423
 Files added: 851
 Unchanged* files: 1349

 **Unchanged* *includes* the files whose header comments were modified to
 reduce the amount of noise output.

 Hope you guys will find these to be of use.
 (also, to those longing for custom main menus, look near the bottom of
 /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] )

 Regards,
 TESLA-X4


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Re: [hlcoders] Source SDK 2013 Release

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


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


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


 - ScarT




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





1. We will fix that

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

3. We will fix that.

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

 

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

 


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

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

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

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


 


2013/6/27 Riley theda...@gmail.com


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



 


 


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:


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




 


2013/6/27 fuZZ RedEyes fuzzz...@gmail.com



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

and enjoy




 


2013/6/27 Stephen Swires st...@swires.me


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



 


 


On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:



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

 


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




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



 








Thank for the fast reply Alfred,

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


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

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

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

something goes wrong ,no ?

//nicolas


 


2013/6/27 Alfred Reynolds alf...@valvesoftware.com



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

 

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




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



 



Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )

//nicolas


 


 


2013/6/27 Alfred Reynolds alf...@valvesoftware.com



No, hammer is only available on windows and we have no plans at this time to 
change that.

 

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

 

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
Sent

Re: [hlcoders] Source SDK 2013 Release

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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

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

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set

Re: [hlcoders] Source SDK 2013 Release

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

Nicolas


2013/6/28 Joe Ludwig j...@valvesoftware.com

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

 ** **

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

 ** **

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

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Alfred Reynolds
 *Sent:* Thursday, June 27, 2013 9:51 AM

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

  ** **

 1. We will fix that

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

 3. We will fix that.

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

 ** **

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

 ** **

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

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

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

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

 ** **

 2013/6/27 Riley theda...@gmail.com

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

 ** **

 ** **

 On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:*
 ***

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

 ** **

 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

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

 and enjoy

 ** **

 2013/6/27 Stephen Swires st...@swires.me

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

 ** **

 ** **

 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

  

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


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

  

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Neico
Now that is unexpected...

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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Dylan House
Great!


On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote:

 Now that is unexpected...

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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread M B
Well, I hope so.

Sent from my iPod

On Jun 26, 2013, at 3:59 PM, Dylan House dhous...@gmail.com wrote:

 Great!
 
 
 On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote:
 Now that is unexpected...
 
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
https://github.com/ValveSoftware/source-sdk-2013

That is where you want to go for the code.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
Sent: Wednesday, June 26, 2013 3:49 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: [hlcoders] Source SDK 2013 Release

http://store.steampowered.com/news/10962/

Source SDK 2013 Release

We have released an update to the Source SDK, bringing support for Mac OS X and 
Linux to mod developers and exposing the ability for virtual reality support in 
your mod. The biggest change with this update is that we are using github to 
host the source code. You will find the code here. This Source SDK 2013 release 
also includes a new license that can be foundhere. This new license allows mod 
authors to share their changes to the SDK more easily.

The other change with the Source SDK is that now Hammer and the other mod tools 
ship with their respective games instead of as part of the SDK Launcher. The 
launcher itself is being phased out, so it will disappear from your Tools list. 
You can find information about how to run the tools from the games here.

The source for this new SDK release includes the latest code for all the 
included games, and has many new features:
. The games now build and run clients on Windows, OSX, and Linux. Dedicated 
servers are supported on Windows and Linux.
. Steam Pipe (the new Steam content delivery system) is supported by the sample 
mods. Existing mods can change their gameinfo.txt to match the new format and 
gain Steam Pipe support.
. Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
Running a compatible mod with -vr on the command line will run the mod in 
stereo and enable head tracking on the Rift.

You can find instructions on getting started with the new Source SDK 2013 on 
the Valve Developer Community wiki.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Byron Mallett
Whoa, so far out of left field but so appreciated!

-- Byron Mallett
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Neico
One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki.


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


 ___
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki.


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


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Jesse F
Is hammer going to work on mac and linux now? I like that I can use not VS
to build the sdk now.


On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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-- 
Jesse
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Andrew McWatters
I have waited for this day for so long. Thank you, based Valve.___
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: 
 hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
  
 [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
  On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod with -vr on the command line will run the mod in 
 stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 on 
 the Valve Developer Community wiki.


 ___
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 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders


 ___
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Jesse
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Rodrigo 'r2d2rigo' Diaz
*Future engines have been designed with cross platform support in the
toolchain from the start.*
*
*
Oh my god, HL3 CONFIRMED!


2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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


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



 

 ** **

 --
 Jesse 

 ___
 To unsubscribe, edit your list preferences

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk
2013) to be )released  on steam ? ( the Steam AppID is the one set into the
gameinfo.txt  of the template mod_hl2 /mod_episodic )

//nicolas




2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Dylan House
*Hint hint*


On Wed, Jun 26, 2013 at 5:00 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
 wrote:

 *Future engines have been designed with cross platform support in the
 toolchain from the start.*
 *
 *
 Oh my god, HL3 CONFIRMED!


 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all
 the included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by
 the sample mods. Existing mods can change their gameinfo.txt to match the
 new format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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

 --
 Jesse

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread M B
Doubt it, actually.

Sent from my iPod

On Jun 26, 2013, at 5:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
wrote:

 Future engines have been designed with cross platform support in the 
 toolchain from the start.
 
 Oh my god, HL3 CONFIRMED!
 
 
 2013/6/27 Alfred Reynolds alf...@valvesoftware.com
 No, hammer is only available on windows and we have no plans at this time to 
 change that.
 
  
 
 It is a MFC app, which is a windows only UI tech, so a port would be 
 difficult. Future engines have been designed with cross platform support in 
 the toolchain from the start.
 
  
 
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
 Sent: Wednesday, June 26, 2013 4:46 PM
 To: Discussion of Half-Life Programming
 
 
 Subject: Re: [hlcoders] Source SDK 2013 Release
  
 
 Is hammer going to work on mac and linux now? I like that I can use not VS 
 to build the sdk now.
 
  
 
 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com 
 wrote:
 
 There is a new Source SDK Base 2013 app (one for MP and one for SP) that 
 ships with a complete suite of the modding tools, you should use those and 
 set a custom VPROJECT (actually, you can use the tools from any game, just 
 set that vproject environment).
 
 - Alfred
 
 
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release
 
 One question does appear in my mind with that tough...
 
 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.
 
 - Neico
 
 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com 
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac OS 
  X and Linux to mod developers and exposing the ability for virtual reality 
  support in your mod. The biggest change with this update is that we are 
  using github to host the source code. You will find the code here. This 
  Source SDK 2013 release also includes a new license that can be foundhere. 
  This new license allows mod authors to share their changes to the SDK more 
  easily.
 
  The other change with the Source SDK is that now Hammer and the other mod 
  tools ship with their respective games instead of as part of the SDK 
  Launcher. The launcher itself is being phased out, so it will disappear 
  from your Tools list. You can find information about how to run the tools 
  from the games here.
 
  The source for this new SDK release includes the latest code for all the 
  included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux. 
  Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the 
  sample mods. Existing mods can change their gameinfo.txt to match the new 
  format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the 
  SDK. Running a compatible mod with -vr on the command line will run the 
  mod in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK 2013 
  on the Valve Developer Community wiki.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Marcus Dyck
*facepalm*
On 2013-06-26 7:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote:

 *Future engines have been designed with cross platform support in the
 toolchain from the start.*
 *
 *
 Oh my god, HL3 CONFIRMED!


 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

  No, hammer is only available on windows and we have no plans at this
 time to change that.

 ** **

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

 ** **

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming

 *Subject:* Re: [hlcoders] Source SDK 2013 Release

 ** **

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

 ** **

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all
 the included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by
 the sample mods. Existing mods can change their gameinfo.txt to match the
 new format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr on the command line will run the mod
 in stereo and enable head tracking on the Rift.
 
  You can find instructions on getting started with the new Source SDK
 2013 on the Valve Developer Community wiki.
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 
 
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 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
 


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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders


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



 

 ** **

 --
 Jesse

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
The expectation is that the Singleplayer variant of the SDK Base will update 
when HL2 does, which will be reasonably rarely (i.e less than once a year). The 
MP version will more closely track the engine used by our MP titles (TF2, 
HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes 
should not break backwards compatibility for games.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 5:07 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: 
 hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
  
 [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
  On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are using 
 github to host the source code. You will find the code here. This Source SDK 
 2013 release also includes a new license that can be foundhere. This new 
 license allows mod authors to share their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear from 
 your Tools list. You can find information about how to run the tools from the 
 games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the SDK. 
 Running a compatible mod

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Psy_Commando
Sounds like a good new. Honestly, I was about to switch to UDK. But maybe
this might just work..

Is faceposer fixed ? And, does this use Qt for the UI, like the SFM ?


On Wed, Jun 26, 2013 at 8:14 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

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

 ** **

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

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

 ** **

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

 ** **

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux.
 Dedicated servers are supported on Windows and Linux.
  . Steam Pipe (the new Steam content delivery system) is supported by the
 sample mods. Existing mods can change their gameinfo.txt to match the new
 format and gain Steam Pipe support.
  . Support for Virtual Reality via the Oculus Rift has been added to the
 SDK. Running a compatible mod with -vr

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Jacob J*Rod Salas
Hey, I've been building the latest multiplayer code in VS 2012 (Release),
and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
in pretty much every precompiled library. I probably should've just built
the project using the 2010 toolset to begin with, but I don't think those
files had any compatibility problems like that in any other SDK.

Thanks!

--
Jacob J*Rod Salas
The star is silent, but prominent... http://jsmedia.tk
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Rodrigo 'r2d2rigo' Diaz
@Jacob: MS tends to break their own C++ compilers with each VS release, so
I would recommend you to keep using VS2010 for Source SDK; but if you
really, really need the new IntelliSense features added in VS2012, you can
install 2010 and 2012 in the same machine and the later will use the old
compiling tools if you refuse to update the project when opening it.


2013/6/27 Jacob J*Rod Salas czfj...@gmail.com

 Hey, I've been building the latest multiplayer code in VS 2012 (Release),
 and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
 in pretty much every precompiled library. I probably should've just built
 the project using the 2010 toolset to begin with, but I don't think those
 files had any compatibility problems like that in any other SDK.

 Thanks!

 --
 Jacob J*Rod Salas
 The star is silent, but prominent... http://jsmedia.tk

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



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To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Kyle Sanderson
Thanks for the update!

Kyle.


On Wed, Jun 26, 2013 at 5:37 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
 wrote:

 @Jacob: MS tends to break their own C++ compilers with each VS release, so
 I would recommend you to keep using VS2010 for Source SDK; but if you
 really, really need the new IntelliSense features added in VS2012, you can
 install 2010 and 2012 in the same machine and the later will use the old
 compiling tools if you refuse to update the project when opening it.


 2013/6/27 Jacob J*Rod Salas czfj...@gmail.com

 Hey, I've been building the latest multiplayer code in VS 2012 (Release),
 and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700)
 in pretty much every precompiled library. I probably should've just built
 the project using the 2010 toolset to begin with, but I don't think those
 files had any compatibility problems like that in any other SDK.

 Thanks!

 --
 Jacob J*Rod Salas
 The star is silent, but prominent... http://jsmedia.tk

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




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



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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
Thank for the fast reply Alfred,
I just may have misunderstood something, cause i told about the equivalent
of the source sdk base 2006 and 2007, but a 2013 version.

The three mod templates, get from the github repository, have all a
gameinfo.txt with a steamapp ID set to 243730.
To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the
hl2 steamapp id hasn't change it's always 220.
So it a bit confuse to me, if i put the mod template into
steamapps/Sourcemods/ and restart steam, nothing appears.

something goes wrong ,no ?

//nicolas


2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

 ** **

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

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

 ** **

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

 ** **

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support in your mod. The biggest change with this update is that we
 are using github to host the source code. You will find the code here. This
 Source SDK 2013 release also includes a new license that can be foundhere.
 This new license allows mod authors to share their changes to the SDK more
 easily.
 
  The other change with the Source SDK is that now Hammer and the other
 mod tools ship with their respective games instead of as part of the SDK
 Launcher. The launcher itself is being phased out, so it will disappear
 from your Tools list. You can find information about how to run the tools
 from the games here.
 
  The source for this new SDK release includes the latest code for all the
 included games, and has many new features:
  . The games now build and run clients on Windows, OSX, and Linux

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Joe Ludwig
The SDK Base apps hadn't been published yet, but that should be fixed now. You 
should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 
Singleplayer in your tools list. Install those and your mod should show up. 
(You'll need to build it first so you have binaries to load.)

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes
Sent: Wednesday, June 26, 2013 6:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

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

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

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

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

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

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: 
 hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
  
 [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
  On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
great Joe, thank you for the help :)
i will surely write an sort of tutorial as so much people should be confuse
with the recent change.
//nicolas


2013/6/27 Joe Ludwig j...@valvesoftware.com

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Stephen Swires
This doesn't appear to have been fixed yet. I have also tried restarting
the Steam client.


On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not VS
 to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com
 wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have released an update to the Source SDK, bringing support for Mac
 OS X and Linux to mod developers and exposing the ability for virtual
 reality support

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Mart-Jan Reeuwijk

Its more a confirmation of work being done on a new source engine.




 From: Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Sent: Thursday, 27 June 2013, 2:00
Subject: Re: [hlcoders] Source SDK 2013 Release
 


Future engines have been designed with cross platform support in the toolchain 
from the start.



Oh my god, HL3 CONFIRMED!



2013/6/27 Alfred Reynolds alf...@valvesoftware.com

No, hammer is only available on windows and we have no plans at this time to 
change that.
 
It is a MFC app, which is a windows only UI tech, so a port would be 
difficult. Future engines have been designed with cross platform support in 
the toolchain from the start.
 
From:hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release
 
Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.
 
On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com 
wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that 
ships with a complete suite of the modding tools, you should use those and 
set a custom VPROJECT (actually, you can use the tools from any game, just 
set that vproject environment).

- Alfred

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

 That is where you want to go for the code.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
 Sent: Wednesday, June 26, 2013 3:49 PM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: [hlcoders] Source SDK 2013 Release

 http://store.steampowered.com/news/10962/

 Source SDK 2013 Release

 We have released an update to the Source SDK, bringing support for Mac OS X 
 and Linux to mod developers and exposing the ability for virtual reality 
 support in your mod. The biggest change with this update is that we are 
 using github to host the source code.
 You will find the code here. This Source SDK 2013 release also includes a new 
license that can be foundhere. This new license allows mod authors to share 
their changes to the SDK more easily.

 The other change with the Source SDK is that now Hammer and the other mod 
 tools ship with their respective games instead of as part of the SDK 
 Launcher. The launcher itself is being phased out, so it will disappear 
 from your Tools list. You can find information
 about how to run the tools from the games here.

 The source for this new SDK release includes the latest code for all the 
 included games, and has many new features:
 . The games now build and run clients on Windows, OSX, and Linux. Dedicated 
 servers are supported on Windows and Linux.
 . Steam Pipe (the new Steam content delivery system) is supported by the 
 sample mods. Existing mods can change their gameinfo.txt to match the new 
 format and gain Steam Pipe support.
 . Support for Virtual Reality via the Oculus Rift has been added to the 
 SDK. Running a compatible mod with -vr on the command line will run the mod 
 in stereo and enable head tracking on the Rift.

 You can find instructions on getting started with the new Source SDK 2013 
 on the Valve Developer Community wiki.


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 please visit:
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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Joe Ludwig
Ok, now it's REALLY fixed.

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen Swires
Sent: Wednesday, June 26, 2013 6:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK 2013 Release

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

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

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

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

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

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

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

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

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

Yeah Great news, and thank you Joe and Alfred for posting, here.
Hmm, The source sdk base 2013 it not yet available from steam tools.
How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) 
to be )released  on steam ? ( the Steam AppID is the one set into the 
gameinfo.txt  of the template mod_hl2 /mod_episodic )
//nicolas


2013/6/27 Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com
No, hammer is only available on windows and we have no plans at this time to 
change that.

It is a MFC app, which is a windows only UI tech, so a port would be difficult. 
Future engines have been designed with cross platform support in the toolchain 
from the start.

From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Jesse F
Sent: Wednesday, June 26, 2013 4:46 PM
To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] Source SDK 2013 Release

Is hammer going to work on mac and linux now? I like that I can use not VS to 
build the sdk now.

On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote:
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships 
with a complete suite of the modding tools, you should use those and set a 
custom VPROJECT (actually, you can use the tools from any game, just set that 
vproject environment).

- Alfred

-Original Message-
From: 
hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com
 
[mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com]
 On Behalf Of Neico
Sent: Wednesday, June 26, 2013 4:33 PM
To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

One question does appear in my mind with that tough...

How are mods going to be able to use the tools like Hammer in the future?
Games ship it with themselves, but for mods there would be a
customizable solution needed,
or do you expect us to rip the tools stuff from one of the games and
modify it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.

- Neico

On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote:
 https://github.com/ValveSoftware/source-sdk-2013

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
create a shortcut on your desktop and add that as target
steam://rungameid/243730 (SP)
and enjoy


2013/6/27 Stephen Swires st...@swires.me

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



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this time
 to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM
  To: 'hlcoders@list.valvesoftware.com'
  Subject: [hlcoders] Source SDK 2013 Release
 
  http://store.steampowered.com/news/10962/
 
  Source SDK 2013 Release
 
  We have

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
steam://rungameid/243730 or try that one, sorry for the two quick posts, i
don't want to spam everyone on the list :)


2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

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


 2013/6/27 Stephen Swires st...@swires.me

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



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP) that
 ships with a complete suite of the modding tools, you should use those and
 set a custom VPROJECT (actually, you can use the tools from any game, just
 set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig
  Sent: Wednesday, June 26, 2013 3:49 PM

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Riley
Any chance that we could get access to the materialsystem like we had back
in 06/07?


On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

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


 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

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


 2013/6/27 Stephen Swires st...@swires.me

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



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source sdk
 2013) to be )released  on steam ? ( the Steam AppID is the one set into the
 gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use not
 VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP)
 that ships with a complete suite of the modding tools, you should use those
 and set a custom VPROJECT (actually, you can use the tools from any game,
 just set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013 Release

 One question does appear in my mind with that tough...

 How are mods going to be able to use the tools like Hammer in the
 future?
 Games ship it with themselves, but for mods there would be a
 customizable solution needed,
 or do you expect us to rip the tools stuff from one of the games and
 modify it until it fits and ship it together with the mod?
 I think that's a rather big thing that isn't covered by the news at all
 and will have an impact if there's no solution coming soon.

 - Neico

 On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
  https://github.com/ValveSoftware/source-sdk-2013
 
  That is where you want to go for the code.
 
  -Original Message-
  From

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread fuZZ RedEyes
some bug to fix :
1.
set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory

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

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

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



2013/6/27 Riley theda...@gmail.com

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



 On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

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


 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

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


 2013/6/27 Stephen Swires st...@swires.me

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



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source
 sdk 2013) to be )released  on steam ? ( the Steam AppID is the one set 
 into
 the gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support 
 in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use
 not VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP)
 that ships with a complete suite of the modding tools, you should use 
 those
 and set a custom VPROJECT (actually, you can use the tools from any game,
 just set that vproject environment).

 - Alfred


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
 Sent: Wednesday, June 26, 2013 4:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK 2013

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Psy_Commando
I think the one from Alien Swarm could. Though, for some reasons, you have
to create all the folders from the VPK into your mod folder. Just the
folder structure, without extracting the models in them. And they with
ASW's hlmv you could navigate to the model's folder and load it for some
reasons. ( loading using (steam) in the hlmv )


On Wed, Jun 26, 2013 at 10:20 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

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

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

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

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



 2013/6/27 Riley theda...@gmail.com

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



 On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:

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


 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com

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


 2013/6/27 Stephen Swires st...@swires.me

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



 On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote:

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

 ** **

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

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

  ** **

 Thank for the fast reply Alfred,

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


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

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

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

 something goes wrong ,no ?

 //nicolas

 ** **

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

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

  

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


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

  

 Yeah Great news, and thank you Joe and Alfred for posting, here.
 Hmm, The source sdk base 2013 it not yet available from steam tools.
 How many time do you expect guys, for the steamAppID 243730 (source
 sdk 2013) to be )released  on steam ? ( the Steam AppID is the one set 
 into
 the gameinfo.txt  of the template mod_hl2 /mod_episodic )

 //nicolas

  

  

 2013/6/27 Alfred Reynolds alf...@valvesoftware.com

 No, hammer is only available on windows and we have no plans at this
 time to change that.

  

 It is a MFC app, which is a windows only UI tech, so a port would be
 difficult. Future engines have been designed with cross platform support 
 in
 the toolchain from the start.

  

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F
 *Sent:* Wednesday, June 26, 2013 4:46 PM
 *To:* Discussion of Half-Life Programming


 *Subject:* Re: [hlcoders] Source SDK 2013 Release

  

 Is hammer going to work on mac and linux now? I like that I can use
 not VS to build the sdk now.

  

 On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds 
 alf...@valvesoftware.com wrote:

 There is a new Source SDK Base 2013 app (one for MP and one for SP)
 that ships with a complete suite