Re: [hlcoders] Source SDK 2013 Release
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/ ___ 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
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.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* > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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" Sergiwrote: > 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? > >> > > ___ > 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
Re: [hlcoders] Source SDK 2013 Release
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? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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? > > ___ > 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
Re: [hlcoders] Source SDK 2013 Release
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: 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
Re: [hlcoders] Source SDK 2013 Release
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: >> 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
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
Re: [hlcoders] Source SDK 2013 Release
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 ___ 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
Re: [hlcoders] Source SDK 2013 Release
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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 ___ 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
Re: [hlcoders] Source SDK 2013 Release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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. ___ 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
Re: [hlcoders] Source SDK 2013 Release
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. ___ 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
Re: [hlcoders] Source SDK 2013 Release
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. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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. ___ 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 ___ 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
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.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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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 ___ 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
Re: [hlcoders] Source SDK 2013 Release
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 ___ 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
Re: [hlcoders] Source SDK 2013 Release
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
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
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
Now that is unexpected... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Great! On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote: Now that is unexpected... ___ 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
Re: [hlcoders] Source SDK 2013 Release
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... ___ 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
Re: [hlcoders] Source SDK 2013 Release
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
Re: [hlcoders] Source SDK 2013 Release
Whoa, so far out of left field but so appreciated! -- Byron Mallett ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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
Re: [hlcoders] Source SDK 2013 Release
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
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.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 ___ 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, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
I have waited for this day for so long. Thank you, based Valve.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
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. ___ 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, or view the list
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. ___ 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
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 ___ 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
Re: [hlcoders] Source SDK 2013 Release
*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: 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
Re: [hlcoders] Source SDK 2013 Release
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: 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
Re: [hlcoders] Source SDK 2013 Release
*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. ___ 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
Re: [hlcoders] Source SDK 2013 Release
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
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
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
Re: [hlcoders] Source SDK 2013 Release
@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
Re: [hlcoders] Source SDK 2013 Release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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 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
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
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
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
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. ___ 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
Re: [hlcoders] Source SDK 2013 Release
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
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
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
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
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
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