RE: [hlcoders] Re: Open Source Mods (again)

2007-02-12 Thread Mike Durand
@list.valvesoftware.com Subject: RE: [hlcoders] Re: Open Source Mods (again) If there was supposed to be an attachment, it didn't make it. If there wasn't supposed to be an attachment then ... huh? :) At 2007/02/06 11:13 AM, Mike Durand wrote: Whoops! Actually I meant 1.07.00. It was the version

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-12 Thread Jay Stelly
- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini Sent: Monday, February 12, 2007 1:25 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods (again) If I try and use vbspinfo it gives me the filesize then errors out: vbspinfo

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-12 Thread Kevin Ottalini
leaf variance from optimum : 2.144 - - Original Message - From: Jay Stelly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 12, 2007 1:56 PM Subject: RE: [hlcoders] Re: Open Source Mods (again) We had a bug like this a while back - maybe

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-09 Thread bloodykenny
Subject: Re: [hlcoders] Re: Open Source Mods (again) Great idea! This should help all coders a great deal. Small question, version 1.06, I searched throughout the VDC and I could not find when 1.06 was released. This is the closest thing I could find. http://developer.valvesoftware.com/wiki

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-06 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Ditto, I love you too Mike :D Matt On 2/6/07, Jorge Rodriguez [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I love you Mike. -- Jorge Vino Rodriguez -- ___ To

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-06 Thread Mike Durand
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Monday, February 05, 2007 7:08 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods (again) Great idea! This should help all coders a great deal. Small question, version 1.06, I searched throughout the VDC

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Mike Durand
Hi All- I'm pleased to announce that Valve is going to set up a Subversion server that contains snapshots of the SDK source code going back to the 1.06 version of the Source SDK. Steam will continue to distribute the SDK as it has in the past - only the latest versions of the code and tools will

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Nikolaos Tzimoulis
Thanks a bunch! :) That should make things a lot less complicated. I would love to hear more about it. One question that immediately comes to mind is: Does this mean that hosting the SDK code publicly is no longer a problem? Or it would be necessary to set up the system so that the only place

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Sounds like it's just a means to get snapshots of the SDK code to facilitate the creating of patches. Doesn't sound like users will suddenly be allowed to host SDK code publically as well. Should be very useful. Thanks Mike. On 2/5/07, Nikolaos

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Mike Durand
baselines of the SDK code we can help facilitate that. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Sent: Monday, February 05, 2007 1:17 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods (again) -- [ Picked

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] I love you Mike. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nikolaos Tzimoulis
What do you mean so that it is all modified, Nate? And now that I think about it, it's not an option to start from a specific version of the SDK and diff that. How would everyone coordinate with that since you don't get to choose which version of the SDK Steam downloads? Also, it wouldn't be in

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nathan Voge
be released. Of course in theory. - Nate - Original Message - From: Nikolaos Tzimoulismailto:[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Sent: Saturday, February 03, 2007 2:00 AM Subject: Re: [hlcoders] Re: Open Source Mods

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread bloodykenny
As far as CVS goes, you can create a tag on an initial import, so for instance I have a tag called valve_2005_02_17 which was the first real Valve SDK. (Holy cow almost at the two year anniversery already!) So the following command gives the diff between that SDK and my mod as it exists right

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Nikolaos Tzimoulis
So, since sourceforge works with CVS, all I have to do is use CVS to make diff files and then let the sourceforge's CVS system handle them as it would normal source code files. The end result on sourceforge would be CVS doing diff files of diff files that were created by the local copy of CVS. It

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] IMO that sounds too inconvenient to be very useful. I'd start begging Valve to let you host the SDK on a public SVN or CVS. It would be a benefit to the community as well as valve by reducing the traffic on the lists of people trying to fix the

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread Nikolaos Tzimoulis
Thanks for the tips, Jason. The problem is that I have to do more than just that; I also have to find a convenient and universal way to do it, since these diff files will be uploaded on sourceforge and used by other people that want to contribute to the project. I'll have to do it in such a way

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread bloodykenny
I use CVS for all my project's code, so I'm certainly very familiar with it. If you haven't had access to the Valve SDK since day one, however, you have no way of checking out that original version of the SDK from Steam, though. At 2007/02/01 11:16 PM, you wrote: -- [ Picked text/plain from

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread Nathan Voge
@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Sent: Friday, February 02, 2007 11:33 PM Subject: Re: [hlcoders] Re: Open Source Mods (again) I use CVS for all my project's code, so I'm certainly very familiar with it. If you haven't had access to the Valve SDK since day one

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread Nick
Yes, you are correct thats why I suggested there be some sort of way for valve to allow users to select which version of the codebase they wish to install. It would be much easier for all coders( open source coders, and closed source coders) if Valve allowed sdk users to download previous

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread bloodykenny
Agreed wholeheartedly. Thankfully I've archived every SDK update from Valve, so when they introduce new features or bugs I'm able to track things more easily. It would be a royal pain if I lost those. At 2007/02/01 07:06 AM, Nick wrote: Yes, you are correct thats why I suggested there be

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread Jason Stillwell
-- [ Picked text/plain from multipart/alternative ] You should read a bit about revision control systems. You should be using one anyways. A good versioning system can make keeping track of these diffs and patch files much more manageable. (note that I didn't say easy). Most of them will let you

RE: [hlcoders] Re: Open Source Mods (again)

2007-01-31 Thread Ben Everett
standpoint on it, while understood, is silly considering how much is easily available. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, January 30, 2007 11:13 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods

Re: [hlcoders] Re: Open Source Mods (again)

2007-01-31 Thread bloodykenny
Yeah this would be an extremely difficult problem. When Valve releases SDK version N+1, you suddenly have to create a patch for your mod to take you from N to N+1. That patch file is going to contain all the brand new files in the SDK. Maybe I'm reading to much in to the earlier statements

[hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Nikolaos Tzimoulis
Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to

Re: [hlcoders] Re: Open Source Mods (again)

2007-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Not sure how well that is going to work. I don't know how patch files would deal the base SDK being changed during updates, and then users applying the patches to a slightly different codebase than the patch was built from. It's unfortunate they