@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
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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
leaf variance from optimum : 2.144
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- 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
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
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Ditto, I love you too Mike :D
Matt
On 2/6/07, Jorge Rodriguez [EMAIL PROTECTED] wrote:
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I love you Mike.
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Jorge Vino Rodriguez
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To
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[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
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
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
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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
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)
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I love you Mike.
--
Jorge Vino Rodriguez
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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
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
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
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
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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
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
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:
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@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
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
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
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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
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
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
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
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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
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