I'm messing around with the SDK, and decided it would be easiest to reset
the game configurations for all the engine versions for what I wanted to do.
I noticed that after I had reset it, the setup was as following:
Source 2006 Games:
- Half-Life 2: Deathmatch
Source 2007 Games:
- None
Source
Last time I heard, shader authoring wasn't possible for modders in AS.
On Sun, Oct 31, 2010 at 12:38 PM, Marek Sieradzki marek.sierad...@gmail.com
wrote:
I wonder if you can get shaders to work in ASW.
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to keep it up to
date.
-Original Message- From: Harry Jeffery
Sent: Friday, October 29, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through
I realize the discussion has started to move in a different direction,
but I would just like to briefly state... something. I wouldn't really
call it an opinion. This might be a bit long winded (and I should warn
you a cuil-like, nearly nonsensical metaphor is approaching), but bear
with with me
I think main problem is that we have more than one engine branch.
As a result we have problems with mods, especially with source code.
Sorry if I added nothing new in the discussion.
This is my first post here btw.
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All the talk of burgers just made me really hungry. :(
On Mon, Nov 1, 2010 at 1:44 AM, igor...@inbox.ru wrote:
I think main problem is that we have more than one engine branch.
As a result we have problems with mods, especially with source code.
Sorry if I added nothing new in the discussion.
-2009) and it's easy to keep it up to date.
-Original Message- From: Harry Jeffery
Sent: Friday, October 29, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through
:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up
you're welcome.
I'm heading to bed, cuz i have to work in the morning, but here's the
results of my Sunday:
http://www.youtube.com/watch?v=PBZFPillw9E
when i find more time i'll continue it, but this week i'm going to be very
busy.
-Tony
On Sun, Oct 31, 2010 at 9:02 AM, Cory de La Torre
to keep it up to
date.
-Original Message- From: Harry Jeffery
Sent: Friday, October 29, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code
I'd be very interested, even if the vgui panels are messed up!
-Original Message-
From: Tony omega Sergi
Sent: Sunday, October 31, 2010 12:43 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
Yeah, I'm in Korea.
Anyway, I was messing around
I wonder if you can get shaders to work in ASW.
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, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up
that there is only one
codebase(unlike source 2006-2007-2009) and it's easy to keep it up to
date.
-Original Message- From: Harry Jeffery
Sent: Friday, October 29, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option
I have experience with both, Unreal and Source, engines, and I can, with
confidence, say that both has serious advantages and disadvantages.
I know that some studios refused Source, but I know studios that refused
Unreal.
It's just your choice, and if you can't create games, noone engine will not
I like Valve but yeah, I've been vocal about my growing dislike of the
SDK for a while. Heck some numpty quotes me on the wiki page... :(
As a third-party SDK tool developer I've been smacking my head into
the desk with all the different versions for a while and it's a
nightmare keeping up with
The thing i am most upset about is there is still no create a mod option for
source 2009 based games. I wish valve would include full hl2:dm code and
update it as it patches like alien swarm. Can we at least get an ETA for
2009 sdk?
On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote:
Any ETA would be meaningless, Valve Time, remember... :)
http://developer.valvesoftware.com/wiki/Valve_Time
Jeffrey botman Broome
On 10/29/2010 1:52 PM, Dan L wrote:
Can we at least get an ETA for
2009 sdk?
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A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up on it as there was no
easy way to remove the alienswarm stuff without going through
thousands of
Same here, as I once tried implementing the 2007 scratch SDK into the Alien
Swarm code, and ended up going back to 2007 to keep working on programming.
As for Mike, he's probably busy with talking on forums with people who need
help with certain things. And what about Tony Sergi, the guy who
Tony S. doesn't work for Valve anymore. He stills helps others where he
can though (as far as I can tell).
- Ywa
Op 29-Oct-10 21:17, ~CzF|JS*~ J*Rod schreef:
Same here, as I once tried implementing the 2007 scratch SDK into the Alien
Swarm code, and ended up going back to 2007 to keep working
Oh did he leave? I didn't hear that so I'm not sure.
On Fri, Oct 29, 2010 at 2:53 PM, Jarno Veuger h...@mr-green.nl wrote:
Tony S. doesn't work for Valve anymore. He stills helps others where he can
though (as far as I can tell).
- Ywa
Op 29-Oct-10 21:17, ~CzF|JS*~ J*Rod schreef:
Same
I don't know the exact story behind it. But he works on Tactical
Intervention (Source game) now, for some Asian studio.
- Ywa
Op 29-Oct-10 22:42, Jacob J*Rod Salas schreef:
Oh did he leave? I didn't hear that so I'm not sure.
On Fri, Oct 29, 2010 at 2:53 PM, Jarno Veugerh...@mr-green.nl
29, 2010 3:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Remember June 2006?
A scratch sdk option for the Alien Swarm code would be nice. I looked
through the code with an intent to mod it but the alienswarm specific
stuff got in the way so much. I just gave up
Mike Durand introduced himself as a new employee at Valve, that's hired to
focus on the Source SDK, and updating it.
I quote My full time job is to make sure that you have everything they need
to build your games.
Date: Tue, 25 Jul 2006 19:13:13 -0700
From: Mike Durand mdur...@valvesoftware.com
Epic's great support of UDK is mainly because that's what Epic does.
Epic is an engine company and that's mostly all they do. They make an
engine that's used by dozens of licensees. They release this same engine
in a stripped down format called UDK and apply some license restrictions
on what
I'm in two minds.
Part of me thinks yeah, messing with this stuff was a lot easier when
it was just a zip file with the programs in it, without all the
bullshit of 4 different engine versions, without having to fight Steam
to make everything work.
But another part of me thinks that if people can
I can relate. I've been using the Source SDK for the past year on a school
project, and there have been some incredibly frustrating moments. There have
been times where the project had to be put on hold because tools suddenly
stopped working after an update. I had to come up with a slightly
I dunno, man. If you're still modding for this engine you've got to be a
masochist.
--Bob
On Thu, Oct 28, 2010 at 1:27 PM, Greg M. g...@gregmourino.com wrote:
I can relate. I've been using the Source SDK for the past year on a school
project, and there have been some incredibly frustrating
I don't feel that the idea: Not in valve's best intentions to care that
much about the SDK like Epic is an excuse any longer. Regardless of the
fact that source is lagging behind in it's own way, I feel this wouldn't be
so much of a problem if there weren't so many fucking engine versions. I
don't
They don't have time for the SDK Cory. They're too busy selling other
people's games. :P
--Bob
On Thu, Oct 28, 2010 at 1:53 PM, Cory de La Torre gear@gmail.comwrote:
I don't feel that the idea: Not in valve's best intentions to care that
much about the SDK like Epic is an excuse any
We can use threads: http://developer.valvesoftware.com/wiki/Threads.
The only thing missing in 2007 is the option to turn then on/off from
the GUI, which is no biggie. But I had to dig around and write the
documentation myself (the CWorkerThread bit is someone else's contribution).
I do
VALVe has changed quite a bit since that time. They do have a lot of
distribution business, although I doubt that effects the developers that
much. The one thing I think we can all agree on, when it comes to older
games and the SDK side, they don't seem to have enough personnel dedicated
to it.
That is how it starts. First, they become content with making money; next
thing you know Gaben stays true to his roots and VALVe becomes Microsoft.
Ignoring and neglecting your most fervent and backing customers/supporters
is a short-term solution that gets money and fuels that distaste shared by
My only (small) problem is that Valve is slow when you're trying to
release/update mod on Steam.
For motivated mod team UDK isn't much simpler/better than Source.
That halflife2.net guy should have someone check .mdmp.
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