I am currently trying to update everything and finish with the mod, so right
now i am in the process to build
my shaders, but both advance/genric dont compile at all, and the advanced
one, one of the shader dont get built using the batch file.

Shader problem:

sdk_VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
CalcFog called without using $DOWATERFOG
NMAKE :  U1077: '..\..\devtools\bin\perl.exe' : return code '0xff'
Stop.

Compile error:

All my folders like materialsystem/public/lib/devtools was updated, well
overwrited the old file with the new

Right know mostly all the folder are exactly the same except for my own
shader are in the project and all my shader compile but not the one from
valve

For the generic one, all my shader compile but on the link all my shader got
this

error LNK2001: unresolved external symbol "void __cdecl _V_memmove(char
const *,int,void *,void const *,int)" (?_V_memmove@@[EMAIL PROTECTED])


I dont know if someone can help on this!

----- Original Message -----
From: "Mike Durand" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Friday, August 04, 2006 8:28 PM
Subject: RE: [hlcoders] Source SDK Update Is Released


Hi Justin-

SteamAppId 215 is associated with 'Source SDK Base' which showed up last
week on the Tools page in Steam. If someone has *bought* a Source SDK
game they are authorized for this tool which contains the latest engine.
The end users will not need to explicitly install 'Source SDK Base' -
Steam will take care of downloading it for them when they run the MOD.

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Friday, August 04, 2006 5:08 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released

That's great.  After we switched to using "320" to use the Episode 1
engine, our players complained of having to download HL2 DM to play.
Does "215" allow those with the HL2 Demo to play?  I'm curious if I have
to program some extra detection with this to make sure that griefers
can't use the HL2 Demo to get a new Steam ID to avoid bans.

Alfred Reynolds wrote:
You should use 215 instead of 220. If you use 320 (HL2DM) then you can

either keep it as is OR move to 215 if you don't depend on HL2DM
specific content. 215 is owned by anyone that has any Valve Source
engine product, 320 is only owned if the user owns Half-Life 2:
Deathmatch (i.e a lot fewer people).

- Alfred

Gus wrote:
This is a cryptographically signed message in MIME format.
--
Thanks alot for this update! On the release note there's one line
that I need more explanation......
"Mod makers should always use its SteamAppId (215) in their single
player and multi-player mods."

Does that mean I have to open Gameinfo.txt and make changes like this

below?

SteamAppId    320        // This will mount all the GCFs we need
(240=CS:S, 220=HL2).

to

SteamAppId    215       // This will mount all the GCFs we need
(240=CS:S, 220=HL2).


Gus
http://wantedmod.planethalflife.gamespy.com/cantina/


Mike Durand wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Hi Everyone-

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




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