Hey mike, why wasn't it a beta in the steam settings like the community?
Thought command line betas where a thing of the past.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, January 25, 2008 2:26 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.

My first thought is that we need to change the naming convention for our
public betas.:)

And just to make it clear: this new version of the SDK has both the old
Ep1 mod source code and the Orange Box mod source code. If you set the
active engine to "HL2:Ep1" then the create mod wizard will copy the old
source code to your mod directory. If "Orange Box" is your active engine
when you create a mod then you'll get the new stuff. This way we aren't
forcing people to port their mods to the newer engine.

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, January 24, 2008 8:33 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

The new style ConCommands are in, so i assume its NEWER code than the
normal sdk :P

I wonder what Mike thinks of us all now, ban us all from hlcoders for
hackage, or just shrug it off and hire us all? :P

Keeper wrote:
> Strange, because I looked at some of the headers released for the
plugins,
> and they don't match with what's in the gcf.
>
> Imma wait.  :)
>
> -----Original Message-----
> From: Ed Kehoe [mailto:[EMAIL PROTECTED]
> Sent: Thursday, January 24, 2008 10:41 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] New update.
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yeah, visual comparison took all of 5 seconds. The directory structure
is
> completely different, and the VS2003 solution files are gone.
>
> Rejoice, people, for the promised day has finally come! :D
>
> On Jan 24, 2008 10:38 AM, Sander van Noort
<[EMAIL PROTECTED]>
> wrote:
>
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> The steamappid in the gameinfo.txt is different too. It is 218 now.
So it
>> is likely the updated one.
>>
>>
>>> From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com>
Subject:
>>>
>> Re: [hlcoders] New update.> Date: Thu, 24 Jan 2008 10:23:37 -0500> >
--> [
>> Picked text/plain from multipart/alternative ]> I'm pretty sure it
is,
>> unless the Ep1 SDK had some Episode 3 and the strider> buster code in
it.
>> I'll make a visual comparison with the older code just to> be sure
>>
> though.>
>
>>> On Jan 24, 2008 10:07 AM, Keeper <[EMAIL PROTECTED]> wrote:>
> >
>>>
>> The orange box code?> >> > Don't think so.> >> > -----Original
>>
> Message----->
>
>>> From: Harry Pidcock [mailto:[EMAIL PROTECTED]> > Sent: Thursday,
>>>
>> January 24, 2008 9:22 AM> > To: hlcoders@list.valvesoftware.com> >
>> Subject: Re: [hlcoders] New update.> >> >> >> > The code is in the
srcsdk
>> gcf.> >> > I'm building it now. So far it compiles.> >> >> > Message:
2> >
>> Date: Thu, 24 Jan 2008 13:23:47 +0000> > From: Neale Roberts <
>> [EMAIL PROTECTED]>> > To: hlcoders@list.valvesoftware.com> > Subject:
Re:
>> [hlcoders] New update.> > Reply-To: hlcoders@list.valvesoftware.com>
>> >
>> For the Episode 1-engined games, the shaded and lightmap views work>
>
>>
> again
>
>> (not the lighting preview, though). I can't get Hammer to work at> >
all
>>
> for
>
>> the OB games.> >> >> >
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