Yes, it is fixed and will be part of the release. Be warned that the
more detailed preview mode (3D Ray-traced Lighting Preview) can take a
long time on complex maps. But if you're patient you'll see the scene
rendered in a new child window.

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan -------
Sent: Thursday, January 24, 2008 10:03 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

--
[ Picked text/plain from multipart/alternative ]
Hi, mike - is light preview all fixed in this version?

I might actually weep if it isn't.

On Jan 24, 2008 5:36 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:

> 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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> >>
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