--
[ Picked text/plain from multipart/alternative ]
Excellent, that's great news.

Someone mentioned that, rather depressingly, the light render only displaces
the effects of light spots and not regular light entites as well - can you
shed some light on this (pun unintended) mike?

On Jan 24, 2008 6:31 PM, Mike Durand <[EMAIL PROTECTED]> wrote:

> It's actually out right now, but doesn't show up in the Tools menu like
> the other one does. If you specify 218 as your mod's SteamAppId then you
> will be loading the *new* Source SDK Base and if you specify 215 then
> you get the familiar one.
>
> 218 loads the same content that 215 does. The only difference is that it
> loads the Orange Box engine cache instead of the Ep1 engine cache.
> Because they are essentially the same we decided it would be confusing
> to expose the new Source SDK Base on the tools menu along with the old
> one.
>
> -Mike
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
> (memzero)
> Sent: Thursday, January 24, 2008 10:19 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] New update.
>
> Mike, when can we expect to see the new Source SDK *Base* out?
>
> //   Adam Maras (memzero)
>
> Mike Durand wrote:
> > 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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> >
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> >>>>
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> >>
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> >>
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> > --
> >
> > _______________________________________________
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> > please visit:
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