Is this because it hasn't been released yet? :P Running it on the Team
Fortress 2 AppID however works.

Mike Durand 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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