Cool. The bugs with Hammer/HL2 I was having seem to be gone now.

Can someone tell me if the ep2 fgd is available?

Davide (DAV)
Email: [EMAIL PROTECTED]
Azure Sheep: http://halflife.multiplayer.it/azuresheep/
Point of View: http://halflife.multiplayer.it/pov/
DAV Levels: http://davlevels.planetquake.com.gamespy.com/


----- Original Message -----
From: "Ed Kehoe" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, January 24, 2008 7:18 PM
Subject: Re: [hlcoders] New update.


--
[ Picked text/plain from multipart/alternative ]
Thank you, Mike. *swoon*

On Jan 24, 2008 2:15 PM, Mike Durand <[EMAIL PROTECTED]> wrote:

The "official" update is rolling out now so please add -beta srcsdk0122
if you haven't already.

I've got the release notes updated here:
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, January 24, 2008 11:00 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.

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.> >> >> >
>>>>>
>>>>>
>>> _______________________________________________> >
>>>
>>>
>>>> To
>>>>
>>>>
>>>>
>>>>> unsubscribe, edit your list preferences, or view the list
>>>>>
>>>>>
>> archives,>
>>
>>
>>>>> please visit:> >
>>>>>
>>>>>
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>>>
>>>
>>>>>>>>>>>> _______________________________________________> > To
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>> unsubscribe, edit your list preferences, or view the list
>>>>>
>>>>>
>> archives,>
>>
>>
>>>>> please visit:> >
>>>>>
>>>>>
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>>>
>>>
>>>>>>>>> --> > _______________________________________________> To
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>> unsubscribe,
>>>>
>>>>
>>>>
>>>>> edit your list preferences, or view the list archives, please
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>>>>>
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>>
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
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>>>>
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>> --
>>
>> _______________________________________________
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archives,
>> please visit:
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>
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