Mike is the particle editor the only new tool?
What about the IFM, and such?
-Jake
Mike Durand wrote:
It was on purpose for this release - like the particle editor. Sorry I
forgot to mention that before.
Added to the known issues in the release notes.
-Mike
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Thursday, January 24, 2008 2:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.
--
[ Picked text/plain from multipart/alternative ]
It also seems Mike forgot to add the SDK shaders to the EP2 code.
Or perhaps that was on purpose :o?
/ProZak
On 24/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Cheers for the update, but no particle editor is pretty disappointing
:(
On Jan 25, 2008 8:29 AM, DAV <[EMAIL PROTECTED]> wrote:
And now it started to work again...
Also if you run vbsp outside Hammer its giving the error: Can't load
MaterialSystem.dll
And vrad is giving the error: Unable to load vphysics DLL.
(vvis is working fine)
Both work fine in Hammer.
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: "DAV" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, January 24, 2008 8:48 PM
Subject: Re: [hlcoders] New update.
Mine was working before but now it started to give the unable to
play
game
at this time error also.
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: "Mike Durand" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, January 24, 2008 7:44 PM
Subject: RE: [hlcoders] New update.
I'm building a mod now to try to duplicate the problem. I'm sure
I'll
be
able to.
-Mike
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
Maras
(memzero)
Sent: Thursday, January 24, 2008 11:38 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New update.
Same.
// Adam
Mark Chandler wrote:
Still cant play mod. Comes up with unable to play game at this
time
error.
Brand you mod made from scratch ob code, compiled with 2005 pro.
Mark
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Durand
Sent: Friday, January 25, 2008 4:16 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.
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.> >> >> >
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