Yeah, you really need some kind of subversion control. I already got one, but it screwed up when my drive letters changed and hasn't used it since. But thanks of telling me, I will make sure to check it out!
----- Original Message ----- From: "Paul Peloski" <paulpelo...@gmail.com> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Sent: Tuesday, March 17, 2009 6:56 PM Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) > Even better than having to throw out your code every-time valve updates, > you > could use git (http://git-scm.com/). Which makes merging disjoint source > code branches easier (and as a bonus it's also a solid, free, version > control system). > > Paul > > On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie' Termansen > <hlcod...@maxsi.dk >> wrote: > >> Alright, I will port to the new code, but with a release in 6 days, my >> code >> base is currently locked. I will update the next version, though. (And I >> already got everything working in my menu and content-wise/scripts and >> everything. :D) >> >> ----- Original Message ----- >> From: "Tony Sergi" <to...@valvesoftware.com> >> To: "Discussion of Half-Life Programming" >> <hlcoders@list.valvesoftware.com >> > >> Sent: Tuesday, March 17, 2009 4:05 PM >> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) >> >> >> > I'll be honest with you, unless you made significant major major >> > changes >> > to base code, if I was in your position I'd use the new code and then >> port >> > my changes into it. Because if you take the mod folder + code that gets >> > spit out, it's 100% fully functional episode 2 except for the chapters >> > list page not showing the proper name (Since that's based on the mod >> > folder) in the new game menu. >> > It also automounts content. >> > >> > -Tony >> > >> > -----Original Message----- >> > From: hlcoders-boun...@list.valvesoftware.com >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas >> > 'Sortie' Termansen >> > Sent: March-17-09 10:59 AM >> > To: Discussion of Half-Life Programming >> > Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) >> > >> > I'm making a HL2 Ep2-based Single Player mod using the Orange Box >> > Engine. >> > I >> > didn't have any trouble with my mod's code as it is. I presume any >> > dll's >> > built using the old SDK will still function with the Ep2 engine. >> > Updating >> > the code for a few fixes sounds like an awful lot of work, but is it >> > recommended to update your source to the new beta code, or is it simply >> > optional? >> > >> > - Sortie >> > >> > ----- Original Message ----- >> > From: "Tony Sergi" <to...@valvesoftware.com> >> > To: "Discussion of Half-Life Programming" >> > <hlcoders@list.valvesoftware.com> >> > Sent: Tuesday, March 17, 2009 12:56 AM >> > Subject: [hlcoders] Orange Box SDK Beta (Not L4D) >> > >> > >> >> ==Source SDK== >> >> Several significant enhancements and bug fixes have been made to the >> >> Source SDK tools and source code. See below for additional details and >> >> please note that this update does not include support for Left4Dead >> >> content creation. Support for Left4Dead will be included in a future >> >> update. >> >> =SDK Tools= >> >> >> >> * Fixed the issues with the following tools: height2ssbump, >> >> normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck >> >> * Fixed an issue in studiomdl pertaining to $shadowlod { >> >> =Hammer= >> >> >> >> * The texture browser automatically ignores most textures that >> >> cannot >> >> be >> >> placed on brushes or displacements, as well as anything inside a .svn >> >> folder for those using svn as their choice of versioning software. >> >> * Added additional auto visgroups for sprites and cubemaps >> >> * Seperated the VRAD calls into two sequential while using HDR (-ldr >> >> and -hdr) instead of -both >> >> * Model browser is now created once per session >> >> * Displacement brush dial now has greater range >> >> * Added a stop button to sound previews >> >> =SDK Launcher= >> >> >> >> * Added the ability to edit game configurations with vconfig >> >> = Source Code= >> >> >> >> * Added a new template mod that replaces the old 'advanced' source . >> >> This template has options for teams,classes, sprinting, prone, >> >> stamina, >> >> etc. When you create a mod with the wizard it will ask you which >> >> options >> >> to enable by default. Note: you must build the source. Users wishing >> >> to >> >> create only content should not use this option. >> >> * Added shader source; fxc.exe, psa.exe and vsa.exe must be placed >> >> into >> >> the dx9sdk\utilities folder and you must modify >> >> materialsystem\stdshaders\buildsdkshaders.bat to set your paths. >> >> * Most tonemap controller options now work in multiplayer. The >> >> 'template >> >> mod' map 'sdk_teams_hdr' demonstrates this. >> >> * All three mod types by default mount the required appid's - >> >> Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains >> >> a >> >> new entry 'AdditionalAppId' for this purpose. >> >> * Particle systems can now be defined with a per-map manifest, >> >> similar >> >> to soundscapes. Inside the particles folder you simply create >> >> particles_mapname.txt and declare your particle system files just like >> >> the >> >> regular manifest. Prefix with ! to cache automatically. Ex: "file" >> >> "!particles/mymap_effects.pcf" >> >> * Fixed a number of issues which caused the server to not compile in >> >> linux. >> >> =Multiplayer Source Code= >> >> >> >> * Players animate with the new animation system that came along with >> >> TF2. >> >> * Fixed third person animations and all effects >> >> * Fixed SLAM issues >> >> * Fixed Use of UTIL_GetLocalPlayer on the server in various >> >> locations >> >> * Fixed a number of other bugs / asserts. >> >> =Singleplayer Source Code= >> >> >> >> * Fixed a number of issues preventing the source from functioning >> >> correctly >> >> * Added new vehicle "hl2buggy" so that users may have both the >> >> charger >> >> and the old buggy. >> >> >> >> >> >> >> >> -Tony >> >> >> >> _______________________________________________ >> >> 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 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 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