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
>> >>
>> >
>> >
>> > _______________________________________________
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>> >
>> >
>> > _______________________________________________
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>> > please visit:
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>> >
>>
>>
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>>
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