Re: [hlcoders] Dugs in sdk update

2010-05-12 Thread Ryan Sheffer
So far making the editor has been pretty straight forward. I wrote the  
renderer into a dll so I share the code between the main game and the  
editor, so whenever I change the renderer code, the editor and the  
game are fine, unless I change the dll interface which means a  
recompile of the editor and the game, but that's fine. Using a dll  
version method alerts me. Writting the editor interface in C# since  
it's so easy.

~Ryan

On May 12, 2010, at 4:41 AM, Marek Sieradzki  
 wrote:

> Ogre is just a renderer but with RakNet, PhysX/Havok and some sound
> middleware you can make your own engine. Biggest problem would be
> making your own editor.
>
> I guess that UDK will be enough in 95% cases.
>
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Re: [hlcoders] Dugs in sdk update

2010-05-12 Thread Marek Sieradzki
Ogre is just a renderer but with RakNet, PhysX/Havok and some sound
middleware you can make your own engine. Biggest problem would be
making your own editor.

I guess that UDK will be enough in 95% cases.

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Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Harry Jeffery
I'm slowly coding an engine of my own too. That's more of a long term
back burner project though. In the mean time I'll be using the UDK.

On 11 May 2010 20:26, Ryan Sheffer  wrote:
> I was looking into ogre until I noticed it was just a renderer.
> Everything else is out to make money, and I could have sworn fmod was
> open for free use with even commercial products, guess not. Writting
> my own engine now anyway.
> It's actually a lot of fun though, learning how everything works
> through reseach, and writting your own interesting systems. There is a
> lot of info out there, even the valve guys have written many articles.
>
> ~Ryan
>
> On May 11, 2010, at 10:46 AM, David Kraeutmann 
> wrote:
>
>> It isn't, sadly. I thought about licensing C4 engine for Cold Trap,
>> but it requires one license per coder, and it's a bit over my budget
>> too... ($350/seat)
>>
>> On Tue, May 11, 2010 at 3:47 AM, Ryan Sheffer 
>> wrote:
>>> Oh cmon, I hear the engine is open source. ;)
>>>
>>> On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald <
>>> voo...@voogru.com> wrote:
>>>
>>>> "Besides that scripts are ugly as hell from a C++ coder's point of
>>>> view."
>>>>
>>>> Fixed.
>>>>
>>>> -Original Message-
>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
>>>> Kraeutmann
>>>> Sent: Monday, May 10, 2010 4:50 PM
>>>> To: Discussion of Half-Life Programming
>>>> Subject: Re: [hlcoders] Dugs in sdk update
>>>>
>>>> Besides that Uscript is ugly as hell from a C++ coder's point of
>>>> view.
>>>>
>>>> On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
>>>>> Sure, let me just port all this C++ code to Uscript really
>>>>> quick .. :)
>>>>>
>>>>> On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer 
>>>> wrote:
>>>>>
>>>>>> Download the UDK today!
>>>>>>
>>>>>> ~Ryan
>>>>>>
>>>>>> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>>>>>> botman.hlcod...@gmail.com
>>>>>>  > wrote:
>>>>>>
>>>>>>> "Coming Soon"
>>>>>>>
>>>>>>> http://developer.valvesoftware.com/wiki/Valve_Time  :)
>>>>>>>
>>>>>>>
>>>>>>> On 5/10/2010 12:22 PM, Sam wrote:
>>>>>>>> So does anyone know an ETA of when this is going to be fixed?
>>>>>>>> I'm
>>>>>>>> tired of
>>>>>>>> changing the appID every time I open Source SDK.
>>>>>>>>
>>>>>>>> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>>>>>> onl...@jumpcore.com
>>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>
>>>>>>>>> We're a bit off topic here, I know, but here's a work around
>>>>>>>>> from
>>>>>>>>> the
>>>>>>>>> forums. It seems to do the job, as far as I can tell. Good
>>>>>>>>> luck with
>>>>>>>>> finishing up your mod!
>>>>>>>>>
>>>>>>>>> ***
>>>>>>>>>
>>>>>>>>> Originally Posted by IcarusNine:
>>>>>>>>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>>>>>>>>> 440 (Team
>>>>>>>>> Fortress 2) seems to work around it. I'm not sure what Hammer
>>>>>>>>> is
>>>>>>>>> using/associating with the appID, but the lack of it is what's
>>>>>>>>> causing at
>>>>>>>>> least some of the problem.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -Original Message-
>>>>>>>>> Date: Mon, 3 May 2010 17:32:19 +0100
>>>>>>>>> From: Harry Jeffery
>>>>>>>>> Subject: Re: [hlcoders] Dugs in sdk update
>>>>>>>>> To: Discussion of Half-Life Programming
>>

Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Ryan Sheffer
I was looking into ogre until I noticed it was just a renderer.  
Everything else is out to make money, and I could have sworn fmod was  
open for free use with even commercial products, guess not. Writting  
my own engine now anyway.
It's actually a lot of fun though, learning how everything works  
through reseach, and writting your own interesting systems. There is a  
lot of info out there, even the valve guys have written many articles.

~Ryan

On May 11, 2010, at 10:46 AM, David Kraeutmann   
wrote:

> It isn't, sadly. I thought about licensing C4 engine for Cold Trap,
> but it requires one license per coder, and it's a bit over my budget
> too... ($350/seat)
>
> On Tue, May 11, 2010 at 3:47 AM, Ryan Sheffer   
> wrote:
>> Oh cmon, I hear the engine is open source. ;)
>>
>> On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald <
>> voo...@voogru.com> wrote:
>>
>>> "Besides that scripts are ugly as hell from a C++ coder's point of  
>>> view."
>>>
>>> Fixed.
>>>
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
>>> Kraeutmann
>>> Sent: Monday, May 10, 2010 4:50 PM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Dugs in sdk update
>>>
>>> Besides that Uscript is ugly as hell from a C++ coder's point of  
>>> view.
>>>
>>> On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
>>>> Sure, let me just port all this C++ code to Uscript really  
>>>> quick .. :)
>>>>
>>>> On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer 
>>> wrote:
>>>>
>>>>> Download the UDK today!
>>>>>
>>>>> ~Ryan
>>>>>
>>>>> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>>>>> botman.hlcod...@gmail.com
>>>>>  > wrote:
>>>>>
>>>>>> "Coming Soon"
>>>>>>
>>>>>> http://developer.valvesoftware.com/wiki/Valve_Time  :)
>>>>>>
>>>>>>
>>>>>> On 5/10/2010 12:22 PM, Sam wrote:
>>>>>>> So does anyone know an ETA of when this is going to be fixed?  
>>>>>>> I'm
>>>>>>> tired of
>>>>>>> changing the appID every time I open Source SDK.
>>>>>>>
>>>>>>> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>>>>> onl...@jumpcore.com
>>>>>>>> wrote:
>>>>>>>
>>>>>>>
>>>>>>>> We're a bit off topic here, I know, but here's a work around  
>>>>>>>> from
>>>>>>>> the
>>>>>>>> forums. It seems to do the job, as far as I can tell. Good  
>>>>>>>> luck with
>>>>>>>> finishing up your mod!
>>>>>>>>
>>>>>>>> ***
>>>>>>>>
>>>>>>>> Originally Posted by IcarusNine:
>>>>>>>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>>>>>>>> 440 (Team
>>>>>>>> Fortress 2) seems to work around it. I'm not sure what Hammer  
>>>>>>>> is
>>>>>>>> using/associating with the appID, but the lack of it is what's
>>>>>>>> causing at
>>>>>>>> least some of the problem.
>>>>>>>>
>>>>>>>>
>>>>>>>> -Original Message-
>>>>>>>> Date: Mon, 3 May 2010 17:32:19 +0100
>>>>>>>> From: Harry Jeffery
>>>>>>>> Subject: Re: [hlcoders] Dugs in sdk update
>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>
>>>>>>>> Message-ID:
>>>>>>>>
>>>  >>>>>>>>
>>>>>>>> Content-Type: text/plain; charset=ISO-8859-1
>>>>>>>>
>>>>>>>> It'd be nice if valve could fix this soon. Our mod can't  
>>>>>>>> progress at
>>>>>>>> all, we only really need to fix up the maps at the moment.
>>>>>>>>
>>>>>&g

Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread David Kraeutmann
It isn't, sadly. I thought about licensing C4 engine for Cold Trap,
but it requires one license per coder, and it's a bit over my budget
too... ($350/seat)

On Tue, May 11, 2010 at 3:47 AM, Ryan Sheffer  wrote:
> Oh cmon, I hear the engine is open source. ;)
>
> On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>> "Besides that scripts are ugly as hell from a C++ coder's point of view."
>>
>> Fixed.
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
>> Kraeutmann
>> Sent: Monday, May 10, 2010 4:50 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Dugs in sdk update
>>
>> Besides that Uscript is ugly as hell from a C++ coder's point of view.
>>
>> On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
>> > Sure, let me just port all this C++ code to Uscript really quick .. :)
>> >
>> > On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer 
>> wrote:
>> >
>> >> Download the UDK today!
>> >>
>> >> ~Ryan
>> >>
>> >> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>> >> botman.hlcod...@gmail.com
>> >>  > wrote:
>> >>
>> >> > "Coming Soon"
>> >> >
>> >> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
>> >> >
>> >> >
>> >> > On 5/10/2010 12:22 PM, Sam wrote:
>> >> >> So does anyone know an ETA of when this is going to be fixed? I'm
>> >> >> tired of
>> >> >> changing the appID every time I open Source SDK.
>> >> >>
>> >> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>> >> onl...@jumpcore.com
>> >> >> >wrote:
>> >> >>
>> >> >>
>> >> >>> We're a bit off topic here, I know, but here's a work around from
>> >> >>> the
>> >> >>> forums. It seems to do the job, as far as I can tell. Good luck with
>> >> >>> finishing up your mod!
>> >> >>>
>> >> >>> ***
>> >> >>>
>> >> >>> Originally Posted by IcarusNine:
>> >> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>> >> >>> 440 (Team
>> >> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>> >> >>> using/associating with the appID, but the lack of it is what's
>> >> >>> causing at
>> >> >>> least some of the problem.
>> >> >>>
>> >> >>>
>> >> >>> -Original Message-
>> >> >>> Date: Mon, 3 May 2010 17:32:19 +0100
>> >> >>> From: Harry Jeffery
>> >> >>> Subject: Re: [hlcoders] Dugs in sdk update
>> >> >>> To: Discussion of Half-Life Programming
>> >> >>>        
>> >> >>> Message-ID:
>> >> >>>
>>  > >> >>> >
>> >> >>> Content-Type: text/plain; charset=ISO-8859-1
>> >> >>>
>> >> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
>> >> >>> all, we only really need to fix up the maps at the moment.
>> >> >>>
>> >> >>>
>> >> >>>
>> >> >>>
>> >> >>> ___
>> >> >>> 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
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> ~Ryan ( skidz )
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Colm Sloan
"I'm tired of changing the appID every time I open Source SDK."

I only had to change it once and it was fine. Are you using some kind of
special setup?
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Sam
Stop derailing/trolling this discussion about the broken SDK.

On Mon, May 10, 2010 at 10:47 PM, Ryan Sheffer  wrote:

> Oh cmon, I hear the engine is open source. ;)
>
> On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
> > "Besides that scripts are ugly as hell from a C++ coder's point of view."
> >
> > Fixed.
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
> > Kraeutmann
> > Sent: Monday, May 10, 2010 4:50 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Dugs in sdk update
> >
> > Besides that Uscript is ugly as hell from a C++ coder's point of view.
> >
> > On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
> > > Sure, let me just port all this C++ code to Uscript really quick .. :)
> > >
> > > On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer 
> > wrote:
> > >
> > >> Download the UDK today!
> > >>
> > >> ~Ryan
> > >>
> > >> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
> > >> botman.hlcod...@gmail.com
> > >>  > wrote:
> > >>
> > >> > "Coming Soon"
> > >> >
> > >> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
> > >> >
> > >> >
> > >> > On 5/10/2010 12:22 PM, Sam wrote:
> > >> >> So does anyone know an ETA of when this is going to be fixed? I'm
> > >> >> tired of
> > >> >> changing the appID every time I open Source SDK.
> > >> >>
> > >> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
> > >> onl...@jumpcore.com
> > >> >> >wrote:
> > >> >>
> > >> >>
> > >> >>> We're a bit off topic here, I know, but here's a work around from
> > >> >>> the
> > >> >>> forums. It seems to do the job, as far as I can tell. Good luck
> with
> > >> >>> finishing up your mod!
> > >> >>>
> > >> >>> ***
> > >> >>>
> > >> >>> Originally Posted by IcarusNine:
> > >> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
> > >> >>> 440 (Team
> > >> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
> > >> >>> using/associating with the appID, but the lack of it is what's
> > >> >>> causing at
> > >> >>> least some of the problem.
> > >> >>>
> > >> >>>
> > >> >>> -Original Message-
> > >> >>> Date: Mon, 3 May 2010 17:32:19 +0100
> > >> >>> From: Harry Jeffery
> > >> >>> Subject: Re: [hlcoders] Dugs in sdk update
> > >> >>> To: Discussion of Half-Life Programming
> > >> >>>
> > >> >>> Message-ID:
> > >> >>>
> >   > >> >>> >
> > >> >>> Content-Type: text/plain; charset=ISO-8859-1
> > >> >>>
> > >> >>> It'd be nice if valve could fix this soon. Our mod can't progress
> at
> > >> >>> all, we only really need to fix up the maps at the moment.
> > >> >>>
> > >> >>>
> > >> >>>
> > >> >>>
> > >> >>> ___
> > >> >>> 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
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~Ryan ( skidz )
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Ryan Sheffer
Oh cmon, I hear the engine is open source. ;)

On Mon, May 10, 2010 at 5:37 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> "Besides that scripts are ugly as hell from a C++ coder's point of view."
>
> Fixed.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
> Kraeutmann
> Sent: Monday, May 10, 2010 4:50 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Dugs in sdk update
>
> Besides that Uscript is ugly as hell from a C++ coder's point of view.
>
> On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
> > Sure, let me just port all this C++ code to Uscript really quick .. :)
> >
> > On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer 
> wrote:
> >
> >> Download the UDK today!
> >>
> >> ~Ryan
> >>
> >> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
> >> botman.hlcod...@gmail.com
> >>  > wrote:
> >>
> >> > "Coming Soon"
> >> >
> >> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
> >> >
> >> >
> >> > On 5/10/2010 12:22 PM, Sam wrote:
> >> >> So does anyone know an ETA of when this is going to be fixed? I'm
> >> >> tired of
> >> >> changing the appID every time I open Source SDK.
> >> >>
> >> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
> >> onl...@jumpcore.com
> >> >> >wrote:
> >> >>
> >> >>
> >> >>> We're a bit off topic here, I know, but here's a work around from
> >> >>> the
> >> >>> forums. It seems to do the job, as far as I can tell. Good luck with
> >> >>> finishing up your mod!
> >> >>>
> >> >>> ***
> >> >>>
> >> >>> Originally Posted by IcarusNine:
> >> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
> >> >>> 440 (Team
> >> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
> >> >>> using/associating with the appID, but the lack of it is what's
> >> >>> causing at
> >> >>> least some of the problem.
> >> >>>
> >> >>>
> >> >>> -Original Message-
> >> >>> Date: Mon, 3 May 2010 17:32:19 +0100
> >> >>> From: Harry Jeffery
> >> >>> Subject: Re: [hlcoders] Dugs in sdk update
> >> >>> To: Discussion of Half-Life Programming
> >> >>>
> >> >>> Message-ID:
> >> >>>
>   >> >>> >
> >> >>> Content-Type: text/plain; charset=ISO-8859-1
> >> >>>
> >> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
> >> >>> all, we only really need to fix up the maps at the moment.
> >> >>>
> >> >>>
> >> >>>
> >> >>>
> >> >>> ___
> >> >>> 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
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
~Ryan ( skidz )
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Spencer 'voogru' MacDonald
"Besides that scripts are ugly as hell from a C++ coder's point of view."

Fixed.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Monday, May 10, 2010 4:50 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Dugs in sdk update

Besides that Uscript is ugly as hell from a C++ coder's point of view.

On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
> Sure, let me just port all this C++ code to Uscript really quick .. :)
>
> On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer  wrote:
>
>> Download the UDK today!
>>
>> ~Ryan
>>
>> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>> botman.hlcod...@gmail.com
>>  > wrote:
>>
>> > "Coming Soon"
>> >
>> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
>> >
>> >
>> > On 5/10/2010 12:22 PM, Sam wrote:
>> >> So does anyone know an ETA of when this is going to be fixed? I'm
>> >> tired of
>> >> changing the appID every time I open Source SDK.
>> >>
>> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>> onl...@jumpcore.com
>> >> >wrote:
>> >>
>> >>
>> >>> We're a bit off topic here, I know, but here's a work around from
>> >>> the
>> >>> forums. It seems to do the job, as far as I can tell. Good luck with
>> >>> finishing up your mod!
>> >>>
>> >>> ***
>> >>>
>> >>> Originally Posted by IcarusNine:
>> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>> >>> 440 (Team
>> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>> >>> using/associating with the appID, but the lack of it is what's
>> >>> causing at
>> >>> least some of the problem.
>> >>>
>> >>>
>> >>> -Original Message-
>> >>> Date: Mon, 3 May 2010 17:32:19 +0100
>> >>> From: Harry Jeffery
>> >>> Subject: Re: [hlcoders] Dugs in sdk update
>> >>> To: Discussion of Half-Life Programming
>> >>>        
>> >>> Message-ID:
>> >>>      
 > >>> >
>> >>> Content-Type: text/plain; charset=ISO-8859-1
>> >>>
>> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
>> >>> all, we only really need to fix up the maps at the moment.
>> >>>
>> >>>
>> >>>
>> >>>
>> >>> ___
>> >>> 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
>> >>
>> >>
>> >
>> > ___
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>> > archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>>
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread David Kraeutmann
Besides that Uscript is ugly as hell from a C++ coder's point of view.

On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
> Sure, let me just port all this C++ code to Uscript really quick .. :)
>
> On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer  wrote:
>
>> Download the UDK today!
>>
>> ~Ryan
>>
>> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>> botman.hlcod...@gmail.com
>>  > wrote:
>>
>> > "Coming Soon"
>> >
>> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
>> >
>> >
>> > On 5/10/2010 12:22 PM, Sam wrote:
>> >> So does anyone know an ETA of when this is going to be fixed? I'm
>> >> tired of
>> >> changing the appID every time I open Source SDK.
>> >>
>> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>> onl...@jumpcore.com
>> >> >wrote:
>> >>
>> >>
>> >>> We're a bit off topic here, I know, but here's a work around from
>> >>> the
>> >>> forums. It seems to do the job, as far as I can tell. Good luck with
>> >>> finishing up your mod!
>> >>>
>> >>> ***
>> >>>
>> >>> Originally Posted by IcarusNine:
>> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>> >>> 440 (Team
>> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>> >>> using/associating with the appID, but the lack of it is what's
>> >>> causing at
>> >>> least some of the problem.
>> >>>
>> >>>
>> >>> -Original Message-
>> >>> Date: Mon, 3 May 2010 17:32:19 +0100
>> >>> From: Harry Jeffery
>> >>> Subject: Re: [hlcoders] Dugs in sdk update
>> >>> To: Discussion of Half-Life Programming
>> >>>        
>> >>> Message-ID:
>> >>>        > >>> >
>> >>> Content-Type: text/plain; charset=ISO-8859-1
>> >>>
>> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
>> >>> all, we only really need to fix up the maps at the moment.
>> >>>
>> >>>
>> >>>
>> >>>
>> >>> ___
>> >>> 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
>> >
>>
>> ___
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>> please visit:
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>>
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Dexter
Sure, let me just port all this C++ code to Uscript really quick .. :)

On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer  wrote:

> Download the UDK today!
>
> ~Ryan
>
> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
> botman.hlcod...@gmail.com
>  > wrote:
>
> > "Coming Soon"
> >
> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
> >
> >
> > On 5/10/2010 12:22 PM, Sam wrote:
> >> So does anyone know an ETA of when this is going to be fixed? I'm
> >> tired of
> >> changing the appID every time I open Source SDK.
> >>
> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
> onl...@jumpcore.com
> >> >wrote:
> >>
> >>
> >>> We're a bit off topic here, I know, but here's a work around from
> >>> the
> >>> forums. It seems to do the job, as far as I can tell. Good luck with
> >>> finishing up your mod!
> >>>
> >>> ***
> >>>
> >>> Originally Posted by IcarusNine:
> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
> >>> 440 (Team
> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
> >>> using/associating with the appID, but the lack of it is what's
> >>> causing at
> >>> least some of the problem.
> >>>
> >>>
> >>> -Original Message-
> >>> Date: Mon, 3 May 2010 17:32:19 +0100
> >>> From: Harry Jeffery
> >>> Subject: Re: [hlcoders] Dugs in sdk update
> >>> To: Discussion of Half-Life Programming
> >>>
> >>> Message-ID:
> >>> >>> >
> >>> Content-Type: text/plain; charset=ISO-8859-1
> >>>
> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
> >>> all, we only really need to fix up the maps at the moment.
> >>>
> >>>
> >>>
> >>>
> >>> ___
> >>> 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
> >
>
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Ryan Sheffer
Download the UDK today!

~Ryan

On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" 
 wrote:

> "Coming Soon"
>
> http://developer.valvesoftware.com/wiki/Valve_Time  :)
>
>
> On 5/10/2010 12:22 PM, Sam wrote:
>> So does anyone know an ETA of when this is going to be fixed? I'm  
>> tired of
>> changing the appID every time I open Source SDK.
>>
>> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions> >wrote:
>>
>>
>>> We're a bit off topic here, I know, but here's a work around from  
>>> the
>>> forums. It seems to do the job, as far as I can tell. Good luck with
>>> finishing up your mod!
>>>
>>> ***
>>>
>>> Originally Posted by IcarusNine:
>>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to  
>>> 440 (Team
>>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>>> using/associating with the appID, but the lack of it is what's  
>>> causing at
>>> least some of the problem.
>>>
>>>
>>> -Original Message-
>>> Date: Mon, 3 May 2010 17:32:19 +0100
>>> From: Harry Jeffery
>>> Subject: Re: [hlcoders] Dugs in sdk update
>>> To: Discussion of Half-Life Programming
>>>
>>> Message-ID:
>>>>> >
>>> Content-Type: text/plain; charset=ISO-8859-1
>>>
>>> It'd be nice if valve could fix this soon. Our mod can't progress at
>>> all, we only really need to fix up the maps at the moment.
>>>
>>>
>>>
>>>
>>> ___
>>> 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
>>
>>
>
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Jeffrey "botman" Broome
"Coming Soon"

http://developer.valvesoftware.com/wiki/Valve_Time  :)


On 5/10/2010 12:22 PM, Sam wrote:
> So does anyone know an ETA of when this is going to be fixed? I'm tired of
> changing the appID every time I open Source SDK.
>
> On Mon, May 3, 2010 at 4:55 PM, JumpCore 
> Productionswrote:
>
>
>> We're a bit off topic here, I know, but here's a work around from the
>> forums. It seems to do the job, as far as I can tell. Good luck with
>> finishing up your mod!
>>
>> ***
>>
>> Originally Posted by IcarusNine:
>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to 440 (Team
>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>> using/associating with the appID, but the lack of it is what's causing at
>> least some of the problem.
>>
>>
>> -Original Message-
>> Date: Mon, 3 May 2010 17:32:19 +0100
>> From: Harry Jeffery
>> Subject: Re: [hlcoders] Dugs in sdk update
>> To: Discussion of Half-Life Programming
>> 
>> Message-ID:
>> 
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> It'd be nice if valve could fix this soon. Our mod can't progress at
>> all, we only really need to fix up the maps at the moment.
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>  
> ___
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> visit:
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Sam
So does anyone know an ETA of when this is going to be fixed? I'm tired of
changing the appID every time I open Source SDK.

On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions wrote:

> We're a bit off topic here, I know, but here's a work around from the
> forums. It seems to do the job, as far as I can tell. Good luck with
> finishing up your mod!
>
> ***
>
> Originally Posted by IcarusNine:
> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to 440 (Team
> Fortress 2) seems to work around it. I'm not sure what Hammer is
> using/associating with the appID, but the lack of it is what's causing at
> least some of the problem.
>
>
> -Original Message-
> Date: Mon, 3 May 2010 17:32:19 +0100
> From: Harry Jeffery 
> Subject: Re: [hlcoders] Dugs in sdk update
> To: Discussion of Half-Life Programming
>
> Message-ID:
>
> Content-Type: text/plain; charset=ISO-8859-1
>
> It'd be nice if valve could fix this soon. Our mod can't progress at
> all, we only really need to fix up the maps at the moment.
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Dugs in sdk update

2010-05-06 Thread Iain Breen
Yo, we can see your messages :)

On Thu, May 6, 2010 at 11:15 PM, Christopher Fortner  wrote:

> haha, youd think thats true ^^
>
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[hlcoders] Dugs in sdk update

2010-05-06 Thread Christopher Fortner
haha, youd think thats true ^^

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Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread JumpCore Productions
We're a bit off topic here, I know, but here's a work around from the
forums. It seems to do the job, as far as I can tell. Good luck with
finishing up your mod!

***

Originally Posted by IcarusNine:
Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to 440 (Team
Fortress 2) seems to work around it. I'm not sure what Hammer is
using/associating with the appID, but the lack of it is what's causing at
least some of the problem.


-Original Message-
Date: Mon, 3 May 2010 17:32:19 +0100
From: Harry Jeffery 
Subject: Re: [hlcoders] Dugs in sdk update
To: Discussion of Half-Life Programming

Message-ID:

Content-Type: text/plain; charset=ISO-8859-1

It'd be nice if valve could fix this soon. Our mod can't progress at
all, we only really need to fix up the maps at the moment.




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Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Harry Jeffery
It'd be nice if valve could fix this soon. Our mod can't progress at
all, we only really need to fix up the maps at the moment.

On 3 May 2010 14:21, Jeffrey "botman" Broome  wrote:
> On 5/1/2010 5:09 PM, Tom Edwards wrote:
>> It does stop it: the mods themselves are unaffected. Pity the SDK
>> doesn't have the same protection. :-/
>>
>>
>
> http://www.botman2.com/images/HAHA.jpg
>
> :)
>
>
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Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Jeffrey "botman" Broome
On 5/1/2010 5:09 PM, Tom Edwards wrote:
> It does stop it: the mods themselves are unaffected. Pity the SDK
> doesn't have the same protection. :-/
>
>

http://www.botman2.com/images/HAHA.jpg

:)


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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
It does stop it: the mods themselves are unaffected. Pity the SDK 
doesn't have the same protection. :-/

On 01/05/2010 5:22, Tobias Kammersgaard wrote:
> I thought the Source SDK Base was supposed to stop these kind of things :o?!
> As far as I can see the EP2 tools have been replaced (or updated to?) the
> L4D2 tools. The Instancing tool is available is Hammer anyway.
>
> - ScarT
>
>
> On 1 May 2010 17:45, Tom Edwards  wrote:
>
>
>> Nothing is new, it's just incompatible with the changes Valve made to
>> the engine recently.
>>
>> On 01/05/2010 2:56, Sam wrote:
>>  
>>> I can confirm all that, thankfully the EP1 model viewer and faceposer are
>>> still working, even that they're outdated
>>>
>>> Is there even a changelog on what's new in the SDK Update?
>>>
>>> On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik
>>>
>>   wrote:
>>  
>>>
>>>
 1 Can't see anything in model viewer.
 2 Faceposer doesn't start.
 3 Custom shaders are crashes model viewer, maybe need recompiling?
 ___
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>>> ___
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>>>
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>>  
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
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>> please visit:
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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tobias Kammersgaard
I thought the Source SDK Base was supposed to stop these kind of things :o?!
As far as I can see the EP2 tools have been replaced (or updated to?) the
L4D2 tools. The Instancing tool is available is Hammer anyway.

- ScarT


On 1 May 2010 17:45, Tom Edwards  wrote:

> Nothing is new, it's just incompatible with the changes Valve made to
> the engine recently.
>
> On 01/05/2010 2:56, Sam wrote:
> > I can confirm all that, thankfully the EP1 model viewer and faceposer are
> > still working, even that they're outdated
> >
> > Is there even a changelog on what's new in the SDK Update?
> >
> > On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik
>  wrote:
> >
> >
> >> 1 Can't see anything in model viewer.
> >> 2 Faceposer doesn't start.
> >> 3 Custom shaders are crashes model viewer, maybe need recompiling?
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
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> please visit:
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> >
> >
> >
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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
Nothing is new, it's just incompatible with the changes Valve made to 
the engine recently.

On 01/05/2010 2:56, Sam wrote:
> I can confirm all that, thankfully the EP1 model viewer and faceposer are
> still working, even that they're outdated
>
> Is there even a changelog on what's new in the SDK Update?
>
> On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik  wrote:
>
>
>> 1 Can't see anything in model viewer.
>> 2 Faceposer doesn't start.
>> 3 Custom shaders are crashes model viewer, maybe need recompiling?
>> ___
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>> please visit:
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Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Sam
I can confirm all that, thankfully the EP1 model viewer and faceposer are
still working, even that they're outdated

Is there even a changelog on what's new in the SDK Update?

On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik  wrote:

> 1 Can't see anything in model viewer.
> 2 Faceposer doesn't start.
> 3 Custom shaders are crashes model viewer, maybe need recompiling?
> ___
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[hlcoders] Dugs in sdk update

2010-04-30 Thread Dmitry Barannik
1 Can't see anything in model viewer.
2 Faceposer doesn't start.
3 Custom shaders are crashes model viewer, maybe need recompiling?
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