Re: [hlcoders] Source Engine 2009?
Nah, that's not such a problem: any engine changes that breaks mods will break their own games too. They do have a separate branch for mod code with various internal things removed however, which I reckon is what bogs things down. On 12/09/2010 6:04, Tobias Kammersgaard wrote: I'll give them that. I can see the same problem they've got to deal with everytime they update the "regular" SDK code base. Breaking old mods that's no longer being updated! There's bound to be people complaining. - ScarT On 12 September 2010 18:57, Tom Edwards wrote: They've got the right idea with Alien Swarm. Every update to the game is matched with an update to the source code. I doubt that will happen with Portal 2 though... On 12/09/2010 4:09, Tobias Kammersgaard wrote: The Source SDK is getting rather uninteresting to work with. All the engine revisions are more annoying than anything. One revision please, and make it always updated! Unfortunately we've already seen it will never happen. This makes me sad. - ScarT On 12 September 2010 16:48, Cory de La Torre wrote: UDK all the way. Get with the times SDK. On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway wrote: It's probably true that it's malleable enough to do more traditional FPS stuff with, but it still kind of makes me feel like the SDK is a second-class citizen. Maybe this particular problem is easier to deal with than I'm envisioning, but the SDK is definitely "quirky" in a lot of ways besides. It makes UDK a bit more appealing, with the very regular and very substantial updates it's receiving... despite my preference for C++, and the ability to get closer to the metal with Source. However, it's understandable that Valve has a lot on their plate, and many more people waiting for Portal 2 than the next SDK drop. "Making games is hard." Tough situation. On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard< assaultar...@hotmail.com> wrote: I haven't look into the code in detail yet, but I've heard that Alien Swarm's code is exactly capable for a FPS mod. Just by playing with the console you can make it in a FPS vision (though obviously not pretty), but they didn't really remove a lot from the original engine code base, so the stuff for FPS is still in there, it's just that you might need to play with the code here and there a tiny little bit to get it back to normal, since they added a lot of new things by themselves. --Richard From: lord.matt.hoff...@gmail.com Date: Sat, 11 Sep 2010 21:48:45 -0700 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? It's also totally gimped for anything that's not a top-down player-controls-an-npc shooter. Atleast that's my understanding after poking through the code a bit. On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard wrote: Actually it's already available. The one Alien Swarm using is a version in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, along with its full source code. Date: Sat, 11 Sep 2010 21:24:06 -0300 From: samuelga...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? "When It's Done*" *Approx Valve Time On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto< m...@revgamers.net>wrote: Does anyone have an estimate of when? ------ From: "James Pizzurro" Sent: Saturday, September 11, 2010 7:27 PM To: "Discussion of Half-Life Programming"< hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? The answer is no, not yet. On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto"< m...@revgamers.net> wrote: Alright guys, I'm sorry I'm kind of late here, however, Is it possible to Create a Mod with the Source Engine 2009? because while attempting to, I get an error about being able to open \CreateAMod\something\gameinfo_mp.txt ___ 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/mai
Re: [hlcoders] Source Engine 2009?
I'll give them that. I can see the same problem they've got to deal with everytime they update the "regular" SDK code base. Breaking old mods that's no longer being updated! There's bound to be people complaining. - ScarT On 12 September 2010 18:57, Tom Edwards wrote: > They've got the right idea with Alien Swarm. Every update to the game is > matched with an update to the source code. I doubt that will happen with > Portal 2 though... > > > On 12/09/2010 4:09, Tobias Kammersgaard wrote: > >> The Source SDK is getting rather uninteresting to work with. All the >> engine >> revisions are more annoying than anything. One revision please, and make >> it >> always updated! >> >> Unfortunately we've already seen it will never happen. This makes me sad. >> >> - ScarT >> >> >> On 12 September 2010 16:48, Cory de La Torre wrote: >> >> UDK all the way. Get with the times SDK. >>> >>> On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway>> >>>> wrote: >>>> It's probably true that it's malleable enough to do more traditional FPS >>>> stuff with, but it still kind of makes me feel like the SDK is a >>>> second-class citizen. Maybe this particular problem is easier to deal >>>> >>> with >>> >>>> than I'm envisioning, but the SDK is definitely "quirky" in a lot of >>>> ways >>>> besides. It makes UDK a bit more appealing, with the very regular and >>>> >>> very >>> >>>> substantial updates it's receiving... despite my preference for C++, and >>>> the >>>> ability to get closer to the metal with Source. However, it's >>>> understandable >>>> that Valve has a lot on their plate, and many more people waiting for >>>> Portal >>>> 2 than the next SDK drop. "Making games is hard." >>>> >>>> Tough situation. >>>> >>>> On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard< >>>> assaultar...@hotmail.com> wrote: >>>> >>>> I haven't look into the code in detail yet, but I've heard that Alien >>>>> Swarm's code is exactly capable for a FPS mod. Just by playing with the >>>>> console you can make it in a FPS vision (though obviously not pretty), >>>>> >>>> but >>>> >>>>> they didn't really remove a lot from the original engine code base, so >>>>> >>>> the >>>> >>>>> stuff for FPS is still in there, it's just that you might need to play >>>>> >>>> with >>>> >>>>> the code here and there a tiny little bit to get it back to normal, >>>>> >>>> since >>> >>>> they added a lot of new things by themselves. >>>>> >>>>> --Richard >>>>> >>>>> From: lord.matt.hoff...@gmail.com >>>>>> Date: Sat, 11 Sep 2010 21:48:45 -0700 >>>>>> To: hlcoders@list.valvesoftware.com >>>>>> Subject: Re: [hlcoders] Source Engine 2009? >>>>>> >>>>>> It's also totally gimped for anything that's not a top-down >>>>>> player-controls-an-npc shooter. Atleast that's my understanding after >>>>>> poking through the code a bit. >>>>>> >>>>>> On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard >>>>>> wrote: >>>>>> >>>>>>> Actually it's already available. The one Alien Swarm using is a >>>>>>> >>>>>> version >>>> >>>>> in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One >>>>> >>>> of >>> >>>> the >>>> >>>>> developers mentioned that on Facepunch. And Alien Swarm is TOTALLY >>>>> >>>> FREE, >>> >>>> along with its full source code. >>>>> >>>>>> Date: Sat, 11 Sep 2010 21:24:06 -0300 >>>>>>>> From: samuelga...@gmail.com >>>>>>>> To: hlcoders@list.valvesoftware.com >>>>>>>> Subject: Re: [hlcoders] Source Engine 2009? >>>>>>>> >>>>>>>> "When It's Done*" >>>>>>>> >>>>>>>> >>>
Re: [hlcoders] Source Engine 2009?
They've got the right idea with Alien Swarm. Every update to the game is matched with an update to the source code. I doubt that will happen with Portal 2 though... On 12/09/2010 4:09, Tobias Kammersgaard wrote: The Source SDK is getting rather uninteresting to work with. All the engine revisions are more annoying than anything. One revision please, and make it always updated! Unfortunately we've already seen it will never happen. This makes me sad. - ScarT On 12 September 2010 16:48, Cory de La Torre wrote: UDK all the way. Get with the times SDK. On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway wrote: It's probably true that it's malleable enough to do more traditional FPS stuff with, but it still kind of makes me feel like the SDK is a second-class citizen. Maybe this particular problem is easier to deal with than I'm envisioning, but the SDK is definitely "quirky" in a lot of ways besides. It makes UDK a bit more appealing, with the very regular and very substantial updates it's receiving... despite my preference for C++, and the ability to get closer to the metal with Source. However, it's understandable that Valve has a lot on their plate, and many more people waiting for Portal 2 than the next SDK drop. "Making games is hard." Tough situation. On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard< assaultar...@hotmail.com> wrote: I haven't look into the code in detail yet, but I've heard that Alien Swarm's code is exactly capable for a FPS mod. Just by playing with the console you can make it in a FPS vision (though obviously not pretty), but they didn't really remove a lot from the original engine code base, so the stuff for FPS is still in there, it's just that you might need to play with the code here and there a tiny little bit to get it back to normal, since they added a lot of new things by themselves. --Richard From: lord.matt.hoff...@gmail.com Date: Sat, 11 Sep 2010 21:48:45 -0700 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? It's also totally gimped for anything that's not a top-down player-controls-an-npc shooter. Atleast that's my understanding after poking through the code a bit. On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard wrote: Actually it's already available. The one Alien Swarm using is a version in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, along with its full source code. Date: Sat, 11 Sep 2010 21:24:06 -0300 From: samuelga...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? "When It's Done*" *Approx Valve Time On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto< m...@revgamers.net>wrote: Does anyone have an estimate of when? -- From: "James Pizzurro" Sent: Saturday, September 11, 2010 7:27 PM To: "Discussion of Half-Life Programming"< hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2009? The answer is no, not yet. On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto"< m...@revgamers.net> wrote: Alright guys, I'm sorry I'm kind of late here, however, Is it possible to Create a Mod with the Source Engine 2009? because while attempting to, I get an error about being able to open \CreateAMod\something\gameinfo_mp.txt ___ 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 -- "They've penetrated our co
Re: [hlcoders] Source Engine 2009?
The Source SDK is getting rather uninteresting to work with. All the engine revisions are more annoying than anything. One revision please, and make it always updated! Unfortunately we've already seen it will never happen. This makes me sad. - ScarT On 12 September 2010 16:48, Cory de La Torre wrote: > UDK all the way. Get with the times SDK. > > On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway >wrote: > > > It's probably true that it's malleable enough to do more traditional FPS > > stuff with, but it still kind of makes me feel like the SDK is a > > second-class citizen. Maybe this particular problem is easier to deal > with > > than I'm envisioning, but the SDK is definitely "quirky" in a lot of ways > > besides. It makes UDK a bit more appealing, with the very regular and > very > > substantial updates it's receiving... despite my preference for C++, and > > the > > ability to get closer to the metal with Source. However, it's > > understandable > > that Valve has a lot on their plate, and many more people waiting for > > Portal > > 2 than the next SDK drop. "Making games is hard." > > > > Tough situation. > > > > On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard < > > assaultar...@hotmail.com> wrote: > > > > > > > > I haven't look into the code in detail yet, but I've heard that Alien > > > Swarm's code is exactly capable for a FPS mod. Just by playing with the > > > console you can make it in a FPS vision (though obviously not pretty), > > but > > > they didn't really remove a lot from the original engine code base, so > > the > > > stuff for FPS is still in there, it's just that you might need to play > > with > > > the code here and there a tiny little bit to get it back to normal, > since > > > they added a lot of new things by themselves. > > > > > > --Richard > > > > > > > From: lord.matt.hoff...@gmail.com > > > > Date: Sat, 11 Sep 2010 21:48:45 -0700 > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] Source Engine 2009? > > > > > > > > It's also totally gimped for anything that's not a top-down > > > > player-controls-an-npc shooter. Atleast that's my understanding after > > > > poking through the code a bit. > > > > > > > > On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard > > > > wrote: > > > > > > > > > > Actually it's already available. The one Alien Swarm using is a > > version > > > in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One > of > > the > > > developers mentioned that on Facepunch. And Alien Swarm is TOTALLY > FREE, > > > along with its full source code. > > > > > > > > > >> Date: Sat, 11 Sep 2010 21:24:06 -0300 > > > > >> From: samuelga...@gmail.com > > > > >> To: hlcoders@list.valvesoftware.com > > > > >> Subject: Re: [hlcoders] Source Engine 2009? > > > > >> > > > > >> "When It's Done* " > > > > >> > > > > >> > > > > >> *Approx Valve Time > > > > >> > > > > >> On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto < > > > m...@revgamers.net>wrote: > > > > >> > > > > >> > Does anyone have an estimate of when? > > > > >> > > > > > >> > -- > > > > >> > From: "James Pizzurro" > > > > >> > Sent: Saturday, September 11, 2010 7:27 PM > > > > >> > To: "Discussion of Half-Life Programming" < > > > hlcoders@list.valvesoftware.com > > > > >> > > > > > > >> > Subject: Re: [hlcoders] Source Engine 2009? > > > > >> > > > > > >> > > > > > >> > The answer is no, not yet. > > > > >> >> > > > > >> >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" < > > > m...@revgamers.net> > > > > >> >> wrote: > > > > >> >> > > > > >> >>> Alright guys, > > > > >> >>> > > > > >> >>> I'm sorry I'm kind of late here, however, I
Re: [hlcoders] Source Engine 2009?
UDK all the way. Get with the times SDK. On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway wrote: > It's probably true that it's malleable enough to do more traditional FPS > stuff with, but it still kind of makes me feel like the SDK is a > second-class citizen. Maybe this particular problem is easier to deal with > than I'm envisioning, but the SDK is definitely "quirky" in a lot of ways > besides. It makes UDK a bit more appealing, with the very regular and very > substantial updates it's receiving... despite my preference for C++, and > the > ability to get closer to the metal with Source. However, it's > understandable > that Valve has a lot on their plate, and many more people waiting for > Portal > 2 than the next SDK drop. "Making games is hard." > > Tough situation. > > On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard < > assaultar...@hotmail.com> wrote: > > > > > I haven't look into the code in detail yet, but I've heard that Alien > > Swarm's code is exactly capable for a FPS mod. Just by playing with the > > console you can make it in a FPS vision (though obviously not pretty), > but > > they didn't really remove a lot from the original engine code base, so > the > > stuff for FPS is still in there, it's just that you might need to play > with > > the code here and there a tiny little bit to get it back to normal, since > > they added a lot of new things by themselves. > > > > --Richard > > > > > From: lord.matt.hoff...@gmail.com > > > Date: Sat, 11 Sep 2010 21:48:45 -0700 > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] Source Engine 2009? > > > > > > It's also totally gimped for anything that's not a top-down > > > player-controls-an-npc shooter. Atleast that's my understanding after > > > poking through the code a bit. > > > > > > On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard > > > wrote: > > > > > > > > Actually it's already available. The one Alien Swarm using is a > version > > in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of > the > > developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, > > along with its full source code. > > > > > > > >> Date: Sat, 11 Sep 2010 21:24:06 -0300 > > > >> From: samuelga...@gmail.com > > > >> To: hlcoders@list.valvesoftware.com > > > >> Subject: Re: [hlcoders] Source Engine 2009? > > > >> > > > >> "When It's Done* " > > > >> > > > >> > > > >> *Approx Valve Time > > > >> > > > >> On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto < > > m...@revgamers.net>wrote: > > > >> > > > >> > Does anyone have an estimate of when? > > > >> > > > > >> > -- > > > >> > From: "James Pizzurro" > > > >> > Sent: Saturday, September 11, 2010 7:27 PM > > > >> > To: "Discussion of Half-Life Programming" < > > hlcoders@list.valvesoftware.com > > > >> > > > > > >> > Subject: Re: [hlcoders] Source Engine 2009? > > > >> > > > > >> > > > > >> > The answer is no, not yet. > > > >> >> > > > >> >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" < > > m...@revgamers.net> > > > >> >> wrote: > > > >> >> > > > >> >>> Alright guys, > > > >> >>> > > > >> >>> I'm sorry I'm kind of late here, however, Is it possible to > Create > > a Mod > > > >> >>> > > > >> >> with the Source Engine 2009? > > > >> >> > > > >> >>> > > > >> >>> because while attempting to, I get an error about being able to > > open > > > >> >>> > > > >> >> \CreateAMod\something\gameinfo_mp.txt > > > >> >> > > > >> >>> ___ > > > >> >>> To unsubscribe, edit your list preferences, or view the list > > archives, > > > >> >>> > > > >> >> please visit: > > > >
Re: [hlcoders] Source Engine 2009?
It's probably true that it's malleable enough to do more traditional FPS stuff with, but it still kind of makes me feel like the SDK is a second-class citizen. Maybe this particular problem is easier to deal with than I'm envisioning, but the SDK is definitely "quirky" in a lot of ways besides. It makes UDK a bit more appealing, with the very regular and very substantial updates it's receiving... despite my preference for C++, and the ability to get closer to the metal with Source. However, it's understandable that Valve has a lot on their plate, and many more people waiting for Portal 2 than the next SDK drop. "Making games is hard." Tough situation. On Sat, Sep 11, 2010 at 10:05 PM, KnightmareRichard < assaultar...@hotmail.com> wrote: > > I haven't look into the code in detail yet, but I've heard that Alien > Swarm's code is exactly capable for a FPS mod. Just by playing with the > console you can make it in a FPS vision (though obviously not pretty), but > they didn't really remove a lot from the original engine code base, so the > stuff for FPS is still in there, it's just that you might need to play with > the code here and there a tiny little bit to get it back to normal, since > they added a lot of new things by themselves. > > --Richard > > > From: lord.matt.hoff...@gmail.com > > Date: Sat, 11 Sep 2010 21:48:45 -0700 > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Source Engine 2009? > > > > It's also totally gimped for anything that's not a top-down > > player-controls-an-npc shooter. Atleast that's my understanding after > > poking through the code a bit. > > > > On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard > > wrote: > > > > > > Actually it's already available. The one Alien Swarm using is a version > in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the > developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, > along with its full source code. > > > > > >> Date: Sat, 11 Sep 2010 21:24:06 -0300 > > >> From: samuelga...@gmail.com > > >> To: hlcoders@list.valvesoftware.com > > >> Subject: Re: [hlcoders] Source Engine 2009? > > >> > > >> "When It's Done* " > > >> > > >> > > >> *Approx Valve Time > > >> > > >> On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto < > m...@revgamers.net>wrote: > > >> > > >> > Does anyone have an estimate of when? > > >> > > > >> > -- > > >> > From: "James Pizzurro" > > >> > Sent: Saturday, September 11, 2010 7:27 PM > > >> > To: "Discussion of Half-Life Programming" < > hlcoders@list.valvesoftware.com > > >> > > > > >> > Subject: Re: [hlcoders] Source Engine 2009? > > >> > > > >> > > > >> > The answer is no, not yet. > > >> >> > > >> >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" < > m...@revgamers.net> > > >> >> wrote: > > >> >> > > >> >>> Alright guys, > > >> >>> > > >> >>> I'm sorry I'm kind of late here, however, Is it possible to Create > a Mod > > >> >>> > > >> >> with the Source Engine 2009? > > >> >> > > >> >>> > > >> >>> because while attempting to, I get an error about being able to > open > > >> >>> > > >> >> \CreateAMod\something\gameinfo_mp.txt > > >> >> > > >> >>> ___ > > >> >>> 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 > > >> >> > > >> >> > > >> >> > > >> > ___ > &g
Re: [hlcoders] Source Engine 2009?
I haven't look into the code in detail yet, but I've heard that Alien Swarm's code is exactly capable for a FPS mod. Just by playing with the console you can make it in a FPS vision (though obviously not pretty), but they didn't really remove a lot from the original engine code base, so the stuff for FPS is still in there, it's just that you might need to play with the code here and there a tiny little bit to get it back to normal, since they added a lot of new things by themselves. --Richard > From: lord.matt.hoff...@gmail.com > Date: Sat, 11 Sep 2010 21:48:45 -0700 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source Engine 2009? > > It's also totally gimped for anything that's not a top-down > player-controls-an-npc shooter. Atleast that's my understanding after > poking through the code a bit. > > On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard > wrote: > > > > Actually it's already available. The one Alien Swarm using is a version in > > between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the > > developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, > > along with its full source code. > > > >> Date: Sat, 11 Sep 2010 21:24:06 -0300 > >> From: samuelga...@gmail.com > >> To: hlcoders@list.valvesoftware.com > >> Subject: Re: [hlcoders] Source Engine 2009? > >> > >> "When It's Done* " > >> > >> > >> *Approx Valve Time > >> > >> On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto > >> wrote: > >> > >> > Does anyone have an estimate of when? > >> > > >> > -- > >> > From: "James Pizzurro" > >> > Sent: Saturday, September 11, 2010 7:27 PM > >> > To: "Discussion of Half-Life Programming" > >> > >> > > > >> > Subject: Re: [hlcoders] Source Engine 2009? > >> > > >> > > >> > The answer is no, not yet. > >> >> > >> >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" > >> >> wrote: > >> >> > >> >>> Alright guys, > >> >>> > >> >>> I'm sorry I'm kind of late here, however, Is it possible to Create a > >> >>> Mod > >> >>> > >> >> with the Source Engine 2009? > >> >> > >> >>> > >> >>> because while attempting to, I get an error about being able to open > >> >>> > >> >> \CreateAMod\something\gameinfo_mp.txt > >> >> > >> >>> ___ > >> >>> 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
Re: [hlcoders] Source Engine 2009?
It's also totally gimped for anything that's not a top-down player-controls-an-npc shooter. Atleast that's my understanding after poking through the code a bit. On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard wrote: > > Actually it's already available. The one Alien Swarm using is a version in > between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the > developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, > along with its full source code. > >> Date: Sat, 11 Sep 2010 21:24:06 -0300 >> From: samuelga...@gmail.com >> To: hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] Source Engine 2009? >> >> "When It's Done* " >> >> >> *Approx Valve Time >> >> On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto >> wrote: >> >> > Does anyone have an estimate of when? >> > >> > -- >> > From: "James Pizzurro" >> > Sent: Saturday, September 11, 2010 7:27 PM >> > To: "Discussion of Half-Life Programming" > > > >> > Subject: Re: [hlcoders] Source Engine 2009? >> > >> > >> > The answer is no, not yet. >> >> >> >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" >> >> wrote: >> >> >> >>> Alright guys, >> >>> >> >>> I'm sorry I'm kind of late here, however, Is it possible to Create a Mod >> >>> >> >> with the Source Engine 2009? >> >> >> >>> >> >>> because while attempting to, I get an error about being able to open >> >>> >> >> \CreateAMod\something\gameinfo_mp.txt >> >> >> >>> ___ >> >>> 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
Re: [hlcoders] Source Engine 2009?
Actually it's already available. The one Alien Swarm using is a version in between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, along with its full source code. > Date: Sat, 11 Sep 2010 21:24:06 -0300 > From: samuelga...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Source Engine 2009? > > "When It's Done* " > > > *Approx Valve Time > > On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto > wrote: > > > Does anyone have an estimate of when? > > > > -- > > From: "James Pizzurro" > > Sent: Saturday, September 11, 2010 7:27 PM > > To: "Discussion of Half-Life Programming" > > > > Subject: Re: [hlcoders] Source Engine 2009? > > > > > > The answer is no, not yet. > >> > >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" > >> wrote: > >> > >>> Alright guys, > >>> > >>> I'm sorry I'm kind of late here, however, Is it possible to Create a Mod > >>> > >> with the Source Engine 2009? > >> > >>> > >>> because while attempting to, I get an error about being able to open > >>> > >> \CreateAMod\something\gameinfo_mp.txt > >> > >>> ___ > >>> 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
Re: [hlcoders] Source Engine 2009?
"When It's Done* " *Approx Valve Time On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto wrote: > Does anyone have an estimate of when? > > -- > From: "James Pizzurro" > Sent: Saturday, September 11, 2010 7:27 PM > To: "Discussion of Half-Life Programming" > > Subject: Re: [hlcoders] Source Engine 2009? > > > The answer is no, not yet. >> >> On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" >> wrote: >> >>> Alright guys, >>> >>> I'm sorry I'm kind of late here, however, Is it possible to Create a Mod >>> >> with the Source Engine 2009? >> >>> >>> because while attempting to, I get an error about being able to open >>> >> \CreateAMod\something\gameinfo_mp.txt >> >>> ___ >>> 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
Re: [hlcoders] Source Engine 2009?
Does anyone have an estimate of when? -- From: "James Pizzurro" Sent: Saturday, September 11, 2010 7:27 PM To: "Discussion of Half-Life Programming" Subject: Re: [hlcoders] Source Engine 2009? The answer is no, not yet. On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" wrote: Alright guys, I'm sorry I'm kind of late here, however, Is it possible to Create a Mod with the Source Engine 2009? because while attempting to, I get an error about being able to open \CreateAMod\something\gameinfo_mp.txt ___ 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
Re: [hlcoders] Source Engine 2009?
The answer is no, not yet. On Sep 11, 2010 7:24 PM, "Matheus Lima Faiotto" wrote: > Alright guys, > > I'm sorry I'm kind of late here, however, Is it possible to Create a Mod with the Source Engine 2009? > > because while attempting to, I get an error about being able to open \CreateAMod\something\gameinfo_mp.txt > ___ > 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
[hlcoders] Source Engine 2009?
Alright guys, I'm sorry I'm kind of late here, however, Is it possible to Create a Mod with the Source Engine 2009? because while attempting to, I get an error about being able to open \CreateAMod\something\gameinfo_mp.txt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2009
Thanks Ryan. So I guess Valve just used EP2 engine, and mounted HL2 stuff? I'll try it too when I will be able to compile my .dlls. Thanks again. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Sheffer Sent: Tuesday, June 15, 2010 7:17 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2009 Again, your problem has nothing to do with the engine version. Just to make this clear. ~Ryan On Jun 15, 2010, at 6:01 AM, James Murray wrote: > Valve has not released the new SDK yet so you will have to wait > Sorry... > > On Tue, Jun 15, 2010 at 2:04 AM, Adrian wrote: > >> Hello, >> >> >> I have a question. I have tried starting a source mod yesterday >> evening, >> and >> I have failed. >> The problem is that I want to start the mod on newest engine (2009 >> in the >> source_sdk) >> but the application tells me that mods are not yet supported for this >> version of source. >> >> Does any of You have an idea, when will Valve let us work on this >> engine? >> >> >> A little offtopic now, but related to my plans. >> I'd like to create my mod on newest engine because I noticed that >> HL2 works >> on EP2 engine now ( or sort of ) and the maps work totally fine. >> When I tried playing my mod (episode 2 engine ( 2007 if I remember >> correctly)) on those stock HL2 maps the game was unplayable >> due to massive ammounts of bugs like missing sequences, sounds and >> animations ( like lack Alyx beating metrocops near the Kleiner's >> elevator >> so >> I couldn't advance in the campaign.) >> I have tried decompiling those maps of course, but re-compiling >> haven't >> fixed anything, plus it caused even more bugs. >> >> Now again I have tried making a mod on the EP2 engine, due to old >> files >> being lost. >> This is impossible due to C++ errors, the same stuff happens when I'm >> trying >> to compile a mod on the earliest engine - errors. >> >> Is the SDK some sort of patch-broken or is it just me? >> >> >> >> Thanks, >> >> Adrian >> >> >> __ Informacja programu ESET NOD32 Antivirus, wersja bazy >> sygnatur >> wirusow 5196 (20100614) __ >> >> Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. >> http://www.eset.pl lub http://www.eset.com >> >> >> >> ___ >> 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 __ Informacja programu ESET NOD32 Antivirus, wersja bazy sygnatur wirusow 5199 (20100615) __ Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. http://www.eset.pl lub http://www.eset.com __ Informacja programu ESET NOD32 Antivirus, wersja bazy sygnatur wirusow 5199 (20100615) __ Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. http://www.eset.pl lub http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2009
Again, your problem has nothing to do with the engine version. Just to make this clear. ~Ryan On Jun 15, 2010, at 6:01 AM, James Murray wrote: > Valve has not released the new SDK yet so you will have to wait > Sorry... > > On Tue, Jun 15, 2010 at 2:04 AM, Adrian wrote: > >> Hello, >> >> >> I have a question. I have tried starting a source mod yesterday >> evening, >> and >> I have failed. >> The problem is that I want to start the mod on newest engine (2009 >> in the >> source_sdk) >> but the application tells me that mods are not yet supported for this >> version of source. >> >> Does any of You have an idea, when will Valve let us work on this >> engine? >> >> >> A little offtopic now, but related to my plans. >> I'd like to create my mod on newest engine because I noticed that >> HL2 works >> on EP2 engine now ( or sort of ) and the maps work totally fine. >> When I tried playing my mod (episode 2 engine ( 2007 if I remember >> correctly)) on those stock HL2 maps the game was unplayable >> due to massive ammounts of bugs like missing sequences, sounds and >> animations ( like lack Alyx beating metrocops near the Kleiner's >> elevator >> so >> I couldn't advance in the campaign.) >> I have tried decompiling those maps of course, but re-compiling >> haven't >> fixed anything, plus it caused even more bugs. >> >> Now again I have tried making a mod on the EP2 engine, due to old >> files >> being lost. >> This is impossible due to C++ errors, the same stuff happens when I'm >> trying >> to compile a mod on the earliest engine - errors. >> >> Is the SDK some sort of patch-broken or is it just me? >> >> >> >> Thanks, >> >> Adrian >> >> >> __ Informacja programu ESET NOD32 Antivirus, wersja bazy >> sygnatur >> wirusow 5196 (20100614) __ >> >> Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. >> http://www.eset.pl lub http://www.eset.com >> >> >> >> ___ >> 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
Re: [hlcoders] Source Engine 2009
You still won't be able to play the old hl2 maps unless you mount the old content as well, which is your main problem. The map file has no relevance. ~Ryan On Jun 15, 2010, at 1:04 AM, "Adrian" wrote: > Hello, > > > I have a question. I have tried starting a source mod yesterday > evening, and > I have failed. > The problem is that I want to start the mod on newest engine (2009 > in the > source_sdk) > but the application tells me that mods are not yet supported for this > version of source. > > Does any of You have an idea, when will Valve let us work on this > engine? > > > A little offtopic now, but related to my plans. > I'd like to create my mod on newest engine because I noticed that > HL2 works > on EP2 engine now ( or sort of ) and the maps work totally fine. > When I tried playing my mod (episode 2 engine ( 2007 if I remember > correctly)) on those stock HL2 maps the game was unplayable > due to massive ammounts of bugs like missing sequences, sounds and > animations ( like lack Alyx beating metrocops near the Kleiner's > elevator so > I couldn't advance in the campaign.) > I have tried decompiling those maps of course, but re-compiling > haven't > fixed anything, plus it caused even more bugs. > > Now again I have tried making a mod on the EP2 engine, due to old > files > being lost. > This is impossible due to C++ errors, the same stuff happens when > I'm trying > to compile a mod on the earliest engine - errors. > > Is the SDK some sort of patch-broken or is it just me? > > > > Thanks, > > Adrian > > > __ Informacja programu ESET NOD32 Antivirus, wersja bazy > sygnatur > wirusow 5196 (20100614) __ > > Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. > http://www.eset.pl lub http://www.eset.com > > > > ___ > 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
Re: [hlcoders] Source Engine 2009
Valve has not released the new SDK yet so you will have to wait Sorry... On Tue, Jun 15, 2010 at 2:04 AM, Adrian wrote: > Hello, > > > I have a question. I have tried starting a source mod yesterday evening, > and > I have failed. > The problem is that I want to start the mod on newest engine (2009 in the > source_sdk) > but the application tells me that mods are not yet supported for this > version of source. > > Does any of You have an idea, when will Valve let us work on this engine? > > > A little offtopic now, but related to my plans. > I'd like to create my mod on newest engine because I noticed that HL2 works > on EP2 engine now ( or sort of ) and the maps work totally fine. > When I tried playing my mod (episode 2 engine ( 2007 if I remember > correctly)) on those stock HL2 maps the game was unplayable > due to massive ammounts of bugs like missing sequences, sounds and > animations ( like lack Alyx beating metrocops near the Kleiner's elevator > so > I couldn't advance in the campaign.) > I have tried decompiling those maps of course, but re-compiling haven't > fixed anything, plus it caused even more bugs. > > Now again I have tried making a mod on the EP2 engine, due to old files > being lost. > This is impossible due to C++ errors, the same stuff happens when I'm > trying > to compile a mod on the earliest engine - errors. > > Is the SDK some sort of patch-broken or is it just me? > > > > Thanks, > > Adrian > > > __ Informacja programu ESET NOD32 Antivirus, wersja bazy sygnatur > wirusow 5196 (20100614) __ > > Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. > http://www.eset.pl lub http://www.eset.com > > > > ___ > 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
[hlcoders] Source Engine 2009
Hello, I have a question. I have tried starting a source mod yesterday evening, and I have failed. The problem is that I want to start the mod on newest engine (2009 in the source_sdk) but the application tells me that mods are not yet supported for this version of source. Does any of You have an idea, when will Valve let us work on this engine? A little offtopic now, but related to my plans. I'd like to create my mod on newest engine because I noticed that HL2 works on EP2 engine now ( or sort of ) and the maps work totally fine. When I tried playing my mod (episode 2 engine ( 2007 if I remember correctly)) on those stock HL2 maps the game was unplayable due to massive ammounts of bugs like missing sequences, sounds and animations ( like lack Alyx beating metrocops near the Kleiner's elevator so I couldn't advance in the campaign.) I have tried decompiling those maps of course, but re-compiling haven't fixed anything, plus it caused even more bugs. Now again I have tried making a mod on the EP2 engine, due to old files being lost. This is impossible due to C++ errors, the same stuff happens when I'm trying to compile a mod on the earliest engine - errors. Is the SDK some sort of patch-broken or is it just me? Thanks, Adrian __ Informacja programu ESET NOD32 Antivirus, wersja bazy sygnatur wirusow 5196 (20100614) __ Wiadomosc zostala sprawdzona przez program ESET NOD32 Antivirus. http://www.eset.pl lub http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders