Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tom Edwards
 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no longer being updated!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

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Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tobias Kammersgaard
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?

2010-09-12 Thread Tom Edwards
 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


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--
"They've penetrated our co

Re: [hlcoders] Source Engine 2009?

2010-09-12 Thread Tobias Kammersgaard
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?

2010-09-12 Thread Cory de La Torre
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?

2010-09-12 Thread Zach Brockway
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?

2010-09-11 Thread KnightmareRichard

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
> >>
> >
> > ___
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> > please visit:
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> >
> >
> 
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Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Matt Hoffman
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
>>
>
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Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread KnightmareRichard

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
> >
> >
> ___
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> visit:
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Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Sam
"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
>>
>>
>>
> ___
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Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Matheus Lima Faiotto

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

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Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread James Pizzurro
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:
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[hlcoders] Source Engine 2009?

2010-09-11 Thread Matheus Lima Faiotto
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
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Re: [hlcoders] Source Engine 2009

2010-06-15 Thread Adrian
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
>>
>>
> ___
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__ 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 
 


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Re: [hlcoders] Source Engine 2009

2010-06-15 Thread Ryan Sheffer
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
>>
>>
> ___
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Re: [hlcoders] Source Engine 2009

2010-06-15 Thread Ryan Sheffer
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
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Re: [hlcoders] Source Engine 2009

2010-06-15 Thread James Murray
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
>
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[hlcoders] Source Engine 2009

2010-06-15 Thread Adrian
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 
 


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