[hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Eric Smith
We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

* Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

* Dedicated servers can find information about how to use a beta here:
https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Dexter Haslem
Hi Eric,

Any plans to update older versions of the engine? Would like to know either
way for dedicated server configuration moving forward

On Mon, Sep 7, 2015 at 8:54 PM, Kyle Sanderson  wrote:

> Good news.
>
> Thanks,
> Kyle.
>
> On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith 
> wrote:
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
> >
> > ___
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> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
>
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Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Kyle Sanderson
Good news.

Thanks,
Kyle.

On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith  wrote:
> We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
> The updated depots include several security fixes. The name for the beta 
> branch is "beta_test". If you're running a game that depends on the Source 
> SDK Base 2013 Multiplayer tool, please give the beta a try and report any 
> problems. You can email me directly with any problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the 
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select 
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of Defeat: 
> Source, and Half-Life 2: Deathmatch. We'll have more information about those 
> soon.
>
> Thanks.
>
> -Eric
>
>
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> visit:
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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Garry Newman
I'm getting this too. Recompiling with the particles.lib in the SDK
doesn't fix it.

I think it's causing problems with the Hunter NPC. The particle trails
don't show up, but there's particles at 0,0,0 that never go away and
cause sub 5fps when looking at them after a while.

Anyone fixed it?

garry

On Thu, Jun 12, 2008 at 3:34 AM, Tim Baker [EMAIL PROTECTED] wrote:
 Since the June 10th update my OB mod doesn't render the antlion_spit
 particles (they show up in the particle editor however).  I also tried
 waterfall_cascade_01 with a info_particle_system and it doesn't show
 up either.

 I see this when I first launch the mod.

 Didn't find particle function Position Along Path Sequential
 Didn't find particle function Remap Noise to Scalar
 Didn't find particle function Color Random
 Didn't find particle function Movement Basic
 Didn't find particle function Movement Dampen Relative to Control Point
 Didn't find particle function Lifespan Decay
 Didn't find particle function Alpha Fade Out Random
 Didn't find particle function Movement Dampen Relative to Control Point
 Didn't find particle function Radius Scale

 Is this because Source SDK Base - OB needs an update like TF2/EP2/Portal
 received?

 -- Tim Baker
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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
I'm using SteamAppID 218 plus this on client and server

if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
  return false;

I actually extracted a few .pcfs to test the particle editor and they
show up there, just not in-game.

-- Tim Baker


 Are you guys including the .pcf files for these in your mod or are you
 loading them from the GCF? Part of the particle system overhaul involved
 updating the .pcf files, which is part of the reason for the recent
 update of Ep2 and Portal.
 
 If you are using old .pcf files then try refreshing them from the GCFs
 you got them from before. If you are loading particles via the
 filesystem then which GCF's are you mounting to get them.
 
 -Mike


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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tom Leighton
BTW, you might want to mount that with a - sign in there

if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


Otherwise running under a debugger in debug mode will crash your mod :P


Tim Baker wrote:
 I'm using SteamAppID 218 plus this on client and server

 if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
   return false;

 I actually extracted a few .pcfs to test the particle editor and they
 show up there, just not in-game.

 -- Tim Baker


   
 Are you guys including the .pcf files for these in your mod or are you
 loading them from the GCF? Part of the particle system overhaul involved
 updating the .pcf files, which is part of the reason for the recent
 update of Ep2 and Portal.

 If you are using old .pcf files then try refreshing them from the GCFs
 you got them from before. If you are loading particles via the
 filesystem then which GCF's are you mounting to get them.

 -Mike
 


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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
Say what? I use the same code in debug/release no problem.

-- Tim Baker

Tom Leighton wrote:
 BTW, you might want to mount that with a - sign in there

 if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


 Otherwise running under a debugger in debug mode will crash your mod :P


 Tim Baker wrote:
 I'm using SteamAppID 218 plus this on client and server

 if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
   return false;

 I actually extracted a few .pcfs to test the particle editor and they
 show up there, just not in-game.

 -- Tim Baker



 Are you guys including the .pcf files for these in your mod or are you
 loading them from the GCF? Part of the particle system overhaul involved
 updating the .pcf files, which is part of the reason for the recent
 update of Ep2 and Portal.

 If you are using old .pcf files then try refreshing them from the GCFs
 you got them from before. If you are loading particles via the
 filesystem then which GCF's are you mounting to get them.

 -Mike



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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tony omega Sergi
Yeah, as I stated before, you must mount negatively, otherwise the
filesystem code tries to remount everything for tools mode. ie: it'll
manually reload all cache files, instead of just adding another one into
load.


On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton [EMAIL PROTECTED]
wrote:

 BTW, you might want to mount that with a - sign in there

 if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


 Otherwise running under a debugger in debug mode will crash your mod :P


 Tim Baker wrote:
  I'm using SteamAppID 218 plus this on client and server
 
  if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
return false;
 
  I actually extracted a few .pcfs to test the particle editor and they
  show up there, just not in-game.
 
  -- Tim Baker
 
 
 
  Are you guys including the .pcf files for these in your mod or are you
  loading them from the GCF? Part of the particle system overhaul involved
  updating the .pcf files, which is part of the reason for the recent
  update of Ep2 and Portal.
 
  If you are using old .pcf files then try refreshing them from the GCFs
  you got them from before. If you are loading particles via the
  filesystem then which GCF's are you mounting to get them.
 
  -Mike
 
 
 
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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
I changed it now, but I've been mounting it non-negative since March 2007
without issue.  I must have looked at the one wiki article that doesn't
mention it:

http://developer.valvesoftware.com/wiki/FileSystem_Snippet

Regarding the borked particles, all the blood-splatter and bullet impact
effect stuff works fine.  It just seems to be the newer EP2 stuff that
stopped working.  Perhaps I need to update the mod code with the latest
SDK sources?

-- Tim Baker


Tony omega Sergi wrote:
 Yeah, as I stated before, you must mount negatively, otherwise the
 filesystem code tries to remount everything for tools mode. ie: it'll
 manually reload all cache files, instead of just adding another one into
 load.


 On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton 
 [EMAIL PROTECTED]
 wrote:

 BTW, you might want to mount that with a - sign in there

 if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


 Otherwise running under a debugger in debug mode will crash your mod :P


 Tim Baker wrote:
  I'm using SteamAppID 218 plus this on client and server
 
  if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
return false;
 
  I actually extracted a few .pcfs to test the particle editor and they
  show up there, just not in-game.
 
  -- Tim Baker
 
 
 
  Are you guys including the .pcf files for these in your mod or are you
  loading them from the GCF? Part of the particle system overhaul 
  involved
  updating the .pcf files, which is part of the reason for the recent
  update of Ep2 and Portal.
 
  If you are using old .pcf files then try refreshing them from the GCFs
  you got them from before. If you are loading particles via the
  filesystem then which GCF's are you mounting to get them.
 
  -Mike


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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Janek
wow I never knew about this negative use of steamAppID. Thank you so much
for the information.

2008/6/12 Tim Baker [EMAIL PROTECTED]:

 I changed it now, but I've been mounting it non-negative since March 2007
 without issue.  I must have looked at the one wiki article that doesn't
 mention it:

 http://developer.valvesoftware.com/wiki/FileSystem_Snippet

 Regarding the borked particles, all the blood-splatter and bullet impact
 effect stuff works fine.  It just seems to be the newer EP2 stuff that
 stopped working.  Perhaps I need to update the mod code with the latest
 SDK sources?

 -- Tim Baker


 Tony omega Sergi wrote:
  Yeah, as I stated before, you must mount negatively, otherwise the
  filesystem code tries to remount everything for tools mode. ie: it'll
  manually reload all cache files, instead of just adding another one into
  load.
 
 
  On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton
  [EMAIL PROTECTED]
  wrote:
 
  BTW, you might want to mount that with a - sign in there
 
  if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
   return false;
 
 
  Otherwise running under a debugger in debug mode will crash your mod :P
 
 
  Tim Baker wrote:
   I'm using SteamAppID 218 plus this on client and server
  
   if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
 return false;
  
   I actually extracted a few .pcfs to test the particle editor and they
   show up there, just not in-game.
  
   -- Tim Baker
  
  
  
   Are you guys including the .pcf files for these in your mod or are
 you
   loading them from the GCF? Part of the particle system overhaul
   involved
   updating the .pcf files, which is part of the reason for the recent
   update of Ep2 and Portal.
  
   If you are using old .pcf files then try refreshing them from the
 GCFs
   you got them from before. If you are loading particles via the
   filesystem then which GCF's are you mounting to get them.
  
   -Mike


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 please visit:
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-- 
---
[EMAIL PROTECTED]
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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tom Leighton
I've redirected the article to the Mounting other Content page, which 
has more information about why you do it that way, and other line numbers.

I thought i had edited every page relating to mounting, obviously i hadn't.

Thanks!

Tim Baker wrote:
 I changed it now, but I've been mounting it non-negative since March 2007
 without issue.  I must have looked at the one wiki article that doesn't
 mention it:

 http://developer.valvesoftware.com/wiki/FileSystem_Snippet

 Regarding the borked particles, all the blood-splatter and bullet impact
 effect stuff works fine.  It just seems to be the newer EP2 stuff that
 stopped working.  Perhaps I need to update the mod code with the latest
 SDK sources?

 -- Tim Baker


 Tony omega Sergi wrote:
   
 Yeah, as I stated before, you must mount negatively, otherwise the
 filesystem code tries to remount everything for tools mode. ie: it'll
 manually reload all cache files, instead of just adding another one into
 load.


 On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton 
 [EMAIL PROTECTED]
 wrote:

 
 BTW, you might want to mount that with a - sign in there

 if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


 Otherwise running under a debugger in debug mode will crash your mod :P


 Tim Baker wrote:
   
 I'm using SteamAppID 218 plus this on client and server

 if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
   return false;

 I actually extracted a few .pcfs to test the particle editor and they
 show up there, just not in-game.

 -- Tim Baker



 
 Are you guys including the .pcf files for these in your mod or are you
 loading them from the GCF? Part of the particle system overhaul 
 involved
 updating the .pcf files, which is part of the reason for the recent
 update of Ep2 and Portal.

 If you are using old .pcf files then try refreshing them from the GCFs
 you got them from before. If you are loading particles via the
 filesystem then which GCF's are you mounting to get them.

 -Mike
   


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 visit:
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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Tim Baker
After doing a full code merge the particles are working fine.
I got some undefined references when I used only the new particles.lib.

-- Tim Baker


Mike Durand wrote:
 You definitely will need to rebuild against the particles.lib included
 in the beta for the new particles to work properly.
 
 -Mike
 
 Tim Baker wrote:
 
 I changed it now, but I've been mounting it non-negative since March
 2007
 without issue.  I must have looked at the one wiki article that doesn't
 mention it:
 
 http://developer.valvesoftware.com/wiki/FileSystem_Snippet
 
 Regarding the borked particles, all the blood-splatter and bullet impact
 effect stuff works fine.  It just seems to be the newer EP2 stuff that
 stopped working.  Perhaps I need to update the mod code with the latest
 SDK sources?
 
 -- Tim Baker
 
 
 Tony omega Sergi wrote:
 Yeah, as I stated before, you must mount negatively, otherwise the
 filesystem code tries to remount everything for tools mode. ie: it'll
 manually reload all cache files, instead of just adding another one
 into
 load.


 On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton 
 [EMAIL PROTECTED]
 wrote:

 BTW, you might want to mount that with a - sign in there

 if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


 Otherwise running under a debugger in debug mode will crash your mod
 :P


 Tim Baker wrote:
  I'm using SteamAppID 218 plus this on client and server
 
  if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
return false;
 
  I actually extracted a few .pcfs to test the particle editor and
 they
  show up there, just not in-game.
 
  -- Tim Baker
 
 
 
  Are you guys including the .pcf files for these in your mod or are
 you
  loading them from the GCF? Part of the particle system overhaul 
  involved
  updating the .pcf files, which is part of the reason for the
 recent
  update of Ep2 and Portal.
 
  If you are using old .pcf files then try refreshing them from the
 GCFs
  you got them from before. If you are loading particles via the
  filesystem then which GCF's are you mounting to get them.
 
  -Mike


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Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Kyle Gospodnetich
Tim Baker wrote:
 After doing a full code merge the particles are working fine.
 I got some undefined references when I used only the new particles.lib.

 -- Tim Baker


 Mike Durand wrote:
   
 You definitely will need to rebuild against the particles.lib included
 in the beta for the new particles to work properly.

 -Mike

 Tim Baker wrote:

 I changed it now, but I've been mounting it non-negative since March
 2007
 without issue.  I must have looked at the one wiki article that doesn't
 mention it:

 http://developer.valvesoftware.com/wiki/FileSystem_Snippet

 Regarding the borked particles, all the blood-splatter and bullet impact
 effect stuff works fine.  It just seems to be the newer EP2 stuff that
 stopped working.  Perhaps I need to update the mod code with the latest
 SDK sources?

 -- Tim Baker


 Tony omega Sergi wrote:
 
 Yeah, as I stated before, you must mount negatively, otherwise the
 filesystem code tries to remount everything for tools mode. ie: it'll
 manually reload all cache files, instead of just adding another one
   
 into
 
 load.


 On Thu, Jun 12, 2008 at 2:10 PM, Tom Leighton 
 [EMAIL PROTECTED]
 wrote:

   
 BTW, you might want to mount that with a - sign in there

 if (filesystem-MountSteamContent(-420) == FILESYSTEM_MOUNT_FAILED)
  return false;


 Otherwise running under a debugger in debug mode will crash your mod
 
 :P
 
 Tim Baker wrote:
 
 I'm using SteamAppID 218 plus this on client and server

 if (filesystem-MountSteamContent(420) == FILESYSTEM_MOUNT_FAILED)
   return false;

 I actually extracted a few .pcfs to test the particle editor and
   
 they
 
 show up there, just not in-game.

 -- Tim Baker



   
 Are you guys including the .pcf files for these in your mod or are
 
 you
 
 loading them from the GCF? Part of the particle system overhaul 
 involved
 updating the .pcf files, which is part of the reason for the
 
 recent
 
 update of Ep2 and Portal.

 If you are using old .pcf files then try refreshing them from the
 
 GCFs
 
 you got them from before. If you are loading particles via the
 filesystem then which GCF's are you mounting to get them.

 -Mike
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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Just fixed this myself without winmerge or source control (Too lazy to 
set it up).
Just copy over the new particles.lib and any files with particle in 
their name (Within the client/server/shared folders) and it'll compile.

Also, will someone take a look at raytrace.lib? Seems promising.
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[hlcoders] Source SDK Base OB needs updating?

2008-06-11 Thread Tim Baker
Since the June 10th update my OB mod doesn't render the antlion_spit
particles (they show up in the particle editor however).  I also tried
waterfall_cascade_01 with a info_particle_system and it doesn't show
up either.

I see this when I first launch the mod.

Didn't find particle function Position Along Path Sequential
Didn't find particle function Remap Noise to Scalar
Didn't find particle function Color Random
Didn't find particle function Movement Basic
Didn't find particle function Movement Dampen Relative to Control Point
Didn't find particle function Lifespan Decay
Didn't find particle function Alpha Fade Out Random
Didn't find particle function Movement Dampen Relative to Control Point
Didn't find particle function Radius Scale

Is this because Source SDK Base - OB needs an update like TF2/EP2/Portal
received?

-- Tim Baker
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Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
I'm not even running with a Steam.inf file, and I'm using AppID 218.

On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hey

 So since we can use appid 218 now, I was wondering what we should put in
 the
 steam.inf file?

 I tried

 PatchVersion=1.0.0.1
 ProductName=sourcetest
 appID=218


 And it shows the mod name correctly in steam friends, but ingame it says
 the
 server is out of date and needs to be updated. So I guess what I really
 want
 to know is what patch version to use.

 Thanks.

 --
 ~Ryan
 --

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http://www.wraiyth.com
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Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Justin Krenz

Does 218 work now?

Matt Stafford wrote:

--
[ Picked text/plain from multipart/alternative ]
I'm not even running with a Steam.inf file, and I'm using AppID 218.

On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Hey

So since we can use appid 218 now, I was wondering what we should put in
the
steam.inf file?

I tried

PatchVersion=1.0.0.1
ProductName=sourcetest
appID=218


And it shows the mod name correctly in steam friends, but ingame it says
the
server is out of date and needs to be updated. So I guess what I really
want
to know is what patch version to use.

Thanks.

--
~Ryan
--

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http://www.wraiyth.com
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Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Works fine for me.

On Sat, Feb 23, 2008 at 8:16 PM, Justin Krenz [EMAIL PROTECTED] wrote:

 Does 218 work now?

 Matt Stafford wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I'm not even running with a Steam.inf file, and I'm using AppID 218.
 
  On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED]
 wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hey
 
  So since we can use appid 218 now, I was wondering what we should put
 in
  the
  steam.inf file?
 
  I tried
 
  PatchVersion=1.0.0.1
  ProductName=sourcetest
  appID=218
 
 
  And it shows the mod name correctly in steam friends, but ingame it
 says
  the
  server is out of date and needs to be updated. So I guess what I really
  want
  to know is what patch version to use.
 
  Thanks.
 
  --
  ~Ryan
  --
 
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Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Saul Rennison

Even in my EP1 mod, I get:
MasterServerRequest
Please restart your server to receive the latest updates.
In the console every 5 minutes or so. Using source sdk base.

On 23 Feb 2008, at 14:50, Matt Stafford wrote:


--
[ Picked text/plain from multipart/alternative ]
Works fine for me.

On Sat, Feb 23, 2008 at 8:16 PM, Justin Krenz [EMAIL PROTECTED]
wrote:


Does 218 work now?

Matt Stafford wrote:

--
[ Picked text/plain from multipart/alternative ]
I'm not even running with a Steam.inf file, and I'm using AppID 218.

On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED]

wrote:



--
[ Picked text/plain from multipart/alternative ]
Hey

So since we can use appid 218 now, I was wondering what we should
put

in

the
steam.inf file?

I tried

PatchVersion=1.0.0.1
ProductName=sourcetest
appID=218


And it shows the mod name correctly in steam friends, but ingame it

says

the
server is out of date and needs to be updated. So I guess what I
really
want
to know is what patch version to use.

Thanks.

--
~Ryan
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Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Tom Edwards

It loads the right binaries, but no matter what I try none of the ep2
content. The content caches need to be shared!

(I know I can mount whatever AppID I want with code, but it's just not
the same. :-p)

Matt Stafford wrote:

--
[ Picked text/plain from multipart/alternative ]
Works fine for me.

On Sat, Feb 23, 2008 at 8:16 PM, Justin Krenz [EMAIL PROTECTED] wrote:



Does 218 work now?

Matt Stafford wrote:


--
[ Picked text/plain from multipart/alternative ]
I'm not even running with a Steam.inf file, and I'm using AppID 218.

On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED]


wrote:


--
[ Picked text/plain from multipart/alternative ]
Hey

So since we can use appid 218 now, I was wondering what we should put


in


the
steam.inf file?

I tried

PatchVersion=1.0.0.1
ProductName=sourcetest
appID=218


And it shows the mod name correctly in steam friends, but ingame it


says


the
server is out of date and needs to be updated. So I guess what I really
want
to know is what patch version to use.

Thanks.

--
~Ryan
--

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Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
For the moment I'm using a little hack by using the HL2DM steam.inf and
using the orangebox sdk appid which works rather well and no console
messages asking me to update.

PatchVersion=1.0.0.12
ProductName=hl2dm
appID=218


I don't think you need to include the steam.inf unless you mount multiple
GCFs in code.

On Sat, Feb 23, 2008 at 8:22 AM, Tom Edwards [EMAIL PROTECTED]
wrote:

 It loads the right binaries, but no matter what I try none of the ep2
 content. The content caches need to be shared!

 (I know I can mount whatever AppID I want with code, but it's just not
 the same. :-p)

 Matt Stafford wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Works fine for me.
 
  On Sat, Feb 23, 2008 at 8:16 PM, Justin Krenz [EMAIL PROTECTED] wrote:
 
 
  Does 218 work now?
 
  Matt Stafford wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I'm not even running with a Steam.inf file, and I'm using AppID 218.
 
  On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED]
 
  wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hey
 
  So since we can use appid 218 now, I was wondering what we should put
 
  in
 
  the
  steam.inf file?
 
  I tried
 
  PatchVersion=1.0.0.1
  ProductName=sourcetest
  appID=218
 
 
  And it shows the mod name correctly in steam friends, but ingame it
 
  says
 
  the
  server is out of date and needs to be updated. So I guess what I
 really
  want
  to know is what patch version to use.
 
  Thanks.
 
  --
  ~Ryan
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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  http://www.wraiyth.com
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[hlcoders] Source SDK Base OrangeBox

2008-02-22 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Hey

So since we can use appid 218 now, I was wondering what we should put in the
steam.inf file?

I tried

PatchVersion=1.0.0.1
ProductName=sourcetest
appID=218


And it shows the mod name correctly in steam friends, but ingame it says the
server is out of date and needs to be updated. So I guess what I really want
to know is what patch version to use.

Thanks.

--
~Ryan
--

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[hlcoders] Source SDK Base Offline

2007-03-29 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I recently noticed that my mod running on the Source SDK Base does not work in 
offline mode. I have a barely modified Half-Life 2 singleplayer mod.

Before anyone asks: I have both the Source SDK Base and Half-Life 2 fully up to 
date. I am using SteamAppID 215.

I don't see a reason for a single player game to need you online. Is there some 
code I can do to work around this or is this hardcoded into the Source SDK Base?

Thanks
Nate Liquid Gravity
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RE: [hlcoders] Source SDK Base

2006-11-06 Thread Mike Durand
I'll look into this and probably open a Bugzilla defect for it.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Sunday, November 05, 2006 7:13 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Base

On Sunday 05 November 2006 6:33 pm, Adam amckern Mckern wrote:
 I am able to use window commands, and everything else, this is an
 exmaple of my shortcut to run the game in dev mode

As far as I can tell, shortcuts are fine.  The problem is when launching
games directly from the Steam window, with the launch options deal.

-John Sheu

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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is stuffcmds.

On 11/4/06, John Sheu [EMAIL PROTECTED] wrote:

 On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
  You must add the args to the SDK Base, rather than your mod.
 
Regards,
  Tim

 That's rather unfortunately unintuitive.

 Valve, fix?  I can think of many scenarios in which one would want
 different
 arguments for different SDK Base-based mods.

 -John Sheu

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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Daniel Menard

As far as I know, stuffcmds is only for the + arguments are console
commands you run after the exe has started. The - commands go straight
to the exe and it seems valve hasn't done that for mods based on
Source SDK Base

On 11/5/06, Skillet [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is stuffcmds.

On 11/4/06, John Sheu [EMAIL PROTECTED] wrote:

 On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
  You must add the args to the SDK Base, rather than your mod.
 
Regards,
  Tim

 That's rather unfortunately unintuitive.

 Valve, fix?  I can think of many scenarios in which one would want
 different
 arguments for different SDK Base-based mods.

 -John Sheu

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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Nick

This is a really confusing problem.

On 11/5/06, Daniel Menard [EMAIL PROTECTED] wrote:

As far as I know, stuffcmds is only for the + arguments are console
commands you run after the exe has started. The - commands go straight
to the exe and it seems valve hasn't done that for mods based on
Source SDK Base

On 11/5/06, Skillet [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Command line args work with 320.
 Try extracting the valve.rc from HL2DM to yourmod/cfg.
 The important part of it is stuffcmds.

 On 11/4/06, John Sheu [EMAIL PROTECTED] wrote:
 
  On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
   You must add the args to the SDK Base, rather than your mod.
  
 Regards,
   Tim
 
  That's rather unfortunately unintuitive.
 
  Valve, fix?  I can think of many scenarios in which one would want
  different
  arguments for different SDK Base-based mods.
 
  -John Sheu
 
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Re: [hlcoders] Source SDK Base

2006-11-05 Thread Adam amckern Mckern
I am able to use window commands, and everything else,
this is an exmaple of my shortcut to run the game in
dev mode

C:\Steam\steam.exe -applaunch 215 -dev -sw -game
C:\Steam\SteamApps\SourceMods\Prime +map prime002
+sv_lan 0 +heartbeat +hostname Running Wild

Basicly, it seems to be the either the v3 client, or a
recent update stops some of the 'game' functions
geting read in.

Adam

--- Nick [EMAIL PROTECTED] wrote:

 This is a really confusing problem.

 On 11/5/06, Daniel Menard [EMAIL PROTECTED]
 wrote:
  As far as I know, stuffcmds is only for the +
 arguments are console
  commands you run after the exe has started. The -
 commands go straight
  to the exe and it seems valve hasn't done that for
 mods based on
  Source SDK Base
 
  On 11/5/06, Skillet [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Command line args work with 320.
   Try extracting the valve.rc from HL2DM to
 yourmod/cfg.
   The important part of it is stuffcmds.
  
   On 11/4/06, John Sheu
 [EMAIL PROTECTED] wrote:
   
On Saturday 04 November 2006 10:08 pm, Tim
 McLennan wrote:
 You must add the args to the SDK Base,
 rather than your mod.

   Regards,
 Tim
   
That's rather unfortunately unintuitive.
   
Valve, fix?  I can think of many scenarios in
 which one would want
different
arguments for different SDK Base-based mods.
   
-John Sheu
   
   
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Re: [hlcoders] Source SDK Base

2006-11-05 Thread John Sheu
On Sunday 05 November 2006 6:33 pm, Adam amckern Mckern wrote:
 I am able to use window commands, and everything else,
 this is an exmaple of my shortcut to run the game in
 dev mode

As far as I can tell, shortcuts are fine.  The problem is when launching games
directly from the Steam window, with the launch options deal.

-John Sheu

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[hlcoders] Source SDK Base

2006-11-04 Thread John Sheu
I've been having some trouble troubleshooting seemingly insoluble problems
running a mod off the Source SDK Base (SteamAppId 215).  It seems that
certain arguments aren't being passed to the executable when the game is run
through the Steam window (runs fine from Visual Studio).  For example, one
set that does not work is -width 640 -height 480 -window.  I also have a
report that even a fresh-from-the-SDK mod, with no modifications, has this
problem.

-John Sheu

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Re: [hlcoders] Source SDK Base

2006-11-04 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Try -window -width 640 -height 480 that's what I always use and it works.

On 11/5/06, John Sheu [EMAIL PROTECTED] wrote:

 I've been having some trouble troubleshooting seemingly insoluble problems
 running a mod off the Source SDK Base (SteamAppId 215).  It seems that
 certain arguments aren't being passed to the executable when the game is
 run
 through the Steam window (runs fine from Visual Studio).  For example, one
 set that does not work is -width 640 -height 480 -window.  I also have a
 report that even a fresh-from-the-SDK mod, with no modifications, has this
 problem.

 -John Sheu

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RE: [hlcoders] Source SDK Base

2006-11-04 Thread Tim McLennan
You must add the args to the SDK Base, rather than your mod.

  Regards,
Tim

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of John Sheu
 Sent: Saturday, November 04, 2006 11:02 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Source SDK Base

 I've been having some trouble troubleshooting seemingly insoluble problems
 running a mod off the Source SDK Base (SteamAppId 215).  It seems that
 certain arguments aren't being passed to the executable when the game is run
 through the Steam window (runs fine from Visual Studio).  For example, one
 set that does not work is -width 640 -height 480 -window.  I also have a
 report that even a fresh-from-the-SDK mod, with no modifications, has this
 problem.

 -John Sheu


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Re: [hlcoders] Source SDK Base

2006-11-04 Thread John Sheu
SteamAppID 215, right?  And from the Steam games list, not the debugger.

Funky.

-John Sheu

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Re: [hlcoders] Source SDK Base

2006-11-04 Thread John Sheu
On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
 You must add the args to the SDK Base, rather than your mod.

   Regards,
 Tim

That's rather unfortunately unintuitive.

Valve, fix?  I can think of many scenarios in which one would want different
arguments for different SDK Base-based mods.

-John Sheu

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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Sylvain Rochette

Its for today or next week the release? Still to many bugs?

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 3:49 PM
Subject: RE: [hlcoders] Source SDK Base?



Good guess, mods currently using 220 should switch to 215 if they wish
to use the new engine features (and some using 320 should consider
switching to 215). Mike will provide all the details when the SDK is
ready :)

- Alfred

Scott Loyd wrote:

--
[ Picked text/plain from multipart/alternative ]
New AppID (215), same build as hl2dm (version 7 (2768)).  Switched my
mods
appid to 215, seems to work fine so far.  This must be the game in
common to
anyone with one of valves titles for mods to use.


On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Interesting..

On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
wrote:


--
[ Picked text/plain from multipart/alternative ]
Hello there!

I just checked out the Tools tab in Steam, and noticed a new
program called Source SDK Base, what would that be for :)?

Rumors says it's Lost Coast-like thingy but haven't downloaded it
yet.

/ProZak
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RE: [hlcoders] Source SDK Base?

2006-08-04 Thread Mike Durand
It's actually coming out this afternoon!

I'll send an e-mail to the list when it's out there on Steam.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 1:29 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Base?

Its for today or next week the release? Still to many bugs?

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 3:49 PM
Subject: RE: [hlcoders] Source SDK Base?


 Good guess, mods currently using 220 should switch to 215 if they wish

 to use the new engine features (and some using 320 should consider
 switching to 215). Mike will provide all the details when the SDK is
 ready :)

 - Alfred

 Scott Loyd wrote:
 --
 [ Picked text/plain from multipart/alternative ] New AppID (215),
 same build as hl2dm (version 7 (2768)).  Switched my mods appid to
 215, seems to work fine so far.  This must be the game in common to
 anyone with one of valves titles for mods to use.


 On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Interesting..

 On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
 wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there!

 I just checked out the Tools tab in Steam, and noticed a new
 program called Source SDK Base, what would that be for :)?

 Rumors says it's Lost Coast-like thingy but haven't downloaded it
 yet.

 /ProZak
 --

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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Sylvain Rochette

Great cannot wait!

Thank you

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, August 04, 2006 5:24 PM
Subject: RE: [hlcoders] Source SDK Base?



It's actually coming out this afternoon!

I'll send an e-mail to the list when it's out there on Steam.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 1:29 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Base?

Its for today or next week the release? Still to many bugs?

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 3:49 PM
Subject: RE: [hlcoders] Source SDK Base?



Good guess, mods currently using 220 should switch to 215 if they wish



to use the new engine features (and some using 320 should consider
switching to 215). Mike will provide all the details when the SDK is
ready :)

- Alfred

Scott Loyd wrote:

--
[ Picked text/plain from multipart/alternative ] New AppID (215),
same build as hl2dm (version 7 (2768)).  Switched my mods appid to
215, seems to work fine so far.  This must be the game in common to
anyone with one of valves titles for mods to use.


On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Interesting..

On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
wrote:


--
[ Picked text/plain from multipart/alternative ]
Hello there!

I just checked out the Tools tab in Steam, and noticed a new
program called Source SDK Base, what would that be for :)?

Rumors says it's Lost Coast-like thingy but haven't downloaded it
yet.

/ProZak
--

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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Nick

RELEASED!! yaay

On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote:

Great cannot wait!

Thank you

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, August 04, 2006 5:24 PM
Subject: RE: [hlcoders] Source SDK Base?


 It's actually coming out this afternoon!

 I'll send an e-mail to the list when it's out there on Steam.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
 Rochette
 Sent: Friday, August 04, 2006 1:29 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK Base?

 Its for today or next week the release? Still to many bugs?

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, July 29, 2006 3:49 PM
 Subject: RE: [hlcoders] Source SDK Base?


 Good guess, mods currently using 220 should switch to 215 if they wish

 to use the new engine features (and some using 320 should consider
 switching to 215). Mike will provide all the details when the SDK is
 ready :)

 - Alfred

 Scott Loyd wrote:
 --
 [ Picked text/plain from multipart/alternative ] New AppID (215),
 same build as hl2dm (version 7 (2768)).  Switched my mods appid to
 215, seems to work fine so far.  This must be the game in common to
 anyone with one of valves titles for mods to use.


 On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Interesting..

 On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
 wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there!

 I just checked out the Tools tab in Steam, and noticed a new
 program called Source SDK Base, what would that be for :)?

 Rumors says it's Lost Coast-like thingy but haven't downloaded it
 yet.

 /ProZak
 --

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 www.resistanceandliberation.com
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Who is the first to post a diff-patch at the VDC?

On 8/4/06, Nick [EMAIL PROTECTED] wrote:

 RELEASED!! yaay

 On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
  Great cannot wait!
 
  Thank you
 
  - Original Message -
  From: Mike Durand [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, August 04, 2006 5:24 PM
  Subject: RE: [hlcoders] Source SDK Base?
 
 
   It's actually coming out this afternoon!
  
   I'll send an e-mail to the list when it's out there on Steam.
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
   Rochette
   Sent: Friday, August 04, 2006 1:29 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source SDK Base?
  
   Its for today or next week the release? Still to many bugs?
  
   - Original Message -
   From: Alfred Reynolds [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Saturday, July 29, 2006 3:49 PM
   Subject: RE: [hlcoders] Source SDK Base?
  
  
   Good guess, mods currently using 220 should switch to 215 if they
 wish
  
   to use the new engine features (and some using 320 should consider
   switching to 215). Mike will provide all the details when the SDK is
   ready :)
  
   - Alfred
  
   Scott Loyd wrote:
   --
   [ Picked text/plain from multipart/alternative ] New AppID (215),
   same build as hl2dm (version 7 (2768)).  Switched my mods appid to
   215, seems to work fine so far.  This must be the game in common to
   anyone with one of valves titles for mods to use.
  
  
   On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Interesting..
  
   On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
   wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Hello there!
  
   I just checked out the Tools tab in Steam, and noticed a new
   program called Source SDK Base, what would that be for :)?
  
   Rumors says it's Lost Coast-like thingy but haven't downloaded it
   yet.
  
   /ProZak
   --
  
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   www.resistanceandliberation.com
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Wow.. 1394 files modified.

Anyway, Mike, could you edit the pages at the VDC and add the information
about this SDK-update. What's new/changed?

On 8/5/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 Who is the first to post a diff-patch at the VDC?


 On 8/4/06, Nick [EMAIL PROTECTED] wrote:
 
  RELEASED!! yaay
 
  On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
   Great cannot wait!
  
   Thank you
  
   - Original Message -
   From: Mike Durand [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Friday, August 04, 2006 5:24 PM
   Subject: RE: [hlcoders] Source SDK Base?
  
  
It's actually coming out this afternoon!
   
I'll send an e-mail to the list when it's out there on Steam.
   
-Mike
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] On Behalf Of Sylvain
Rochette
Sent: Friday, August 04, 2006 1:29 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Base?
   
Its for today or next week the release? Still to many bugs?
   
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com 
Sent: Saturday, July 29, 2006 3:49 PM
Subject: RE: [hlcoders] Source SDK Base?
   
   
Good guess, mods currently using 220 should switch to 215 if they
  wish
   
to use the new engine features (and some using 320 should consider
switching to 215). Mike will provide all the details when the SDK
  is
ready :)
   
- Alfred
   
Scott Loyd wrote:
--
[ Picked text/plain from multipart/alternative ] New AppID (215),
same build as hl2dm (version 7 (2768)).  Switched my mods appid to
 
215, seems to work fine so far.  This must be the game in common
  to
anyone with one of valves titles for mods to use.
   
   
On 7/29/06, Jonathan Murphy  [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Interesting..
   
On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Hello there!
   
I just checked out the Tools tab in Steam, and noticed a new
program called Source SDK Base, what would that be for :)?
   
Rumors says it's Lost Coast-like thingy but haven't downloaded
  it
yet.
   
/ProZak
--
   
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Nick

I'm not certain that they updated the codebase yet. The update has no
mention about code.

http://www.steampowered.com/index.php?area=news




On 8/4/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Who is the first to post a diff-patch at the VDC?

On 8/4/06, Nick [EMAIL PROTECTED] wrote:

 RELEASED!! yaay

 On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
  Great cannot wait!
 
  Thank you
 
  - Original Message -
  From: Mike Durand [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, August 04, 2006 5:24 PM
  Subject: RE: [hlcoders] Source SDK Base?
 
 
   It's actually coming out this afternoon!
  
   I'll send an e-mail to the list when it's out there on Steam.
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
   Rochette
   Sent: Friday, August 04, 2006 1:29 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Source SDK Base?
  
   Its for today or next week the release? Still to many bugs?
  
   - Original Message -
   From: Alfred Reynolds [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Saturday, July 29, 2006 3:49 PM
   Subject: RE: [hlcoders] Source SDK Base?
  
  
   Good guess, mods currently using 220 should switch to 215 if they
 wish
  
   to use the new engine features (and some using 320 should consider
   switching to 215). Mike will provide all the details when the SDK is
   ready :)
  
   - Alfred
  
   Scott Loyd wrote:
   --
   [ Picked text/plain from multipart/alternative ] New AppID (215),
   same build as hl2dm (version 7 (2768)).  Switched my mods appid to
   215, seems to work fine so far.  This must be the game in common to
   anyone with one of valves titles for mods to use.
  
  
   On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Interesting..
  
   On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
   wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Hello there!
  
   I just checked out the Tools tab in Steam, and noticed a new
   program called Source SDK Base, what would that be for :)?
  
   Rumors says it's Lost Coast-like thingy but haven't downloaded it
   yet.
  
   /ProZak
   --
  
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   archives, please visit:
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   www.resistanceandliberation.com
   --
  
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread noob cannon lol
--
[ Picked text/plain from multipart/alternative ]
They did update the codebase. Run and diff and patch tool on previous code
and the new code.

On 8/4/06, Nick [EMAIL PROTECTED] wrote:

 I'm not certain that they updated the codebase yet. The update has no
 mention about code.

 http://www.steampowered.com/index.php?area=news




 On 8/4/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Who is the first to post a diff-patch at the VDC?
 
  On 8/4/06, Nick [EMAIL PROTECTED] wrote:
  
   RELEASED!! yaay
  
   On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
Great cannot wait!
   
Thank you
   
- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, August 04, 2006 5:24 PM
Subject: RE: [hlcoders] Source SDK Base?
   
   
 It's actually coming out this afternoon!

 I'll send an e-mail to the list when it's out there on Steam.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Sylvain
 Rochette
 Sent: Friday, August 04, 2006 1:29 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source SDK Base?

 Its for today or next week the release? Still to many bugs?

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, July 29, 2006 3:49 PM
 Subject: RE: [hlcoders] Source SDK Base?


 Good guess, mods currently using 220 should switch to 215 if they
   wish

 to use the new engine features (and some using 320 should
 consider
 switching to 215). Mike will provide all the details when the SDK
 is
 ready :)

 - Alfred

 Scott Loyd wrote:
 --
 [ Picked text/plain from multipart/alternative ] New AppID
 (215),
 same build as hl2dm (version 7 (2768)).  Switched my mods appid
 to
 215, seems to work fine so far.  This must be the game in common
 to
 anyone with one of valves titles for mods to use.


 On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Interesting..

 On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
 wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there!

 I just checked out the Tools tab in Steam, and noticed a new
 program called Source SDK Base, what would that be for :)?

 Rumors says it's Lost Coast-like thingy but haven't downloaded
 it
 yet.

 /ProZak
 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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 www.resistanceandliberation.com
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, I can easily say... You don't want to do that.
It's easier to port your own changes to EP1-code then porting EP1-code to
your current code.

On 8/5/06, noob cannon lol [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 They did update the codebase. Run and diff and patch tool on previous code
 and the new code.

 On 8/4/06, Nick [EMAIL PROTECTED] wrote:
 
  I'm not certain that they updated the codebase yet. The update has no
  mention about code.
 
  http://www.steampowered.com/index.php?area=news
 
 
 
 
  On 8/4/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Who is the first to post a diff-patch at the VDC?
  
   On 8/4/06, Nick [EMAIL PROTECTED] wrote:
   
RELEASED!! yaay
   
On 8/4/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
 Great cannot wait!

 Thank you

 - Original Message -
 From: Mike Durand [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, August 04, 2006 5:24 PM
 Subject: RE: [hlcoders] Source SDK Base?


  It's actually coming out this afternoon!
 
  I'll send an e-mail to the list when it's out there on Steam.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Sylvain
  Rochette
  Sent: Friday, August 04, 2006 1:29 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Source SDK Base?
 
  Its for today or next week the release? Still to many bugs?
 
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, July 29, 2006 3:49 PM
  Subject: RE: [hlcoders] Source SDK Base?
 
 
  Good guess, mods currently using 220 should switch to 215 if
 they
wish
 
  to use the new engine features (and some using 320 should
  consider
  switching to 215). Mike will provide all the details when the
 SDK
  is
  ready :)
 
  - Alfred
 
  Scott Loyd wrote:
  --
  [ Picked text/plain from multipart/alternative ] New AppID
  (215),
  same build as hl2dm (version 7 (2768)).  Switched my mods
 appid
  to
  215, seems to work fine so far.  This must be the game in
 common
  to
  anyone with one of valves titles for mods to use.
 
 
  On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Interesting..
 
  On 7/29/06, Tobias Kammersgaard 
 [EMAIL PROTECTED]
  wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hello there!
 
  I just checked out the Tools tab in Steam, and noticed a new
  program called Source SDK Base, what would that be for :)?
 
  Rumors says it's Lost Coast-like thingy but haven't
 downloaded
  it
  yet.
 
  /ProZak
  --
 
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Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Jonathan Murphy
--
[ Picked text/plain from multipart/alternative ]
I changed our mods appid to 215, but when I went to load a player model in
HLMV, it would crash.

On 7/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Good guess, mods currently using 220 should switch to 215 if they wish
 to use the new engine features (and some using 320 should consider
 switching to 215). Mike will provide all the details when the SDK is
 ready :)

 - Alfred

 Scott Loyd wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  New AppID (215), same build as hl2dm (version 7 (2768)).  Switched my
  mods
  appid to 215, seems to work fine so far.  This must be the game in
  common to
  anyone with one of valves titles for mods to use.
 
 
  On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Interesting..
 
  On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
  wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hello there!
 
  I just checked out the Tools tab in Steam, and noticed a new
  program called Source SDK Base, what would that be for :)?
 
  Rumors says it's Lost Coast-like thingy but haven't downloaded it
  yet.
 
  /ProZak
  --
 
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  archives, please visit:
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  www.resistanceandliberation.com
  --
 
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Re: [hlcoders] Source SDK Base?

2006-07-30 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Engine Error!!! That would never happen! Source is perfect in all ways.

--
ts2do
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[hlcoders] Source SDK Base?

2006-07-29 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Hello there!

I just checked out the Tools tab in Steam, and noticed a new program called
Source SDK Base, what would that be for :)?

Rumors says it's Lost Coast-like thingy but haven't downloaded it yet.

/ProZak
--

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Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Jonathan Murphy
--
[ Picked text/plain from multipart/alternative ]
Interesting..

On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there!

 I just checked out the Tools tab in Steam, and noticed a new program
 called
 Source SDK Base, what would that be for :)?

 Rumors says it's Lost Coast-like thingy but haven't downloaded it yet.

 /ProZak
 --

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AW: [hlcoders] Source SDK Base?

2006-07-29 Thread Heimo Stieg
Source SDK Base is Lost Coast.
But instead of an SP-Level it is just an Video Stress Test.

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Scott Loyd
Gesendet: Samstag, 29. Juli 2006 12:21
An: hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Source SDK Base?

--
[ Picked text/plain from multipart/alternative ] New AppID (215), same build
as hl2dm (version 7 (2768)).  Switched my mods appid to 215, seems to work
fine so far.  This must be the game in common to anyone with one of valves
titles for mods to use.


On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ] Interesting..

 On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] Hello there!
 
  I just checked out the Tools tab in Steam, and noticed a new program
  called Source SDK Base, what would that be for :)?
 
  Rumors says it's Lost Coast-like thingy but haven't downloaded it yet.
 
  /ProZak
  --
 
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  archives, please visit:
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 www.resistanceandliberation.com
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Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
But it doesn't have HDR.
--

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RE: [hlcoders] Source SDK Base?

2006-07-29 Thread Alfred Reynolds
Good guess, mods currently using 220 should switch to 215 if they wish
to use the new engine features (and some using 320 should consider
switching to 215). Mike will provide all the details when the SDK is
ready :)

- Alfred

Scott Loyd wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 New AppID (215), same build as hl2dm (version 7 (2768)).  Switched my
 mods
 appid to 215, seems to work fine so far.  This must be the game in
 common to
 anyone with one of valves titles for mods to use.


 On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Interesting..

 On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED]
 wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there!

 I just checked out the Tools tab in Steam, and noticed a new
 program called Source SDK Base, what would that be for :)?

 Rumors says it's Lost Coast-like thingy but haven't downloaded it
 yet.

 /ProZak
 --

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 archives, please visit:
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