[hlcoders] Source SDK Base 2013 Multiplayer beta release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release
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 Sandersonwrote: > 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 > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release
Good news. Thanks, Kyle. On Mon, Sep 7, 2015 at 7:39 PM, Eric Smithwrote: > 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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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: 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 -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OB needs updating?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK Base OB needs updating?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
-- [ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
-- [ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
-- [ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK Base OrangeBox
-- [ 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
[hlcoders] Source SDK Base Offline
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Base
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
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 ___ 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 Nigredo Studios http://www.nigredostudios.com __ Check out the New Yahoo! Mail - Fire up a more powerful email and get things done faster. (http://advision.webevents.yahoo.com/mailbeta) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Base
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
SteamAppID 215, right? And from the Steam games list, not the debugger. Funky. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
-- [ 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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
-- [ 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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
Re: [hlcoders] Source SDK Base?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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
Re: [hlcoders] Source SDK Base?
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
-- [ Picked text/plain from multipart/alternative ] Engine Error!!! That would never happen! Source is perfect in all ways. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK Base?
-- [ 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
Re: [hlcoders] Source SDK Base?
-- [ 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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
AW: [hlcoders] Source SDK Base?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
-- [ Picked text/plain from multipart/alternative ] But it doesn't have HDR. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders