Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-08 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Cool cool, just reassuring to know that its coming :)

Matt

On 8/8/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> I don't have anything more to add on shaders yet. I'm trying to get some
> of the severe problems with this drop fixed and after that I'll be able
> to investigate the shader issue more.
>
> Thanks for you patience.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
> Stafford
> Sent: Monday, August 07, 2006 5:29 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
>
> --
> [ Picked text/plain from multipart/alternative ] Any word on shaders yet
> Mike?
>
> Matt
> --
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-08 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yeah, I get it when ducking.

On 8/7/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I made a new map with func_door_rotating, and it works fine.
>
> On another note, it seems im getting random ASSERTS from GameMovement.cpp,
> anyone else getting these? After I get the error, the player begins to
> move
> around randomly
> --
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Michael Kramer
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[ Picked text/plain from multipart/alternative ]
I made a new map with func_door_rotating, and it works fine.

On another note, it seems im getting random ASSERTS from GameMovement.cpp,
anyone else getting these? After I get the error, the player begins to move
around randomly
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Steve Rabouin
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[ Picked text/plain from multipart/alternative ]
Speaking of sever problems, I noticed func_rotating_door seems to be broken
in the new SDK code. I haven't done *much* testing, but on a map that worked
perfectly fine with the other sdk, in the new SDK when you touch the door,
you get either stuck on it, or it will spin forever going through walls.

On 8/7/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> I don't have anything more to add on shaders yet. I'm trying to get some
> of the severe problems with this drop fixed and after that I'll be able
> to investigate the shader issue more.
>
> Thanks for you patience.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
> Stafford
> Sent: Monday, August 07, 2006 5:29 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
>
> --
> [ Picked text/plain from multipart/alternative ] Any word on shaders yet
> Mike?
>
> Matt
> --
>
> ___
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> please visit:
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>
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RE: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Mike Durand
I don't have anything more to add on shaders yet. I'm trying to get some
of the severe problems with this drop fixed and after that I'll be able
to investigate the shader issue more.

Thanks for you patience.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Stafford
Sent: Monday, August 07, 2006 5:29 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file

--
[ Picked text/plain from multipart/alternative ] Any word on shaders yet
Mike?

Matt
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Matt Stafford
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[ Picked text/plain from multipart/alternative ]
Any word on shaders yet Mike?

Matt
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RE: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread Mike Durand
You should avoid the 3D Lighting Preview feature in Hammer (unless you
really like crashes). In fact, I'm going to get rid of it until it
works.

It will show back up when it's ready. No official ETA.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Sunday, August 06, 2006 3:02 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file

--
[ Picked text/plain from multipart/alternative ] Has anybody worked out
the new toolsframework? At the moment it seems to me like it is some
kind of movie recorder.

Also Valve seems to be doing lots of work around threading at the
moment.

Oh yeah, not really coding related but there seems to be a couple of new
features around hammer. First up there is some kind of new entity logic
viewer, and secondly there seems to be a new lighting preview which just
crashes hammer for me and everybody who has tried it. Any word on when
this will start working?


P.S. Best change ever :P

// "Why don't we save this field, grandpa?"
//
// "You see Billy, trigger_vphysics_motion uses vPhysics to touch the
player, // so if the trigger is Disabled via an input while the player
is inside it,

// the trigger won't get its EndTouch until the player moves. Since
touchlinks // aren't saved and restored, if the we save before EndTouch
is called, it // will never be called after we load."

On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] I'm not totally sure
> here (to truly know all the coders would have to tell us), but haven't

> most of the "new" engines all evolved from another pre-existing one.
>
> See the Origins part of the Source Engine here:
> http://en.wikipedia.org/wiki/Source_engine<
> http://en.wikipedia.org/wiki/Source_engine>
> An image from the Quake engine page:
> http://en.wikipedia.org/wiki/Image:Familytree11.png<
> http://en.wikipedia.org/wiki/Image:Familytree11.png>
> Also I read somewhere that the Havok Physics engine was based on a
> previous engine.
>   - Original Message -
>   From: Jeremy Swigart<mailto:[EMAIL PROTECTED]>
>   To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
>   Sent: Saturday, August 05, 2006 11:12 PM
>   Subject: Re: [hlcoders] Source SDK Update Is Released - the patch
> file
>
>
>   --
>   [ Picked text/plain from multipart/alternative ]
>   I think if the episodic stuff proves successful there won't even
> really be a
>   "HL3 engine". Source will recieve technology updates over time as an
>   evolving engine, they aren't going to stop to make a new engine for
> another
>   few years when they can use introduce new enhancements as an
additional
>   selling point of the episodes.
>
>   On 8/5/06, Nick <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>>
wrote:
>   >
>   > Thats what I was trying unsucessfully to say earlier. I think that
>   > because of the popularity and sucess of episodic content
>   > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until
the
>   > source engine gets severly outdated and the new engine will be
pushed
>   > out with hl3. Concidering that the source engine is very good,
that
>   > most video cards have trouble keeping up with it at higher
>   > resolutions, and that valve continues to make vast improvements to
the
>   > source engine. the hl3 engine might not arrive until 2008-9 at
least.
>   >
>   > On 8/5/06, Michael Kramer <[EMAIL PROTECTED] [EMAIL PROTECTED]>> wrote:
>   > > --
>   > > [ Picked text/plain from multipart/alternative ]
>   > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so
> wouldn't we be
>   > > waiting for Half-Life 4...?
>   > > --
>   > >
>   > > ___
>   > > To unsubscribe, edit your list preferences, or view the list
> archives,
>   > please visit:
>   > > http://list.valvesoftware.com/mailman/listinfo/hlcoders<
> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>   > >
>   > >
>   >
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archives,
>   > please visit:
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>   >
>   >
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&

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread bloodykenny
One trick I noticed just now is that Valve gratuitously renamed 
vgui_TeamFortressViewport.cpp to baseviewport.cpp so if you've modified 
vgui_TeamFortressViewport.cpp you'll want to diff that to the baseline and 
apply to the new file.

At 2006/08/05 11:11 PM, you wrote:
>Gah, no, you had it right the first time, Valve...
>
>-   if (g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4)
>+   if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 )
>
>
>At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
>>I'm probably 20% through merging my codebase.  Some of these changes from 
>>Valve I just don't fathom.  Boggle... so pointless...
>>
>> bool CPropCombineBall::CreateVPhysics()
>> {
>>SetSolid( SOLID_BBOX );
>>-   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), 
>>Vector(m_flRadius, m_flRadius, m_flRadius) );
>>+
>>+   float flSize = m_flRadius;
>>+
>>+   SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, 
>>flSize, flSize) );
>>objectparams_t params = g_PhysDefaultObjectParams;
>>params.pGameData = static_cast(this);
>>int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
>>-   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 
>>m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>>+   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, 
>>nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>>if ( !pPhysicsObject )
>>return false;
>>
>>
>>
>>At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
>>>As promised, here is the patch file from the last clean SDK to the new clean 
>>>SDK:
>>>http://tinyurl.com/mjht6
>>>
>>>One note, near the very top of the patch it contains my mod name, which 
>>>you'll need to edit.  Aside from that, any conflicts you get are your 
>>>fault... :)
>>>
>>>The update is a staggering 365245 lines of diff.  One small saving grace is 
>>>that 101073 lines of that is in brand new files.
>>>
>>>I'm in the process of reviewing things now to try to figure out which of the
>>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
>>>bugs got fixed in this update...  Looks like Valve fixed a few of sanity 
>>>things, mainly using Q_strnicmp it seems.
>>>
>>>
>>>At 2006/08/04 05:15 PM, Mike Durand wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi Everyone-

The new SDK is released and should be available now for update via
Steam. I'll be monitoring the list this weekend and will be glad to
answer any questions and provide any help that I can.

Make sure to check out the release notes.
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

Enjoy!

-Mike




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>>>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-06 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Has anybody worked out the new toolsframework? At the moment it seems to me
like it is some kind of movie recorder.

Also Valve seems to be doing lots of work around threading at the moment.

Oh yeah, not really coding related but there seems to be a couple of new
features around hammer. First up there is some kind of new entity logic
viewer, and secondly there seems to be a new lighting preview which just
crashes hammer for me and everybody who has tried it. Any word on when this
will start working?


P.S. Best change ever :P

// "Why don't we save this field, grandpa?"
//
// "You see Billy, trigger_vphysics_motion uses vPhysics to touch the
player,
// so if the trigger is Disabled via an input while the player is inside it,

// the trigger won't get its EndTouch until the player moves. Since
touchlinks
// aren't saved and restored, if the we save before EndTouch is called, it
// will never be called after we load."

On 8/6/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm not totally sure here (to truly know all the coders would have to tell
> us), but haven't most of the "new" engines all evolved from another
> pre-existing one.
>
> See the Origins part of the Source Engine here:
> http://en.wikipedia.org/wiki/Source_engine<
> http://en.wikipedia.org/wiki/Source_engine>
> An image from the Quake engine page:
> http://en.wikipedia.org/wiki/Image:Familytree11.png<
> http://en.wikipedia.org/wiki/Image:Familytree11.png>
> Also I read somewhere that the Havok Physics engine was based on a
> previous engine.
>   - Original Message -
>   From: Jeremy Swigart<mailto:[EMAIL PROTECTED]>
>   To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
>   Sent: Saturday, August 05, 2006 11:12 PM
>   Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file
>
>
>   --
>   [ Picked text/plain from multipart/alternative ]
>   I think if the episodic stuff proves successful there won't even really
> be a
>   "HL3 engine". Source will recieve technology updates over time as an
>   evolving engine, they aren't going to stop to make a new engine for
> another
>   few years when they can use introduce new enhancements as an additional
>   selling point of the episodes.
>
>   On 8/5/06, Nick <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote:
>   >
>   > Thats what I was trying unsucessfully to say earlier. I think that
>   > because of the popularity and sucess of episodic content
>   > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the
>   > source engine gets severly outdated and the new engine will be pushed
>   > out with hl3. Concidering that the source engine is very good, that
>   > most video cards have trouble keeping up with it at higher
>   > resolutions, and that valve continues to make vast improvements to the
>   > source engine. the hl3 engine might not arrive until 2008-9 at least.
>   >
>   > On 8/5/06, Michael Kramer <[EMAIL PROTECTED] [EMAIL PROTECTED]>> wrote:
>   > > --
>   > > [ Picked text/plain from multipart/alternative ]
>   > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't
> we be
>   > > waiting for Half-Life 4...?
>   > > --
>   > >
>   > > ___
>   > > To unsubscribe, edit your list preferences, or view the list
> archives,
>   > please visit:
>   > > http://list.valvesoftware.com/mailman/listinfo/hlcoders<
> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>   > >
>   > >
>   >
>   > ___
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>   > please visit:
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>   >
>   >
>   --
>
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>
> --
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>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm not totally sure here (to truly know all the coders would have to tell us), 
but haven't most of the "new" engines all evolved from another pre-existing one.

See the Origins part of the Source Engine here: 
http://en.wikipedia.org/wiki/Source_engine<http://en.wikipedia.org/wiki/Source_engine>
An image from the Quake engine page: 
http://en.wikipedia.org/wiki/Image:Familytree11.png<http://en.wikipedia.org/wiki/Image:Familytree11.png>
Also I read somewhere that the Havok Physics engine was based on a previous 
engine.
  - Original Message -
  From: Jeremy Swigart<mailto:[EMAIL PROTECTED]>
  To: hlcoders@list.valvesoftware.com<mailto:hlcoders@list.valvesoftware.com>
  Sent: Saturday, August 05, 2006 11:12 PM
  Subject: Re: [hlcoders] Source SDK Update Is Released - the patch file


  --
  [ Picked text/plain from multipart/alternative ]
  I think if the episodic stuff proves successful there won't even really be a
  "HL3 engine". Source will recieve technology updates over time as an
  evolving engine, they aren't going to stop to make a new engine for another
  few years when they can use introduce new enhancements as an additional
  selling point of the episodes.

  On 8/5/06, Nick <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> wrote:
  >
  > Thats what I was trying unsucessfully to say earlier. I think that
  > because of the popularity and sucess of episodic content
  > (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the
  > source engine gets severly outdated and the new engine will be pushed
  > out with hl3. Concidering that the source engine is very good, that
  > most video cards have trouble keeping up with it at higher
  > resolutions, and that valve continues to make vast improvements to the
  > source engine. the hl3 engine might not arrive until 2008-9 at least.
  >
  > On 8/5/06, Michael Kramer <[EMAIL PROTECTED]<mailto:[EMAIL PROTECTED]>> 
wrote:
  > > --
  > > [ Picked text/plain from multipart/alternative ]
  > > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
  > > waiting for Half-Life 4...?
  > > --
  > >
  > > ___
  > > To unsubscribe, edit your list preferences, or view the list archives,
  > please visit:
  > > 
http://list.valvesoftware.com/mailman/listinfo/hlcoders<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<http://list.valvesoftware.com/mailman/listinfo/hlcoders>
  >
  >
  --

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
I think if the episodic stuff proves successful there won't even really be a
"HL3 engine". Source will recieve technology updates over time as an
evolving engine, they aren't going to stop to make a new engine for another
few years when they can use introduce new enhancements as an additional
selling point of the episodes.

On 8/5/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Thats what I was trying unsucessfully to say earlier. I think that
> because of the popularity and sucess of episodic content
> (ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the
> source engine gets severly outdated and the new engine will be pushed
> out with hl3. Concidering that the source engine is very good, that
> most video cards have trouble keeping up with it at higher
> resolutions, and that valve continues to make vast improvements to the
> source engine. the hl3 engine might not arrive until 2008-9 at least.
>
> On 8/5/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
> > waiting for Half-Life 4...?
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
Gah, no, you had it right the first time, Valve...

-   if (g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4)
+   if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 )


At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
>I'm probably 20% through merging my codebase.  Some of these changes from 
>Valve I just don't fathom.  Boggle... so pointless...
>
> bool CPropCombineBall::CreateVPhysics()
> {
>SetSolid( SOLID_BBOX );
>-   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), 
>Vector(m_flRadius, m_flRadius, m_flRadius) );
>+
>+   float flSize = m_flRadius;
>+
>+   SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, 
>flSize, flSize) );
>objectparams_t params = g_PhysDefaultObjectParams;
>params.pGameData = static_cast(this);
>int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
>-   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 
>m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>+   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, 
>nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>if ( !pPhysicsObject )
>return false;
>
>
>
>At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
>>As promised, here is the patch file from the last clean SDK to the new clean 
>>SDK:
>>http://tinyurl.com/mjht6
>>
>>One note, near the very top of the patch it contains my mod name, which 
>>you'll need to edit.  Aside from that, any conflicts you get are your 
>>fault... :)
>>
>>The update is a staggering 365245 lines of diff.  One small saving grace is 
>>that 101073 lines of that is in brand new files.
>>
>>I'm in the process of reviewing things now to try to figure out which of the
>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
>>bugs got fixed in this update...  Looks like Valve fixed a few of sanity 
>>things, mainly using Q_strnicmp it seems.
>>
>>
>>At 2006/08/04 05:15 PM, Mike Durand wrote:
>>>This is a multi-part message in MIME format.
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Hi Everyone-
>>>
>>>The new SDK is released and should be available now for update via
>>>Steam. I'll be monitoring the list this weekend and will be glad to
>>>answer any questions and provide any help that I can.
>>>
>>>Make sure to check out the release notes.
>>>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
>>>
>>>Enjoy!
>>>
>>>-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
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
http://developer.valvesoftware.com/wiki/Diff_And_Patch

Cygwin is the easiest.

Windows without Cygwin is like a bowling ball without a liquid center.

At 2006/08/05 09:25 PM, Skillet wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>What's the proper way to apply the patch?  WinMerge dosen't seem to want to
>use patch/diff files at all and TSVN complains that the file is bad (no
>"Index" line).
>
>On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
>wrote:
>>
>> As promised, here is the patch file from the last clean SDK to the new
>> clean SDK:
>> http://tinyurl.com/mjht6
>>
>> One note, near the very top of the patch it contains my mod name, which
>> you'll need to edit.  Aside from that, any conflicts you get are your
>> fault... :)
>>
>> The update is a staggering 365245 lines of diff.  One small saving grace
>> is that 101073 lines of that is in brand new files.
>>
>> I'm in the process of reviewing things now to try to figure out which of
>> the
>> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
>> bugs got fixed in this update...  Looks like Valve fixed a few of sanity
>> things, mainly using Q_strnicmp it seems.
>>
>>
>> At 2006/08/04 05:15 PM, Mike Durand wrote:
>> >This is a multi-part message in MIME format.
>> >--
>> >[ Picked text/plain from multipart/alternative ]
>> >Hi Everyone-
>> >
>> >The new SDK is released and should be available now for update via
>> >Steam. I'll be monitoring the list this weekend and will be glad to
>> >answer any questions and provide any help that I can.
>> >
>> >Make sure to check out the release notes.
>> >http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
>> >
>> >Enjoy!
>> >
>> >-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
>>
>>
>--
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
What's the proper way to apply the patch?  WinMerge dosen't seem to want to
use patch/diff files at all and TSVN complains that the file is bad (no
"Index" line).

On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> As promised, here is the patch file from the last clean SDK to the new
> clean SDK:
> http://tinyurl.com/mjht6
>
> One note, near the very top of the patch it contains my mod name, which
> you'll need to edit.  Aside from that, any conflicts you get are your
> fault... :)
>
> The update is a staggering 365245 lines of diff.  One small saving grace
> is that 101073 lines of that is in brand new files.
>
> I'm in the process of reviewing things now to try to figure out which of
> the
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
> bugs got fixed in this update...  Looks like Valve fixed a few of sanity
> things, mainly using Q_strnicmp it seems.
>
>
> At 2006/08/04 05:15 PM, Mike Durand wrote:
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Hi Everyone-
> >
> >The new SDK is released and should be available now for update via
> >Steam. I'll be monitoring the list this weekend and will be glad to
> >answer any questions and provide any help that I can.
> >
> >Make sure to check out the release notes.
> >http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
> >
> >Enjoy!
> >
> >-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:
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>
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Nick

Thats what I was trying unsucessfully to say earlier. I think that
because of the popularity and sucess of episodic content
(ep1,ep2,ep3,ep..). If there is a hl3 it will probably wait until the
source engine gets severly outdated and the new engine will be pushed
out with hl3. Concidering that the source engine is very good, that
most video cards have trouble keeping up with it at higher
resolutions, and that valve continues to make vast improvements to the
source engine. the hl3 engine might not arrive until 2008-9 at least.

On 8/5/06, Michael Kramer <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
waiting for Half-Life 4...?
--

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Andrew Timson

On 8/5/06, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:

Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all 
that much better.  I'm holding out for Half-Life 6, which is supposed to 
finally have native support for those new holographic monitors and smellovision.


Bah. They had holographic monitor support back in Sin 2! Why's Valve
taking so long to support it? It's almost as bad as the IPv8 support
that only showed up in the HL5 expansion, two months before IPv10
became the standard

--
Andrew Timson
==
"Niceness is the greatest human flaw, except for all the others."
--Brendan Moody

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
Half-Life 4 was a disappointment, and the graphics in Half-Life 5 aren't all 
that much better.  I'm holding out for Half-Life 6, which is supposed to 
finally have native support for those new holographic monitors and smellovision.

At 2006/08/05 08:12 PM, Michael Kramer wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
>waiting for Half-Life 4...?
>--
>
>___
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
waiting for Half-Life 4...?
--

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
Is there any purpose to the src/utils/hlmviewer directory anymore?  There used 
to be some .cpp and such in there but they've all been removed now.

At 2006/08/05 03:54 PM, [EMAIL PROTECTED] wrote:
>I'm probably 20% through merging my codebase.  Some of these changes from 
>Valve I just don't fathom.  Boggle... so pointless...
>
> bool CPropCombineBall::CreateVPhysics()
> {
>SetSolid( SOLID_BBOX );
>-   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), 
>Vector(m_flRadius, m_flRadius, m_flRadius) );
>+
>+   float flSize = m_flRadius;
>+
>+   SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, 
>flSize, flSize) );
>objectparams_t params = g_PhysDefaultObjectParams;
>params.pGameData = static_cast(this);
>int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
>-   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 
>m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>+   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, 
>nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
>if ( !pPhysicsObject )
>return false;
>
>
>
>At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
>>As promised, here is the patch file from the last clean SDK to the new clean 
>>SDK:
>>http://tinyurl.com/mjht6
>>
>>One note, near the very top of the patch it contains my mod name, which 
>>you'll need to edit.  Aside from that, any conflicts you get are your 
>>fault... :)
>>
>>The update is a staggering 365245 lines of diff.  One small saving grace is 
>>that 101073 lines of that is in brand new files.
>>
>>I'm in the process of reviewing things now to try to figure out which of the
>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
>>bugs got fixed in this update...  Looks like Valve fixed a few of sanity 
>>things, mainly using Q_strnicmp it seems.
>>
>>
>>At 2006/08/04 05:15 PM, Mike Durand wrote:
>>>This is a multi-part message in MIME format.
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Hi Everyone-
>>>
>>>The new SDK is released and should be available now for update via
>>>Steam. I'll be monitoring the list this weekend and will be glad to
>>>answer any questions and provide any help that I can.
>>>
>>>Make sure to check out the release notes.
>>>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
>>>
>>>Enjoy!
>>>
>>>-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
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
lol

On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I'm probably 20% through merging my codebase.  Some of these changes from
> Valve I just don't fathom.  Boggle... so pointless...
>
> bool CPropCombineBall::CreateVPhysics()
> {
> SetSolid( SOLID_BBOX );
> -   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius),
> Vector(m_flRadius, m_flRadius, m_flRadius) );
> +
> +   float flSize = m_flRadius;
> +
> +   SetCollisionBounds( Vector(-flSize, -flSize, -flSize),
> Vector(flSize, flSize, flSize) );
> objectparams_t params = g_PhysDefaultObjectParams;
> params.pGameData = static_cast(this);
> int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
> -   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject(
> m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false
> );
> +   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject(
> flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
> if ( !pPhysicsObject )
> return false;
>
>
>
> At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
> >As promised, here is the patch file from the last clean SDK to the new
> clean SDK:
> >http://tinyurl.com/mjht6
> >
> >One note, near the very top of the patch it contains my mod name, which
> you'll need to edit.  Aside from that, any conflicts you get are your
> fault... :)
> >
> >The update is a staggering 365245 lines of diff.  One small saving grace
> is that 101073 lines of that is in brand new files.
> >
> >I'm in the process of reviewing things now to try to figure out which of
> the
> >http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
> >bugs got fixed in this update...  Looks like Valve fixed a few of sanity
> things, mainly using Q_strnicmp it seems.
> >
> >
> >At 2006/08/04 05:15 PM, Mike Durand wrote:
> >>This is a multi-part message in MIME format.
> >>--
> >>[ Picked text/plain from multipart/alternative ]
> >>Hi Everyone-
> >>
> >>The new SDK is released and should be available now for update via
> >>Steam. I'll be monitoring the list this weekend and will be glad to
> >>answer any questions and provide any help that I can.
> >>
> >>Make sure to check out the release notes.
> >>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
> >>
> >>Enjoy!
> >>
> >>-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:
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>
>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
I'm probably 20% through merging my codebase.  Some of these changes from Valve 
I just don't fathom.  Boggle... so pointless...

 bool CPropCombineBall::CreateVPhysics()
 {
SetSolid( SOLID_BBOX );
-   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius), 
Vector(m_flRadius, m_flRadius, m_flRadius) );
+
+   float flSize = m_flRadius;
+
+   SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, 
flSize, flSize) );
objectparams_t params = g_PhysDefaultObjectParams;
params.pGameData = static_cast(this);
int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
-   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 
m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
+   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, 
nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
if ( !pPhysicsObject )
return false;



At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
>As promised, here is the patch file from the last clean SDK to the new clean 
>SDK:
>http://tinyurl.com/mjht6
>
>One note, near the very top of the patch it contains my mod name, which you'll 
>need to edit.  Aside from that, any conflicts you get are your fault... :)
>
>The update is a staggering 365245 lines of diff.  One small saving grace is 
>that 101073 lines of that is in brand new files.
>
>I'm in the process of reviewing things now to try to figure out which of the
>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
>bugs got fixed in this update...  Looks like Valve fixed a few of sanity 
>things, mainly using Q_strnicmp it seems.
>
>
>At 2006/08/04 05:15 PM, Mike Durand wrote:
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ]
>>Hi Everyone-
>>
>>The new SDK is released and should be available now for update via
>>Steam. I'll be monitoring the list this weekend and will be glad to
>>answer any questions and provide any help that I can.
>>
>>Make sure to check out the release notes.
>>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
>>
>>Enjoy!
>>
>>-Mike
>>
>>
>>
>>
>>--
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives, please 
>>visit:
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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>To unsubscribe, edit your list preferences, or view the list archives, please 
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
It's quite possible HL3 is never going to come but they'll stick to episodic
content. I doubt there's a team working on HL3 in secret. So far I know,
Valve wants to keep the current engine and enhance it continually.

On 8/5/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Depending on how well ep1,ep2,ep3 the rumors are hl3 might not
> even be completed.
>
> On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
> > Believe it or not, it appears that the SDK codebase update is out.
> > Incidentally, I've heard reports that NORAD is on alert after detecting
> > flying pigs in North American airspace.  So this seems like a propitious
> time
> > to ask: so when is HL3 coming out?
> >
> > -John Sheu
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Nick

Depending on how well ep1,ep2,ep3 the rumors are hl3 might not
even be completed.

On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:

Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in North American airspace.  So this seems like a propitious time
to ask: so when is HL3 coming out?

-John Sheu

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
When all games before HL3 are finished

On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> Believe it or not, it appears that the SDK codebase update is out.
> Incidentally, I've heard reports that NORAD is on alert after detecting
> flying pigs in North American airspace.  So this seems like a propitious
> time
> to ask: so when is HL3 coming out?
>
> -John Sheu
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread John Sheu
Believe it or not, it appears that the SDK codebase update is out.
Incidentally, I've heard reports that NORAD is on alert after detecting
flying pigs in North American airspace.  So this seems like a propitious time
to ask: so when is HL3 coming out?

-John Sheu

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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread bloodykenny
As promised, here is the patch file from the last clean SDK to the new clean 
SDK:
http://tinyurl.com/mjht6

One note, near the very top of the patch it contains my mod name, which you'll 
need to edit.  Aside from that, any conflicts you get are your fault... :)

The update is a staggering 365245 lines of diff.  One small saving grace is 
that 101073 lines of that is in brand new files.

I'm in the process of reviewing things now to try to figure out which of the
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
bugs got fixed in this update...  Looks like Valve fixed a few of sanity 
things, mainly using Q_strnicmp it seems.


At 2006/08/04 05:15 PM, Mike Durand wrote:
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>Hi Everyone-
>
>The new SDK is released and should be available now for update via
>Steam. I'll be monitoring the list this weekend and will be glad to
>answer any questions and provide any help that I can.
>
>Make sure to check out the release notes.
>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
>
>Enjoy!
>
>-Mike
>
>
>
>
>--
>
>___
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders

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