Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote:
http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
lighting system is only part of the CSGO engine has hasn't been backported
to the main engine. The TF2 bot system is NextBot which is also used in
L4D2 and CSGO, that appears to have been removed judging from the lack of
to the main engine
There's a main Source engine now?
On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote:
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new
lighting system is only part of the CSGO engine has hasn't been backported to
the main engine. The
I would consider that to be the main version of Source as that's what most
of Valve core multiplayer games sit on.
On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote:
to the main engine
There's a main Source engine now?
On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me
Awesome, thanks for the update!
Are there any plans to include custom shader support like SDK2007? I see
that the shadercompile.exe is included with the SDK Base but there are no
accompanying SDK shader sources for creating the required DLL.
On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires
1. We will fix that
2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk
3. We will fix that.
4. We will look into it (we may or may not fix it), you may want to check out
GCFScape in the meantime, it will let you explode VPK files to disk to get you
around this for now.
For anyone who's curious about what exactly has changed since Source SDK 2007,
I've managed to generate a diff between the last released version of the 2007
SDK against the new 2013 SDK (MP code only). There was initially plenty of
extra 'noise' since virtually every single file was
Wow, very nice. I'm still crossing my fingers for a new engine though, the
amount of Source Developers has dwindled to near non-existent. UDK and
Unity are just too good at the moment.
On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote:
For anyone who's curious about what
Thanks for and update Valve.
The odd thing is that mod refused to launch at DX9-10, it was set by
default to DX8, i was forced to manually add -dxlevel 91 to make it use DX9
stuff. This goes for SDK Base 2013, it launches only at dx8 by default.
2013/6/27 Joel R. joelru...@gmail.com
Wow, very
Here’s a suggestion I hope you’re (or have) considering.
Releasing the Hammer source code on GitHub. Let the community fix bugs and port
it to Qt so it’ll be available on other platforms.
If I’ve understood this whole Source SDK Base 2013 release on Github that’s
exactly your plans for the
1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If those fixes
look right we'll make the same fix in the Multiplayer app.
I appreciate the bug reports. I would encourage you to report this sort of
thing over on GitHub in the Issues list:
all right Joe, thank you for the good job :)
Nicolas
2013/6/28 Joe Ludwig j...@valvesoftware.com
1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If
those fixes look right we'll make the same fix in the Multiplayer app.
** **
I appreciate the bug reports. I would
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