Re: [hlcoders] Dugs in sdk update

2010-05-12 Thread Ryan Sheffer
So far making the editor has been pretty straight forward. I wrote the renderer into a dll so I share the code between the main game and the editor, so whenever I change the renderer code, the editor and the game are fine, unless I change the dll interface which means a recompile of the edi

Re: [hlcoders] Dugs in sdk update

2010-05-12 Thread Marek Sieradzki
Ogre is just a renderer but with RakNet, PhysX/Havok and some sound middleware you can make your own engine. Biggest problem would be making your own editor. I guess that UDK will be enough in 95% cases. ___ To unsubscribe, edit your list preferences, o

Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Harry Jeffery
Donald < >>> voo...@voogru.com> wrote: >>> >>>> "Besides that scripts are ugly as hell from a C++ coder's point of >>>> view." >>>> >>>> Fixed. >>>> >>>> -Original Message- >>>> Fr

Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Ryan Sheffer
-boun...@list.valvesoftware.com >>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David >>> Kraeutmann >>> Sent: Monday, May 10, 2010 4:50 PM >>> To: Discussion of Half-Life Programming >>> Subject: Re: [hlcoders] Dugs in sdk update >

Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread David Kraeutmann
ist.valvesoftware.com >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David >> Kraeutmann >> Sent: Monday, May 10, 2010 4:50 PM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] Dugs in sdk update >> >> Besides that Uscrip

Re: [hlcoders] Dugs in sdk update

2010-05-11 Thread Colm Sloan
"I'm tired of changing the appID every time I open Source SDK." I only had to change it once and it was fine. Are you using some kind of special setup? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Sam
id > > Kraeutmann > > Sent: Monday, May 10, 2010 4:50 PM > > To: Discussion of Half-Life Programming > > Subject: Re: [hlcoders] Dugs in sdk update > > > > Besides that Uscript is ugly as hell from a C++ coder's point of view. > > > > On Mon, May

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Ryan Sheffer
---Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David > Kraeutmann > Sent: Monday, May 10, 2010 4:50 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Dugs in sdk update > > Besides tha

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Spencer 'voogru' MacDonald
on of Half-Life Programming Subject: Re: [hlcoders] Dugs in sdk update Besides that Uscript is ugly as hell from a C++ coder's point of view. On Mon, May 10, 2010 at 10:28 PM, Dexter wrote: > Sure, let me just port all this C++ code to Uscript really quick .. :) > > On Mon, May 10,

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread David Kraeutmann
gt;>> forums. It seems to do the job, as far as I can tell. Good luck with >> >>> finishing up your mod! >> >>> >> >>> *** >> >>> >> >>> Originally Posted by IcarusNine: >> >>> Changing a mod'

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Dexter
y IcarusNine: > >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to > >>> 440 (Team > >>> Fortress 2) seems to work around it. I'm not sure what Hammer is > >>> using/associating with the appID, but the lack of it is what's > >&

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Ryan Sheffer
pID from 218 (SDK Base 2007) to >>> 440 (Team >>> Fortress 2) seems to work around it. I'm not sure what Hammer is >>> using/associating with the appID, but the lack of it is what's >>> causing at >>> least some of the problem. >>&

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Jeffrey "botman" Broome
e of the problem. >> >> >> -Original Message- >> Date: Mon, 3 May 2010 17:32:19 +0100 >> From: Harry Jeffery >> Subject: Re: [hlcoders] Dugs in sdk update >> To: Discussion of Half-Life Programming >> >> Message-ID: >>

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Sam
is > using/associating with the appID, but the lack of it is what's causing at > least some of the problem. > > > -Original Message- > Date: Mon, 3 May 2010 17:32:19 +0100 > From: Harry Jeffery > Subject: Re: [hlcoders] Dugs in sdk update > To: Discussion o

Re: [hlcoders] Dugs in sdk update

2010-05-06 Thread Iain Breen
Yo, we can see your messages :) On Thu, May 6, 2010 at 11:15 PM, Christopher Fortner wrote: > haha, youd think thats true ^^ > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.co

[hlcoders] Dugs in sdk update

2010-05-06 Thread Christopher Fortner
haha, youd think thats true ^^ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread JumpCore Productions
Team Fortress 2) seems to work around it. I'm not sure what Hammer is using/associating with the appID, but the lack of it is what's causing at least some of the problem. -Original Message- Date: Mon, 3 May 2010 17:32:19 +0100 From: Harry Jeffery Subject: Re: [hlcoders] Dugs in sdk

Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Harry Jeffery
It'd be nice if valve could fix this soon. Our mod can't progress at all, we only really need to fix up the maps at the moment. On 3 May 2010 14:21, Jeffrey "botman" Broome wrote: > On 5/1/2010 5:09 PM, Tom Edwards wrote: >> It does stop it: the mods themselves are unaffected. Pity the SDK >> doe

Re: [hlcoders] Dugs in sdk update

2010-05-03 Thread Jeffrey "botman" Broome
On 5/1/2010 5:09 PM, Tom Edwards wrote: > It does stop it: the mods themselves are unaffected. Pity the SDK > doesn't have the same protection. :-/ > > http://www.botman2.com/images/HAHA.jpg :) ___ To unsubscribe, edit your list preferences, or vi

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
It does stop it: the mods themselves are unaffected. Pity the SDK doesn't have the same protection. :-/ On 01/05/2010 5:22, Tobias Kammersgaard wrote: > I thought the Source SDK Base was supposed to stop these kind of things :o?! > As far as I can see the EP2 tools have been replaced (or updated

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tobias Kammersgaard
I thought the Source SDK Base was supposed to stop these kind of things :o?! As far as I can see the EP2 tools have been replaced (or updated to?) the L4D2 tools. The Instancing tool is available is Hammer anyway. - ScarT On 1 May 2010 17:45, Tom Edwards wrote: > Nothing is new, it's just inco

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Tom Edwards
Nothing is new, it's just incompatible with the changes Valve made to the engine recently. On 01/05/2010 2:56, Sam wrote: > I can confirm all that, thankfully the EP1 model viewer and faceposer are > still working, even that they're outdated > > Is there even a changelog on what's new in the SDK

Re: [hlcoders] Dugs in sdk update

2010-05-01 Thread Sam
I can confirm all that, thankfully the EP1 model viewer and faceposer are still working, even that they're outdated Is there even a changelog on what's new in the SDK Update? On Sat, May 1, 2010 at 1:09 AM, Dmitry Barannik wrote: > 1 Can't see anything in model viewer. > 2 Faceposer doesn't sta

[hlcoders] Dugs in sdk update

2010-04-30 Thread Dmitry Barannik
1 Can't see anything in model viewer. 2 Faceposer doesn't start. 3 Custom shaders are crashes model viewer, maybe need recompiling? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mai