Re: [hlcoders] Remember June 2006?

2010-11-12 Thread Tobias Kammersgaard
I'm messing around with the SDK, and decided it would be easiest to reset the game configurations for all the engine versions for what I wanted to do. I noticed that after I had reset it, the setup was as following: Source 2006 Games: - Half-Life 2: Deathmatch Source 2007 Games: - None Source 20

Re: [hlcoders] Remember June 2006?

2010-11-04 Thread Cory de La Torre
Last time I heard, shader authoring wasn't possible for modders in AS. On Sun, Oct 31, 2010 at 12:38 PM, Marek Sieradzki wrote: > I wonder if you can get shaders to work in ASW. > > ___ > To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Marek Sieradzki
I wonder if you can get shaders to work in ASW. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread psycommando
I'd be very interested, even if the vgui panels are messed up! -Original Message- From: Tony "omega" Sergi Sent: Sunday, October 31, 2010 12:43 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Remember June 2006? Yeah, I'm in Korea. Anyway, I was

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Cory de La Torre
coded mess, it constantly tries to get games >> statistics >> >> or authorisations from the steam server!!! What's the point of leaving >> that >> >> in? I could put up with that, but there is no documentation, even if >> its >> >&

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Tony "omega" Sergi
you're welcome. I'm heading to bed, cuz i have to work in the morning, but here's the results of my Sunday: http://www.youtube.com/watch?v=PBZFPillw9E when i find more time i'll continue it, but this week i'm going to be very busy. -Tony On Sun, Oct 31, 2010 at 9:02 AM, Cory de La Torre wrote: >

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Cory de La Torre
as the source sdk, lots of things differ. > However, > >> I must say ASw was an improvement, in the sense that there is only one > >> codebase(unlike source 2006-2007-2009) and it's easy to keep it up to > date. > >> > >> -Original Message-

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Harry Jeffery
source sdk, lots of things differ. However, >> I must say ASw was an improvement, in the sense that there is only one >> codebase(unlike source 2006-2007-2009) and it's easy to keep it up to date. >> >> -Original Message- From: Harry Jeffery >> Sent: Friday

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Byron Mallett
All the talk of burgers just made me really hungry. :( On Mon, Nov 1, 2010 at 1:44 AM, wrote: > I think main problem is that we have more than one engine branch. > As a result we have problems with mods, especially with source code. > Sorry if I added nothing new in the discussion. > This is my

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Igoreso
I think main problem is that we have more than one engine branch. As a result we have problems with mods, especially with source code. Sorry if I added nothing new in the discussion. This is my first post here btw. ___ To unsubscribe, edit your list pre

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Tres Walsh
I realize the discussion has started to move in a different direction, but I would just like to briefly state... something. I wouldn't really call it an opinion. This might be a bit long winded (and I should warn you a cuil-like, nearly nonsensical metaphor is approaching), but bear with with me :)

Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Tony "omega" Sergi
put up with that, but there is no documentation, even if > its > > > based on the same engine as the source sdk, lots of things differ. > > However, > > > I must say ASw was an improvement, in the sense that there is only one > > > codebase(unlike source 2006-2007-

Re: [hlcoders] Remember June 2006?

2010-10-30 Thread Matt Hoffman
even if its > > based on the same engine as the source sdk, lots of things differ. > However, > > I must say ASw was an improvement, in the sense that there is only one > > codebase(unlike source 2006-2007-2009) and it's easy to keep it up to > date. > > > > ---

Re: [hlcoders] Remember June 2006?

2010-10-30 Thread Tony "omega" Sergi
nal Message- From: Harry Jeffery > Sent: Friday, October 29, 2010 3:05 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Remember June 2006? > > > A scratch sdk option for the Alien Swarm code would be nice. I looked > through the code with an intent t

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Psy_Commando
y, October 29, 2010 3:05 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Remember June 2006? A scratch sdk option for the Alien Swarm code would be nice. I looked through the code with an intent to mod it but the alienswarm specific stuff got in the way so much. I just gave up on i

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jarno 'Ywa' Veuger
I don't know the exact story behind it. But he works on Tactical Intervention (Source game) now, for some Asian studio. - Ywa Op 29-Oct-10 22:42, Jacob "J*Rod" Salas schreef: Oh did he leave? I didn't hear that so I'm not sure. On Fri, Oct 29, 2010 at 2:53 PM, Jarno Veuger wrote: Tony S. d

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jacob "J*Rod" Salas
Oh did he leave? I didn't hear that so I'm not sure. On Fri, Oct 29, 2010 at 2:53 PM, Jarno Veuger wrote: > Tony S. doesn't work for Valve anymore. He stills helps others where he can > though (as far as I can tell). > > - Ywa > > Op 29-Oct-10 21:17, ~CzF|JS*~ J*Rod schreef: > > Same here, as I

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jarno Veuger
Tony S. doesn't work for Valve anymore. He stills helps others where he can though (as far as I can tell). - Ywa Op 29-Oct-10 21:17, ~CzF|JS*~ J*Rod schreef: Same here, as I once tried implementing the 2007 scratch SDK into the Alien Swarm code, and ended up going back to 2007 to keep working

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread ~CzF|JS*~ J*Rod
Same here, as I once tried implementing the 2007 scratch SDK into the Alien Swarm code, and ended up going back to 2007 to keep working on programming. As for Mike, he's probably busy with talking on forums with people who need help with certain things. And what about Tony Sergi, the guy who creat

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Harry Jeffery
A scratch sdk option for the Alien Swarm code would be nice. I looked through the code with an intent to mod it but the alienswarm specific stuff got in the way so much. I just gave up on it as there was no easy way to remove the alienswarm stuff without going through thousands of inter-dependencie

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jeffrey "botman" Broome
Any ETA would be meaningless, Valve Time, remember... :) http://developer.valvesoftware.com/wiki/Valve_Time Jeffrey "botman" Broome On 10/29/2010 1:52 PM, Dan L wrote: Can we at least get an ETA for 2009 sdk? ___ To unsubscribe, edit your lis

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Dan L
The thing i am most upset about is there is still no create a mod option for source 2009 based games. I wish valve would include full hl2:dm code and update it as it patches like alien swarm. Can we at least get an ETA for 2009 sdk? On Fri, Oct 29, 2010 at 4:41 AM, Jed wrote: > I like Valve bu

Re: [hlcoders] Remember June 2006?

2010-10-29 Thread Jed
I like Valve but yeah, I've been vocal about my growing dislike of the SDK for a while. Heck some numpty quotes me on the wiki page... :( As a third-party SDK tool developer I've been smacking my head into the desk with all the different versions for a while and it's a nightmare keeping up with it

Re: [hlcoders] Remember June 2006

2010-10-29 Thread Dmitry Barannik
I have experience with both, Unreal and Source, engines, and I can, with confidence, say that both has serious advantages and disadvantages. I know that some studios refused Source, but I know studios that refused Unreal. It's just your choice, and if you can't create games, noone engine will not h

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Marek Sieradzki
My only (small) problem is that Valve is slow when you're trying to release/update mod on Steam. For motivated mod team UDK isn't much simpler/better than Source. That halflife2.net guy should have someone check .mdmp. ___ To unsubscribe, edit your lis

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Zach Kanzler
That is how it starts. First, they become content with making money; next thing you know Gaben stays true to his roots and VALVe becomes Microsoft. Ignoring and neglecting your most fervent and backing customers/supporters is a short-term solution that gets money and fuels that distaste shared by a

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Keeper
VALVe has changed quite a bit since that time. They do have a lot of distribution business, although I doubt that effects the developers that much. The one thing I think we can all agree on, when it comes to older games and the SDK side, they don't seem to have enough personnel dedicated to it.

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Tom Edwards
We can use threads: . The only thing missing in 2007 is the option to turn then on/off from the GUI, which is no biggie. But I had to dig around and write the documentation myself (the CWorkerThread bit is someone else's contribution). I do some

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Bob Somers
They don't have time for the SDK Cory. They're too busy selling other people's games. :P --Bob On Thu, Oct 28, 2010 at 1:53 PM, Cory de La Torre wrote: > I don't feel that the idea: "Not in valve's best intentions to care that > much about the SDK like Epic" is an excuse any longer. Regardles

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Cory de La Torre
I don't feel that the idea: "Not in valve's best intentions to care that much about the SDK like Epic" is an excuse any longer. Regardless of the fact that source is lagging behind in it's own way, I feel this wouldn't be so much of a problem if there weren't so many fucking engine versions. I don'

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Bob Somers
I dunno, man. If you're still modding for this engine you've got to be a masochist. --Bob On Thu, Oct 28, 2010 at 1:27 PM, Greg M. wrote: > I can relate. I've been using the Source SDK for the past year on a school > project, and there have been some incredibly frustrating moments. There > h

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Greg M.
I can relate. I've been using the Source SDK for the past year on a school project, and there have been some incredibly frustrating moments. There have been times where the project had to be put on hold because tools suddenly stopped working after an update. I had to come up with a slightly ridicul

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Garry Newman
I'm in two minds. Part of me thinks yeah, messing with this stuff was a lot easier when it was just a zip file with the programs in it, without all the bullshit of 4 different engine versions, without having to fight Steam to make everything work. But another part of me thinks that if people can

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Jeffrey "botman" Broome
Epic's great support of UDK is mainly because that's what Epic does. Epic is an engine company and that's mostly all they do. They make an engine that's used by dozens of licensees. They release this same engine in a stripped down format called UDK and apply some license restrictions on what

[hlcoders] Remember June 2006?

2010-10-28 Thread Tobias Kammersgaard
Mike Durand introduced himself as a new employee at Valve, that's hired to focus on the Source SDK, and updating it. I quote "My full time job is to make sure that you have everything they need to build your games." Date: Tue, 25 Jul 2006 19:13:13 -0700 From: "Mike Durand" To: Subject: [hlcoders