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-   -   Source SDK full release next week! (http://forums.bots-united.com/showthread.php?t=3054)

stefanhendriks 25-11-2004 10:08

Source SDK full release next week!
 
AND I STILL HAVE TO WAIT 2 WEEKS BEFORE I GET MY COPY!!! ARGH

http://www.halflife2.net/

check it out!

There is an update for hl 2 too, it fixes the sound stuttering stuff or something. Man, we definatly should get that source SDK and put on Bots United!! I want it in my hands asap! Just for readings-sake.

Huntkillaz 25-11-2004 10:43

Re: Source SDK full release next week!
 
bah i have to get a completely new comp b4 i can even think about getting hl2 :'( i have a voucher from my returned lotr:rotk game (which couldn't run on my pc) which has been sitting around for 8 months just waint to be swapped for that collectors editon

stefanhendriks 25-11-2004 13:17

Re: Source SDK full release next week!
 
lol. Well shit happens huh ? :P



ps. I also ordered the books of HL2. Some for just reading. But also the mod-makers-guide. Will hopefully contain bits of pieces of information handy for later. Or also just for fun to read.

Also, did you see at the site they (Valve) have a suprise for us? W00t. Can't wait. Hopefully a HL2DM afterall? :D

stefanhendriks 25-11-2004 14:10

Re: Source SDK full release next week!
 
i figured i signed up at HL2.net a while ago. So i revamped my account and posted some stuff regarding to coding. I suggest we get all the knowledge we need and bring them here. So we can share our thoughts and get our wings over HL2 asap.

http://www.halflife2.net/forums/show...61#post1026761

@$3.1415rin 25-11-2004 17:08

Re: Source SDK full release next week!
 
bah, ignoring me, bastard! ;)

stefanhendriks 25-11-2004 20:49

Re: Source SDK full release next week!
 
!?!? you posted on hl2.net too? :S

@$3.1415rin 25-11-2004 20:51

Re: Source SDK full release next week!
 
nope, but I missed an entry called joebot in your list ;)

stefanhendriks 25-11-2004 20:55

Re: Source SDK full release next week!
 
hehehehe, omg. I will change that immidiatly , just for you 8)

@$3.1415rin 25-11-2004 21:00

Re: Source SDK full release next week!
 
8) lol =)

almost an OT thread now8o , sorry9_9

:|

Pierre-Marie Baty 26-11-2004 05:57

Re: Source SDK full release next week!
 
rofl
feeling insecure, aspirin ? :D

/me hands over one Paulaner to asp

Cheeseh 01-12-2004 19:36

Re: Source SDK full release next week!
 
okay so it's released, I've extracted the source files to a folder, now how the hell do you load up a workspace for it?? :|

stefanhendriks 01-12-2004 21:50

Re: Source SDK full release next week!
 
OMFG, they did not include one? :S

stefanhendriks 01-12-2004 22:28

Re: Source SDK full release next week!
 
Found this link somewhere at hl2.net

http://www.arstdesign.com/articles/prjconverter.html

Pierre-Marie Baty 01-12-2004 23:51

Re: Source SDK full release next week!
 
I downloaded the SDK too and it seems there's a sort of "MOD creation wizard" that creates the workspace for you... just click on the HL2 SDK icon in the steam games list, and choose the "I want to make a mod" option...

Can we move this to the HL2 SDK coding forum btw ?

@$3.1415rin 02-12-2004 00:14

Re: Source SDK full release next week!
 
lol, mod creation wizard ... you must be kiddin' me

can I also scan handmade picture of weapons and the models will be automatically generated ?! ;)

Pierre-Marie Baty 02-12-2004 00:41

Re: Source SDK full release next week!
 
I swear dude, ain't not bullshitting you!
http://racc.bots-united.com/mod-creation-wizard.png

horrifying huh ?

@$3.1415rin 02-12-2004 00:59

Re: Source SDK full release next week!
 
*shivering*

dead bwoy 02-12-2004 02:15

Re: Source SDK full release next week!
 
http://www.valve-erc.com/srcsdk/
has been updated!
documentation now includes:
- More Map Editing docs
- Material System docs
- Soundscape doc
- Modeling docs
- Programmer Documentation
- Special Effects
Looks like some excellent official docs!!!

stefanhendriks 02-12-2004 10:21

Re: Source SDK full release next week!
 
you mean you can download the sdk without having hl2 here? :S i still can't download it! :(

don't tell me i have to wait until i get HL2... that will be only around 10th/12th december... EEK

dead bwoy 02-12-2004 13:44

Re: Source SDK full release next week!
 
Well there's some good reading in there while you're waiting! Then you'll be all ready to go!

stefanhendriks 02-12-2004 14:03

Re: Source SDK full release next week!
 
so i can download it!? ?

anyway, i will just read other stuff and oh shit, i have some shitload of study to do too. heh, better do that first ;)

Cheeseh 02-12-2004 16:30

Re: Source SDK full release next week!
 
Well I remembered I got VS.NET from university and I've installed it to check out the hl2 source :) Only thing is it keeps complaining about source control, I don't think that's needed though eh?

sfx1999 02-12-2004 21:27

Re: Source SDK full release next week!
 
I've seen a couple references to Quake 2 and Team Fortress 2 in the compile tool source code...

stefanhendriks 02-12-2004 21:30

Re: Source SDK full release next week!
 
could you post some snippets?

sfx1999 02-12-2004 21:37

Re: Source SDK full release next week!
 
Well, it was in the change log for VBSP:

Code:

// -----------------------------------------------------------------
 // JAY:
 //
 DONE: Fix tools for HL2/TF2 coordinate space
 DONE: Load textures from Half-Life .WADs
 DONE: Write out Q2 texture format (not miptex)
 DONE: Write test map viewer
 DONE: Test detail brushes
 DONE: view portals to test
 NOT DOING:Write out HL style collision trees
 DONE: new engine loader
 DONE: new vis in HL2 engine - looks simple now
 DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats?  probably
 DONE: Integrate Ken's qrad code into qrad3
 DONE: add area portal visibility to HL2 engine
 DONE: write area portal entities for HL2/TF2
 DONE: test area portal code
 Split clusters for outdoor vis
 
 // -----------------------------------------------------------------
 
 QBSP3 Chop is based on recursive subdivision. 
  - Force natural alignment of some sort to eliminate slivers where brushes meet ?
 
 
 Use Q2 style ladder indicator? yes
 Use Q2 style friction indicator? probably or not if physics based
 
 
 // -----------------------------------------------------------------
 // CHARLIE:
 //
 
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
          the prototype is done, the checked in .exe does not have displacement map functionality
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
 DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
 DONE: add displacement map structure
 DONE: add displacement face structure
 DONE: change face/side structures to accept displacement texinfo and displacement face indices
 DONE: change .map loader to parse displacment map info
 DONE: don't allow merge or subdivision of displacement faces
 DONE: when splitting brushes, the new generated side get initialized to -1
 DONE: add find displacement face functionality, then create it if not found
 DONE: add find displacement map functionality, then create it if not found
 DONE: initialize the displacement data before loading the .map file
 initialize the face data with dispface and dispmap = -1, is this necessary????
 DONE: copy from bsp tool face to bsp file face -- the displacement info
 DONE: add/copy lumps
 DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
 DONE: write .bsp data out
 DONE: add displacement data to .bsp statistics -- print file
 
 Test maps:
 DONE: map where disp face gets split by block node
 DONE: map where disp face attempts merge/split
 DONE: map with texture disp face
 DONE: map with lots of disp faces
 DONE: map with multiple disp faces referencing one map
 DONE: map with multiple disp faces on one brush
 DONE: map with multiple disp faces on one brush referencing one map
 DONE: map with funky texture split encased on one portal
 
 //------------------------------------------------------------------



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