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Half-Life 2, Source and Source Games Discuss about Valve's new FPS game and its mods here Half-Life 2

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Re: Source SDK full release next week!
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stefanhendriks
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Default Re: Source SDK full release next week! - 02-12-2004

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


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Re: Source SDK full release next week!
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Cheeseh
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Default Re: Source SDK full release next week! - 02-12-2004

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?
  
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sfx1999
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Default Re: Source SDK full release next week! - 02-12-2004

I've seen a couple references to Quake 2 and Team Fortress 2 in the compile tool source code...


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Re: Source SDK full release next week!
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Default Re: Source SDK full release next week! - 02-12-2004

could you post some snippets?


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sfx1999
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Default Re: Source SDK full release next week! - 02-12-2004

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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