mdurand
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21. Re: 10/31/2006 Source SDK Update November 15th 2006, 18:17 GMT

 

Hi-

These linker problems should go away if you link 'user32.lib' into your project. I'll do some testing with Visual Studio Express so that I can document how to make the SDK work with it.

Also, you may want to follow the instructions on this page http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/default.aspx

-Mike Durand
Valve

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20. Re: 10/31/2006 Source SDK Update November 15th 2006, 18:08 GMT

 

Hi-

Make sure that you take the '-beta sdk1031' part out of the steam.exe command line now that the SDK is no longer a beta and the non-beta SDK should download the next time you run Steam again.

-Mike Durand
Valve

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6. Re: There is no Source SDK in Steam! November 15th 2006, 18:02 GMT

 

Hi-

'nudel' is right. The SDK will only show up when you have purchased a qualifying Valve game. I'm guessing that you haven't purchased a Valve title yet if you don't see Source SDK in the tools list. Buying "The Ship" for instance, won't give you access to the SDK.

-Regards,
Mike Durand
Valve

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4. Re: Face Poser November 3rd 2006, 17:02 GMT

 

Hi-

This bug has definitely been fixed in the new SDK which is out as a beta until 11/8 when it replaces the current release version. You can get the beta SDK by adding -beta sdk1031 to your steam.exe command line.

More details here:
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

-Mike Durand
Valve

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1. 10/31/2006 Source SDK Update November 1st 2006, 18:49 GMT

 

Hi All-

An updated SDK has been released as beta. You can get access to this beta by adding the '-beta sdk1031' command line option to your shortcut to steam.exe.

Here are the highlights of this update:

New Features
- Visual Studio 2005 Support for SDK Code
- Spectate Mode Added to HL2 Deathmatch

Bug fixes
- Faceposer Crashes When When Trying to Extract or Add a .txt File
- Lag compensation added back into HL2MP

The full release notes are here, as always:
http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes

I'm planning to beta this update for a week and then make it the active SDK on 10/8. I plan to make all SDK releases as beta for the first week so that teams that are in critical parts of their development cycle don't get surprised.

Please let me know directly if you run into any "show-stopper" issues with the new SDK update. Minor bugs should go into Bugzilla.

-Thanks,
Mike

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10. Re: Source SDK Update - 9/14/2006 September 28th 2006, 21:20 GMT

 

Hi Fractal-

imageloader.cpp is deprecated an no longer exists in our production code tree - which is what the SDK drop is derived from.

bitmap.lib contains the functionality that was previously in imageloader.cpp.

-Mike

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4. Re: Source SDK Update - 9/14/2006 September 15th 2006, 21:41 GMT

 

Yes. You'll need to get a new source tree that includes the '.../src/materialsystem/stdshaders' directory.

-Mike

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1. Source SDK Update - 9/14/2006 September 14th 2006, 16:46 GMT

 

Hi All-

We put out another minor update to the SDK this morning. Here are the release notes:


Linux Dedicated Server Build Now Properly Builds and Links
**********************************************************
Makefiles were modified and the following binaries were added to the distribution:

* choreoobjects_i486.a
* tier1_i486.a
* mathlib_i486.a

SDK Shaders Have Been Revamped
******************************
The old 'sdkshaders' has been gutted and replaced with snapshot copies of many
of our production shaders. Specifically, the shaders included are:

* all generic vertex and pixel shaders
* 'bloom' effect shaders
* 'water' effect shaders
* 'refract' effect shaders

See the Wiki for details regarding how to build these new SDK Shaders
http://developer.valvesoftware.com/wiki/Shader_authoring/Quick_Start

'vbspinfo.exe' and 'splitskybox.exe' Have Been Added to SDK
***********************************************************
Both of these tools are located in ...\sourcesdk\bin.

'vbspinfo' provides interesting stats on compiled map files and can be very valuable
to level designers that are concerned about optimization.

'splitskybox' splits a .PFM skybox into its component parts. See this Wiki page
for more info regarding its usage:
http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation

'mathlib' Source Code has Been Added to the Source SDK
******************************************************
By popular request the source code for mathlib has been added to the SDK.


Procedural Materials Now Working
*********************************

The crash encountered when following the Wiki's instructions for creating a
procedural material is now gone. Procedural materials have been working fine
since the 8/4/2006 SDK release.


-Mike

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1. SDK Bug Tracking Web Page September 6th 2006, 22:40 GMT

 

Hi All-

It's proving to be really difficult (at least for me) to keep track of the SDK bugs and requested features via this mailing list and the various chat boards that the community has set up. Therefore, I have added a Bugzilla (http://www.bugzilla.org/) defect tracking server to the VDC website at http://developer.valvesoftware.com/bugzilla.

Of course, the VDC Wiki will remain available for everyone but I think that it shines as a documentation tool - not as an issue tracker. Just as the forums and lists shine as idea and advice exchanges - not as issue trackers.

I'm hoping that this additional tool will help me prioritize issues more objectively as well as free many of the the community contributors from the need to act as human bug tracking databases. I'm sure that there will be kinks to work out, but I'm confident that this will make our jobs easier in the long run.

Why Do We Need This?
********************

Lots of open source projects provide these servers to the community as a concise communication tool between developers and users and it can work really well. This will provide several advantages over the present system of Wiki and forum based issue tracking.

1. Issue Severity Management - this tool will help me to prioritize issues by allowing members of the community to vote for the bugs / feature requests that matter to them. Since Valve doesn't have a lot of resources dedicated to the SDK it has been a problem deciding what issues to address in the sea of bug reports and requests that show up in this list and on various forums.

2. Searchability - When you see an issue for the first time you will be able to search Bugzilla to see if it exists in the database already. If there is then (hopefully) you will see the workaround, the status, and the expected delivery of the fix. This should reduce the amount of redundant posts and e-mail threads that we see in this list and on the boards. To me the boards are at their "best" when people use them to exchange ideas and experience - so I'm hoping that this new system allows you all to spend less time tracking issues and more time talking about mod development.

3. Notification - Bugzilla can send you e-mail when the status of an issue you care about changes. Again, this should result in you spending less time wondering whether a bug is fixed and make it easier than polling the list (or me) for the answer.

Registering As A User
*********************
You can give yourself a Bugzilla account by following this link: http://developer.valvesoftware.com/cgi-bin/bugzilla/createaccount.cgi

I would suggest that you all use the same e-mail address that you use in lists/boards for consistency's sake. Note that you can query bugs without registering as a user of the system.

User Conduct
************
Pretty much the same guidelines that we have in the boards, lists, and VDC Wiki. Please don't use profanity and don't use the Bugzilla comments as a means of corresponding with others - that's what the boards are for.

Entering Bugs
*************
You can open bugs against each of the products that comprise the Source SDK. Before adding a new bug or feature request please query the existing bugs to make sure it has not already been opened. Also, please only open a bug if you have confirmed through discussion with others on a chat board or list that the bug really exists.

Please use as much detail as is necessary to describe the issue or feature request and classify it as well as possible using the component, severity, and version fields. Don't worry about priority, OS, platform, or target milestone fields - I'll change those. And if there is not a suitable component name available for a bug that you want to enter please use "Unspecified" until I can add the proper component name.

Updating Bugs
*************
If you have comments to add regarding an opened bug you can feel free to add to them to the bug. Especially welcome would be workarounds to issues. I think that it's still appropriate to discuss workarounds in lists and boards, but putting it in Bugzilla as well will make it easier to find.

Voting on Issues
****************
This is the most useful feature of the tool. By voting for a particular issue you can make it known to us how many teams are depending on an issue to be fixed. Please take the time to go through the bug list periodically and vote for the issues that you need fixed to make your mod better. Please don't vote on things that you don't really need so that I can prioritize tasks effectively.

Querying Bugs
*************
Querying bugs is a convenient way to find out the status of a bug without needing to send out a "hey what ever happened to ..." message to the boards. When I begin actively working on a bug I will update its status and Bugzilla will send you an e-mail if you choose.

Closing Bugs
************
Just leave that part to me. I'll use the resolution field to communicate which fixes/enhancements are showing up in an SDK release. The milestone field will be used to specify the SDK version in which the fix will appear. If it turns out that I prematurely close something that isn't actually resolved then we can reopen it.

*****

I will spend some of my free cycles (heh) adding some of the recent issues to the Bugzilla database. Please feel free to log on and start adding issues yourself if I have yet to add one you care about.

I'm sure that you will have lots of questions, comments, and suggestions. All of them polite and constructive. :)

-Mike


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5. Re: militia wont open? August 12th 2006, 19:52 GMT

 

Hi-

Make sure that you do "Update SDK Content" to get the new cs_militia.vmf file.

Also, the way that I "fixed" the map was to disable the grid. I haven't fixed the bug in Hammer yet but disabling the grid is a workaround for this map.

If for some reason you still can't get it to work after the Update SDK Content you can change these lines in cs_milita.vmf:

"bSnapToGrid" "0"
"bShowGrid" "0"

Sorry this has been such a pain in the butt. We THOUGHT we were being nice putting this map in the SDK. :)

-Mike

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