Re: [hlcoders] Source SDK 2013 Release
Which header did you find to be differing? Ideally mods wouldn't require a recompile between the main and beta_test branches. *From:* Rebel Yell *Sent:* Sunday, October 04, 2015 4:30AM *To:* Discussion Of Half-life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Ignore this... I found the problem on my side, a header file differing in a way that won't terminate Windows build but crashes Linux and OSX. Quite a weird one, I actually got after it when the Windows build begun to crash in same manner than others. Yay for consistency. Hello, any news regarding this? >I'll take a look. It's possible we broke the CModelInfo ABI in a way that >/sourcetest doesn't hit. />// >/A crash issue here. After merging the code I get both Windows and Linux />>/server running, Windows client working fine too but Linux and OSX clients />>/will crash after map load, here's the trace: />>//>>/0 engine.dylib 0x0a87105f />>/CModelInfo::GetModelType(model_t const*) const + 31 />>/1 client.dylib 0x1d114ea9 />>/CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + />>/121 />>/2 client.dylib 0x1d115010 />>/CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 />>/3 engine.dylib 0x0a8f3529 />>/CStaticPropMgr::LevelInitClient() + 169 />>/4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49 />>/5 engine.dylib 0x0a73d067 />>/CClientState::SetSignonState(int, int) + 823 />>/6 engine.dylib 0x0a7200bb />>/CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 />>/7 engine.dylib 0x0a8d4776 />>/CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 />>/8 engine.dylib 0x0a8d47ab non-virtual thunk to />>/CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 />>/9 engine.dylib 0x0a68fc98 />>/SVC_PacketEntities::Process() + 24 />>/10 engine.dylib 0x0a8914eb />>/CNetChan::ProcessMessages(bf_read&) + 843 />>/11 engine.dylib 0x0a891c6c />>/CNetChan::CheckReceivingList(int) + 380 />>/12 engine.dylib 0x0a8926ff />>/CNetChan::ProcessPacket(netpacket_s*, bool) + 751/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Ignore this... I found the problem on my side, a header file differing in a way that won't terminate Windows build but crashes Linux and OSX. Quite a weird one, I actually got after it when the Windows build begun to crash in same manner than others. Yay for consistency. -- -- > Hello, any news regarding this? > > >I'll take a look. It's possible we broke the CModelInfo ABI in a way that > >* sourcetest doesn't hit. > *> > >* A crash issue here. After merging the code I get both Windows and Linux > *>>* server running, Windows client working fine too but Linux and OSX clients > *>>* will crash after map load, here's the trace: > ** 0 engine.dylib0x0a87105f > *>>* CModelInfo::GetModelType(model_t const*) const + 31 > *>>* 1 client.dylib0x1d114ea9 > *>>* CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) > + > *>>* 121 > *>>* 2 client.dylib0x1d115010 > *>>* CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 > *>>* 3 engine.dylib0x0a8f3529 > *>>* CStaticPropMgr::LevelInitClient() + 169 > *>>* 4 engine.dylib0x0a763c31 CL_FullyConnected() + 49 > *>>* 5 engine.dylib0x0a73d067 > *>>* CClientState::SetSignonState(int, int) + 823 > *>>* 6 engine.dylib0x0a7200bb > *>>* CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 > *>>* 7 engine.dylib0x0a8d4776 > *>>* CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 > *>>* 8 engine.dylib0x0a8d47ab non-virtual thunk to > *>>* CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 > *>>* 9 engine.dylib0x0a68fc98 > *>>* SVC_PacketEntities::Process() + 24 > *>>* 10 engine.dylib0x0a8914eb > *>>* CNetChan::ProcessMessages(bf_read&) + 843 > *>>* 11 engine.dylib0x0a891c6c > *>>* CNetChan::CheckReceivingList(int) + 380 > *>>* 12 engine.dylib0x0a8926ff > *>>* CNetChan::ProcessPacket(netpacket_s*, bool) + 751* > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Hello, any news regarding this? I'll take a look. It's possible we broke the CModelInfo ABI in a way that > sourcetest doesn't hit. > > A crash issue here. After merging the code I get both Windows and Linux >> server running, Windows client working fine too but Linux and OSX clients >> will crash after map load, here's the trace: >> >> 0 engine.dylib0x0a87105f >> CModelInfo::GetModelType(model_t const*) const + 31 >> 1 client.dylib0x1d114ea9 >> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + >> 121 >> 2 client.dylib0x1d115010 >> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 >> 3 engine.dylib0x0a8f3529 >> CStaticPropMgr::LevelInitClient() + 169 >> 4 engine.dylib0x0a763c31 CL_FullyConnected() + 49 >> 5 engine.dylib0x0a73d067 >> CClientState::SetSignonState(int, int) + 823 >> 6 engine.dylib0x0a7200bb >> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 >> 7 engine.dylib0x0a8d4776 >> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 >> 8 engine.dylib0x0a8d47ab non-virtual thunk to >> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 >> 9 engine.dylib0x0a68fc98 >> SVC_PacketEntities::Process() + 24 >> 10 engine.dylib0x0a8914eb >> CNetChan::ProcessMessages(bf_read&) + 843 >> 11 engine.dylib0x0a891c6c >> CNetChan::CheckReceivingList(int) + 380 >> 12 engine.dylib0x0a8926ff >> CNetChan::ProcessPacket(netpacket_s*, bool) + 751 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
You said you ported it to Tactical Intervention without changing the BSP format as far as I remember. VRAD basically does some extra calculations on a model which gives better lighting. I don't remember the specifics and I seem to have deleted my old mIRC install from my laptop. On 12 September 2015 at 20:48, Tony "omega" Sergiwrote: > On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard < > tobias.kammersga...@gmail.com> wrote: > While we're at it, it'd be nice if vrad did the same calculations on model > lighting as it does in newer engine branches like ASW/L4D2 and CSGO. > I believe Tony Sergi once told me it could be implemented without changing > the BSP format (which was done for the newer branches). > > What did I say? What do you mean? > >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard < tobias.kammersga...@gmail.com> wrote: While we're at it, it'd be nice if vrad did the same calculations on model lighting as it does in newer engine branches like ASW/L4D2 and CSGO. I believe Tony Sergi once told me it could be implemented without changing the BSP format (which was done for the newer branches). What did I say? What do you mean? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
How about updating the particle system to match the one found in e.g. Alien Swarm/Left 4 Dead 2 or CSGO? The current one is somewhat limiting when creating certain type of effects. On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com> wrote: > I'll take a look. It's possible we broke the CModelInfo ABI in a way that > sourcetest doesn't hit. > > -- > *From:* hlcoders-boun...@list.valvesoftware.com [ > hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell [ > rebel.y...@gmail.com] > *Sent:* Friday, September 11, 2015 10:01 AM > *To:* hlcoders@list.valvesoftware.com > *Subject:* Re: [hlcoders] Source SDK 2013 Release > > A crash issue here. After merging the code I get both Windows and Linux > server running, Windows client working fine too but Linux and OSX clients > will crash after map load, here's the trace: > > 0 engine.dylib0x0a87105f > CModelInfo::GetModelType(model_t const*) const + 31 > 1 client.dylib0x1d114ea9 > CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + > 121 > 2 client.dylib0x1d115010 > CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 > 3 engine.dylib0x0a8f3529 > CStaticPropMgr::LevelInitClient() + 169 > 4 engine.dylib0x0a763c31 CL_FullyConnected() + 49 > 5 engine.dylib0x0a73d067 > CClientState::SetSignonState(int, int) + 823 > 6 engine.dylib0x0a7200bb > CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 > 7 engine.dylib0x0a8d4776 > CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 > 8 engine.dylib0x0a8d47ab non-virtual thunk to > CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 > 9 engine.dylib0x0a68fc98 > SVC_PacketEntities::Process() + 24 > 10 engine.dylib0x0a8914eb > CNetChan::ProcessMessages(bf_read&) + 843 > 11 engine.dylib0x0a891c6c > CNetChan::CheckReceivingList(int) + 380 > 12 engine.dylib0x0a8926ff > CNetChan::ProcessPacket(netpacket_s*, bool) + 751 > > > I'm quite sure my SDK bin/ directory is up to date with the beta_test > branch files since my mod is standalone (Fistful of Frags), I triple > checked that. So I don't see where the problem is, maybe wrong engine (or > other) library for Linux/OSX? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
A non-critical feature that it'd be nice to have is the ability to create impossible geometry by linking areas with invisible portals, as was done in Portal 2. On 12/09/15 15:32, Tobias Kammersgaard wrote: How about updating the particle system to match the one found in e.g. Alien Swarm/Left 4 Dead 2 or CSGO? The current one is somewhat limiting when creating certain type of effects. On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com <mailto:jo...@valvesoftware.com>> wrote: I'll take a look. It's possible we broke the CModelInfo ABI in a way that sourcetest doesn't hit. *From:* hlcoders-boun...@list.valvesoftware.com <mailto:hlcoders-boun...@list.valvesoftware.com> [hlcoders-boun...@list.valvesoftware.com <mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>] *Sent:* Friday, September 11, 2015 10:01 AM *To:* hlcoders@list.valvesoftware.com <mailto:hlcoders@list.valvesoftware.com> *Subject:* Re: [hlcoders] Source SDK 2013 Release A crash issue here. After merging the code I get both Windows and Linux server running, Windows client working fine too but Linux and OSX clients will crash after map load, here's the trace: 0 engine.dylib0x0a87105f CModelInfo::GetModelType(model_t const*) const + 31 1 client.dylib0x1d114ea9 CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + 121 2 client.dylib0x1d115010 CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 3 engine.dylib0x0a8f3529 CStaticPropMgr::LevelInitClient() + 169 4 engine.dylib0x0a763c31 CL_FullyConnected() + 49 5 engine.dylib0x0a73d067 CClientState::SetSignonState(int, int) + 823 6 engine.dylib0x0a7200bb CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 7 engine.dylib0x0a8d4776 CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 8 engine.dylib0x0a8d47ab non-virtual thunk to CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 9 engine.dylib0x0a68fc98 SVC_PacketEntities::Process() + 24 10 engine.dylib0x0a8914eb CNetChan::ProcessMessages(bf_read&) + 843 11 engine.dylib0x0a891c6c CNetChan::CheckReceivingList(int) + 380 12 engine.dylib0x0a8926ff CNetChan::ProcessPacket(netpacket_s*, bool) + 751 I'm quite sure my SDK bin/ directory is up to date with the beta_test branch files since my mod is standalone (Fistful of Frags), I triple checked that. So I don't see where the problem is, maybe wrong engine (or other) library for Linux/OSX? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
While we're at it, it'd be nice if vrad did the same calculations on model lighting as it does in newer engine branches like ASW/L4D2 and CSGO. I believe Tony Sergi once told me it could be implemented without changing the BSP format (which was done for the newer branches). On 12 September 2015 at 16:38, Harry Jeffery <ha...@exec64.co.uk> wrote: > A non-critical feature that it'd be nice to have is the ability to create > impossible geometry by linking areas with invisible portals, as was done in > Portal 2. > > On 12/09/15 15:32, Tobias Kammersgaard wrote: > >> How about updating the particle system to match the one found in e.g. >> Alien Swarm/Left 4 Dead 2 or CSGO? >> >> The current one is somewhat limiting when creating certain type of >> effects. >> >> On 11 September 2015 at 20:50, John Schoenick <jo...@valvesoftware.com >> <mailto:jo...@valvesoftware.com>> wrote: >> >> I'll take a look. It's possible we broke the CModelInfo ABI in a way >> that sourcetest doesn't hit. >> >> >> >> *From:* hlcoders-boun...@list.valvesoftware.com >> <mailto:hlcoders-boun...@list.valvesoftware.com> >> [hlcoders-boun...@list.valvesoftware.com >> <mailto:hlcoders-boun...@list.valvesoftware.com>] on behalf of Rebel >> Yell [rebel.y...@gmail.com <mailto:rebel.y...@gmail.com>] >> *Sent:* Friday, September 11, 2015 10:01 AM >> *To:* hlcoders@list.valvesoftware.com >> <mailto:hlcoders@list.valvesoftware.com> >> *Subject:* Re: [hlcoders] Source SDK 2013 Release >> >> >> A crash issue here. After merging the code I get both Windows and >> Linux server running, Windows client working fine too but Linux and >> OSX clients will crash after map load, here's the trace: >> >> 0 engine.dylib0x0a87105f >> CModelInfo::GetModelType(model_t const*) const + 31 >> 1 client.dylib0x1d114ea9 >> CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, >> int) + 121 >> 2 client.dylib0x1d115010 >> CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + >> 96 >> 3 engine.dylib0x0a8f3529 >> CStaticPropMgr::LevelInitClient() + 169 >> 4 engine.dylib0x0a763c31 CL_FullyConnected() + >> 49 >> 5 engine.dylib0x0a73d067 >> CClientState::SetSignonState(int, int) + 823 >> 6 engine.dylib0x0a7200bb >> CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 >> 7 engine.dylib0x0a8d4776 >> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 >> 8 engine.dylib0x0a8d47ab non-virtual thunk to >> CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 >> 9 engine.dylib0x0a68fc98 >> SVC_PacketEntities::Process() + 24 >> 10 engine.dylib0x0a8914eb >> CNetChan::ProcessMessages(bf_read&) + 843 >> 11 engine.dylib0x0a891c6c >> CNetChan::CheckReceivingList(int) + 380 >> 12 engine.dylib0x0a8926ff >> CNetChan::ProcessPacket(netpacket_s*, bool) + 751 >> >> >> I'm quite sure my SDK bin/ directory is up to date with the >> beta_test branch files since my mod is standalone (Fistful of >> Frags), I triple checked that. So I don't see where the problem is, >> maybe wrong engine (or other) library for Linux/OSX? >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
A crash issue here. After merging the code I get both Windows and Linux server running, Windows client working fine too but Linux and OSX clients will crash after map load, here's the trace: 0 engine.dylib0x0a87105f CModelInfo::GetModelType(model_t const*) const + 31 1 client.dylib0x1d114ea9 CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + 121 2 client.dylib0x1d115010 CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 3 engine.dylib0x0a8f3529 CStaticPropMgr::LevelInitClient() + 169 4 engine.dylib0x0a763c31 CL_FullyConnected() + 49 5 engine.dylib0x0a73d067 CClientState::SetSignonState(int, int) + 823 6 engine.dylib0x0a7200bb CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 7 engine.dylib0x0a8d4776 CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 8 engine.dylib0x0a8d47ab non-virtual thunk to CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 9 engine.dylib0x0a68fc98 SVC_PacketEntities::Process() + 24 10 engine.dylib0x0a8914eb CNetChan::ProcessMessages(bf_read&) + 843 11 engine.dylib0x0a891c6c CNetChan::CheckReceivingList(int) + 380 12 engine.dylib0x0a8926ff CNetChan::ProcessPacket(netpacket_s*, bool) + 751 I'm quite sure my SDK bin/ directory is up to date with the beta_test branch files since my mod is standalone (Fistful of Frags), I triple checked that. So I don't see where the problem is, maybe wrong engine (or other) library for Linux/OSX? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Hi John, Yesterday's TF2 update fixed several crashes. Lightmap on prop_static crash specifically http://www.teamfortress.com/?tab=updates - Fixed a client crash for users who had model quality set to low on maps with static prop lightmaps (thanks to Egan for the detailed report and test case) Could this crash fix be ported on Source SDK 2013? Because I checked it and it reproduces on my test level. There is also an other issue of artifacts on prop_static with lightmaps which are far from player http://steamcommunity.com/app/211/discussions/2/517141624285950621/ On 9/10/2015 5:18 AM, John Schoenick wrote: We've just pushed an update to the Source SDK 2013 on GitHub. This update includes security fixes to the game code included in the SDK, so all mods are strongly encouraged to integrate these updates as soon as possible. This brings the GitHub repository in sync with the SourceSDK Base 2013 *beta_test* branch on Steam. If all goes well, we will be promoting the beta_test branch to the primary branch on Steam in the next few days, so please give it a test run and let us know if you encounter any issues. https://github.com/ValveSoftware/source-sdk-2013 - John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
I'll take a look. It's possible we broke the CModelInfo ABI in a way that sourcetest doesn't hit. From: hlcoders-boun...@list.valvesoftware.com [hlcoders-boun...@list.valvesoftware.com] on behalf of Rebel Yell [rebel.y...@gmail.com] Sent: Friday, September 11, 2015 10:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release A crash issue here. After merging the code I get both Windows and Linux server running, Windows client working fine too but Linux and OSX clients will crash after map load, here's the trace: 0 engine.dylib0x0a87105f CModelInfo::GetModelType(model_t const*) const + 31 1 client.dylib0x1d114ea9 CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + 121 2 client.dylib0x1d115010 CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96 3 engine.dylib0x0a8f3529 CStaticPropMgr::LevelInitClient() + 169 4 engine.dylib0x0a763c31 CL_FullyConnected() + 49 5 engine.dylib0x0a73d067 CClientState::SetSignonState(int, int) + 823 6 engine.dylib0x0a7200bb CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219 7 engine.dylib0x0a8d4776 CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182 8 engine.dylib0x0a8d47ab non-virtual thunk to CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27 9 engine.dylib0x0a68fc98 SVC_PacketEntities::Process() + 24 10 engine.dylib0x0a8914eb CNetChan::ProcessMessages(bf_read&) + 843 11 engine.dylib0x0a891c6c CNetChan::CheckReceivingList(int) + 380 12 engine.dylib0x0a8926ff CNetChan::ProcessPacket(netpacket_s*, bool) + 751 I'm quite sure my SDK bin/ directory is up to date with the beta_test branch files since my mod is standalone (Fistful of Frags), I triple checked that. So I don't see where the problem is, maybe wrong engine (or other) library for Linux/OSX? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
https://github.com/ValveSoftware/source-sdk-2013/issues/290 please consider this, it's a major pain... John Schoenick wrote on 10.09.2015 at 04:18 GMT +1: We've just pushed an update to the Source SDK 2013 on GitHub. This update includes security fixes to the game code included in the SDK, so all mods are strongly encouraged to integrate these updates as soon as possible. This brings the GitHub repository in sync with the SourceSDK Base 2013 *beta_test* branch on Steam. If all goes well, we will be promoting the beta_test branch to the primary branch on Steam in the next few days, so please give it a test run and let us know if you encounter any issues. https://github.com/ValveSoftware/source-sdk-2013 - John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release
Hi Eric, Any plans to update older versions of the engine? Would like to know either way for dedicated server configuration moving forward On Mon, Sep 7, 2015 at 8:54 PM, Kyle Sandersonwrote: > Good news. > > Thanks, > Kyle. > > On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith > wrote: > > We've released a beta update for the Source SDK Base 2013 Multiplayer > depot. The updated depots include several security fixes. The name for the > beta branch is "beta_test". If you're running a game that depends on the > Source SDK Base 2013 Multiplayer tool, please give the beta a try and > report any problems. You can email me directly with any problems you find. > > > > * Clients can opt-in to the beta using the Betas tab of the > Properties dialog for the Source SDK Base 2013 Multiplayer tool (select > "beta_test" in the dropdown menu) > > > > * Dedicated servers can find information about how to use a beta > here: > > https://developer.valvesoftware.com/wiki/SteamCMD > > > > We're also working on updates for Counter-Strike: Source, Day of Defeat: > Source, and Half-Life 2: Deathmatch. We'll have more information about > those soon. > > > > Thanks. > > > > -Eric > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release
Good news. Thanks, Kyle. On Mon, Sep 7, 2015 at 7:39 PM, Eric Smithwrote: > We've released a beta update for the Source SDK Base 2013 Multiplayer depot. > The updated depots include several security fixes. The name for the beta > branch is "beta_test". If you're running a game that depends on the Source > SDK Base 2013 Multiplayer tool, please give the beta a try and report any > problems. You can email me directly with any problems you find. > > * Clients can opt-in to the beta using the Betas tab of the > Properties dialog for the Source SDK Base 2013 Multiplayer tool (select > "beta_test" in the dropdown menu) > > * Dedicated servers can find information about how to use a beta here: > https://developer.valvesoftware.com/wiki/SteamCMD > > We're also working on updates for Counter-Strike: Source, Day of Defeat: > Source, and Half-Life 2: Deathmatch. We'll have more information about those > soon. > > Thanks. > > -Eric > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
Muchos gracias. 2014-05-26 19:59 GMT-04:00 Joe Ludwig j...@valvesoftware.com: Not yet. I forgot to push the button on Thursday. I will push it tomorrow 5/26 so you guys have a little warning. Joe *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez *Sent:* Monday, May 26, 2014 3:14 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change) This was supposed to ship on the 22nd but I still have to be in the upcoming beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet? On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.com wrote: Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino | G+http://www.google.com/profiles/bs.vino| Ht http://vinoisnotouzo.com ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
This is live now. Please let me know if you have any trouble. Joe From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez Sent: Tuesday, May 27, 2014 7:56 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change) Muchos gracias. 2014-05-26 19:59 GMT-04:00 Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com: Not yet. I forgot to push the button on Thursday. I will push it tomorrow 5/26 so you guys have a little warning. Joe From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez Sent: Monday, May 26, 2014 3:14 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change) This was supposed to ship on the 22nd but I still have to be in the upcoming beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet? On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com wrote: Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jorge Vino Rodríguez [ Twhttp://twitter.com/vinobs | Fbhttp://www.facebook.com/bsvino | G+http://www.google.com/profiles/bs.vino | Hthttp://vinoisnotouzo.com ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
This was supposed to ship on the 22nd but I still have to be in the upcoming beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet? On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.com wrote: Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
Not yet. I forgot to push the button on Thursday. I will push it tomorrow 5/26 so you guys have a little warning. Joe From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez Sent: Monday, May 26, 2014 3:14 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change) This was supposed to ship on the 22nd but I still have to be in the upcoming beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet? On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com wrote: Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
Hi list, I merged all latest changes to our project in order to prepare for the 22 May update. We're still using VS 2010, so I re-created all project and solution files with the /2010 switch. Now the project cannot be built anymore, as it depends on the file lib\public\2010\libprotobuf.lib which is missing from Git. Additionally, it doesn't help to just create that directory and copy the libprotobuf.lib from lib\public to it. In this case the linker complains about a bunch of unresolved external symbols. Am I doing something wrong here, or is the correct file actually missing? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig Gesendet: Freitag, 16. Mai 2014 01:57 An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com) Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking change) Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445 449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
If the linker complains about anything, it’s almost always the case that it can’t find a required file. You should be able compile after manually placing the file in the required directory, though. Do you have the additional library paths set up correctly? (in properties - linker - additional library directories) Krzysztof From: Jan Hartung Sent: Sunday, 18 May, 2014 19:07 To: hlcoders@list.valvesoftware.com Hi list, I merged all latest changes to our project in order to prepare for the 22 May update. We’re still using VS 2010, so I re-created all project and solution files with the /2010 switch. Now the project cannot be built anymore, as it depends on the file lib\public\2010\libprotobuf.lib which is missing from Git. Additionally, it doesn’t help to just create that directory and copy the libprotobuf.lib from lib\public to it. In this case the linker complains about a bunch of unresolved external symbols. Am I doing something wrong here, or is the correct file actually missing? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig Gesendet: Freitag, 16. Mai 2014 01:57 An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com) Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking change) Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
The two library files are specific to their compiler versions. I'll get the 2010 into Github, but for now you can grab one version back of the file in lib public. That is the old default lib, which was 2010. On May 18, 2014 10:40 AM, Krzysztof Lesiak wave@hotmail.com wrote: If the linker complains about anything, it’s almost always the case that it can’t find a required file. You should be able compile after manually placing the file in the required directory, though. Do you have the additional library paths set up correctly? (in properties - linker - additional library directories) Krzysztof From: Jan Hartungmailto:jan.hart...@gmx.de Sent: Sunday, 18 May, 2014 19:07 To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Hi list, I merged all latest changes to our project in order to prepare for the 22 May update. We’re still using VS 2010, so I re-created all project and solution files with the /2010 switch. Now the project cannot be built anymore, as it depends on the file lib\public\2010\libprotobuf.lib which is missing from Git. Additionally, it doesn’t help to just create that directory and copy the libprotobuf.lib from lib\public to it. In this case the linker complains about a bunch of unresolved external symbols. Am I doing something wrong here, or is the correct file actually missing? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig Gesendet: Freitag, 16. Mai 2014 01:57 An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com) Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking change) Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)
Joe and Krzysztof: thanks for your instant replies. I copied an older version of libprotobuf.lib to public\lib\2010, edited the additional library paths and now it works again. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig Gesendet: Sonntag, 18. Mai 2014 19:57 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change) The two library files are specific to their compiler versions. I'll get the 2010 into Github, but for now you can grab one version back of the file in lib public. That is the old default lib, which was 2010. On May 18, 2014 10:40 AM, Krzysztof Lesiak wave@hotmail.com wrote: If the linker complains about anything, it’s almost always the case that it can’t find a required file. You should be able compile after manually placing the file in the required directory, though. Do you have the additional library paths set up correctly? (in properties - linker - additional library directories) Krzysztof From: Jan Hartung mailto:jan.hart...@gmx.de Sent: Sunday, 18 May, 2014 19:07 To: hlcoders@list.valvesoftware.com Hi list, I merged all latest changes to our project in order to prepare for the 22 May update. We’re still using VS 2010, so I re-created all project and solution files with the /2010 switch. Now the project cannot be built anymore, as it depends on the file lib\public\2010\libprotobuf.lib which is missing from Git. Additionally, it doesn’t help to just create that directory and copy the libprotobuf.lib from lib\public to it. In this case the linker complains about a bunch of unresolved external symbols. Am I doing something wrong here, or is the correct file actually missing? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig Gesendet: Freitag, 16. Mai 2014 01:57 An: Discussion of Half-Life Programming (hlcoders@list.valvesoftware.com) Betreff: [hlcoders] Source SDK 2013 has been updated (with a breaking change) Details on the update are here: http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445 449289 Details on the breaking change are here: http://steamcommunity.com/app/211/discussions/0/540741858854647604/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com mailto:james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders smime.p7s Description: S/MIME Cryptographic Signature ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
search for recent .mdmp files in your steam directory On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.comwrote: Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? -- Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
Already done that. Unfortunately nothing useful comes up. Any other ideas? Date: Sun, 16 Mar 2014 12:02:28 -0500 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps search for recent .mdmp files in your steam directory On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.com wrote: Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
make sure your mod is actually loading make sure the right engine make sure all files/directory are writable start a new sdk, compile it, run it, check for mdmp files On Sun, Mar 16, 2014 at 12:53 PM, James Marchant james.march...@live.comwrote: Already done that. Unfortunately nothing useful comes up. Any other ideas? -- Date: Sun, 16 Mar 2014 12:02:28 -0500 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps search for recent .mdmp files in your steam directory On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.comwrote: Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? -- Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
The DLL provides a thunk layer from the older Steam2 based filesystem API's into the VPK format. - Alfred From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar Sent: Wednesday, March 05, 2014 6:47 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.commailto:netshr...@gmail.com wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.commailto:fooba...@gmail.com wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
When the 2007 SDK stopped working for my mod, I ported it to 2013. It only took a few days, and I think it was worth while. I'm not sure how extensive your changes are to the SDK, but WinMerge did wonders for me. I also had issues with VPK and Steampipe, despite the fact that I'm using SDK 2013. I'm sure there are advantages to using them, but if they're not worth documenting, are they really worth your time at this point? I have no regrets in distributing my mod the old way using just the mod directories + files. If you decide to port to the 2013 SDK, I'll save you some time: Only VPC-related files should be checked in to your project, since they're used to build the VStudio/Xcode/Makefiles that you use to build on other platforms. That being said, I didn't do this, and I'm still not sure how VPC works, so i couldn't really tell you how to use them effectively... Best--Eric From: alf...@valvesoftware.com To: hlcoders@list.valvesoftware.com Date: Thu, 6 Mar 2014 17:55:00 + Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base The DLL provides a thunk layer from the older Steam2 based filesystem API's into the VPK format. - Alfred From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar Sent: Wednesday, March 05, 2014 6:47 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
I've come to the conclusion porting to 2013 is the thing to do and I've started doing so. I had hoped to port after releasing, but it appears it's not to be. I don't like the idea of including loose files for the supporting content - like hl2 content. Fragmentation, performance, etc are all reasons to use VPK's IMO. Thanks for the tip about VPC's. I'll keep that in mind. Winmerge is awesome ;) Thanks everyone for their feedback and advise. Time to move along. foo On Thu, Mar 6, 2014 at 4:37 PM, eric brown eric.br...@dnbrown.net wrote: When the 2007 SDK stopped working for my mod, I ported it to 2013. It only took a few days, and I think it was worth while. I'm not sure how extensive your changes are to the SDK, but WinMerge did wonders for me. I also had issues with VPK and Steampipe, despite the fact that I'm using SDK 2013. I'm sure there are advantages to using them, but if they're not worth documenting, are they really worth your time at this point? I have no regrets in distributing my mod the old way using just the mod directories + files. If you decide to port to the 2013 SDK, I'll save you some time: Only VPC-related files should be checked in to your project, since they're used to build the VStudio/Xcode/Makefiles that you use to build on other platforms. That being said, I didn't do this, and I'm still not sure how VPC works, so i couldn't really tell you how to use them effectively... Best --Eric -- From: alf...@valvesoftware.com To: hlcoders@list.valvesoftware.com Date: Thu, 6 Mar 2014 17:55:00 + Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base The DLL provides a thunk layer from the older Steam2 based filesystem API's into the VPK format. - Alfred *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Foo Bar *Sent:* Wednesday, March 05, 2014 6:47 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
I'm going to guess porting to 2013 is out of the question? On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar fooba...@gmail.com wrote: Hello, I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the contents of the Source SDK Base folder and plopped the gamedir inside, updated gameinfo.txt and steam_appid.txt, etc. When I try to launch it from my Steam library after installing from our Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or platform. I know I can manually extract the files it needs from the hl2 VPK, but I'd prefer not to have to do that. Tracing it using procmon shows it trying to open VPK's as folders, and using |all_source_engine_paths| as part of the path component to resources its looking for. However, using the exact same gamedir - it runs fine if placed into the sourcemods/ directory. I've also tried running the command line I see the spawned sourcemod running as, it's something like: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe -game sourcetest -steam -game C:\Program Files (x86)\Steam\SteamApps\sourcemods\themod -gameid areallybignumber And I see the exact same problem. It seems like when running a mod out of the sourcemods/ directory, Steam launches it in a way that allows the mod to see data from within VPKs - but standalone VPK's aren't supported. Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? Any ideas? Thanks foo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
Porting to 2013 is mainly out of the question. If it all I had hoped it would happen long after the game was up on Steam. I noticed today it is trying to mount depot_ID.vpk, and also trying to read a file named steam_vpks.vdf. I haven't found any documentation on this behavior but there might be a solution here. On Wed, Mar 5, 2014 at 1:59 PM, Jesse Oak wazanato...@gmail.com wrote: I'm going to guess porting to 2013 is out of the question? On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar fooba...@gmail.com wrote: Hello, I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the contents of the Source SDK Base folder and plopped the gamedir inside, updated gameinfo.txt and steam_appid.txt, etc. When I try to launch it from my Steam library after installing from our Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or platform. I know I can manually extract the files it needs from the hl2 VPK, but I'd prefer not to have to do that. Tracing it using procmon shows it trying to open VPK's as folders, and using |all_source_engine_paths| as part of the path component to resources its looking for. However, using the exact same gamedir - it runs fine if placed into the sourcemods/ directory. I've also tried running the command line I see the spawned sourcemod running as, it's something like: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe -game sourcetest -steam -game C:\Program Files (x86)\Steam\SteamApps\sourcemods\themod -gameid areallybignumber And I see the exact same problem. It seems like when running a mod out of the sourcemods/ directory, Steam launches it in a way that allows the mod to see data from within VPKs - but standalone VPK's aren't supported. Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? Any ideas? Thanks foo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
All right, I started to use SDK 2013, all works perfectly now. Got only one issue in my plugin: bots can't say. I used IServerGameClients::ClientCommand() for this, but there is no output... any clues? 2013/11/7 Dexter Haslem dexter.has...@gmail.com Well, in that case.. I have the same problem with both 2006 2007 source SDK base executable and have not yet found a way around it On Wed, Nov 6, 2013 at 5:43 PM, Borzh borz...@gmail.com wrote: yes, and I have Source SDK Base 2007 installed. 2013/11/6 Dexter Haslem dexter.has...@gmail.com are we talking about 2007, not 2013 then? it has its own sdk base incase you are unaware On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote: Just try executing Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest it gives same errors. But from steam it is working... 2013/11/6 Nick xnicho...@gmail.com WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh Gesendet: Mittwoch, 6. November 2013 16:40 An: hlcoders@list.valvesoftware.com Betreff: [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
Tried IServerPluginHelpers::ClientCommand() and IVEngineServer::ClientCommand(), same result. 2013/11/8 Borzh borz...@gmail.com All right, I started to use SDK 2013, all works perfectly now. Got only one issue in my plugin: bots can't say. I used IServerGameClients::ClientCommand() for this, but there is no output... any clues? 2013/11/7 Dexter Haslem dexter.has...@gmail.com Well, in that case.. I have the same problem with both 2006 2007 source SDK base executable and have not yet found a way around it On Wed, Nov 6, 2013 at 5:43 PM, Borzh borz...@gmail.com wrote: yes, and I have Source SDK Base 2007 installed. 2013/11/6 Dexter Haslem dexter.has...@gmail.com are we talking about 2007, not 2013 then? it has its own sdk base incase you are unaware On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote: Just try executing Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest it gives same errors. But from steam it is working... 2013/11/6 Nick xnicho...@gmail.com WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh Gesendet: Mittwoch, 6. November 2013 16:40 An: hlcoders@list.valvesoftware.com Betreff: [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list
Re: [hlcoders] Source SDK 2013 missing files?
What exactly is some other missing file. WIth the information provided it's quite difficult to pin down what your problem here is. On a sidenote: if you're starting now, you may want to use the 2013 SDK instead. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh Gesendet: Mittwoch, 6. November 2013 16:40 An: hlcoders@list.valvesoftware.com Betreff: [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh *Gesendet:* Mittwoch, 6. November 2013 16:40 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
are we talking about 2007, not 2013 then? it has its own sdk base incase you are unaware On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote: Just try executing Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest it gives same errors. But from steam it is working... 2013/11/6 Nick xnicho...@gmail.com WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh *Gesendet:* Mittwoch, 6. November 2013 16:40 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
yes, and I have Source SDK Base 2007 installed. 2013/11/6 Dexter Haslem dexter.has...@gmail.com are we talking about 2007, not 2013 then? it has its own sdk base incase you are unaware On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote: Just try executing Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest it gives same errors. But from steam it is working... 2013/11/6 Nick xnicho...@gmail.com WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh *Gesendet:* Mittwoch, 6. November 2013 16:40 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
Well, in that case.. I have the same problem with both 2006 2007 source SDK base executable and have not yet found a way around it On Wed, Nov 6, 2013 at 5:43 PM, Borzh borz...@gmail.com wrote: yes, and I have Source SDK Base 2007 installed. 2013/11/6 Dexter Haslem dexter.has...@gmail.com are we talking about 2007, not 2013 then? it has its own sdk base incase you are unaware On Nov 6, 2013 4:29 PM, Borzh borz...@gmail.com wrote: Just try executing Steam\SteamApps\common\Source SDK Base 2007\hl2.exe -game sourcetest it gives same errors. But from steam it is working... 2013/11/6 Nick xnicho...@gmail.com WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh Gesendet: Mittwoch, 6. November 2013 16:40 An: hlcoders@list.valvesoftware.com Betreff: [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Launch Issues
For 2007 you're going to need to use 2013's hammer.exe On Fri, Oct 25, 2013 at 9:51 AM, eric.br...@dnbrown.net wrote: I think I'm having a similar problem, but I'm not sure what you mean by launching tools from the common/game directories. If I'm making an SDK 2007 mod, which hammer.exe do I run now? the common/Source SDK Base 2007/bin directory doesn't contain any exe's... On top of this: studiomdl.exe isn't working for me anymore. I'm getting an error that says Can't find steam app user info now, and I haven't changed anything in my mod's build scripts. Is there a certain studiomdl.exe I'm supposed to run now? Thanks, Eric On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote: Do not use the SDK launcher. If you want to map for a 2007 mod use this guide I made but comment out the stuff you do not want: http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make sure to read the comments above the mounting of source mods so if you want to just mount yours you know how) If you want to map for something like CSS, TF2 or DoD launch hammer from steam/steamapps/common/gamename/bin/hammer.exe On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann m...@tobiasbaumann.net wrote: ** We have the exact same issue here on three different machines. Hammer won't start, not even the process. Upon trying to launching the Model Viewer we're greeted with the error: Unable to load manifest file 'scripts/game_sounds_manifest.txt' This problem persists for all engine versions in the Source SDK. Addtionally it happened without me starting or using the Source SDK in a long time. So I doubt this problem created by my own actions. I've also tried verifying the tool integrity but it didn't change a thing. I've also tried Resetting Game Configurations and Refreshing SDK Content to no avail. Any update from Valve on this would be great. Thanks and best regards, Tobias James Marchant james.march...@live.com hat am 18. Oktober 2013 um 22:26 geschrieben: Even after verifying the integrity of the local cache? I had the same problem and it fixed it (although it claimed that basically every single file in the Source SDK needed reacquiring. -- Date: Fri, 18 Oct 2013 15:41:24 -0400 From: twincan...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Launch Issues Source SDK launcher still doesn't work for me. On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi, Checked it. For our 2007 based version Hammer starts up normally from the SDK launcher and compiles come out as they should. Do you still see the issue with your mod? Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli *Gesendet:* Donnerstag, 17. Oktober 2013 02:29 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK Launch Issues Hi, I haven't seen this reported yet on the mailing list, so I decided to share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't launch the SDK app at all, but after restarting my computer and Verifying the integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. But, not Hammer. When I was just able to at least launch the SDK before, (but not Hammer), I found that if I open Hammer from the exe file instead of from the app, it launched Hammer, but said it couldn't find a specific file, and it gave me a few errors, one error included my 2d viewports in Hammer showing pink/black checkerboard textures on 3d models. I apologize for not having the error messages handy, after having been able to launch Hammer and load and compile my map, I closed the SDK and now Hammer won't open at all no matter what I do. Also, the compile that I made while in that erroneous state produced a map with very strange black brushwork with almost no lighting from the skybox. I'm assuming it's trying to find a file that links stuff together with my mod, and since it couldn't find it, it was giving me those related errors. Thanks for reading I hope that little bit of information was of value to someone and if more info is required I can respond as informatively as I can. -- *Vincent Miceli* *www.firearms-source.com* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list
Re: [hlcoders] Source SDK Launch Issues
I think I'm having a similar problem, but I'm not sure what you mean by launching tools from the common/game directories. If I'm making an SDK 2007 mod, which hammer.exe do I run now? the common/Source SDK Base 2007/bin directory doesn't contain any exe's... On top of this: studiomdl.exe isn't working for me anymore. I'm getting an error that says Can't find steam app user info now, and I haven't changed anything in my mod's build scripts. Is there a certain studiomdl.exe I'm supposed to run now? Thanks, Eric On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote: Do not use the SDK launcher. If you want to map for a 2007 mod use this guide I made but comment out the stuff you do not want: http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make sure to read the comments above the mounting of source mods so if you want to just mount yours you know how) If you want to map for something like CSS, TF2 or DoD launch hammer from steam/steamapps/common/gamename/bin/hammer.exe On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann m...@tobiasbaumann.net wrote: ** We have the exact same issue here on three different machines. Hammer won't start, not even the process. Upon trying to launching the Model Viewer we're greeted with the error: Unable to load manifest file 'scripts/game_sounds_manifest.txt' This problem persists for all engine versions in the Source SDK. Addtionally it happened without me starting or using the Source SDK in a long time. So I doubt this problem created by my own actions. I've also tried verifying the tool integrity but it didn't change a thing. I've also tried Resetting Game Configurations and Refreshing SDK Content to no avail. Any update from Valve on this would be great. Thanks and best regards, Tobias James Marchant james.march...@live.com hat am 18. Oktober 2013 um 22:26 geschrieben: Even after verifying the integrity of the local cache? I had the same problem and it fixed it (although it claimed that basically every single file in the Source SDK needed reacquiring. -- Date: Fri, 18 Oct 2013 15:41:24 -0400 From: twincan...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Launch Issues Source SDK launcher still doesn't work for me. On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi, Checked it. For our 2007 based version Hammer starts up normally from the SDK launcher and compiles come out as they should. Do you still see the issue with your mod? Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli *Gesendet:* Donnerstag, 17. Oktober 2013 02:29 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK Launch Issues Hi, I haven't seen this reported yet on the mailing list, so I decided to share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't launch the SDK app at all, but after restarting my computer and Verifying the integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. But, not Hammer. When I was just able to at least launch the SDK before, (but not Hammer), I found that if I open Hammer from the exe file instead of from the app, it launched Hammer, but said it couldn't find a specific file, and it gave me a few errors, one error included my 2d viewports in Hammer showing pink/black checkerboard textures on 3d models. I apologize for not having the error messages handy, after having been able to launch Hammer and load and compile my map, I closed the SDK and now Hammer won't open at all no matter what I do. Also, the compile that I made while in that erroneous state produced a map with very strange black brushwork with almost no lighting from the skybox. I'm assuming it's trying to find a file that links stuff together with my mod, and since it couldn't find it, it was giving me those related errors. Thanks for reading I hope that little bit of information was of value to someone and if more info is required I can respond as informatively as I can. -- *Vincent Miceli* *www.firearms-source.com* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlcoders] Source SDK Launch Issues
Hey Eric to fix that problem i had to go in steamapps/PROFILE/sourcesdk and copy the steam.dll into sourcesdk/bin/source2007/bin and the sdk works again after that. 2013/10/25 eric.br...@dnbrown.net I think I'm having a similar problem, but I'm not sure what you mean by launching tools from the common/game directories. If I'm making an SDK 2007 mod, which hammer.exe do I run now? the common/Source SDK Base 2007/bin directory doesn't contain any exe's... On top of this: studiomdl.exe isn't working for me anymore. I'm getting an error that says Can't find steam app user info now, and I haven't changed anything in my mod's build scripts. Is there a certain studiomdl.exe I'm supposed to run now? Thanks, Eric On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote: Do not use the SDK launcher. If you want to map for a 2007 mod use this guide I made but comment out the stuff you do not want: http://steamcommunity.com/sharedfiles/filedetails/?id=187235526 (make sure to read the comments above the mounting of source mods so if you want to just mount yours you know how) If you want to map for something like CSS, TF2 or DoD launch hammer from steam/steamapps/common/gamename/bin/hammer.exe On Tue, Oct 22, 2013 at 9:07 AM, Tobias Baumann m...@tobiasbaumann.net wrote: ** We have the exact same issue here on three different machines. Hammer won't start, not even the process. Upon trying to launching the Model Viewer we're greeted with the error: Unable to load manifest file 'scripts/game_sounds_manifest.txt' This problem persists for all engine versions in the Source SDK. Addtionally it happened without me starting or using the Source SDK in a long time. So I doubt this problem created by my own actions. I've also tried verifying the tool integrity but it didn't change a thing. I've also tried Resetting Game Configurations and Refreshing SDK Content to no avail. Any update from Valve on this would be great. Thanks and best regards, Tobias James Marchant james.march...@live.com hat am 18. Oktober 2013 um 22:26 geschrieben: Even after verifying the integrity of the local cache? I had the same problem and it fixed it (although it claimed that basically every single file in the Source SDK needed reacquiring. -- Date: Fri, 18 Oct 2013 15:41:24 -0400 From: twincan...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Launch Issues Source SDK launcher still doesn't work for me. On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi, Checked it. For our 2007 based version Hammer starts up normally from the SDK launcher and compiles come out as they should. Do you still see the issue with your mod? Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli *Gesendet:* Donnerstag, 17. Oktober 2013 02:29 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK Launch Issues Hi, I haven't seen this reported yet on the mailing list, so I decided to share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't launch the SDK app at all, but after restarting my computer and Verifying the integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. But, not Hammer. When I was just able to at least launch the SDK before, (but not Hammer), I found that if I open Hammer from the exe file instead of from the app, it launched Hammer, but said it couldn't find a specific file, and it gave me a few errors, one error included my 2d viewports in Hammer showing pink/black checkerboard textures on 3d models. I apologize for not having the error messages handy, after having been able to launch Hammer and load and compile my map, I closed the SDK and now Hammer won't open at all no matter what I do. Also, the compile that I made while in that erroneous state produced a map with very strange black brushwork with almost no lighting from the skybox. I'm assuming it's trying to find a file that links stuff together with my mod, and since it couldn't find it, it was giving me those related errors. Thanks for reading I hope that little bit of information was of value to someone and if more info is required I can respond as informatively as I can. -- *Vincent Miceli* *www.firearms-source.com* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Launch Issues
Hi, Checked it. For our 2007 based version Hammer starts up normally from the SDK launcher and compiles come out as they should. Do you still see the issue with your mod? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Vincent Miceli Gesendet: Donnerstag, 17. Oktober 2013 02:29 An: hlcoders@list.valvesoftware.com Betreff: [hlcoders] Source SDK Launch Issues Hi, I haven't seen this reported yet on the mailing list, so I decided to share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't launch the SDK app at all, but after restarting my computer and Verifying the integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. But, not Hammer. When I was just able to at least launch the SDK before, (but not Hammer), I found that if I open Hammer from the exe file instead of from the app, it launched Hammer, but said it couldn't find a specific file, and it gave me a few errors, one error included my 2d viewports in Hammer showing pink/black checkerboard textures on 3d models. I apologize for not having the error messages handy, after having been able to launch Hammer and load and compile my map, I closed the SDK and now Hammer won't open at all no matter what I do. Also, the compile that I made while in that erroneous state produced a map with very strange black brushwork with almost no lighting from the skybox. I'm assuming it's trying to find a file that links stuff together with my mod, and since it couldn't find it, it was giving me those related errors. Thanks for reading I hope that little bit of information was of value to someone and if more info is required I can respond as informatively as I can. -- Vincent Miceli www.firearms-source.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Launch Issues
Source SDK launcher still doesn't work for me. On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi, ** ** Checked it. For our 2007 based version Hammer starts up normally from the SDK launcher and compiles come out as they should. Do you still see the issue with your mod? ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Vincent Miceli *Gesendet:* Donnerstag, 17. Oktober 2013 02:29 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK Launch Issues ** ** Hi, I haven't seen this reported yet on the mailing list, so I decided to share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't launch the SDK app at all, but after restarting my computer and Verifying the integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. But, not Hammer. When I was just able to at least launch the SDK before, (but not Hammer), I found that if I open Hammer from the exe file instead of from the app, it launched Hammer, but said it couldn't find a specific file, and it gave me a few errors, one error included my 2d viewports in Hammer showing pink/black checkerboard textures on 3d models. I apologize for not having the error messages handy, after having been able to launch Hammer and load and compile my map, I closed the SDK and now Hammer won't open at all no matter what I do. Also, the compile that I made while in that erroneous state produced a map with very strange black brushwork with almost no lighting from the skybox. I'm assuming it's trying to find a file that links stuff together with my mod, and since it couldn't find it, it was giving me those related errors. Thanks for reading I hope that little bit of information was of value to someone and if more info is required I can respond as informatively as I can. ** ** -- *Vincent Miceli* *www.firearms-source.com* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Launch Issues
Even after verifying the integrity of the local cache? I had the same problem and it fixed it (although it claimed that basically every single file in the Source SDK needed reacquiring. Date: Fri, 18 Oct 2013 15:41:24 -0400 From: twincan...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Launch Issues Source SDK launcher still doesn't work for me. On Fri, Oct 18, 2013 at 2:03 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi, Checked it. For our 2007 based version Hammer starts up normally from the SDK launcher and compiles come out as they should. Do you still see the issue with your mod? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Vincent Miceli Gesendet: Donnerstag, 17. Oktober 2013 02:29 An: hlcoders@list.valvesoftware.com Betreff: [hlcoders] Source SDK Launch Issues Hi, I haven't seen this reported yet on the mailing list, so I decided to share this. I found as of 10/16/2013 that I cannot launch Hammer Editor for the Source SDK 2007 from the SDK app. Strangely, before that happened, I couldn't launch the SDK app at all, but after restarting my computer and Verifying the integrity of the Tool Cache for the Source SDK, I was able to launch the SDK. But, not Hammer. When I was just able to at least launch the SDK before, (but not Hammer), I found that if I open Hammer from the exe file instead of from the app, it launched Hammer, but said it couldn't find a specific file, and it gave me a few errors, one error included my 2d viewports in Hammer showing pink/black checkerboard textures on 3d models. I apologize for not having the error messages handy, after having been able to launch Hammer and load and compile my map, I closed the SDK and now Hammer won't open at all no matter what I do. Also, the compile that I made while in that erroneous state produced a map with very strange black brushwork with almost no lighting from the skybox. I'm assuming it's trying to find a file that links stuff together with my mod, and since it couldn't find it, it was giving me those related errors. Thanks for reading I hope that little bit of information was of value to someone and if more info is required I can respond as informatively as I can. -- Vincent Miceliwww.firearms-source.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ? On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That’s not true, as I’m running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that’s in fact an issue for games/mods released in 2013. To check whether it’s the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago – which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
There's always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with -autoconfig it defaults back to DX level 80 - and that's still plainly wrong for my system. Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Netshroud Gesendet: Mittwoch, 3. Juli 2013 12:37 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ? On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That's not true, as I'm running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that's in fact an issue for games/mods released in 2013. To check whether it's the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago - which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer: http://maennertechnik.net/sourcesdk2013dxissue.jpg http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
FYI, hl2, episode 1/2 etc, detect the same. On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote: There’s always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with –autoconfig it defaults back to DX level 80 – and that’s still plainly wrong for my system. ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Netshroud *Gesendet:* Mittwoch, 3. Juli 2013 12:37 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level ** ** Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?* *** ** ** On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That’s not true, as I’m running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that’s in fact an issue for games/mods released in 2013. To check whether it’s the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago – which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
Opt into the HL2 beta to get the missing dxsupport files for hl2. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony omega Sergi Sent: Wednesday, July 03, 2013 9:36 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level FYI, hl2, episode 1/2 etc, detect the same. On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.demailto:jan.hart...@gmx.de wrote: There's always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with -autoconfig it defaults back to DX level 80 - and that's still plainly wrong for my system. Von: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Netshroud Gesendet: Mittwoch, 3. Juli 2013 12:37 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ? On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.demailto:jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That's not true, as I'm running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that's in fact an issue for games/mods released in 2013. To check whether it's the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago - which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
Thanks, will do. Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Alfred Reynolds Gesendet: Mittwoch, 3. Juli 2013 18:47 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level Opt into the HL2 beta to get the missing dxsupport files for hl2. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony omega Sergi Sent: Wednesday, July 03, 2013 9:36 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level FYI, hl2, episode 1/2 etc, detect the same. On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote: There's always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with -autoconfig it defaults back to DX level 80 - and that's still plainly wrong for my system. Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Netshroud Gesendet: Mittwoch, 3. Juli 2013 12:37 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ? On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That's not true, as I'm running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that's in fact an issue for games/mods released in 2013. To check whether it's the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago - which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer: http://maennertechnik.net/sourcesdk2013dxissue.jpg http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote: http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new lighting system is only part of the CSGO engine has hasn't been backported to the main engine. The TF2 bot system is NextBot which is also used in L4D2 and CSGO, that appears to have been removed judging from the lack of NextBot folders in client and server. On 27 Jun 2013 07:43, minh...@telus.net wrote: Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote: http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
to the main engine There's a main Source engine now? On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote: Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new lighting system is only part of the CSGO engine has hasn't been backported to the main engine. The TF2 bot system is NextBot which is also used in L4D2 and CSGO, that appears to have been removed judging from the lack of NextBot folders in client and server. On 27 Jun 2013 07:43, minh...@telus.net wrote: Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote: http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
I would consider that to be the main version of Source as that's what most of Valve core multiplayer games sit on. On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote: to the main engine There's a main Source engine now? On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote: Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new lighting system is only part of the CSGO engine has hasn't been backported to the main engine. The TF2 bot system is NextBot which is also used in L4D2 and CSGO, that appears to have been removed judging from the lack of NextBot folders in client and server. On 27 Jun 2013 07:43, minh...@telus.net wrote: Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote: http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Awesome, thanks for the update! Are there any plans to include custom shader support like SDK2007? I see that the shadercompile.exe is included with the SDK Base but there are no accompanying SDK shader sources for creating the required DLL. On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires st...@swires.me wrote: I would consider that to be the main version of Source as that's what most of Valve core multiplayer games sit on. On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote: to the main engine There's a main Source engine now? On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote: Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new lighting system is only part of the CSGO engine has hasn't been backported to the main engine. The TF2 bot system is NextBot which is also used in L4D2 and CSGO, that appears to have been removed judging from the lack of NextBot folders in client and server. On 27 Jun 2013 07:43, minh...@telus.net wrote: Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote: http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
1. We will fix that 2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk 3. We will fix that. 4. We will look into it (we may or may not fix it), you may want to check out GCFScape in the meantime, it will let you explode VPK files to disk to get you around this for now. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 7:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley theda...@gmail.commailto:theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.memailto:st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders
Re: [hlcoders] Source SDK 2013 Release
For anyone who's curious about what exactly has changed since Source SDK 2007, I've managed to generate a diff between the last released version of the 2007 SDK against the new 2013 SDK (MP code only). There was initially plenty of extra 'noise' since virtually every single file was detected as changed - this was due to Valve replacing the header comments in all files. So after spending close to six hours filtering out changes of that nature, I finally managed to get some useful output. Summaries (filenames only): Changed Files (binaries) Changed Files (text) - Use this to quickly index the diffs for changes specific to a given file, since scrolling through it might be fairly laggy at times. File Removals File Additions Unchanged* Files Detailed git diff output (packaged with the above summaries in text form): Here Statistics (post noise reduction): Changed files (binaries): 17 Changed files (text): 1465 Files removed: 423 Files added: 851 Unchanged* files: 1349 *Unchanged includes the files whose header comments were modified to reduce the amount of noise output. Hope you guys will find these to be of use. (also, to those longing for custom main menus, look near the bottom of /mp/src/common/GameUI/IGameUI.h for a pleasant surprise ) Regards,TESLA-X4 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Wow, very nice. I'm still crossing my fingers for a new engine though, the amount of Source Developers has dwindled to near non-existent. UDK and Unity are just too good at the moment. On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote: For anyone who's curious about what *exactly* has changed since Source SDK 2007, I've managed to generate a diff between the last released version of the 2007 SDK against the new 2013 SDK (*MP code only*). There was initially plenty of extra 'noise' since virtually every single file was detected as changed - this was due to Valve replacing the header comments in all files. So after spending close to six hours filtering out changes of that nature, I finally managed to get some useful output. *Summaries (filenames only)*: Changed Files (binaries) http://pastebin.com/crcUgnYx Changed Files (text) http://pastebin.com/Cgq6x65m - Use this to quickly index the diffs for changes specific to a given file, since scrolling through it might be fairly laggy at times. File Removals http://pastebin.com/90u7dRyw File Additions http://pastebin.com/uhHFBCCe Unchanged* Files http://pastebin.com/9hasuKJN *Detailed git diff output (packaged with the above summaries in text form) *: Here http://www.mediafire.com/?06m4nz4sbcwruq9 *Statistics (post noise reduction)*: Changed files (binaries): 17 Changed files (text): 1465 Files removed: 423 Files added: 851 Unchanged* files: 1349 **Unchanged* *includes* the files whose header comments were modified to reduce the amount of noise output. Hope you guys will find these to be of use. (also, to those longing for custom main menus, look near the bottom of /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] ) Regards, TESLA-X4 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Thanks for and update Valve. The odd thing is that mod refused to launch at DX9-10, it was set by default to DX8, i was forced to manually add -dxlevel 91 to make it use DX9 stuff. This goes for SDK Base 2013, it launches only at dx8 by default. 2013/6/27 Joel R. joelru...@gmail.com Wow, very nice. I'm still crossing my fingers for a new engine though, the amount of Source Developers has dwindled to near non-existent. UDK and Unity are just too good at the moment. On Thu, Jun 27, 2013 at 12:29 PM, T X4 t...@hotmail.com wrote: For anyone who's curious about what *exactly* has changed since Source SDK 2007, I've managed to generate a diff between the last released version of the 2007 SDK against the new 2013 SDK (*MP code only*). There was initially plenty of extra 'noise' since virtually every single file was detected as changed - this was due to Valve replacing the header comments in all files. So after spending close to six hours filtering out changes of that nature, I finally managed to get some useful output. *Summaries (filenames only)*: Changed Files (binaries) http://pastebin.com/crcUgnYx Changed Files (text) http://pastebin.com/Cgq6x65m - Use this to quickly index the diffs for changes specific to a given file, since scrolling through it might be fairly laggy at times. File Removals http://pastebin.com/90u7dRyw File Additions http://pastebin.com/uhHFBCCe Unchanged* Files http://pastebin.com/9hasuKJN *Detailed git diff output (packaged with the above summaries in text form)*: Here http://www.mediafire.com/?06m4nz4sbcwruq9 *Statistics (post noise reduction)*: Changed files (binaries): 17 Changed files (text): 1465 Files removed: 423 Files added: 851 Unchanged* files: 1349 **Unchanged* *includes* the files whose header comments were modified to reduce the amount of noise output. Hope you guys will find these to be of use. (also, to those longing for custom main menus, look near the bottom of /mp/src/common/GameUI/IGameUI.h for a pleasant surprise [image: Emoji] ) Regards, TESLA-X4 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Here’s a suggestion I hope you’re (or have) considering. Releasing the Hammer source code on GitHub. Let the community fix bugs and port it to Qt so it’ll be available on other platforms. If I’ve understood this whole Source SDK Base 2013 release on Github that’s exactly your plans for the mod source code. - ScarT From: Alfred Reynolds Sent: Thursday, June 27, 2013 6:50 PM To: Discussion of Half-Life Programming 1. We will fix that 2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk 3. We will fix that. 4. We will look into it (we may or may not fix it), you may want to check out GCFScape in the meantime, it will let you explode VPK files to disk to get you around this for now. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 7:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent
Re: [hlcoders] Source SDK 2013 Release
1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If those fixes look right we'll make the same fix in the Multiplayer app. I appreciate the bug reports. I would encourage you to report this sort of thing over on GitHub in the Issues list: https://github.com/ValveSoftware/source-sdk-2013/issues That way we can have a system for keeping track of individual issues instead of trying to wrangle big email threads. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Thursday, June 27, 2013 9:51 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release 1. We will fix that 2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk 3. We will fix that. 4. We will look into it (we may or may not fix it), you may want to check out GCFScape in the meantime, it will let you explode VPK files to disk to get you around this for now. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 7:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley theda...@gmail.commailto:theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.memailto:st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set
Re: [hlcoders] Source SDK 2013 Release
all right Joe, thank you for the good job :) Nicolas 2013/6/28 Joe Ludwig j...@valvesoftware.com 1 and 3 are fixed now for the Source SDK 2013 Base Singleplayer. If those fixes look right we'll make the same fix in the Multiplayer app. ** ** I appreciate the bug reports. I would encourage you to report this sort of thing over on GitHub in the Issues list: https://github.com/ValveSoftware/source-sdk-2013/issues ** ** That way we can have a system for keeping track of individual issues instead of trying to wrangle big email threads. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Alfred Reynolds *Sent:* Thursday, June 27, 2013 9:51 AM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** 1. We will fix that 2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk 3. We will fix that. 4. We will look into it (we may or may not fix it), you may want to check out GCFScape in the meantime, it will let you explode VPK files to disk to get you around this for now. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 7:21 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. ** ** 2013/6/27 Riley theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? ** ** ** ** On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote:* *** steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) ** ** 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy ** ** 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. ** ** ** ** On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How
Re: [hlcoders] Source SDK 2013 Release
Now that is unexpected... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Great! On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote: Now that is unexpected... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Well, I hope so. Sent from my iPod On Jun 26, 2013, at 3:59 PM, Dylan House dhous...@gmail.com wrote: Great! On Wed, Jun 26, 2013 at 3:57 PM, Neico ad...@neic0.de wrote: Now that is unexpected... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Whoa, so far out of left field but so appreciated! -- Byron Mallett ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.comwrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jesse ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
I have waited for this day for so long. Thank you, based Valve.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jesse ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] Source SDK 2013 Release
*Future engines have been designed with cross platform support in the toolchain from the start.* * * Oh my god, HL3 CONFIRMED! 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. ** ** It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. ** ** On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ** ** -- Jesse ___ To unsubscribe, edit your list preferences
Re: [hlcoders] Source SDK 2013 Release
Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. ** ** It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. ** ** On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] Source SDK 2013 Release
*Hint hint* On Wed, Jun 26, 2013 at 5:00 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: *Future engines have been designed with cross platform support in the toolchain from the start.* * * Oh my god, HL3 CONFIRMED! 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. ** ** It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. ** ** On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ** ** -- Jesse
Re: [hlcoders] Source SDK 2013 Release
Doubt it, actually. Sent from my iPod On Jun 26, 2013, at 5:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: Future engines have been designed with cross platform support in the toolchain from the start. Oh my god, HL3 CONFIRMED! 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo
Re: [hlcoders] Source SDK 2013 Release
*facepalm* On 2013-06-26 7:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: *Future engines have been designed with cross platform support in the toolchain from the start.* * * Oh my god, HL3 CONFIRMED! 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. ** ** It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. ** ** On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ** ** -- Jesse
Re: [hlcoders] Source SDK 2013 Release
The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod
Re: [hlcoders] Source SDK 2013 Release
Sounds like a good new. Honestly, I was about to switch to UDK. But maybe this might just work.. Is faceposer fixed ? And, does this use Qt for the UI, like the SFM ? On Wed, Jun 26, 2013 at 8:14 PM, Alfred Reynolds alf...@valvesoftware.comwrote: The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas ** ** ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr
Re: [hlcoders] Source SDK 2013 Release
Hey, I've been building the latest multiplayer code in VS 2012 (Release), and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700) in pretty much every precompiled library. I probably should've just built the project using the 2010 toolset to begin with, but I don't think those files had any compatibility problems like that in any other SDK. Thanks! -- Jacob J*Rod Salas The star is silent, but prominent... http://jsmedia.tk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
@Jacob: MS tends to break their own C++ compilers with each VS release, so I would recommend you to keep using VS2010 for Source SDK; but if you really, really need the new IntelliSense features added in VS2012, you can install 2010 and 2012 in the same machine and the later will use the old compiling tools if you refuse to update the project when opening it. 2013/6/27 Jacob J*Rod Salas czfj...@gmail.com Hey, I've been building the latest multiplayer code in VS 2012 (Release), and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700) in pretty much every precompiled library. I probably should've just built the project using the 2010 toolset to begin with, but I don't think those files had any compatibility problems like that in any other SDK. Thanks! -- Jacob J*Rod Salas The star is silent, but prominent... http://jsmedia.tk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Thanks for the update! Kyle. On Wed, Jun 26, 2013 at 5:37 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: @Jacob: MS tends to break their own C++ compilers with each VS release, so I would recommend you to keep using VS2010 for Source SDK; but if you really, really need the new IntelliSense features added in VS2012, you can install 2010 and 2012 in the same machine and the later will use the old compiling tools if you refuse to update the project when opening it. 2013/6/27 Jacob J*Rod Salas czfj...@gmail.com Hey, I've been building the latest multiplayer code in VS 2012 (Release), and I immediately run into linker mismatches with _MSC_VER (1600 vs 1700) in pretty much every precompiled library. I probably should've just built the project using the 2010 toolset to begin with, but I don't think those files had any compatibility problems like that in any other SDK. Thanks! -- Jacob J*Rod Salas The star is silent, but prominent... http://jsmedia.tk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas ** ** ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux
Re: [hlcoders] Source SDK 2013 Release
The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update
Re: [hlcoders] Source SDK 2013 Release
great Joe, thank you for the help :) i will surely write an sort of tutorial as so much people should be confuse with the recent change. //nicolas 2013/6/27 Joe Ludwig j...@valvesoftware.com The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing
Re: [hlcoders] Source SDK 2013 Release
This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support
Re: [hlcoders] Source SDK 2013 Release
Its more a confirmation of work being done on a new source engine. From: Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 27 June 2013, 2:00 Subject: Re: [hlcoders] Source SDK 2013 Release Future engines have been designed with cross platform support in the toolchain from the start. Oh my god, HL3 CONFIRMED! 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlcoders] Source SDK 2013 Release
Ok, now it's REALLY fixed. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen Swires Sent: Wednesday, June 26, 2013 6:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013
Re: [hlcoders] Source SDK 2013 Release
create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.)*** * ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have
Re: [hlcoders] Source SDK 2013 Release
steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.)** ** ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games.*** * *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM
Re: [hlcoders] Source SDK 2013 Release
Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.)* *** ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version.*** * The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games.** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From
Re: [hlcoders] Source SDK 2013 Release
some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version.** ** The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games.* *** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013
Re: [hlcoders] Source SDK 2013 Release
I think the one from Alien Swarm could. Though, for some reasons, you have to create all the folders from the VPK into your mod folder. Just the folder structure, without extracting the models in them. And they with ASW's hlmv you could navigate to the model's folder and load it for some reasons. ( loading using (steam) in the hlmv ) On Wed, Jun 26, 2013 at 10:20 PM, fuZZ RedEyes fuzzz...@gmail.com wrote: some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 6:02 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release ** ** Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version.* *** The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas ** ** 2013/6/27 Alfred Reynolds alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *fuZZ RedEyes *Sent:* Wednesday, June 26, 2013 5:07 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jesse F *Sent:* Wednesday, June 26, 2013 4:46 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite
Re: [hlcoders] Source SDK Skeleton
On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards cont...@steamreview.org wrote: https://code.google.com/p/sourcesdk-skeleton/ The Source SDK Skeleton implements the Source Engine, and nothing more. It is the ideal cruft-free base from which to build your own new game. These projects (VS 2005/2008/2010) will compile into working client and server libraries using only Valve's base classes, then leave you to add whatever functionality you want on top. I hope they prove useful to you! What does it have that Source 2007 SDK or ASW SDK don't have? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Skeleton
Nothing, I assume. This is the basics you need to run a mod as far as I understand. Den 2010 11 8 16:05 skrev Marek Sieradzki marek.sierad...@gmail.com: On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwards cont...@steamreview.org wrote: https://code.google.com/p/sourcesdk-skeleton/ The Source SDK Skeleton implements the Source Engine, and nothing more. It is the ideal cruft-free base from which to build your own new game. These projects (VS 2005/2008/2010) will compile into working client and server libraries using only Valve's base classes, then leave you to add whatever functionality you want on top. I hope they prove useful to you! What does it have that Source 2007 SDK or ASW SDK don't have? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Skeleton
Precisely. It's what it doesn't provide that matters. :-) On 08/11/2010 3:13, Tobias Kammersgaard wrote: Nothing, I assume. This is the basics you need to run a mod as far as I understand. Den 2010 11 8 16:05 skrev Marek Sieradzkimarek.sierad...@gmail.com: On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwardscont...@steamreview.org wrote: https://code.google.com/p/sourcesdk-skeleton/ The Source SDK Skeleton implements the Source Engine, and nothing more. It is the ideal cruft-free base from which to build your own new game. These projects (VS 2005/2008/2010) will compile into working client and server libraries using only Valve's base classes, then leave you to add whatever functionality you want on top. I hope they prove useful to you! What does it have that Source 2007 SDK or ASW SDK don't have? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders