Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list.
If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. ________________________________ From: Gavin Isgar<mailto:gisg...@gmail.com> Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming<mailto:hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <st...@swires.me> wrote: > If you're starting a new mod (which it sounds like you are), you should > not be using the 2007 base at all. > > On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <gisg...@gmail.com> wrote: > >> Hey guys, back with another question! So i just saw awhile ago that >> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >> was wondering, do the updates interfere with the mod in anyway? Thanks for >> the help! >> >> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <gisg...@gmail.com> wrote: >> >>> Thanks Stan! >>> >>> >>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <ca...@inbox.ru> wrote: >>> >>>> You dont need to use VPKs to add sounds to your mod, just put them in >>>> yourmod/sound/ folder. You dont need to touch sources and build solution at >>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt >>>> for example) and sound definition scripts (game_sounds_weapons.txt, >>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can >>>> use any length you want. >>>> >>>> >>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar <gisg...@gmail.com >>>> >: >>>> >>>> Hey guys, im back with a question. I've been trying everything to >>>> change the weapon sounds of weapons but i cant find a very "precise" >>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to >>>> rebuild the game solution in Visual Studio after sound replacement? Do they >>>> have to be in WAV format and does the sound files need to be a certain >>>> length of time? Long story short, can anyone please tell me a very precise >>>> tutorial on replacing sounds on mods! Thanks! >>>> >>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <tom_clay...@live.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> >>>> wrote: >>>> >>>> You don't need a VPK to use the sounds, if you place them in the sounds >>>> folder, then into a respective sub directory they will work fine. >>>> >>>> >>>> >>>> On Apr 1, 2015, at 9:15 PM, Minh Le <minh...@telus.net >>>> <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote: >>>> >>>> If you google, "make vpk" >>>> you'll find a bunch of tutorials. This video looked helpful >>>> https://www.youtube.com/watch?v=P3ILjexx0cE >>>> >>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote: >>>> >>>> Hey guys, im back again! I'm having trouble figuring out how to make >>>> vpk's to use for sounds for my mod and how to convert the sound files for >>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on >>>> how to do this. >>>> >>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Thanks Jesse, you saved my life lol. >>>> >>>> >>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <wazanato...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>> >>>> wrote: >>>> >>>> Yes use gcf scape and look in the games vpks the ones you want are the >>>> directory vpks which use _dir >>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> I've checked all sound folders in the games but don't see any sounds >>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i >>>> have no experience, i've just been very tired recently and didnt get a lot >>>> of sleep. >>>> >>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi < >>>> omegal...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> >>>> wrote: >>>> >>>> What do you think your mod is running off of? >>>> You have the base source content, which includes all of the sounds and >>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any >>>> of the other valve games you can easily look at their files too. >>>> >>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> My mod didn't come with existing sound files. I've also read the >>>> developer wiki, but i didn't find much, so i'm asking you. >>>> >>>> >>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < >>>> omegal...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> >>>> wrote: >>>> >>>> open existing sound files and sound scripts and look. also read the >>>> developer wiki. >>>> >>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Hey guys, i have another question! How do i change weapon sound for my >>>> mod? What format does it have to be and what files do i need to edit? Long >>>> story short, i need to know everything about changing the sounds please! >>>> >>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Thanks Ken, i was just tired last night and having a rough time with >>>> some stuff, thanks though! >>>> >>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <capt...@qis.net >>>> <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote: >>>> >>>> It says right there... >>>> The images displayed in the new game dialogue are 152x86. Since texture >>>> dimensions must both be a power of two, your VTFs will be 256x128 with a >>>> border to the right and bottom. >>>> >>>> That means that the full dimensions of the image will be 256 wide by >>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>>> What you should do is create your chapter images as 152x86 images, and then >>>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>>> the actual image), or take that 152x86 image and copy it into a new 256x128 >>>> image, and just make sure it is positioned in the top-left. The unused >>>> portion of the image should just be black. >>>> >>>> >>>> -------- Original message -------- >>>> From: Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> >>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>> To: Discussion of Half-Life Programming < >>>> hlcoders@list.valvesoftware.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>> >>>> >>>> Subject: Re: [hlcoders] Modding Problems >>>> >>>> Alright I guess >>>> >>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <schumann....@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3aschumann....@gmail.com>> >>>> wrote: >>>> >>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>> >>>> On 29 March 2015 at 12:20, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>> Anything else? >>>> >>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <schumann....@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3aschumann....@gmail.com>> >>>> wrote: >>>> >>>> There's some information on that at >>>> https://developer.valvesoftware.com/wiki/Background#Images >>>> >>>> On 29 March 2015 at 09:09, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Hey guys, im having another problem again and couldnt find a fix on the >>>> internet. I dont know the right size for chapter thumbnails, what size do i >>>> make the picture(not the vtf or vmt)? >>>> >>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <ben.lu...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> >>>> wrote: >>>> >>>> The two dots means "parent directory". You start in materials/vgui, go >>>> up one to materials, then to materials/logo and >>>> materials/logo/hl2rslogo1.vmt. >>>> >>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <gisg...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a >>>> logo >>>> > folder, inside i put both put the vmt and vtf file with the same name. >>>> > Inside the vmt file, i put: >>>> > >>>> > "UnlitGeneric" >>>> > { >>>> > "$basetexture" "logo/hl2rslogo1" >>>> > "$nolod" 1 >>>> > "$translucent" 1 >>>> > } >>>> > >>>> > The path automatically detects the material folder, so just put the >>>> folder >>>> > and the name of both the vmt and vtf file(no extension). Then in my >>>> > gamelogo.res in my resource folder, i put: >>>> > >>>> > Resource/GameLogo.res >>>> > { >>>> > GameLogo >>>> > { >>>> > ControlName EditablePanel >>>> > fieldName GameLogo >>>> > xpos 0 >>>> > ypos 0 >>>> > zpos 50 >>>> > wide 400 >>>> > tall 100 >>>> > autoResize 1 >>>> > pinCorner 0 >>>> > visible 1 >>>> > enabled 1 >>>> > offsetX -20 >>>> > offsetY -15 >>>> > } >>>> > >>>> > Logo >>>> > { >>>> > ControlName ImagePanel >>>> > fieldName Logo >>>> > xpos 0 >>>> > ypos 0 >>>> > zpos 50 >>>> > wide 400 >>>> > tall 100 >>>> > visible 1 >>>> > enabled 1 >>>> > image ../logo/hl2rslogo1 >>>> > scaleImage 1 >>>> > } >>>> > } >>>> > >>>> > The dots in the path specify how many folders are before vmt and vtf, >>>> but i >>>> > rather just do it like this: >>>> > >>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 >>>> folder, 1 >>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats >>>> how i< >>>> >>>> >>>> _______________________________________________ >>>> 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 >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> 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 >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> 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 >> >> >> > > _______________________________________________ > 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