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 tutorial on how, and most are outdated.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<
>>>>
>>>>
>>>>  _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
>>>>
>>>>  --
>>>> -Tony
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
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>>>> please 
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>>>>
>>>>
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>>>> please visit:
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>>>>
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>>>> please visit:
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>>>>
>>>>
>>>>  _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>
>>
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>> please visit:
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>>
>>
>>
>
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> please visit:
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>
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