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source-sdk-2013's Issues

VS2012 linking errors

When you compile EverythingSP_SDK-2013 using Visual Studio 2012, it generates massive amounts of LNK2001 errors, followed by some LNK2019 errors and a LNK1120, which blocks the compilation.

Face Poser missing (Steam) Load Model option.

It's impossible for one to open the stock models in say... TF2 without extracting the models from the VPKs. Model viewer has a (Steam) Load Model option that works around this. Face Poser lacks this.

Particle editor crashing on save

Both of the SDK 2013 Bases currently crash (in pet.dll) to desktop when you attempt to save a PCF. Happens with both saving and saving as, the save location doesn't matter either. Happening in the base itself and any derived mods.

I can upload a crash dump if needed but it's not difficult to replicate.

Problem with OSX 10.7.5

I'm sorry but I'm completely confused and not sure what to do I have downloaded X code 4.6.2 and command line tools and the Source-sdk-2013-master file. I'm not sure what to do now. What do I open to put the code in? I have opened terminal and tried to type in whats in issues 37 but it says that no file or directory is found. Sorry I'm completely new to this.

HLMV Fails to load some models with "(Steam) Load Model"

HLMV can't load models in vpks ("(Steam) Load Model") if they are under a sub directory. For example, it can load up "models/Barney.mdl" fine. But when you try to open a sub folder, (e.g models/props) you get an error saying the file directory does not exist.

So how exactly do I map for 2013?

I am pretty well aware how to map for 2009 engine, but have no clue what to do for this one.

Do I... make 2009 maps and port them?
Or do I make a config?

A walkthrough would be nicem

Func_instance support

Support for instancing is implemented in Hammer in both 2009 and 2013 branches, yet VBSP doesn't collapse them and complains about the entity, which normally gets removed after compiling it in newer versions of the engine.

Can't init func_instance
Attempted to create unknown entity type func_instance!

Implementing this would benefit in terms of designing the maps in mind with instances as L4D2, Alien Swarm and Portal 2 handles it.

VPC error: "Unable to find RegKey for .vcproj files in solutions"

I get this when running creategameprojects.bat:

C:\valve\source2013\mp\src>devtools\bin\vpc.exe /hl2mp +game /mksln games.sln
VPC - Valve Project Creator For Visual Studio, Xbox 360, PlayStation 3 (Build: Jun  5 2013 15:27:08)
(C) Copyright 1996-2010, Valve Corporation, All rights reserved.

Source Path: C:\valve\source2013\mp\src
Target Platform: win32
Generating for Visual Studio 2010.

Valid: 'client_hl2mp.vcxproj' Passes CRC Checks.

Valid: 'mathlib.vcxproj' Passes CRC Checks.

Valid: 'server_hl2mp.vcxproj' Passes CRC Checks.

Valid: 'tier1.vcxproj' Passes CRC Checks.

Valid: 'vgui_controls.vcxproj' Passes CRC Checks.

Building partial dependency set (libs only)........


Writing solution file C:\valve\source2013\mp\src\games.sln.

ERROR: Unable to find RegKey for .vcproj files in solutions.

I have these VS products installed:

  • Visual C++ Express 2010
  • Visual C# Express 2010
  • Visual Studio Express 2013 Preview

...all of which are from the vcxproj era, so it's not surprising that vcproj isn't in my registry.

cubemaps not working

I see this issue quite everywhere now, the cubemaps don't seem to work.

I can use the buildcubemaps command normally but it has no effect. Deleting the default black cubemaps from the bsp file leaves me with pink/black textured reflective floor.

Where does this issue come from?

Custom dll don't work

tumblr_mp10oqmzt31r33svyo1_250
Mods can't load their dll. I tried
gamebin |gameinfo_path|bin
gamebin "mod folder"/bin
don't work.
I'm sorry for the bad explanation

Can't grab Ammo

The player can't grab Ammo in Singleplayer base and Multiplayer base

Can't build Game_HL2-2010.

I set up everything correctly, but when I go to debug, it gives me the errors:
"Debugging info for 'hl2.exe' cannot be found or does not match. Cannot find or open the PDB file

Do you want to continute debugging?"

I then click yes, and it gives me:

Setup file 'gameinfo.txt' doesn't exist in subdirectory 'hl2'.
Check your -game parameter or VCONFIG setting.

I am lost, I have no clue what to do.

CBreakableProp OnPhysGunDrop conditional evaluation

I'm going through the compiler warnings on OS X and cleaning up what I can, but I'm stumped by this one.

In props.cpp on line 1520, there's an equality check between a PhysGunDrop_t and a PhysGunPickup_t: https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/props.cpp#L1520

Logically, this check makes no sense, as you logically can't drop a prop for because of a pickup reason. This expression would then evaluate to the PhysGunDrop_t with the same integer value:

if ( Reason == THROWN_BY_PLAYER )

which makes no sense either. Why play a punt sound with no punt involved?

What's this conditional supposed to be doing?

@ValveSoftware GitHub Account Image

The @ValveSoftware GitHub account doesn't have a user image.

While it's a cosmetic change, it makes the account look much more presentable.

I know it's not specific to this repository, but no other place to make the bug report/feature request.

Updating Make Files

Hello,

How would one go about updating the make files from visual studio?

Or is the only solution is to open them up copy paste and rename to include new files.

Thanks

Lightprobe output not working

When I enter the "lightprobe" command into the ingame console, the engine crashes everytime.
This command works fine with 2007 engine branch.

EverythingSP_SDK-2010 build fails in VC++ 2010 Express

You cannot compile EverythingSP_SDK-2010 solution using Visual C++ 2010 Express, because "atlbase.h" and "afxwin.h" are missing, which are part of two packs that are only distributed with the paid version of Visual Studio.

Prop not breaking and assert

I'm new to sourcesdk but I can't break any prop with this new source sdk base 2013 singleplayer

Console output
AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin
CBaseEntity::TakeDamage: with inputInfo.GetDamageForce() == vec3_origin
baseentity.cpp (1563) : Assertion Failed: force != vec3_origin && offset != vec3_origin

2013 SDK libs not in sync with current TF2 release

This sdk contains code which is incompatible with the current release of TF2. A bit of synchronization between the TF2 codebase and this sdk needs to be done in order to get TF2 server plugins running like in the old sdk.

An example of this is in tier0 in the CThread class from threadtools.h where two member variables were added in this sdk, but these members do not appear in the current TF2 libtier0_srv server binary.

From the 2013 sdk:

#ifdef _WIN32
    HANDLE  m_hThread;
    ThreadId_t m_threadId;
#elif defined(POSIX)
    pthread_t m_threadId;
#endif
    CInterlockedInt m_nSuspendCount;
    CThreadEvent m_SuspendEvent;
    CThreadEvent m_SuspendEventSignal;
    int     m_result;
    char    m_szName[32];
    void *  m_pStackBase;
    unsigned m_flags;

The current release of TF2:

#ifdef _WIN32
    HANDLE  m_hThread;
    ThreadId_t m_threadId;
#elif defined(POSIX)
    pthread_t m_threadId;
#endif
    CInterlockedInt m_nSuspendCount;
    int     m_result;
    char    m_szName[32];
    void *  m_pStackBase;
    unsigned m_flags;

This doesn't matter in windows builds since the sdk supplies tier0.lib for static linking, but in linux builds where dynamic linking is necessary, this is an issue.

Also, the new serverplugin_empty project when build with SAMPLE_TF2_PLUGIN defined fails to compile due to missing sdk files and outdated interfaces.

I'll assume that this is being worked on, so maybe this issue can be kept up as a status of getting TF2 updated. Creating an issue in https://github.com/ValveSoftware/Source-1-Games is also an option.

Using Hammer etc with SDK 2013 mods

So, now that the SDK launcher is obsolete, how do you use Hammer and the other sdk tools to make content for your mod? The wiki only mentions how to compile the mod.

Do you use the executables in SDK 2013 base? The news page mentions running .bat files, but the base directory doesn't have set_sdk_env.bat.

Switching to a portable build system.

Rather than providing separate build files for each platform it would be nice if you could provide files for a portable metabuild system like CMake which users can then use to generate files for their build system of choice (e.g. CodeBlocks, Eclipse, KDevelop, Make, Visual Studio, Xcode, etc).

Compiling Phonemeextractor in EverythingSP_SDK-2010 fails

It appears to be missing a library "sapi51.lib"
A quick search in the files didn't seem to turn it up.

I'm on Visual Studio 2010 on Windows 7 x64 bit

2>LINK : fatal error LNK1104: cannot open file '..\sapi51\lib\i386\sapi.lib'

Would we need to install the Microsoft Speech SDK in order to compile this?

Snappy version is old, doesn't compile on MSVC 2012

My plugin project needs MSVC 2012 to work, so I tried to recompile the libraries (tier1, mathlib) under MSVC 2012, and it failed to compile snappy.cpp:

snappy-stub-internals.h(145): error C2220: warning treated as error - no 'object' file generated
snappy-stub-internals.h(145): warning C4722 'snappy::LogMessageCrash::~LogMessageCrash' : destructor never returns, potential memory leak

I tried to find out a solution for the error, but it looks like you are using Snappy 1.0.3, which is quite old (Jun 2, 2011). I checked the last sources and they don't even seem to have a LogMessageCrash class, so I guess the error wouldn't be here.
Latest version is 1.1.0 (Feb 5, 2013). Any chance you can update?

Issue making with OSX 10.8.3 with XCode Version 4.6.3

I have an issue making with OSX 10.8.3 with XCode Version 4.6.3
The problem very well may exist between the keyboard and the chair.

I have command line tools installed for xcode (plus a reboot) but this is what I get.

in terminal where I am at "source-sdk-2013/sp/src"

I tried: $ make -f game_hl2_osx32.mak
Building: tier1
../devtools/makefile_base_posix.mak:192: *** Unable to find compiler, install and configure XCode. Stop.
make[1]: *** [tier1] Error 2
make: *** [all] Error 2

Then after looking through closed issues I tried: $ make -f game_episodic_osx32.mak SDKROOT=$(xcode-select --print-path)/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk
Building: tier1
../devtools/makefile_base_posix.mak:192: *** Unable to find compiler, install and configure XCode. Stop.
make[1]: *** [tier1] Error 2
make: *** [all] Error 2

Missing shader files and shader project

All of the shaders and the project itself are missing.
There isn't even a src/materialsystem directory.

I know that having support for shaders on all platforms is a difficult thing to do but can't at least the Windows code be added back? Or will we have to try to merge it from Source2007 code manually?

Console prints messages out of order with Multicore Rendering enabled

With Multicore Rendering enabled, the console can occasionally print messages out of order.

For example:

] find client
"cl_ent_absbox"
"cl_ent_bbox"
client client cheat cheat

  • Displays the client's absbox for the entity under the crosshair.
  • Displays the client's bounding box for the entity under the crosshair.
    "cl_ent_rbox"
    client cheat
  • Displays the client's render box for the entity under the crosshair.
  • Find and list all client entities with classnames that contain the specified substring.
    Format: cl_find_ent

"cl_find_ent"
"cl_find_ent_index"
client client cheat cheat

  • Display data for clientside entity matching specified index.
    Format: cl_find_ent_index

] status
hostname: Half-Life 2 Deathmatch
version : 1.0.7.0/24 5337 insecure
udp/ip : 192.168.1.5:27015 (public ip: X.X.X.X)
map : nmo_broadway at: 682 x, -396 y, 137 z

4 "essbuh" (...) 05:23 14 0 active loopback

players : 1 (16 max)

userid name uniqueid connected ping loss state adr

] status
hostname: Half-Life 2 Deathmatch
version : 1.0.7.0/24 5337 insecure
udp/ip : 192.168.1.5:27015 (public ip: X.X.X.X)
map : nmo_broadway at: 682 x, -396 y, 137 z
players : 1 (16 max)

4 "essbuh" (...) 05:24 14 0 active loopback

userid name uniqueid connected ping loss state adr

This does not seem to happen with multicore rendering disabled.

Errors at end of mp/sp build on Linux

I'm seeing this at the end of each build:

---- LINKING obj_server_hl2_linux32/release/server.so [release] ----
true -signvalve ./obj_server_hl2_linux32/release/server.so;
chmod: cannot access ‘../../../game/mod_hl2/bin/server.so’: No such file or directory
---- COPYING TO ../../../game/mod_hl2/bin/server.so [release] ----
chmod: cannot access ‘../../../game/mod_hl2/bin/server.so’: No such file or directory
chmod: cannot access ‘../../../game/mod_hl2/bin/server.so.dbg’: No such file or directory
/bin/sh: 1: ../../devtools/gendbg.sh: Permission denied
make[2]: *** [../../../game/mod_hl2/bin/server.so] Error 126
make[2]: Leaving directory `/home/niko/Projects/source-sdk-2013/sp/src/game/server'
make[1]: *** [server_hl2] Error 2
make[1]: Leaving directory `/home/niko/Projects/source-sdk-2013/sp/src'
make: *** [all] Error 2

It appears some or all shell scripts are lacking a +x and the chmod call fails.

SdkTools ( maya I\O )

i just wanted to report, that the maya plugins are missing.
so actually people must get SFM to grab the I/O plugins for maya.
It would be great to commit the files and add them in "Common\Source SDK Base 2013 Singleplayer\bin\sdktools" or something like that.
Same problem with the photoshop Scripts that are missing : vst_compile_new_texture.js
vst_recompile_texture.js

Link errors with sapi51

I copied the sapi51\lib\i386\ as it was stated at the Getting Started Wiki,but now I get the following errors:

Error 1 error LNK2001: unresolved external symbol _IID_ISpPhoneticAlphabetSelection C:\Users\Dimitris\Desktop\mod\src\utils\phonemeextractor\phonemeextractor.obj Phonemeextractor
Error 2 error LNK1120: 1 unresolved externals C:\Users\Dimitris\Desktop\mod\src\utils\phonemeextractor\Debug\win32\phonemeextractor.dll Phonemeextractor

I found out that the ISpPhoneticAlphabetSelection is a new feature in sapi5.3, so sapi5.1 should not have this.

Source SDK Mod Issues

I did all of the installation instructions, and it keeps bugging out. Visual Studio cant build some dll's which is an issue, and there is a million files to go through just to get to the mod content. I was expecting the update to still have the launcher that builds everything for you. The only thing I wanted in the update was the fix for the Steam Pipe port over. Now there is no Launcher. Great. I am extremely dissapointed because I wanted to make a mod, but it's 99.9% impossible. Now my mod is cancelled. I have put hours into it, and it's gone. Gone. Please bring back the launcher and make it simple again.

compiling on osx mountain lion

I seem to be having trouble using the protoc program in osx mountain lion.
every time i try to run it I get a segmentation fault.
this prevents me from compiling the client library successfully.
the server library compiles fine but i have not tested it.
I plan on compiling protoc myself since i found its open source.
im compiling the sdk on a mid 2010 macbook. (MacBook7,1)

Stripped PDBs for debugging?

Windows includes stripped pdbs for debugging, so you can see roughly where a crash occurs. Would this not be possible for the Source engine too, since it could help know where the crash has occurred, even for the sections where we don't have source access. These pdbs can be generated either directly from visual studio with the /PDBSTRIPPED argument ( http://msdn.microsoft.com/en-us/library/y87kw2fd(v=vs.100).aspx ) or with pdbcopy ( http://msdn.microsoft.com/en-us/library/ff560131%28VS.85%29.aspx ).

Build fails on Mountain Lion with April 2013 XCode

In lines 172 of makefile_base_posix.mak, the COMPILER_BIN_DIR is set to ${DEVELOPER_DIR}/usr/bin, but the makefile looks in a completely different place for clang (as seen on line 178).

On my system, clang exists in the place being looked in but it does not exist in COMPILER_BIN_DIR - which results in the error, "Unable to find compiler, install and configure XCode".

Related code is highlighted at the following link:

https://github.com/ValveSoftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b722dc71179/sp/src/devtools/makefile_base_posix.mak#L170-193

And an example of my file structure can be found here:

https://gist.github.com/monokrome/34615f2198e27e36328b

GitHub: Add Website to Description

For the repository description & website, can you add the instructions url to the repository description?

This will make the instructions to build the software available to anyone new to the repository.

Another alternative would be to repurpose the Readme to include these instructions.

overlaying audio files in scenes are cutted

it is not longer possible to play two audio-files per actor at the same time in a scene file. the last starting sound is stopping the previous sound (still playing) immediately. This kills many possibilities in scene authoring.

OS X build fails on modern machines due to makefile assumptions

Inside makefile_base_posix.mak, there are some assumptions as follows:

  1. Builds will either run on a Snow-Leopard-compatible system or OS X Lion. Mountain Lion (1 year old) and Mavericks (developer preview) have not been accounted for at all. This is done by the line ifeq (,$(findstring 10.7, $(OSXVER))). Inside that ifeq statement, the variable BUILDING_ON_LION is set to 1. This variable is never used again by any other file in the repository.
  2. The makefile makes assumptions about the internals of Xcode, e.g. ifeq ($(wildcard $(DEVELOPER_DIR)/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang),). Xcode has undergone many changes in the last few years (from /Developer to an Install Xcode.app to a standalone Xcode.app) and any such assumptions are likely to break.
  3. The makefile sets a defaults SDK of 10.6 Snow Leopard: SDKROOT ?= $(SDK_DIR)/MacOSX10.6.sdk. Apple recommend always building against the latest SDK, and then settings the Deployment Target to the earliest OS you want to be able to run on. The current build settings use the 10.6 SDK and a 10.5 deployment target. Ideally, these binaries should be built with the latest SDK and 10.5 deployment target.
    On top of this, the 10.6 SDK is not available on newer operating systems - 10.7 Lion (#37) and 10.8 Mountain Lion.
  4. The makefile hasn't been corrected since the Xcode 4.0 public release several years ago, and still includes this comment: #FIXME: NOTE:Full path specified because the xcode 4.0 preview has a terribly broken dsymutil, so ref the 3.2 one. Although I'm not even sure that the line below that comment actually does what the comment suggests it does, since I know I don't have Xcode 3.x installed on this Mac, it must be using the 4.x one.

Many of these assumptions can be removed by using xcrun to locate binaries. Finding SDKROOT dynamically is a little bit hacky, but doable. (It gets easier with the Xcode 5 developer preview).

I've fixed these assumptions in 7c500c5 (edit: and 71415f4). Is this a) acceptable, and b) is it mergeable or does it require a change to VPC on your end?

Compiling vgui_controls in EverythingSP_SDK-2010 fails with a space in the username

I am unable to get this project compiling. I believe this is due to me having a space in my username on Windows 7. I am using Visual Studio 2010.

Here is the step in the *.vcxproj where I believe I am failing:
https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/vgui2/vgui_controls/vgui_controls-2010.vcxproj#L348

This is apparently a known issue:
http://social.msdn.microsoft.com/Forums/vstudio/en-US/0f4b7ad3-7875-40f1-bf94-cbf43cbf40f7/custombuild-and-the-wretched-msb6006-error

Here is my console output:
1> Running Protocol Buffer Compiler on htmlmessages.proto...
1> Smieja\Documents\GitHub\source-sdk-2013-rpgmod\sp\src\vgui2\chromehtml: No such file or directory

My full path is C:\Users\Robert Smieja\Documents

Is there anything that can be done to adjust this build step so it can work with usernames with spaces in them?

Post 7-02-13 SDK update Hammer issues.

First off, I would like to thank you for fixing Issue #54. Now users can work on their mods without porting anything to a different file nor using gameinfo hacks. Also, thanks for fixing the wireframe issue.

There are still now some issues because of this, but less critical.

First, any model that has texture with transparency or opaqueness shows up black in the 3D window and in the model viewer. This only happens in Hammer as far as I can tell.

transerrorincamera

transerrorinmdlview

Above I made my own Sourcescheme.res edit before this update to match the in-game tools. I pretty much did this for kicks. However this leads to the next 'issue'.

Since now the mod file is read first, Hammer picks up the source scheme first listed in the mod/game before the platform since most games use the HL2 sourcescheme, it will look like this:

sourceschemeissue

A suggestion I have is to maybe make a clone of the sourcescheme.res file in the platform (naming it something like sourcecsheme_tools.res) and have hammer and other tools pick up the clone instead. This way, the game can have it's Sourcescheme settings for in-game without effecting the tools.

Last thing I want to point out is that I noticed that the 3D View looks different. It reminds me how the Source 2006 tools look back in the Source SDK compared to the other non-updated tools. Again, not a huge deal, just pointing it out.

Again, thanks for your hard work. If you want these issues split up for better management, just let me know.

Choppy player animations in MP

It seems that Source 2013 MP is no longer using HL2MPPlayerAnimState. Without it, player animations are choppy and left unpredicted.

While this is an easy issue to fix, I still think it should be reimplemented again.

sp and mp variants should be in git modules

Since a mod would not utilize both code bases, either split these two branches into different repositories or set them up in the style of Qt where the modules are split into separate sub-git-repositories.

This would allow for separation of concerns between the two and not have to maintain a completely redundant pipe for mods.

Also, the "common" code should be abstracted from mp/sp. I am just not sure why there is a split to begin with, really.

Replay support has unmet dependencies

Replay support as included in the SDK code relies heavily on some missing files to do with tf2, steamworks or otherwise. Some of this can be worked around, however, some classes are used though the definitions can not be seen as they are in the game specific files (tf2 or css). Another missing file (and likely lib) is moviecontrols, as DmeTime_t is referenced, and supposedly found in moviecontrols/timeutils.h. In the Alien Swarm SDK this was in tier1 though it now seems to have been moved. Additionally it's also possible that the engine may not have replay support enabled either.

dmxconvert.exe missing

It's currently not possible for modders to compile binary DMX models with the new build of studiomdl. We don't have dmxconvert to upgrade our data or an exporter which generates up-to-date DMX files.

No dedicated server files

There are no dedicated server files included with the multiplayer base (at least on Windows) nor does there seem to be a separate app id existing for this yet.

At the minimum, srcds.exe and bin/dedicated.dll are necessary (and their linux equivalents).

Hammer Has a Problem reading the Sourcemods folder.

In GameConfig.txt when the "GameDir" line is supplied with the user's sourcemod (e.g "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\mod_hl2") with the VProject set to the user's mod, you get these errors:

currentsdkissues

As you can see, Issues include:

  • The "failed to load default scheme error" (Causing the next 2 errors)
  • Grids are missing until the mouse rolls over it.
  • No numbers on brushes and entities to report the size in units.

NOTE: There is also the error that the model should call a wireframe texture, but instead it has the checker board error texture when the model not selected. It's in this picture because I was getting all the errors in one snap for a discussion thread before I decided to let you know about it here. This is in ALL steampiped versions of Hammer. I'll make a new issue for that later if you would like.

If you were to link the tools from the SDK 2013 base to another game such as TF2, Counter-Strike: Source or even the sourcetest file, this issue vanishes! It seems like this build of Hammer does not like when a game/mod directory is outside the common folder.

A quick temp fix for modders is to have the GameDir of the GameConfig and VProject set to the sourcetest folder that is the base, and have the base load the mod directory. This is only a cheep patch, and issues with this is that Hammer puts HL2 in front of the user's loaded mod due to the "mod" being the sourcetest folder (when it should be the mod). This causes Hammer not to pick up on script manifests and some people in the MP base said they had issues loading custom models. But unfortunately I could not re-create this issue with the MP base.

Is this directory problem a left over from the Source MP tools, or are the sourcemods going under the common folder in the future?

OS X build: chmod looking for build product in wrong location

---- LINKING obj_server_hl2_osx32/release/server.dylib [release] ----
true -signvalve ./obj_server_hl2_osx32/release/server.dylib;
chmod: ../../../game/mod_hl2/bin/server.dylib: No such file or directory
---- COPYING TO ../../../game/mod_hl2/bin/server.dylib [release] ----
chmod: ../../../game/mod_hl2/bin/server.dylib: No such file or directory
chmod: ../../../game/mod_hl2/bin/server.dylib.dSYM: No such file or directory
[01:44am yaakov@Helios:~/Development/source-sdk-2013/sp/src] (branch: master) $ ls ../game/mod_hl2/bin/
client.dylib        client.dylib.dSYM   server.dylib        server.dylib.dSYM

This also happens for game_hl2mp_osx, I haven't tried any others yet.

Should I be invoking make from a different directory, or is the makefile wrong?

The dylib files are executable anyway, so I'm not entirely sure what chmod is trying to achieve.

NavMesh commands missing

I've plugged in the sample episode 2 mod, and was going to test an old navmesh from my 2007-engine mod, but I can't seem to find any of the commands. I do think if I tried, I could get them to work, but this kind of thing was readily available with the old engine, so it's a pretty big downgrade. I haven't analyzed all the differences, but I've noticed the HidingSpotList is missing, as well.

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