Source SDK Bugs: Difference between revisions

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For basic information and installation of the Source SDK Beta, read [[SDK_Beta|this page]] first!
{{Important|This page is no longer updated. To report bugs happening in-game, see [https://github.com/ValveSoftware/Source-1-Games/issues GitHub repository for Source games] and [https://github.com/ValveSoftware/source-sdk-2013/issues Source SDK 2013 GitHub repo].}}


See [[SDK Beta Changelist]] for a current list of changes and known issues.
{{note|Be sure to run the game you wish to edit ''before'' running the SDK, or simply verify game on Steam, to make sure you have the latest updates.}}
 
'''Note''': Be sure to run the game you wish to edit ''before'' running the SDK, to make sure you have the latest updates.
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= SDK General Issues/Bugs =
= SDK General Issues/Bugs =
Issues with the Source SDK launcher or items that don't fit under other categories.
Issues with the Source SDK launcher or items that don't fit under other categories.
*The model browser is very slow and somtimes crashes - GNXDan


* If you are receiving the "Unable to load C:\<SteamFolder>\counter-strike souce\bin\filesystem_steam.dll" '''run the game you are trying to play''' so its content can be refreshed. This will normally fix the problem.--[[User:Skidz|Skidz]] 15:57, 23 Nov 2005 (PST)
* Day of Defeat Source: When using custom objective icons for the new "objective mode," the white icon causes most players to crash out of the server. Tested bug by extracting official icons, renaming them and adding them as "custom" icons. They still crashed the game!
 
* If you are receiving the "Unable to load C:\<SteamFolder>\counter-strike source\bin\filesystem_steam.dll" '''run the game you are trying to play''' so its content can be refreshed. This will normally fix the problem.--[[User:Skidz|Skidz]] 15:57, 23 Nov 2005 (PST)


* Since the beta started, Steam forgets the last tab I had open on the main screen, and defaults to Store.
* Since the beta started, Steam forgets the last tab I had open on the main screen, and defaults to Store.
* If Source can't find the textures used in a map, it will apparently halt the loading and display a dialog box. The only trouble is that it doesn't switch out of the HL2 loading screen, and you can't Alt+Tab out either, so all you hear is an error sound and the loading freezes, and if you don't press Return then, trying to Alt+Tab, it will look like your entire computer has frozen. I think it's the textures, but it might be the example itself. ( http://twhl.co.za/mapvault_map.php?id=1857 ) The error went away when I fixed the textures. Still, it would be nice to at least be able to Alt+Tab at the loading screen, or have the program do that automatically if it creates some kind of error dialog box. --[[User:Andreasen|Andreasen]] 19:11, 31 Jan 2006 (PST)
:I have been receiving more of these errors, and can now say that they are indeed texture related. Textures that may start causing this bug are "''lights/white''", "''lights/white001''", but not "''lights/white001_nochop''", so that "''_nochop''" might be a key to understanding what causes this bug. I've caught a few glimpses of the dialog box as HL2 closes, and it says something about "memory cannot be "read".", which I believe is a common error today. Once these errors start to occur, they will continue to occur until you use other textures, and restarting Steam will not help. --[[User:Andreasen|Andreasen]] 17:37, 8 Feb 2006 (PST)
* I don't know if it's a bug or the expected behavior, but I've noticed that if you compile your code in "Debug HL2" mode instead of "Release HL2", HDR won't work. -[[User:Germano Guerrini|uoz]] 07:53, 16 Sep 2006 (PDT)
* If you specify SteamAppID 215 in your gameinfo.txt file, and launch your mod from the Steam interface with -console and -novid options, they don't work anymore. You'll get the video and no console at startup. -[[User:Germano Guerrini|uoz]] 07:53, 16 Sep 2006 (PDT)
**I run into the same issue under Windows Vista, but also AppId 220 (HL2) does not work with this. '''-novideo''' has no effect at all. - [[User:Acagamic|Len]] 08:19, 22 May 2007 (PDT)
=== SDK Launcher doesn't launch ===
I am having a problem where the SDK launcher ''will not launch'' at all. Telling it to launch results in the computer thinking hard about it, it updating if it needs to, but eventually - when the computer is done chugging away and making noise - I still don't have the SDK launcher. I completely deleted the tool and had steam re-install it, but it's still doing this. Earlier, Hammer would freeze when as soon as I started to create a brush (dragging the rectangle for the size/location) in any 2D window. Now the SDK won't launch at all. I do not have Episode 1 or 2, so I can't imagine that changing the "-engine" should have an effect, right? Anybody have a suggestion? [[User:Hectate|Hectate]] 13:58, 16 Nov 2007 (PST)
:Same issue.  Original HL2; 32-bit Windows XP; cache verified and all the files are in the right place; yet the command to launch the SDK simply does not execute.  No additional tasks appear in the Windows Task Manager.  Steam Support told me to take a hike.  I posted the issue in greater detail on [[Talk:Loading problem|this article's discussion page]].  I hope this bug is fixed ASAP, since I need the SDK for professional reasons (Hammer makes a pretty good interactive design/architectural tool, and it's free with HL2, which I already have). --[[User:Terminator484|Terminator484]] 16:17, 12 Feb 2008 (PST)
Just call me stupid. I didn't realize that "ep1" was the engine that HL2, CSS, and etc. are all using right now. I figured that since I didn't have Episode 1 those fixes wouldn't apply to me. Don't mind me over here... [[User:Hectate|Hectate]] 14:03, 16 Nov 2007 (PST)
---------------------------
No one seems to know what wrong with the SDK, At first I though the SDK required other games installed, I have gotten advice from Steam about the SDK, at first they told me to 'Go away', Then they gave me tutorial links, After I got a few solutions. I have tried EVERY solution that I can find with failure:
#Delete SDK folder under <userName>\ SDK....
#Delete ClientRegistry.blob, steamclient.dll, Steam.dll
#Remove and reinstall Source SDK and steam
#setting launch options as "-engine ep1"
I load the SDK through tools then acts if I click cancel
SDK luancher loads in taskmanager then closes as if its been canceled
There has been no solution to date, Although doubts if valve cares about this issue due to its rarity
I have HL2 DM, [[SDK Beta]], SDK Base, SDK Base orange and dedicated server
HL2 is pre-installed and CSS is partially install due to a 3 day trial that passed
-[[User:digimbyte|digimbyte]] aka DIGI_Byte
:The correct parameter is <code>-engine ep1</code>, with a dash at the front. You'd be better-off in general using the [[SDK Beta]] though.
:<blockquote>"I have the ati steam offer version, never got the offer it seems to of been a lie"</blockquote>
:You have the offer, but you never got the offer? --[[user:TomEdwards|TomEdwards]] 03:37, 19 Mar 2008 (PDT)
::Yes, It appears to have been just a marketing technique for more people to join Steam. --[[User:digimbyte|digimbyte]] aka DIGI_Byte 09:26, 20 Mar 2008 (PDT)
:::That is exactly what it is. The offer only gives you HL2DM and Lost Coast, and since you already owned them...anyway, it's not important. What ''is'' important is that you don't alter comments made by other people and avoid changing the meaning of your own when they aren't brand new. Since you removed my answer to your launch param issue, I'll assume that it worked. :-p --[[user:TomEdwards|TomEdwards]] 17:11, 19 Mar 2008 (PDT)
::::Firstly I edited the posts before yours AND mine to clean up this section and to correct any information after I corrected my post your comment became redundent,I mean no disrespect but I hope you will be able to understand why I chose to edit these areas. BTW, I did not own any steam games previous to downloading the steam ATI offer, I was simply 'uming' and 'aring' to get steam beforehand and this offer was a nudge for me to get it, I searched to claim the free offer but couldn't find anything, Since I now had steam I went to download the SDK, I purchased HL2 DM for about $10 US dollars to get the SDK. How ever it has never been able to execute.--[[User:digimbyte|digimbyte]] aka DIGI_Byte 12:34, 21 Mar 2008 (PDT)


=== "Steam Validation Rejected" ===
=== "Steam Validation Rejected" ===


'''NOTE:''' Please see '''[[SDK_Beta_Changelist#Current_Known_Issues|Current Known Issues]]''' for a ''temporary'' workaround for this issue. --[[User:JeffLane|JeffLane]] 13:14, 11 Jan 2006 (PST)
{{note|Please see '''[[SDK_Beta_Changelist#Current_Known_Issues|Current Known Issues]]''' for a ''temporary'' workaround for this issue. --[[User:JeffLane|JeffLane]] 13:14, 11 Jan 2006 (PST)}}


* Steam validation rejected error message when trying to lauch maps from console in main menu, I think there was a betasdk update today causing this. [Bluestrike 24 dec]  
* Steam validation rejected error message when trying to launch maps from console in main menu, I think there was a betasdk update today causing this. [Bluestrike 24 dec]  
** I also have this error. I have tried 3 of my own mods and i couldnt make a server. The only mod i could make a server on was sourceforts, but i couldnt see any servers available to connect to. I also tried to go back to the non beta sdk and it didnt solve anything. [[User:Imatard|Bob]] 14:28, 26 Dec 2005 (PST)
** I also have this error. I have tried 3 of my own mods and i couldn't make a server. The only mod i could make a server on was sourceforts, but i couldn't see any servers available to connect to. I also tried to go back to the non beta sdk and it didn't solve anything. [[User:Imatard|Bob]] 14:28, 26 Dec 2005 (PST)
** I have this error as well, only occurs on load of a map in any Steam run game. I moved the posted fix here to the point above as it was not a fix for this issue, but for the appID thing. Hopefully there is a fix for this soon as it's put a halt on any in-game testing.
** I have this error as well, only occurs on load of a map in any Steam run game. I moved the posted fix here to the point above as it was not a fix for this issue, but for the appID thing. Hopefully there is a fix for this soon as it's put a halt on any in-game testing.
** That's weird my maps only crash if launched from hammer i get "Steam validation rejected" then it returns to console, type in map <mapname> and it loads. - Pir4t
** That's weird my maps only crash if launched from hammer i get "Steam validation rejected" then it returns to console, type in map <mapname> and it loads. - Pir4t
** <s>I can confirm this, maps will not launch by either console or by creating a server. Despite sugestions of setting sv_lan to 1 and sv_secure to 0 neither work or are practical solutions. -Brisck1</s>
** <s>I can confirm this, maps will not launch by either console or by creating a server. Despite suggestions of setting sv_lan to 1 and sv_secure to 0 neither work or are practical solutions. -Brisck1</s>
** I have this problem but only if I load the map dirrectly from the SDK or if I type "map <mapname>" into console. When i create my own server it works though - GNXDan
** I have this problem but only if I load the map directly from the SDK or if I type "map <mapname>" into console. When i create my own server it works though - GNXDan


==SDK Launcher==


==SDK Launcher==
*Tools > Source SDK > Links > SoftImage|XSI Mod Tool.... link is broken!
**This link leads to an error page. --[[User:Steamfraiser|Steamfraiser]] 12:53, 29 May 2006 (PDT)


http://www.softimage.com/products/Mod/v4/
* <s>Day of Defeat: Source game configuration lost when refreshing SDK content.
* <s>Day of Defeat: Source game configuration lost when refreshing SDK content.
** Is this solved with the latest DoD:S Update? If not, run DoD:S and then try again. --[[User:King2500|King2500]] 14:05, 22 Nov 2005 (PST)
** Is this solved with the latest DoD:S Update? If not, run DoD:S and then try again. --[[User:King2500|King2500]] 14:05, 22 Nov 2005 (PST)
* No Configuration appears after running DoD:S.</s>
* No Configuration appears after running DoD:S.</s>
** <s>This can be fixed by extracting a new GameInfo.txt from the DOD:S GCF file using nems [[GCFScape]] tool. --[[User:Skidz|Skidz]] 15:50, 23 Nov 2005 (PST)</s>
** <s>This can be fixed by extracting a new GameInfo.txt from the DOD:S GCF file using nem's [[GCFScape]] tool. --[[User:Skidz|Skidz]] 15:50, 23 Nov 2005 (PST)</s>
*** You should never have to manually extract files to fix a problem. Simply clicking "Reset Game Configuration" should fix this issue. If it doesn't, make sure you're actually running the SDK Beta instead of the standard SDK. You can check this by running Hammer and choosing About from the help menu. The version should be "4.1 SDK", and "4.0" is the non-Beta SDK. --[[User:JeffLane|JeffLane]] 10:12, 31 Dec 2005 (PST)
*** You should never have to manually extract files to fix a problem. Simply clicking "Reset Game Configuration" should fix this issue. If it doesn't, make sure you're actually running the SDK Beta instead of the standard SDK. You can check this by running Hammer and choosing About from the help menu. The version should be "4.1 SDK", and "4.0" is the non-Beta SDK. --[[User:JeffLane|JeffLane]] 10:12, 31 Dec 2005 (PST)


Line 39: Line 76:
** Please look above for a fix.</s>
** Please look above for a fix.</s>


* I get the 'copying files' dialog briefly everytime I launch the SDK
* <s>I get the 'copying files' dialog briefly every time I launch the SDK</s>
: Fixed with today's update. --[[User:David Speyrer|David Speyrer]] 19:42, 16 Jan 2006 (PST)


* It still uses the old Steam skin!
* It still uses the old Steam skin!
** The Beta doesn't use the new Steam skin, maybe Valve will give the SDK the new skin but i think as long as the SDK works it isn't really necessary to have a new skin, indead it's looking better with it.
** The Beta doesn't use the new Steam skin, maybe Valve will give the SDK the new skin but i think as long as the SDK works it isn't really necessary to have a new skin, indeed it's looking better with it.


* delay in changing "current game" of 6 seconds
* delay in changing "current game" of 6 seconds


* Clicking on close while copying source code will crash the launcher, but the copy will complete even once the launcher has been cleared from the applaction list in task manager
* Clicking on close while copying source code will crash the launcher, but the copy will complete even once the launcher has been cleared from the application list in task manager


* It is possible to launch the Source SDK several times. In addition you can start hammer several times too.
* It is possible to launch the Source SDK several times. In addition you can start hammer several times too.


* After launching beta SDK no game confugirations appear at all. Refreshing Content and fallback to non-beta SDK doesn't work.
* After launching beta SDK no game configurations appear at all. Refreshing Content and fall back to non-beta SDK doesn't work.
 
= Hammer Editor =
Put bugs having to do with the Hammer level editor under one of these categories.


* On map load, or new map start, hammer shuts down automatically; there is no warning or error notice.
* The SDK launcher/something has reset my GameConfig file at least 3 times in the past fortnight, by itself and without me asking it to. --[[User:Giles|Giles]] 03:08, 30 May 2006 (PDT)
: Does this happen with the Beta SDK, or when running the non-Beta version of Hammer? --[[User:JeffLane|JeffLane]] 14:15, 9 Jan 2006 (PST)
* Source SDK gets stuck in copying files, please wait.... , mail me an answer (dunanjay@gmail.com)


* I tried loading a large vmf file (5.51 mb) onto Hammer, which loaded quite well in versions before this beta, and the program crashed with a non-specific windows error saying "hammer.exe has generated errors and will be closed by Windows." --[[User:Jojoboy|Jojoboy]]
* The SDK Launcher crashes when I try to launch it. -AnthonyCSS
:^^^ Same issue here: SDK will not start at all. ([[Talk:Loading_problem|details]], under "More information"). --[[User:Terminator484|Terminator484]] 16:27, 12 Feb 2008 (PST)


* When you enter an invalid wall width (ie 0.5) in the arch creation dialog, you get into an infinite series of "please enter an integer value" dialogs.
* GameConfig.txt is empty for engine's old versions, you have to manually edit it to make it work.


* <s>I don't know if it's a beta-specific bug, but if you enter a negative value for the wall width of an arch (ie -64), it creates it inverted.. i mean that we see the 'interior' faces of the arch while being outside of it. --[[User:NykO18|NykO18]] 03:18, 27 Dec 2005 (PST)</s>
= Hammer Editor =
 
== General Hammer issues ==
* Width length height values in the status bar are weird in vertex tool when there is no selection box&mdash;'''[[User:Ts2do|ts2do]]'''
* Clip mode acts funky when a grip for the clip line is held down with the mouse button while enter is pushed&mdash;'''[[User:Ts2do|ts2do]]'''
* <s>After creating an arch, or cylinder in hammer, when you resize it, some faces are deleted.
** In fact, it happens when you try to double the size (or more) of a complex brush (arch, cylinder, spike) If you have a 32x32 cylinder and want to make it 64x64 you will need to resize it to 48x48 (for example) and then 64x64.. it happens with the skew tool too. This bug makes the brush becoming 'inverted'.. (we can't see external faces anymore but we see 'internal' ones) --[[User:NykO18|NykO18]] 11:20, 18 Dec 2005 (PST)</s>
 
* <s>When making a Counter-Strike: Source map, placing an info_player_terrorist, then changing it to an info_player_counterterrorist in the entity properties window causes Hammer to crash when the change is applied.--[[User:DrBob|DrBob]] 04:34, 4 Dec 2005 (PST)
** This is probably actually because it's loading up a humanoid model.--[[User:DrBob|DrBob]] 04:37, 4 Dec 2005 (PST)
** I can't even place a info_player_counterterrorist... it crashes hammer every time.--[[User:Fain|Fain]] 1:30, 20 Dec 2005 (EST)
** Try opening your cstrike.fgd and edit the line
@PointClass base(Angles) studio("models/player/urban.mdl") = info_player_counterterrorist
to
@PointClass base(Angles) studio("models/player/terror.mdl") = info_player_counterterrorist
That is if your info_player_terrorist works..</s>
: This should be fixed by the humanoid model fix.--[[User:David Speyrer|David Speyrer]] 11:42, 10 Jan 2006 (PST)
 
* <s>On a dual monitor setup, sometimes, after use for a couple of hours, the mouse disappears on the secondary monitor, however, you can still select things etc, you just can't see the cursor.
** I haven't seen this on my own dual-head system, but I usually run the main Hammer window on the primary display. I'll try it on the secondary this evening when I get back to mapping, to see if the bug's reproducible. &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 04:48, 28 Nov 2005 (PST)
** Please clarify: Is Hammer running on the secondary monitor, or the primary monitor in your dual monitor setup? And which video card and driver version? --[[User:JeffLane|JeffLane]] 10:26, 31 Dec 2005 (PST)</s>
:This should be fixed with the model browser fixes. --[[User:JeffLane|JeffLane]] 14:15, 9 Jan 2006 (PST)
 
* Windows Error reporter whining about hammer when closing hammer (this happened after the "cursor lost in model browser"-bug, not sure about this two bugs may be in conjunction?).
 
* <s>Creating a sphere with 32 faces in a new and empty map will result in the fatal error "BlockArray< ?, 6, 43 > - too many blocks needed." and hammer shutting down. No problem with 8 or 16 faces.
**Yes, 32 faces is helpful, but even moreso is the dimensions of the bounding box of the sphere you want to make. You cannot expect to make small spheres with many faces there will be a point when too many faces to fit in a small sphere.
:: Workaround: Construct bezier spheres or use displacements.</s>
 
* <s>Hammer refuses to remove custom configurations. It'll do it, but they continue to appear (and be used) at each Hammer restart. It's not related to the "fgd being in another folder" problem--[[User:Furyo|Furyo]] 06:24, 25 Nov 2005 (PST)</s>
 
* When you have a group selected, and you try to carve, Hammer freezes.
:: Workaround: Don't carve.
 
* <s>On map load, the viewports aren't drawn. I'm using an independent window configuration. It's hard to tell when large maps are finished loading because of this.</s>
 
* <s>Using SHIFT to invert override rotating objects in 15 degree rotations is non-functional.
:: Workaround: Use the Transformation Dialog (Ctrl-M)
:: Workaround 2: hold ALT when rotating.</s>
 
* Displacement Alphas in hammer when compiled appear inverted in-game. Such as using sand with sand/rocks as the alpha. If you have it setup in hammer one way when you compile and play it will invert the alpha. Additional notes are that this bug occurred even without the new sdk beta and therefore is a bug that I hope is fixed soon. Thanks --[[User:RomeoGuy|RomeoGuy]] 16:57, 23 Nov 2005 (PST)
** I have not got this problem. All alphas work fine.
::Workaround: Invert Alpha before compile, but is tedious.
 
* <s>Some of the models are being rendered incorrectly by hammer. Most notably are any humanoid NPC models. You can view them in the model browser but if it attempted to be loaded into hammer itself results in crash. This therefore causes any old map with a messed up model to crash. Interesting though is that some of the messed up models load fine. One of the combine electric gate models had screwed up model while the other did not yet the whole prefab loaded properly into hammer without issue. (And just to be specific on model issues. If I look in model broswer for example with NPC models it will draw a like blobish looking thing where it appears triangles are not in the right spot but are all over the place from seeing how the texture on the model is all stretched extremely). I currently know of no workaround although the new update to the beta sdk severly cleared up the npc models so they have only a couple odd triangles, they still will not load in hammer without crash. -RomeoJGuy
**(related to RomeoJGuy's comment)Most models aren't rendering in Hammer and I can't browse for models from Hammer's interface. - BRN</s>
 
* <s>Some people are complaining about losing their cursor, unfortunatly no more information than that.
: Cursor is lost in the model viewer when accidentally dragging an object in the list.
: Cursor is lost over the model viewer after clicking in the filter text-box.
::After that, the cursor wont show up in the 2d views of hammer, or in the model viewer (re opening modelviewer wont help)
: Workaround: Restart Hammer.
: Workaround 2: Try and drag a model name (using the invisible cursor) onto the filter text box (don't let go) until a menu pops up.
: I noticed that for me I only get this issue not from using the textbox, but if I hit the arrow next to the textbox for I guess a dropdown box but it never appears when you click it.</s>
 
* Selection of a Displacement only considers the original box it was made from
 
* <s>Hammer crashes when loading some maps created from non-beta hammer
** Specifically, Hammer crashes when I try to load sdk_d3_c17_13.vmf, a sample file that is distributed with the SDK.
** I've found that by removing any prop_ragdoll entities that my pre-beta map loads fine. I tried doing this to sdk_d3_c17_13, but it didnt work, so there are probably other entities that have the same problem.
***Possible explination for this is the readonly keyvalues (Possibly)&mdash;'''[[User:Ts2do|ts2do]]'''&nbsp;<sup>([[User talk:Ts2do|Talk]]&nbsp;|&nbsp;[mailto:tsdodo@gmail.com @])</sup> 20:33, 9 Dec 2005 (PST)</s>
 
* Cursors don't always do what they're representing i.e. a drag cursor appears over a button or a text box.
** Cursors appear to not update properly when they're hovered from one object type to another. i.e., When a brush is selected, and the Object Properties dialog overlaps the selected brush; if the user moves the icon over the Object Properties dialog, the cursor is still a 4-way arrow.
 
* <s>Flipping displacements does not work. Horizontal flips don't even appear to do anything if the displacement is square. However, the texture is always affected, even if the brush isn't. (Curiously, a vertical flip followed by 180degree rotation is equivalent to doing nothing).
** This happens with normal brushes too.--[[User:Mendasp|Mendasp]] 06:59, 27 Nov 2005 (PST)</s>
 
* <s>'''Face Edit Tool:''' Changing the texture alignment of a face between World and Face will reset the texture shifts to zero.</s>
 
* <s>Help > Help Topics still links to pre-wiki redirect page.</s>
 
* <s>Dragging a side's midpoint with the Vertex tool will ignore Snap-To-Grid.</s>
 
* <s>The default halflife2.fgd reports the model for the ar2's ammo boxes incorrectly.  This was tolerable when they showed up as small little red boxes, but now they're ginormous ERROR signs.
** Workaround: Use community .fgds, or fix the .fgd by yourself.
** This is a bug and will be fixed. --[[User:JeffLane|JeffLane]] 10:26, 31 Dec 2005 (PST)</s>
 
* Brush creation manipulation box isn't cleared after a new brush has been creation, yet the handles aren't usable. If you try to use them, it starts drawing a new brush.
 
* <s>Viewports randomly disappear, drawn black, only 1 of 4 is working(wireframe)or even only one is displayed after loading a autosaved map or serval other maps .Sometimes the cursor is invisible when moving it over some view ports(2d view ports).</s>
 
* <s>Often crashes when trying to choose a "world model" for a "prop_static" entity
** Don´t happens allways but after working a bit in hammer it crashes(about 4 times for me)
*** This bug has been listed many times. Its due to models that have degenerate triangles. When you are choosing the model the model you pick probably has some defomrities in it. Like the npc's in the model viewer bugs section.</s>
: Should be fixed by the humanoid model fix.--[[User:David Speyrer|David Speyrer]] 11:51, 10 Jan 2006 (PST)
 
* <s>Sprite browser does not show previews of sprites anymore.</s>
 
* <s>The model render distance can´t be changed.Hammer ignores the settings its always the same no matter if 1 or 10000</s>
 
* When vertices are coincident, Hammer is no longer prompting to combine the vertices. When left coincident and brush is put in Vertex edit mode again, this error displays: "Edge with both face id's already filled, skipping..." --[[User:Spektre1|Spektre1]] 10:42, 25 Nov 2005 (PST)
** Note: This occurred on a brush that was 1 unit wide. It seems to function normally on wider brushes. --[[User:Spektre1|Spektre1]] 10:46, 25 Nov 2005 (PST)
 
* <s>Rotating brushes (or groups of brushes) causes their faces to lose all texture alignment information (i.e. it's all reset to zero). --[[User:Johnsto|johnsto]] 08:34, 26 Nov 2005 (PST)</s>
 
* <s>When scaling brushes, the 'X' at the centre is not drawn (it's surprisingly handy to have it there so you know where the new centre is going to be!) --[[User:Johnsto|johnsto]] 08:39, 26 Nov 2005 (PST)</s>
 
* <s>Shearing brushes is using a weird scale. Sometimes small movement of the mouse shears by a lot, and othertimes the mouse needs to be dragged across the entire screen to shear by only a couple of units. --[[User:Johnsto|johnsto]] 09:16, 26 Nov 2005 (PST)</s>
 
* if u change the name of the file, the search path is changed, but not the place where they are
: Please clarify. --[[User:JeffLane|JeffLane]] 14:15, 9 Jan 2006 (PST)
 
* model chooser is very slow at responding and takes a while to load
 
* <s>Creating an arch (mine was size 704x356, 180 degrees, wall thickness was 400 (full)) causes invalid solids when you save and reload the map.  Also, the front faces of the solids are not drawn (probably due to the invalid solid part) even before saving.  I tried this with 32, 64, and 128 face arches, all had the error.  Also happened on a 3072x2048 arch, 180 degrees, 3072 wall thickness.  Also, vertices end up half-way across the map when an arch is Clipped.  --[[User:Beans-v6|Beans-v6]] 15:06, 7 Dec 2005 (PST)</s>
: Not an SDK Beta bug.
 
* <s>Using the skew tool (or whatever it is called, the third option when selecting a brush, just after rotation but before resizing) causes the brush to be invalid, and moves the end of the brush much too fast.  Also, it needs to snap to the grid.  --[[User:Beans-v6|Beans-v6]] 15:06, 7 Dec 2005 (PST)</s>
 
* When scaling objects the texture is not scaled along anymore (ie creating 3d skyboxes)
: Was this with Scaling Texture Lock enabled? --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
 
* <s>It's not a beta-specific bug, but try to parent an object to itself, click on "Ok" and hammer crashes (maybe a less violent solution ?) It happens also if you do this : give an entity the name "thing" and validate. Then change its name, parent it with "thing" and validate. Hammer crashes. --[[User:NykO18|NykO18]] 11:20, 18 Dec 2005 (PST)</s>
** Could not reproduce. Which entity were you using? --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
*** I don't remember what I was doing, but I know that it was happening with a lot of entities.. but after some retries, I could not reproduce the bug neither since the last update. Maybe that it was fixed involuntarily. --[[User:NykO18|NykO18]] 11:18, 10 Jan 2006 (PST)
 
* <s>Hammer has trouble finding problems in FGDs.  It used to throw unterminated-string, unexpected-character, etc., but now it seems to stop on an erroneous line and use as much processing power as available trying to figure that line out.  Workaround:  don't screw up when editing FGDs. --[[User:Raeven0|Raeven0]]</s>
 
* Moving a vertex with the vertex tool while holding Control or Shift will constrain the vertex along an axis of the Origin, rather than along an axis based on the vertex's original location, making this feature very unresponsive.
 
* Something scary about the animations of props.. try this manipulation : Create a prop_dynamic and select a model that is animated (like 'models/Combine_Dropship_Container.mdl') then make a copy (shift+drag & drop) of this prop_dynamic next to the first one.. (in order to see the problem) Now open up the properties of one of the two props and try to change it's default animation to something else than 'idle'.. And yes, this is magic, the second prop_dynamic just beside appear to follow the other one.. it's animation changes too. You can't create an opened Dropship Container and a closed one in the meantime.. (and it happens with all the models) --[[User:NykO18|NykO18]] 11:06, 29 Dec 2005 (PST)
** Not a bug. The model tab is only for preview, it does not change the entity itself. We should change the name of the tab and/or add some help text. --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
*** Ok, thanks for clarifying.. because as far as I can remember (Worldcraft 2.0) there was a way to change the animations in the model properties. Am I wrong ?
 
* <s>After doing some vertex manipulation, then saving and closing, Verticies on manipulated object messed up upon reload. Ex: three really closly spaced verticies (less than one unit) now where before there was one. Also, the "check for errors" does not appear to working correctly: after reloading the map, some solids were not loaded due to errors, when before closing the error check said no errors were found.</s>
: Existing issue. Not a Beta SDK bug. --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
 
* <s>Crashes with windows error report message when I try to load old .rmf files. Maybe this shouldn't be allowed?</s>
 
* I know we shouldn't use the Carve tool (and I'm not using it) but I was carving for a tutorial when a bug occurred. Try to carve a 128 units depth bloc with a 128 unit depth another bloc and the carved bloc will be resized to several times the size of the whole grid in Hammer.. like infinite. --[[User:NykO18|NykO18]] 09:45, 30 Dec 2005 (PST)
 
== Hammer 2D and 3D Views ==
 
* There is no special mouse cursor for creating brushes until you start dragging
 
* There is no special mouse cursor for applying overlays
 
* 'Textures' screen element does not close after use, even if it was closed beforehand. Would be a useful fix for people who use only hotkeys and don't have any buttons on-screen unless needed.
: Please clarify how you expect this to function. --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
 
* <code>[[move_rope]]</code> is created with a bad '''Position Interpolator''' setting (0 should be 2), and setting it to anything higher than 2 causes Hammer to crash.
 
* Pasting or manipulating light_spot entities turns the light cones green. properties remain the same.
: workaround: restart hammer.
 
* Rotating models does not go smoothly anymore, it now is like having shift pressed when rotation. The old way allowed for much more freedom.
:Workaround: Hold ALT while rotating.
: Or hold SHIFT :D
 
* The rotation handles on brushes are open circles instead of solid.
 
* The camera handles when using the camera tool are open circles instead of solid.
 
* Overlays are not rendering correctly in the 3D views.
 
* <s>3D view FPS meter not functioning correctly.
** 2d/3d views are now rendered on demand meaning they are only rendered when you are doing something in them (moving the 3d view around, etc) and therefore the fps meter will show as though it is not functioning
** This really needs to be fixed, its irritating when you're placing props that are animated and you have to move the camera to make the move :S</s>
 
* Textures are stretched in 3d view when scaling an object, and then retain original scales when brush is set to desired size.
** It would make a lot more sense if the 3D scaling preview only happened if <tl> is on. Otherwise it's showing a change that won't actually occur.
: <s>This is a new feature, it will appear like that when the texture scaling lock is off, it's the button with <tl> on it. When on, it will not retain the original scales.</s>
:: It would be handy if the texture showed actual results instead of stretching, speeding things up.
 
* <s>Brush skewing ignores Snap-to-grid.</s>
 
* 3D Textured Shaded view doesn't always shade, client dependent.
: Could be GFX related, my card is a 9100 and only PS 1.4 (DX81) compatible.
 
* <s>'Animate models' in 3D view doesn't work fully - it only advances frames when the viewport updates (moving the camera, etc). However, Hammer is ''so'' much more processor-efficient this way...
** See above regarding fps meter, although it would be nice to have the model animated if it was selected.</s>
 
* <s>Vertices on non-selected brushes are hidden, making vertex manipulation difficult. (bug?)</s>
 
* You can't select wireframe'd props/actors in 2D views by clicking. You've got to drag a selection box or select the ent's bbox (which isn't drawn!).
** workaround: you can do it by clicking the centre handle
 
* When the texture applicaton tool is open, when you use the right click method to apply textures, it seems to break movement in the 3D view with ASDW. ASDW movement functions again once you click back in a 2D view.
** It fixes for me when I undo as well.
** Happens for me when I have the window open at all. No clicking required!
: Not a Beta SDK bug. This occurs when the Texture Application window is over the center of the 3D view. Workaround: Move the Texture Application view to the side before applying any textures. --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
 
* <s>2D views loaded black, and wouldn't draw until I changed them to 3D view, and back to a 2D window. I'm using an independent window configuration. --[[User:Spektre1|Spektre1]] 14:50, 26 Nov 2005 (PST)
** I've had this happen each time I close Hammer improperly and I tell it to load the last saved file. --[[User:RabidMonkey|RabidMonkey]] 01:33, 27 Nov 2005 (PST)</s>
 
* While drawing a brush in the 2D-View, and clicking accidentally outside the brush, the whole former brush disappears.
:Could be fixed through decreasing sensivity of new brush drawing.
 
* <s>When clicking in a 2D view to draw a new brush or a selection box, the 'first corner' of the box you are drawing don't snap to grid. </s>
 
* <s>Overlays cannot be manipulated by the white corners in the 3D view.  The overlay skews wildly.  This is true on regular geometry and displacements.
**Seems normal to me... --[[user:TomEdwards|TomEdwards]] 02:07, 6 Jan 2006 (PST)</s>
 
* <s>You can no longer click in one of the 2D views to specify X/Y coordinates, then click a separate 2D view to specify the remaining X/Z or Y/Z coordinate whilst keeping the Y or X coordinate from the first click. (I would commonly click in the top view to get the X/Y right, then a side view to correct the Z, but this doesn't work properly anymore). --[[User:Johnsto|johnsto]] 00:35, 30 Nov 2005 (PST)</s>
 
* In morph mode I can't use directional arrows to move in 2d wievports. It's a bit annoying to use sliders every time when I want to carefully manipulate bigger brushes.
 
* Can not compile maps. A Windows error occurs stating "Microsoft Visual C++ Runtime Library Runtime Error! Program: d:\steam\steamapps\syphon@shaw.ca\sourcesdk\bin\vbsp.exe R6025 - pure virtual function call" The issue occurs with both the beta and original versions of Hammer on a FRESH install of Windows.
 
* Get "Edge with both ID's already filled, skipping..." after combining vertexs and selecting another brush to vertex. Noticed that some faces were missing, too. Wasn't in a way that it was an invalid brush.
 
* 2D views do not have their labels displayed unless you mouseover where the label should be. This will confuse people who don't know what orientation each port is showing.
 
* <s>Grouping Objects while 'ig' (Ignore groups) is on fails to group the selected objects.</s>
: Not reproducible. The objects are grouped, but you can't select them as a group until Ignore Groups is disabled. --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
 
* <s>Models in the 3D view are rendered only when it's very close to the camera. Else it's a big yellow box. Very distrubing when you have multiple, big models in your map.
**Go to "Tools > Options > 3D views" and increase the model render distance</s>
 
* <s>Turning on/off the 3D grid has no effect until the 2D Grid is shown/unshown.</s>
 
* After not being active some time, reopening hammer made all textures purple-black checkboard and there were also no models. After trying to close and reopen map, hammer crashed.
: Is this a chronic issue, or did it only occur once? --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST)
 
== Hammer VGUI Model Browser ==
 
* Model viewer currently loads it's GUI incorrectly the first time; on close and re-open, it functions as expected.
** Resizing the window also fixes this.
 
[[Image:Hammer_beta_preview_model_error.jpg|200px|Owie..]]
* <s>Error encountered with all human models in the browser, using a NVIDIA GeForce 4 MX 440 (DX7).
* Error duplicated with all human models, using an ATI Radeon 9600 (DX version unsure, likely 8 or 9).
* Error duplicated as well with human models, and a selection of other models such as one of the combine electric gate models. I am using an NVidia GeForce FX Go5700, DX 8.1 (This problem here also results in hammer crashing if it tries to load the problem models into hammer itself. Only the electric gate model has loaded successfully.)
** Cannot duplicate with a geforce 6800GT newest drivers.</s>
: Should be fixed with today's update. --[[User:JeffLane|JeffLane]] 15:26, 9 Jan 2006 (PST)
 
* Choppy performance.
** using the search, results in a hangup for short time and it takes long to see what you wrote
 
* Rotating the model will reset view translations.
 
* <s>Cursor randomly disappears.
** Error duplicated. Restart Hammer to fix.
** This bug seems to occur when Hammer loses focus.
** Affects 2D views as well, but is not caused by them.</s>
 
* Filter text input slow.
** Suggestion: Put a .1-.3 second delay on filtering, before the program parses the text, so the user can finish inputing a string before it searches. (Or a search button that also is pressed when Enter is hit.)
** Yes because in fact, if you type 'rock' in the filter, it will first search all models containing the letter 'r', and sometimes it takes a really.. really long time...
 
* The model browser should remember the state it was previously in when reopened; i.e., remember what folder was previously selected.
 
* The 3D crosshair model, for things like the move_ropes, is so tiny it's really difficult to select in the 3D view. It would be a good idea to fatten the model up a bit, so it's easier to select.
 
* Suggestion: Add a field that indicates if model is a static prop or a physics model or a detail model.
 
* Suggestion: Allow user to toggle model skin in viewer.
 
* Suggestion: Allow switching between old model browser and new model browser.
 
* The model browser isn't loading. Don't know if it's related to the "SteamAppID 211" problem that has been report by others.
: Please clarify. Does Hammer crash, or does the model broswer actually just take a long time to appear? --[[User:JeffLane|JeffLane]] 15:26, 9 Jan 2006 (PST)
 
* All model folders are empty except for the starting folder.
: Was the filter control empty? --[[User:JeffLane|JeffLane]] 15:26, 9 Jan 2006 (PST)
 
* We cannot browse models located directly in the "models" folder anymore. The 'root' directory isn't accessible (got All .MDLs instead of the root where all the NPCs are located) --[[User:NykO18|NykO18]] 09:48, 29 Dec 2005 (PST)
** This is a feature request, not a bug. --[[User:JeffLane|JeffLane]] 15:26, 9 Jan 2006 (PST)
*** Hum.. this is more like a needed feature that was present in the non-beta sdk and which was deleted.
 
* When it can't find a model, it doesn't even bother to load an error model or something else. But it just crashes.
 
* 3d and 2d views begin to flicker black and flicker graphics messups (like polygons stretching to edges of screens, or certain wall s becoming invisible.  this gets gradually worse as time goes on, restarting hammer fixes temporarily.  I think this isn't only a beta thing, it may just be me, but hammer worked fine for 6 or 7 months before doing this.
 
== Hammer Autovisgroups ==
 
* <s>Impossible to put a brush or an entity in a non-specific autovisgroup, like a brush in a group you hide often (func_details) --[[User:NykO18|NykO18]] 11:21, 18 Dec 2005 (PST)
: Could you please elaborate on this bug report?  It seems that your are requesting the ability to change object membership in autovisgroups.  Is this the case? --[[User:JasonDeakins|JasonDeakins]] 16:38, 2 Dec 2005 (PST)
:: I believe the user means that the ability to create an autovisgroup for a specific brush entity type is missing (for instance, a "func_detail" autovisgroup where new func_details would be added to automatically).  I'm not sure, however.  --[[User:Beans-v6|Beans-v6]] 15:06, 7 Dec 2005 (PST)
::: Well, I was trying to say that it's impossible to put a func_illusionary in the "detail geometry" auto-visgroup to make it disappear with the detail geometry (for example). It's a thing I was used to do when I wanted to see the map as BSP is seeing it. --[[User:NykO18|NykO18]] 11:21, 18 Dec 2005 (PST)</s>
::::This is by design. These are automatically generated visgroup. You can make your own user visgroup for this purpose. --[[User:JeffLane|JeffLane]] 15:26, 9 Jan 2006 (PST)
 
* Creating a brush with the NODRAW texture selected, then changing the textures, causes the brush to still be listed in the Nodraw autovisgroup. --[[User:Beans-v6|Beans-v6]] 15:06, 7 Dec 2005 (PST)
 
== Hammer Autosave ==
 
* Hammer tries to save to removable media, when it’s read only, same with read only folder rights. (This might not be a good idea for those working on source mods as final projects at Universities, or schools)
 
* <s>After reopening Hammer after a crash and it prompting to load the last save, the map loaded correctly but no 2D views were rendered</s>
 
* Not really a bug, but the use of autosave should be optional...
: Change 'number of map iterations to save' to zero. Could certainly be a little clearer! --[[user:TomEdwards|TomEdwards]] 09:50, 5 Dec 2005 (PST)
 
 
== Hammer - Misc ==
* A possible way to change the texture quality in the 3D view would be oh so nice.
** Thats done by mip-maps ingame... or make the texture
*** -quality  before converting it into a vtf
*** I also desperately need a way to change the texture quality in Hammer.  DX7 puts normal Hammer textures to high quality, but beta Hammer textures to low quality, and that is far too low for me to align accurately, as well as making identifying entities by looks impossible.
 
* Would it be possible to have the default texture (selected when Hammer is started) as nodraw? It would encourage better mapping.--[[User:DrBob|DrBob]] 04:37, 4 Dec 2005 (PST)
 
* Could you make it easier to import something from Hammer into 3DS Max? For example, the only way at the moment is to export to .DXF, and that generally loses information. Perhaps an export to .Max, or an importer plugin for Max?
** Workaround: XSI has a great map import feature. You could base a plugin off that or possibly import to XSI then save your file and import it into MAX.--[[User:Skidz|Skidz]] 15:55, 23 Nov 2005 (PST)
 
* Nothing has yet been said for when we are going to see a lighting preview option, but could you perhaps add the option to change the lighting in the shaded 3d view? So we can change it like in the model viewer and get a general idea of how certain types of lighting will look like ingame.
 
* <s>Hammer reports error including file: base.fgd in a custom .FGD file that works fine in non-beta mode.  Include line is simply @include "base.fgd". -[[User:Nailed|Nailed]] 17:31, 23 Nov 2005 (PST)
** If you put your custom FGD directly into the SourceSDK/bin folder it will work.--[[User:Skidz|Skidz]] 22:17, 23 Nov 2005 (PST)
***This won't cut the cheese for mods that include fgds in them&mdash;'''[[User:Ts2do|ts2do]]'''&nbsp;<sup>([[User talk:Ts2do|Talk]]&nbsp;|&nbsp;[mailto:tsdodo@gmail.com @])</sup> 23:15, 23 Nov 2005 (PST)
**** Definitely not, I would like to see a fix to this. Please :D</s>
 
* After using Source SDK then restarting steam, DoD:Source, HL2, and HL2:Deathmatch update at 233 bytes and source sdk updates at 70% at a rate of 70 kb/s
** You need to run Steam with the -beta sdk option every time you start it, otherwise Steam has to re-download the non-beta version.  --[[User:Nailed|Nailed]] 23:38, 24 Nov 2005 (PST)
***I always run it with -beta sdk..but it keeps doing it
**** If you have steam to load with windows, you will also have to edit the reg key ''HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Run'' to look like ''"d:\program files\valve\steam\steam.exe" -silent -beta sdk''
 
* <s>Overlays display correctly in Hammer but, if they've been scaled, they'll be the unscaled size in game.</s>


* Suggestion: After using Maya and other 3D-applications, it would be great to see a Hotkey-feature in Hammer! For example, map the Textures-window to M , Block-tool to B instead of Shift+B, etc etc. Hotkeys gives a much better workflow.
''Main article: [[Source SDK Bugs/Hammer bugs]]''
** The hotkeys there already are fine (Shift-A for surface props, Shift-B for brushes, Shift-C for camera and so on), and I don't see a reason to change them, especially since so many of us use them and have them engraved into our heads now! What additional hotkeys are you thinking of? --[[User:Johnsto|johnsto]] 02:02, 4 Dec 2005 (PST)
*** Thinking of being able to remap the current hotkeys for your likings, and add more hotkeys for things like the Texture Browser. Even hotkeys for Rotate 15 degrees, Scale +-0.1, etc etc. But this is just an industrial injury of me using Maya too much. --[[User:Zyndrome|Zyndrome]] 18:44, 4 Dec 2005 (PST)


= FacePoser =
= FacePoser =
* <s>Wireframe view is currently not functioning correctly (purple and black checkerboard texture).</s>


* Options -> Make Screenshot fails to create a screenshot.
* Options -> Make Screenshot fails to create a screenshot.
Line 388: Line 113:


* The gesture_updown and gesture_rightleft flexes appear to do nothing.
* The gesture_updown and gesture_rightleft flexes appear to do nothing.
* On Windows Vista the Phoneme Extractor always returns "Last Extraction Result: An Error occurred during extraction" (If anyone knows how to solve this problem please tell me)
-> This is happening for me too but I'm on xp...
-> Happening on Win7 (mdipaola)


= Model Viewer =
= Model Viewer =
* <s>Wireframe view is currently not functioning correctly (purple and black checkerboard texture).</s>
* The gesture_updown and gesture_rightleft flexes appear to do nothing.
* The gesture_updown and gesture_rightleft flexes appear to do nothing.
 
On Windows Vista the Phoneme Extractor always returns "Last Extraction Result: An Error occurred during extraction" (If anyone knows how to solve this problem please tell me)
* <s>Error encountered with all human models in the browser, using a NVIDIA GeForce 4 MX 440 (DX7). (Identical to error encountered with Hammer VGUI Model Viewer)</s>
-> This is happening for me too but I'm on xp...


= Compile tools and other SDK tools =
= Compile tools and other SDK tools =
Put bugs with the compile tools (vbsp.exe, vvis.exe, vrad.exe, studiomdl.exe, bspzip.exe etc.) under here.
Put bugs with the compile tools (vbsp.exe, vvis.exe, vrad.exe, studiomdl.exe, bspzip.exe etc.) under here.


* Hammer compiles Xbox map information. Why? How do we disable this?
* Possible bug which I can't recreate.  Sometimes when I have a map compile launch the game after it's done, it instead launches a second copy of an application.  I'll notice a second copy of FacePoser for example in my toolbar.  I don't know for sure it's really doing this (maybe me half asleep), but it does seem to be occurring once in a while.  Anyone else?  --[[User:Holtt|Holtt]] 01:50, 20 Jan 2006 (PST)
* <s>When compiling finished, getting error. ''Unable to load C:\<SteamFolder>\counter-strike souce\bin\filesystem_steam.dll''</s>
 
** <s>Make sure you run CS:Source at least once before you compile to make sure you have the latest updates.</s>
* <s>Hammer compiles Xbox map information. Why? How do we disable this?</s>
*** <s>Works now! Thanks --[[User:CPhighwind|CPhighwind]] 06:52, 23 Nov 2005 (PST)</s>
: Fixed by today's update.--[[User:David Speyrer|David Speyrer]] 19:56, 16 Jan 2006 (PST)


* vvis.exe doesn't run. Getting the ''Sorry for the inconvenience'' crash message
* vvis.exe doesn't run. Getting the ''Sorry for the inconvenience'' crash message


* <s>Compiling with batch files does not work, Popup window with can't find steam.dll error when starting at vvis.exe. Also a Filesystem_steam.dll missing.
* vrad.exe doesn't run. Getting the ''Sorry for the inconvenience'' crash message --[[User:Plaguebearer|Plaguebearer]] 13:47, 11 Sep 2006 (CST)
** Batch files are necessary for the larger modding projects. It's really necessary to be able to setup a batch file to process several maps overnight, so you can do nightly builds.</s>
** I've tried reinstalling steam from scratch, and reinstalled XP from scratch... no luck, still get the grey window of dooooom
 
*vrad.exe crashes when I try to compile any map, on any platform (hl2, cs, hl2dm), even a hollow box with a info_player_start, and vrad.exe starts to complain about Kernel32.dll. I think it was an access violation or something like that. Running on Windows XP. If it helps tracking down the bug, I used to run SourceSDK/Source on last July´s updates until this year thanks to no access to internet. After updating the whole thing around this new year, vrad stopped working immediately.
 
* vrad.exe crashes when I run it. I don't know if this is related to beta SDK or not, the map I ran it on is huge 30720 in. * 30720 in. * 20480 in. (x,y,z).
: I ran vrad.exe on a smaller map 4097 in. 4097 in. 844 in. (x,y,z) and it ran perfectly (The smaller map is about 5x as complex then the bigger one).


* The compile tools don't close when you stop the Hammer.exe process.
* The compile tools don't close when you stop the Hammer.exe process.
Line 417: Line 149:


* I have a large map with a lot of displacements, previous to the Beta SDK I managed to get my map to 16mb (down from 27Mb) by removing some, after the Beta SDK compile with no changes my Linux specific data is over 400% and my map is now 37Mb. Computer 3.2Ghz P4B, 200GB Sata, 1GB DDR-400, FX5900 128MB AGP, XP Pro SP2. Many thanks
* I have a large map with a lot of displacements, previous to the Beta SDK I managed to get my map to 16mb (down from 27Mb) by removing some, after the Beta SDK compile with no changes my Linux specific data is over 400% and my map is now 37Mb. Computer 3.2Ghz P4B, 200GB Sata, 1GB DDR-400, FX5900 128MB AGP, XP Pro SP2. Many thanks
** If you are working on a singleplayer map then you can compile with -nolinuxdata. This stops the Compile tools from storing the needed data for linux servers. Therefore if you are making a multiplayer map you cannot omit this data as then linux servers will not be able to run your map correctly.
** If you are working on a singleplayer map then you can compile with -nolinuxdata. This stops the Compile tools from storing the needed data for Linux servers. Therefore if you are making a multiplayer map you cannot omit this data as then Linux servers will not be able to run your map correctly.
*** Sadly its a multiplayer map, I just thought something might be wrong as I hadn't changed the map between compiles of the old and beta Hammer and its gone up over 20Mb
*** Sadly its a multiplayer map, I just thought something might be wrong as I hadn't changed the map between compiles of the old and beta Hammer and its gone up over 20Mb
**** Did you compile it with HDR support? That uses much dataspace. Right now only DoD:S and Lost Coast support HDR so for now you can deactivate the HDR option, if you activated it.
**** Did you compile it with HDR support? That uses much dataspace. Right now only DoD:S and Lost Coast support HDR so for now you can deactivate the HDR option, if you activated it.
***** No it was a fast compile on VIS and RAD with no HDR option.
***** No it was a fast compile on VIS and RAD with no HDR option.
****** I took the map over to one of my other PC's with the custom dod FGD setup and ran the vmf and the map is 10MB big, I have put all the files here [http://www.jamesdon.plus.com/dod/nonbeta.zip Non Beta Map], I have also put all the files from a compile on my main PC running the Beta SDK where the map is 37Mb, [http://www.jamesdon.plus.com/dod/betasdk.zip Beta Map], ive also put the compile txt files for the beta [http://www.jamesdon.plus.com/dod/assaultonfoyBETA.log here] and non beta [http://www.jamesdon.plus.com/dod/assaultonfoy.log here] if there is anything else I can do just ask. James
****** I took the map over to one of my other PC's with the custom dod FGD setup and ran the vmf and the map is 10MB big, I have put all the files here [http://www.jamesdon.plus.com/dod/nonbeta.zip Non Beta Map], I have also put all the files from a compile on my main PC running the Beta SDK where the map is 37Mb, [http://www.jamesdon.plus.com/dod/betasdk.zip Beta Map], I've also put the compile txt files for the beta [http://www.jamesdon.plus.com/dod/assaultonfoyBETA.log here] and non beta [http://www.jamesdon.plus.com/dod/assaultonfoy.log here] if there is anything else I can do just ask. James
 
*Valve please contact me for the source to CST [[cstvis]], I cant be assed at the moment supporting the tools any more, and would like to see my hard work put into the official stuff - amckern@yahoo.com +61 0417-650-440 (Mobile Phone only) --[[User:Amckern|Amckern]] 16:28, 23 Nov 2005 (PST)


*Valve please contact me for the source to CST [[cstvis]], I cant be assed at the moment supporting the tools any more, and would like to see my hard work put into the offical stuff - amckern@yahoo.com +61 0417-650-440 (Mobile Phone only) --[[User:Amckern|Amckern]] 16:28, 23 Nov 2005 (PST)
* '''Enable HDR support for HL2: Deathmatch and HL2 single player.'''


* First iteration of vrad.exe crashes (and locks up my entire system, only a reset solves it) when 90%+ done on buildvisleafs. Settings are fast vis & fast rad with hdr enabled. Anyone know which is rendered first hdr or ldr ?
* I had a similar problem with vrad producing illegal operations. It turned out to be some invalid solids that Hammer never caught. Oops. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 17:20, 30 Dec 2005 (PST)
** Hmm, have you tried running Normal everything?
** I spoke too soon. My brushes are perfectly valid, and when exported to a test map, compile correctly. But somehow, it's the combination of all of these brushes that crash vrad. I don't know why. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 11:45, 31 Dec 2005 (PST)
*** I ran it with normal vrad and it works, cheers.
** I get the same problem. I tried refreshing the SDK content and also tried completely re-installing the SDK, but neither worked.--[[User:Loco|Loco]] 03:43, 29 Mar 2006 (PST)


* HDR: I hope to see some updates for HL2: Deathmatch: env_tonemapcontroller is not in the code
* <s><code>build_sample_shaders</code> and <code>build_advanced_shaders</code> are both b0rked, it throws an exception with a missing steam.dll and when you put it in with the compileshaders.exe it will complain about no steam user info.</s>


* <s>Unnamed areaportals not linked to doors aren't working properly when compiling a MINERVA map - they're frequently closed when they should be open. I'm using the updated Half-Life 2 FGD, and there's a new 'Don't Change' portal version field which is set to 1 - any ideas what's going on? I'll prepare a test map shortly.
* When adding custom sounds to your map. they are unusable. you can add the files via bspzip or pakrat, and the map will run fine on local game, but when map is running on a server, it errors "Failed to load sound "example/example.wav", file probably missing from disk/repository"  --[[User:Wickit|Wickit]] 14:14, 1 Jan 2006 (PST)
** Ooer - just got an 'Engine Error: portalnum > numareaportals' followed by an application error. Ouch.
*** And, of course my test map works absolutely fine, but Metastasis 2 still crashes the game. Argh...
*** (Thought it was my fault, but it appears not - but I haven't managed to get it to occur in anything other than a Huge Map. The areaportals didn't seem to make all that much difference anyway, so I'm deleting them and optimising in more old-fashioned ways... &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 10:41, 27 Nov 2005 (PST))</s>
: Could not reproduce. --[[User:JeffLane|JeffLane]] 19:17, 9 Jan 2006 (PST)


* <s>Some sort of problem with RAD; I have a "no samples xxx" error. A single one in the map, and it's crashing RAD at the end, somewhere around here:
* The only way I could get custom sounds to work was using them with a custom env_soundscape. --[[User:Ultranewb]] 19:04, 16 Jan 2006 (EST)
<code>Build Patch/Sample Hash Table(s).....Done<0.0808 sec>
0...1...2...3...4...5...6...7...8...9...</code>
** Crash occurs on finallightfaces. Sometimes it results in a VRAD freeze, other times in a windows crash error. This appears to be related to func_detail brushes, as the mail list issue was resolved by removing a specific func_detail, This error occurs for me without the "no samples xxx" error. So far, I've been unable to pin it to a specific brush.
*** Compiling with no func_detail brushes is successful. Unsure if this is an error with the construction of a specific brush or vrad's handling of a specific brush --[[User:Purerage|Purerage]] 08:54, 29 Nov 2005 (PST)
****I've seen two others instances of this exact bug, one on IRC, and one in the mail list. --[[User:Spektre1|Spektre1]] 05:14, 29 Nov 2005 (PST)
*****After talking to Spektre1 yesterday, I can confirm this doesn't have to do with lightmaps (spektre1 thought it might). I found the func_detail brush concerned was a perfectly valid brush otherwise, and only began making vrad crash after I skewed it. Once "invalid" it can't be made valid again by skewing it back to its original shape. It has to be deleted and remade. Use cordon compiling to save lots of time!--[[User:Furyo|Furyo]] 05:05, 8 Dec 2005 (PST)
******No dice there.  I'm still receiving the error completely unrelated to all my func_details OR displacements (some people thought it could be a displacement error.)  I have absolutely zero clue how to fix this.--[[User:ElecHeadMatt|ElecHeadMatt]] 05:04, 9 Dec 2005 (EST)
*******Nevermind.  I fixed it.  It was a skewed rooftop brush.  The func_detail method still stands! --[[User:ElecHeadMatt|ElecHeadMatt]] 14:37, 9 Dec 2005 (PST)
****I have the same exact error ; but removing all the func_details (i tried hiding, deleting and making it world brushes) doesn't work.
*****I solved this problem by deleting brush entities that had been created by duplication of other ones.</s>


* I had a similar problem with vrad producing illegal operations. It turned out to be some invalid solids that Hammer never catched. Oops. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 17:20, 30 Dec 2005 (PST)
* Not directly a compile issue with hammer. Using the impulse 81 command to check the cubemap compiling in-game doesn't work. I get the error messages: "Error reading weapon data file for: weapon_cubemap". If i drop the gun i get infinite errors of: "Bad pstudiohdr in GetSequenceLinearMotion()!" --[[User:Olavenspire|Olavenspire]] 20 Jan 2006
** I spoke too soon. My brushes are perfectly valid, and when exported to a test map, compile correctly. But somehow, it's the combination of all of these brushes that crash vrad. I don't know why. --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 11:45, 31 Dec 2005 (PST)
 
* vrad.exe does nothing while compiling. it starts it then goes directly to copy file. I have uninstalled and reinstalled the sdk already The log says:
** Executing...
** Command: "bla\vrad.exe"
** Parameters:  -game "bla\hl2mp" "bla\mymap"
**
** Executing...
** Command: Copy File
 
 
*Windows Vista detects VVIS/VRAD as having stopped responding and forces you to close the application before the compile finishes.
** This is an annoying bug, I have no information at all about the compilation progress when it is detected as "Not Responding"--[[User:Gilly54|Gilly54]] 07:13, 12 Sep 2007 (PDT)#
***I can confirm this also happens with windows 7, very annoying
****I've found that simply not touching ANYTHING while compiling prevents this. I recommend having a book or something sitting nearby if you have a slow computer or a big map. [[User:HiveLordLusa|HiveLordLusa]] 04:55, 30 September 2012 (PDT)
 
*If you try to compile a map when Steam crashes unnoticed, vvis and vrad come up with an error of not finding Steam.dll and are skipped, but vbsp just freezes. --[[User:Quanta|Quanta]] 05:19, 2 Jun 2007 (PDT)
** EDIT: This seems to occur when you exit from a game, but hl2.exe doesn't terminate. If this happens, none of the processes running from steam (including steam itself) will terminate, even if the application was closed. --[[User:Quanta|Quanta]] 08:35, 16 Jun 2007 (PDT)
 
*The shader compiler when running fxc.exe with the directx SDKs that include directx 10 support require the /LD flag to be set among the other flags in order to compile shaders properly for directx9 --[[User:CheetahShrk|CheetahShrk]] 21 Jun 2007
 
*vrad.exe just crashes always. vrad crashes with the example prison map, with a minimalistic box map, with hammer 4.1, with batch compiling, no matter what. The compile log just stops when vrad should begin and any start of vrad gives a meaningless windows error message, vaguely pointing towards vrad.dll . reinstalling does nothing --[[User:Ollj|Ollj]] 12:04, 1 Jul 2007 (PDT)


* <s>I have edit a map and created a leak somewhere, my problem is that Hammer has not generated a point file, have I missed something on a replacment to the point file replacment or is this a bug?
*Hammer doesn't save (new) custom compile configurations. For example: When creating a custom compile configuration to run a map in GLView it doesn't save to reuse next time Hammer is opened. -- [[User:Swift|Swift]]
** No worries after 4 attempts at a compile trying to find the leak in the blind it created one, I'll see if I can recreate this error but if I cant I'll assume it was something at my end.
** Confirmed, new or edited does not save configuration in expert compile mode. -- [[User:murte|murte]]
*** This usually happens when the leak is created by intersecting brushes (such as a hint going through a skybox) and isn't something new with the beta sdk. I've had many occurences of these "leaks" in the past.--[[User:Furyo|Furyo]] 00:34, 9 Dec 2005 (PST)</s>


* <s>I do a lot of VisC++ development and have to use VS2005.  Any word if this beta will add support for VC++ 2005?
*studiomdl under Linux is not included (if it exists to begin with) in Source SDK 2013 nor any other Valve games made by Source. -- [[User:linuxgnuru|linuxgnuru]] 29 Dec 2013
** I'm not sure but I'd like to see this too, just so the kind folks at Valve know there's more interest in it than one user.  I do know that for VS2003 there was a project converter somewhere on the internet that converted VC++ 6.0 files to VC++ 2003, but I'm not sure if such a program exists for VS2005.  If not, I'd make one.  Shouldn't be too hard, I don't think.  --[[User:Beans-v6|Beans-v6]] 15:15, 7 Dec 2005 (PST)
***Not necessary to worry about a compiler converter, MSVS2k5 does conversions automatically, and if you have both installed, or you work with 2k3 on other computers and are worried about 2k5 being a jerk and overwriting your solutions (they are not backwards compatible) it will not overpower the 2k3 versions. It has a compiler checker that will open up the appropriate version of visual studio, and it also updates the icons to show 6, 7 or 7.1 depending upon the version of msvs (6, 2k3, 2k3.net) you are using, and 8 for 2k5.. quite neat how it works out.<br>I would also be in favor of seeing a 2k5 solution released, I have found that there are a number of issues that keep it from compiling as simply as 2k3 does. Regardless, i am still looking for the beauty of 2k5 to be mixed into the basket of errors and bad code conventions. Besides, it would be really cool to see what "Truly Free" and "Mod" can come together and have for children. --[[User:Imatard|Bob]] 01:39, 8 Dec 2005 (PST)</s>
:: This Beta is only a tools release. --[[User:JeffLane|JeffLane]] 19:17, 9 Jan 2006 (PST)


* <code>build_sample_shaders</code> and <code>build_advanced_shaders</code> are both b0rked, it throws an exception with a missing steam.dll and when you put it in with the compileshaders.exe it will complain about no steam user info.
== Create a Mod ==
The Half-life 2 Singleplayer option is disabled when making a mod for Source 2009. I have Portal and Half-life 2, both fully up to date. Creating a mod for HL2 in the '06 SDK uses the Source Base content and code. While this is not nessisarily a bug, it is misleading, as it is the only way to make a mod for Singelplayer HL2 that currently works. --[[User:JeffMOD|JeffMOD]] 18:03, 23 July 2010 (UTC)


* <s>The app that loads the water or vvis takes way to long, doesnt even do anything when i compile this one map. How do i get some help with these damn problesm. Does valve even look at them
Have you tried using the 2007 engine option? Seems to work for me. I didn't think you could mod 2009 yet, as there is no 2009 SDK Base --[[User:Welsh Mullet|Welsh Mullet]] 13:35, 24 July 2010 (UTC)
**Try [http://www.chatbear.com/board.plm?b=4986&v=flatold&g=21 Valve-endorsed help forum] and [[Valve Developer Community:Community Portal|list of community forums]].  This page is for reporting SDK bugs; though it can and has functioned as a help desk, its content should remain pursuant to the topic, I think. --[[User:Raeven0|Raeven0]]</s>


* When adding custom sounds to your map. they are unusable. you can add the files via bspzip or pakrat, and the map will run fine on local game, but when map is running on a server, it errors "Failed to load sound "example/example.wav", file probably missing from disk/repository"  --[[User:Wickit|Wickit]] 14:14, 1 Jan 2006 (PST)


[[Category:Feedback]]
[[Category:Feedback]]

Latest revision as of 21:35, 4 April 2025

Icon-Important.pngImportant:This page is no longer updated. To report bugs happening in-game, see GitHub repository for Source games and Source SDK 2013 GitHub repo.
Note.pngNote:Be sure to run the game you wish to edit before running the SDK, or simply verify game on Steam, to make sure you have the latest updates.


SDK General Issues/Bugs

Issues with the Source SDK launcher or items that don't fit under other categories.

  • Day of Defeat Source: When using custom objective icons for the new "objective mode," the white icon causes most players to crash out of the server. Tested bug by extracting official icons, renaming them and adding them as "custom" icons. They still crashed the game!
  • If you are receiving the "Unable to load C:\<SteamFolder>\counter-strike source\bin\filesystem_steam.dll" run the game you are trying to play so its content can be refreshed. This will normally fix the problem.--Skidz 15:57, 23 Nov 2005 (PST)
  • Since the beta started, Steam forgets the last tab I had open on the main screen, and defaults to Store.
  • If Source can't find the textures used in a map, it will apparently halt the loading and display a dialog box. The only trouble is that it doesn't switch out of the HL2 loading screen, and you can't Alt+Tab out either, so all you hear is an error sound and the loading freezes, and if you don't press Return then, trying to Alt+Tab, it will look like your entire computer has frozen. I think it's the textures, but it might be the example itself. ( http://twhl.co.za/mapvault_map.php?id=1857 ) The error went away when I fixed the textures. Still, it would be nice to at least be able to Alt+Tab at the loading screen, or have the program do that automatically if it creates some kind of error dialog box. --Andreasen 19:11, 31 Jan 2006 (PST)
I have been receiving more of these errors, and can now say that they are indeed texture related. Textures that may start causing this bug are "lights/white", "lights/white001", but not "lights/white001_nochop", so that "_nochop" might be a key to understanding what causes this bug. I've caught a few glimpses of the dialog box as HL2 closes, and it says something about "memory cannot be "read".", which I believe is a common error today. Once these errors start to occur, they will continue to occur until you use other textures, and restarting Steam will not help. --Andreasen 17:37, 8 Feb 2006 (PST)
  • I don't know if it's a bug or the expected behavior, but I've noticed that if you compile your code in "Debug HL2" mode instead of "Release HL2", HDR won't work. -uoz 07:53, 16 Sep 2006 (PDT)
  • If you specify SteamAppID 215 in your gameinfo.txt file, and launch your mod from the Steam interface with -console and -novid options, they don't work anymore. You'll get the video and no console at startup. -uoz 07:53, 16 Sep 2006 (PDT)
    • I run into the same issue under Windows Vista, but also AppId 220 (HL2) does not work with this. -novideo has no effect at all. - Len 08:19, 22 May 2007 (PDT)

SDK Launcher doesn't launch

I am having a problem where the SDK launcher will not launch at all. Telling it to launch results in the computer thinking hard about it, it updating if it needs to, but eventually - when the computer is done chugging away and making noise - I still don't have the SDK launcher. I completely deleted the tool and had steam re-install it, but it's still doing this. Earlier, Hammer would freeze when as soon as I started to create a brush (dragging the rectangle for the size/location) in any 2D window. Now the SDK won't launch at all. I do not have Episode 1 or 2, so I can't imagine that changing the "-engine" should have an effect, right? Anybody have a suggestion? Hectate 13:58, 16 Nov 2007 (PST)

Same issue. Original HL2; 32-bit Windows XP; cache verified and all the files are in the right place; yet the command to launch the SDK simply does not execute. No additional tasks appear in the Windows Task Manager. Steam Support told me to take a hike. I posted the issue in greater detail on this article's discussion page. I hope this bug is fixed ASAP, since I need the SDK for professional reasons (Hammer makes a pretty good interactive design/architectural tool, and it's free with HL2, which I already have). --Terminator484 16:17, 12 Feb 2008 (PST)

Just call me stupid. I didn't realize that "ep1" was the engine that HL2, CSS, and etc. are all using right now. I figured that since I didn't have Episode 1 those fixes wouldn't apply to me. Don't mind me over here... Hectate 14:03, 16 Nov 2007 (PST)


No one seems to know what wrong with the SDK, At first I though the SDK required other games installed, I have gotten advice from Steam about the SDK, at first they told me to 'Go away', Then they gave me tutorial links, After I got a few solutions. I have tried EVERY solution that I can find with failure:

  1. Delete SDK folder under <userName>\ SDK....
  2. Delete ClientRegistry.blob, steamclient.dll, Steam.dll
  3. Remove and reinstall Source SDK and steam
  4. setting launch options as "-engine ep1"

I load the SDK through tools then acts if I click cancel SDK luancher loads in taskmanager then closes as if its been canceled There has been no solution to date, Although doubts if valve cares about this issue due to its rarity

I have HL2 DM, SDK Beta, SDK Base, SDK Base orange and dedicated server HL2 is pre-installed and CSS is partially install due to a 3 day trial that passed -digimbyte aka DIGI_Byte

The correct parameter is -engine ep1, with a dash at the front. You'd be better-off in general using the SDK Beta though.

"I have the ati steam offer version, never got the offer it seems to of been a lie"

You have the offer, but you never got the offer? --TomEdwards 03:37, 19 Mar 2008 (PDT)
Yes, It appears to have been just a marketing technique for more people to join Steam. --digimbyte aka DIGI_Byte 09:26, 20 Mar 2008 (PDT)
That is exactly what it is. The offer only gives you HL2DM and Lost Coast, and since you already owned them...anyway, it's not important. What is important is that you don't alter comments made by other people and avoid changing the meaning of your own when they aren't brand new. Since you removed my answer to your launch param issue, I'll assume that it worked. :-p --TomEdwards 17:11, 19 Mar 2008 (PDT)
Firstly I edited the posts before yours AND mine to clean up this section and to correct any information after I corrected my post your comment became redundent,I mean no disrespect but I hope you will be able to understand why I chose to edit these areas. BTW, I did not own any steam games previous to downloading the steam ATI offer, I was simply 'uming' and 'aring' to get steam beforehand and this offer was a nudge for me to get it, I searched to claim the free offer but couldn't find anything, Since I now had steam I went to download the SDK, I purchased HL2 DM for about $10 US dollars to get the SDK. How ever it has never been able to execute.--digimbyte aka DIGI_Byte 12:34, 21 Mar 2008 (PDT)

"Steam Validation Rejected"

Note.pngNote:Please see Current Known Issues for a temporary workaround for this issue. --JeffLane 13:14, 11 Jan 2006 (PST)
  • Steam validation rejected error message when trying to launch maps from console in main menu, I think there was a betasdk update today causing this. [Bluestrike 24 dec]
    • I also have this error. I have tried 3 of my own mods and i couldn't make a server. The only mod i could make a server on was sourceforts, but i couldn't see any servers available to connect to. I also tried to go back to the non beta sdk and it didn't solve anything. Bob 14:28, 26 Dec 2005 (PST)
    • I have this error as well, only occurs on load of a map in any Steam run game. I moved the posted fix here to the point above as it was not a fix for this issue, but for the appID thing. Hopefully there is a fix for this soon as it's put a halt on any in-game testing.
    • That's weird my maps only crash if launched from hammer i get "Steam validation rejected" then it returns to console, type in map <mapname> and it loads. - Pir4t
    • I can confirm this, maps will not launch by either console or by creating a server. Despite suggestions of setting sv_lan to 1 and sv_secure to 0 neither work or are practical solutions. -Brisck1
    • I have this problem but only if I load the map directly from the SDK or if I type "map <mapname>" into console. When i create my own server it works though - GNXDan

SDK Launcher

  • Tools > Source SDK > Links > SoftImage|XSI Mod Tool.... link is broken!
    • This link leads to an error page. --Steamfraiser 12:53, 29 May 2006 (PDT)

http://www.softimage.com/products/Mod/v4/

  • Day of Defeat: Source game configuration lost when refreshing SDK content.
    • Is this solved with the latest DoD:S Update? If not, run DoD:S and then try again. --King2500 14:05, 22 Nov 2005 (PST)
  • No Configuration appears after running DoD:S.
    • This can be fixed by extracting a new GameInfo.txt from the DOD:S GCF file using nem's GCFScape tool. --Skidz 15:50, 23 Nov 2005 (PST)
      • You should never have to manually extract files to fix a problem. Simply clicking "Reset Game Configuration" should fix this issue. If it doesn't, make sure you're actually running the SDK Beta instead of the standard SDK. You can check this by running Hammer and choosing About from the help menu. The version should be "4.1 SDK", and "4.0" is the non-Beta SDK. --JeffLane 10:12, 31 Dec 2005 (PST)
  • When I try to open Hammer in the sdk launcher after downloading the beta It wont open and it tells me "The system cannot find the file specified" - X23
    • Please look above for a fix.
  • I get the 'copying files' dialog briefly every time I launch the SDK
Fixed with today's update. --David Speyrer 19:42, 16 Jan 2006 (PST)
  • It still uses the old Steam skin!
    • The Beta doesn't use the new Steam skin, maybe Valve will give the SDK the new skin but i think as long as the SDK works it isn't really necessary to have a new skin, indeed it's looking better with it.
  • delay in changing "current game" of 6 seconds
  • Clicking on close while copying source code will crash the launcher, but the copy will complete even once the launcher has been cleared from the application list in task manager
  • It is possible to launch the Source SDK several times. In addition you can start hammer several times too.
  • After launching beta SDK no game configurations appear at all. Refreshing Content and fall back to non-beta SDK doesn't work.
  • The SDK launcher/something has reset my GameConfig file at least 3 times in the past fortnight, by itself and without me asking it to. --Giles 03:08, 30 May 2006 (PDT)
  • Source SDK gets stuck in copying files, please wait.... , mail me an answer (dunanjay@gmail.com)
  • The SDK Launcher crashes when I try to launch it. -AnthonyCSS
^^^ Same issue here: SDK will not start at all. (details, under "More information"). --Terminator484 16:27, 12 Feb 2008 (PST)
  • GameConfig.txt is empty for engine's old versions, you have to manually edit it to make it work.

Hammer Editor

Main article: Source SDK Bugs/Hammer bugs

FacePoser

  • Options -> Make Screenshot fails to create a screenshot.
  • Options -> Background Color and Options -> Ground Color are non-functional
  • Popping sounds when playing .wav files in the Phoneme Editor. (Scrubbing through audio is painful on the ears.)
  • The gesture_updown and gesture_rightleft flexes appear to do nothing.
  • On Windows Vista the Phoneme Extractor always returns "Last Extraction Result: An Error occurred during extraction" (If anyone knows how to solve this problem please tell me)

-> This is happening for me too but I'm on xp... -> Happening on Win7 (mdipaola)

Model Viewer

  • The gesture_updown and gesture_rightleft flexes appear to do nothing.

On Windows Vista the Phoneme Extractor always returns "Last Extraction Result: An Error occurred during extraction" (If anyone knows how to solve this problem please tell me) -> This is happening for me too but I'm on xp...

Compile tools and other SDK tools

Put bugs with the compile tools (vbsp.exe, vvis.exe, vrad.exe, studiomdl.exe, bspzip.exe etc.) under here.

  • Possible bug which I can't recreate. Sometimes when I have a map compile launch the game after it's done, it instead launches a second copy of an application. I'll notice a second copy of FacePoser for example in my toolbar. I don't know for sure it's really doing this (maybe me half asleep), but it does seem to be occurring once in a while. Anyone else? --Holtt 01:50, 20 Jan 2006 (PST)
  • Hammer compiles Xbox map information. Why? How do we disable this?
Fixed by today's update.--David Speyrer 19:56, 16 Jan 2006 (PST)
  • vvis.exe doesn't run. Getting the Sorry for the inconvenience crash message
  • vrad.exe doesn't run. Getting the Sorry for the inconvenience crash message --Plaguebearer 13:47, 11 Sep 2006 (CST)
    • I've tried reinstalling steam from scratch, and reinstalled XP from scratch... no luck, still get the grey window of dooooom
  • vrad.exe crashes when I try to compile any map, on any platform (hl2, cs, hl2dm), even a hollow box with a info_player_start, and vrad.exe starts to complain about Kernel32.dll. I think it was an access violation or something like that. Running on Windows XP. If it helps tracking down the bug, I used to run SourceSDK/Source on last July´s updates until this year thanks to no access to internet. After updating the whole thing around this new year, vrad stopped working immediately.
  • vrad.exe crashes when I run it. I don't know if this is related to beta SDK or not, the map I ran it on is huge 30720 in. * 30720 in. * 20480 in. (x,y,z).
I ran vrad.exe on a smaller map 4097 in. 4097 in. 844 in. (x,y,z) and it ran perfectly (The smaller map is about 5x as complex then the bigger one).
  • The compile tools don't close when you stop the Hammer.exe process.
    • I don't think this is necessarily a bad thing. This way a crashed Hammer won't kill your map compile. Nailed 23:27, 22 Nov 2005 (PST)
  • All Expert Compile configurations are gone.
    • If you roll back from the beta they will get restored.
Workaround in Beta: Delete cmdseq.wc in sourcesdk/bin directory, then choose Refresh SDK Content to fix. See Known Issues. --JeffLane 15:33, 9 Jan 2006 (PST)
  • I have a large map with a lot of displacements, previous to the Beta SDK I managed to get my map to 16mb (down from 27Mb) by removing some, after the Beta SDK compile with no changes my Linux specific data is over 400% and my map is now 37Mb. Computer 3.2Ghz P4B, 200GB Sata, 1GB DDR-400, FX5900 128MB AGP, XP Pro SP2. Many thanks
    • If you are working on a singleplayer map then you can compile with -nolinuxdata. This stops the Compile tools from storing the needed data for Linux servers. Therefore if you are making a multiplayer map you cannot omit this data as then Linux servers will not be able to run your map correctly.
      • Sadly its a multiplayer map, I just thought something might be wrong as I hadn't changed the map between compiles of the old and beta Hammer and its gone up over 20Mb
        • Did you compile it with HDR support? That uses much dataspace. Right now only DoD:S and Lost Coast support HDR so for now you can deactivate the HDR option, if you activated it.
          • No it was a fast compile on VIS and RAD with no HDR option.
            • I took the map over to one of my other PC's with the custom dod FGD setup and ran the vmf and the map is 10MB big, I have put all the files here Non Beta Map, I have also put all the files from a compile on my main PC running the Beta SDK where the map is 37Mb, Beta Map, I've also put the compile txt files for the beta here and non beta here if there is anything else I can do just ask. James
  • Valve please contact me for the source to CST cstvis, I cant be assed at the moment supporting the tools any more, and would like to see my hard work put into the official stuff - amckern@yahoo.com +61 0417-650-440 (Mobile Phone only) --Amckern 16:28, 23 Nov 2005 (PST)
  • Enable HDR support for HL2: Deathmatch and HL2 single player.
  • I had a similar problem with vrad producing illegal operations. It turned out to be some invalid solids that Hammer never caught. Oops. --Campaignjunkie (talk) 17:20, 30 Dec 2005 (PST)
    • I spoke too soon. My brushes are perfectly valid, and when exported to a test map, compile correctly. But somehow, it's the combination of all of these brushes that crash vrad. I don't know why. --Campaignjunkie (talk) 11:45, 31 Dec 2005 (PST)
    • I get the same problem. I tried refreshing the SDK content and also tried completely re-installing the SDK, but neither worked.--Loco 03:43, 29 Mar 2006 (PST)
  • build_sample_shaders and build_advanced_shaders are both b0rked, it throws an exception with a missing steam.dll and when you put it in with the compileshaders.exe it will complain about no steam user info.
  • When adding custom sounds to your map. they are unusable. you can add the files via bspzip or pakrat, and the map will run fine on local game, but when map is running on a server, it errors "Failed to load sound "example/example.wav", file probably missing from disk/repository" --Wickit 14:14, 1 Jan 2006 (PST)
  • The only way I could get custom sounds to work was using them with a custom env_soundscape. --User:Ultranewb 19:04, 16 Jan 2006 (EST)
  • Not directly a compile issue with hammer. Using the impulse 81 command to check the cubemap compiling in-game doesn't work. I get the error messages: "Error reading weapon data file for: weapon_cubemap". If i drop the gun i get infinite errors of: "Bad pstudiohdr in GetSequenceLinearMotion()!" --Olavenspire 20 Jan 2006
  • vrad.exe does nothing while compiling. it starts it then goes directly to copy file. I have uninstalled and reinstalled the sdk already The log says:
    • Executing...
    • Command: "bla\vrad.exe"
    • Parameters: -game "bla\hl2mp" "bla\mymap"
    • Executing...
    • Command: Copy File


  • Windows Vista detects VVIS/VRAD as having stopped responding and forces you to close the application before the compile finishes.
    • This is an annoying bug, I have no information at all about the compilation progress when it is detected as "Not Responding"--Gilly54 07:13, 12 Sep 2007 (PDT)#
      • I can confirm this also happens with windows 7, very annoying
        • I've found that simply not touching ANYTHING while compiling prevents this. I recommend having a book or something sitting nearby if you have a slow computer or a big map. HiveLordLusa 04:55, 30 September 2012 (PDT)
  • If you try to compile a map when Steam crashes unnoticed, vvis and vrad come up with an error of not finding Steam.dll and are skipped, but vbsp just freezes. --Quanta 05:19, 2 Jun 2007 (PDT)
    • EDIT: This seems to occur when you exit from a game, but hl2.exe doesn't terminate. If this happens, none of the processes running from steam (including steam itself) will terminate, even if the application was closed. --Quanta 08:35, 16 Jun 2007 (PDT)
  • The shader compiler when running fxc.exe with the directx SDKs that include directx 10 support require the /LD flag to be set among the other flags in order to compile shaders properly for directx9 --CheetahShrk 21 Jun 2007
  • vrad.exe just crashes always. vrad crashes with the example prison map, with a minimalistic box map, with hammer 4.1, with batch compiling, no matter what. The compile log just stops when vrad should begin and any start of vrad gives a meaningless windows error message, vaguely pointing towards vrad.dll . reinstalling does nothing --Ollj 12:04, 1 Jul 2007 (PDT)
  • Hammer doesn't save (new) custom compile configurations. For example: When creating a custom compile configuration to run a map in GLView it doesn't save to reuse next time Hammer is opened. -- Swift
    • Confirmed, new or edited does not save configuration in expert compile mode. -- murte
  • studiomdl under Linux is not included (if it exists to begin with) in Source SDK 2013 nor any other Valve games made by Source. -- linuxgnuru 29 Dec 2013

Create a Mod

The Half-life 2 Singleplayer option is disabled when making a mod for Source 2009. I have Portal and Half-life 2, both fully up to date. Creating a mod for HL2 in the '06 SDK uses the Source Base content and code. While this is not nessisarily a bug, it is misleading, as it is the only way to make a mod for Singelplayer HL2 that currently works. --JeffMOD 18:03, 23 July 2010 (UTC)

Have you tried using the 2007 engine option? Seems to work for me. I didn't think you could mod 2009 yet, as there is no 2009 SDK Base --Welsh Mullet 13:35, 24 July 2010 (UTC)