Talk:Source SDK Files and Directory Structure: Difference between revisions
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What's the story with Steam's (8th Nov 2007) SDK update creating a whole new <code>sourcesdk/bin/orangebox/bin</code> directory and preventing all my SDK tools from launching / not crashing ? what should I do ? [[User:Beeswax|Beeswax]] 12:02, 10 Nov 2007 (PST) | What's the story with Steam's (8th Nov 2007) SDK update creating a whole new <code>sourcesdk/bin/orangebox/bin</code> directory and preventing all my SDK tools from launching / not crashing ? what should I do ? [[User:Beeswax|Beeswax]] 12:02, 10 Nov 2007 (PST) | ||
:The directory structure to use is; "sourcesdk/bin/ep1/bin". Point all the tools at that "bin" directory and ensure your sdk starts with the "-engine ep1" switch added to it's command start. | |||
Everything should work ok after that... | |||
Cheers | |||
VinnieMc |
Revision as of 13:11, 10 November 2007
How does this work with 3rd-party Mods, which live under C:\Program Files\Steam\steamapps\SourceMods?
- Add the relevant mod-information to the
sourcesdk/GameConfig.txt
so SDK can work with it. See Resetting a Custom Mod Game Configuration. Beeswax
What's the story with Steam's (8th Nov 2007) SDK update creating a whole new sourcesdk/bin/orangebox/bin
directory and preventing all my SDK tools from launching / not crashing ? what should I do ? Beeswax 12:02, 10 Nov 2007 (PST)
- The directory structure to use is; "sourcesdk/bin/ep1/bin". Point all the tools at that "bin" directory and ensure your sdk starts with the "-engine ep1" switch added to it's command start.
Everything should work ok after that... Cheers VinnieMc