Source SDK Bugs: Difference between revisions
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* 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. | * 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) | : Is this a chronic issue, or did it only occur once? --[[User:JeffLane|JeffLane]] 14:59, 9 Jan 2006 (PST) | ||
* IME language bar on the desktop causes each view flickering between 2D views and 3D textured view, making hammer near unusable. It doesn't happen when the language bar is minimized in the taskbar. | |||
== Hammer VGUI Model Browser == | == Hammer VGUI Model Browser == |
Revision as of 05:22, 14 January 2006
For basic information and installation of the Source SDK Beta, read this page first!
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, 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.
- 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.--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.
"Steam Validation Rejected"
NOTE: 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 lauch 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. 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 sugestions 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 dirrectly from the SDK or if I type "map <mapname>" into console. When i create my own server it works though - GNXDan
SDK Launcher
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 nems 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" - X23Please look above for a fix.
- I get the 'copying files' dialog briefly everytime I launch the SDK
- 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.
- 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
- 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.
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.
- Does this happen with the Beta SDK, or when running the non-Beta version of Hammer? --JeffLane 14:15, 9 Jan 2006 (PST)
- 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." --Jojoboy
- 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.
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. --NykO18 03:18, 27 Dec 2005 (PST)
General Hammer issues
- Width length height values in the status bar are weird in vertex tool when there is no selection box—ts2do
- Clip mode acts funky when a grip for the clip line is held down with the mouse button while enter is pushed—ts2do
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) --NykO18 11:20, 18 Dec 2005 (PST)
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.--DrBob 04:34, 4 Dec 2005 (PST)
@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..
- This should be fixed by the humanoid model fix.--David Speyrer 11:42, 10 Jan 2006 (PST)
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. —Cargo Cult (info, talk) 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? --JeffLane 10:26, 31 Dec 2005 (PST)
- This should be fixed with the model browser fixes. --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?).
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.
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--Furyo 06:24, 25 Nov 2005 (PST)
- When you have a group selected, and you try to carve, Hammer freezes.
- Workaround: Don't carve.
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.
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.
- 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 --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.
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
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.
- Selection of a Displacement only considers the original box it was made from
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.
- 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.
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.--Mendasp 06:59, 27 Nov 2005 (PST)
Face Edit Tool: Changing the texture alignment of a face between World and Face will reset the texture shifts to zero.
Help > Help Topics still links to pre-wiki redirect page.
Dragging a side's midpoint with the Vertex tool will ignore Snap-To-Grid.
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. --JeffLane 10:26, 31 Dec 2005 (PST)
- 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.
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).
Often crashes when trying to choose a "world model" for a "prop_static" entityDon´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.
- Should be fixed by the humanoid model fix.--David Speyrer 11:51, 10 Jan 2006 (PST)
Sprite browser does not show previews of sprites anymore.
The model render distance can´t be changed.Hammer ignores the settings its always the same no matter if 1 or 10000
- 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..." --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. --Spektre1 10:46, 25 Nov 2005 (PST)
Rotating brushes (or groups of brushes) causes their faces to lose all texture alignment information (i.e. it's all reset to zero). --johnsto 08:34, 26 Nov 2005 (PST)
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!) --johnsto 08:39, 26 Nov 2005 (PST)
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. --johnsto 09:16, 26 Nov 2005 (PST)
- if u change the name of the file, the search path is changed, but not the place where they are
- Please clarify. --JeffLane 14:15, 9 Jan 2006 (PST)
- model chooser is very slow at responding and takes a while to load
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. --Beans-v6 15:06, 7 Dec 2005 (PST)
- Not an SDK Beta bug.
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. --Beans-v6 15:06, 7 Dec 2005 (PST)
- When scaling objects the texture is not scaled along anymore (ie creating 3d skyboxes)
- Was this with Scaling Texture Lock enabled? --JeffLane 14:59, 9 Jan 2006 (PST)
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. --NykO18 11:20, 18 Dec 2005 (PST)- Could not reproduce. Which entity were you using? --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. --NykO18 11:18, 10 Jan 2006 (PST)
- Could not reproduce. Which entity were you using? --JeffLane 14:59, 9 Jan 2006 (PST)
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. --Raeven0
- 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) --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. --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 ?
- 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. --JeffLane 14:59, 9 Jan 2006 (PST)
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.
- Existing issue. Not a Beta SDK bug. --JeffLane 14:59, 9 Jan 2006 (PST)
Crashes with windows error report message when I try to load old .rmf files. Maybe this shouldn't be allowed?
- 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. --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. --JeffLane 14:59, 9 Jan 2006 (PST)
move_rope
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.
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
- 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.
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.- It would be handy if the texture showed actual results instead of stretching, speeding things up.
Brush skewing ignores Snap-to-grid.
- 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.
'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.
Vertices on non-selected brushes are hidden, making vertex manipulation difficult. (bug?)
- 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. --JeffLane 14:59, 9 Jan 2006 (PST)
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. --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. --RabidMonkey 01:33, 27 Nov 2005 (PST)
- 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.
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.
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... --TomEdwards 02:07, 6 Jan 2006 (PST)
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). --johnsto 00:35, 30 Nov 2005 (PST)
- 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.
Grouping Objects while 'ig' (Ignore groups) is on fails to group the selected objects.
- Not reproducible. The objects are grouped, but you can't select them as a group until Ignore Groups is disabled. --JeffLane 14:59, 9 Jan 2006 (PST)
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
Turning on/off the 3D grid has no effect until the 2D Grid is shown/unshown.
- 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? --JeffLane 14:59, 9 Jan 2006 (PST)
- IME language bar on the desktop causes each view flickering between 2D views and 3D textured view, making hammer near unusable. It doesn't happen when the language bar is minimized in the taskbar.
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.
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.
- Should be fixed with today's update. --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.
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.
- 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? --JeffLane 15:26, 9 Jan 2006 (PST)
- All model folders are empty except for the starting folder.
- Was the filter control empty? --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) --NykO18 09:48, 29 Dec 2005 (PST)
- This is a feature request, not a bug. --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.
- This is a feature request, not a bug. --JeffLane 15:26, 9 Jan 2006 (PST)
- 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
Impossible to put a brush or an entity in a non-specific autovisgroup, like a brush in a group you hide often (func_details) --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? --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. --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. --NykO18 11:21, 18 Dec 2005 (PST)- This is by design. These are automatically generated visgroup. You can make your own user visgroup for this purpose. --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. --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)
After reopening Hammer after a crash and it prompting to load the last save, the map loaded correctly but no 2D views were rendered
- 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! --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.
- Thats done by mip-maps ingame... or make the texture
- Would it be possible to have the default texture (selected when Hammer is started) as nodraw? It would encourage better mapping.--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.--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.
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". -Nailed 17:31, 23 Nov 2005 (PST)
- 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. --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
- I always run it with -beta sdk..but it keeps doing it
- 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. --Nailed 23:38, 24 Nov 2005 (PST)
Overlays display correctly in Hammer but, if they've been scaled, they'll be the unscaled size in game.
- 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.
- 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? --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. --Zyndrome 18:44, 4 Dec 2005 (PST)
- 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? --johnsto 02:02, 4 Dec 2005 (PST)
FacePoser
Wireframe view is currently not functioning correctly (purple and black checkerboard texture).
- Options -> Make Screenshot fails to create a screenshot.
- The Close Captioning tool doesn't have the "Edit" menu specified in the documentation (semi-related link: sound name tokens and closed captions).
- 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.
Model Viewer
Wireframe view is currently not functioning correctly (purple and black checkerboard texture).
- The gesture_updown and gesture_rightleft flexes appear to do nothing.
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)
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.
- Hammer compiles Xbox map information. Why? How do we disable this?
When compiling finished, getting error. Unable to load C:\<SteamFolder>\counter-strike souce\bin\filesystem_steam.dllMake sure you run CS:Source at least once before you compile to make sure you have the latest updates.Works now! Thanks --CPhighwind 06:52, 23 Nov 2005 (PST)
- vvis.exe doesn't run. Getting the Sorry for the inconvenience crash message
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.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.
- 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
insourcesdk/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, ive 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
- No it was a fast compile on VIS and RAD with no HDR option.
- 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.
- 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
- 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.
- 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) --Amckern 16:28, 23 Nov 2005 (PST)
- 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 ?
- Hmm, have you tried running Normal everything?
- I ran it with normal vrad and it works, cheers.
- Hmm, have you tried running Normal everything?
- HDR: I hope to see some updates for HL2: Deathmatch: env_tonemapcontroller is not in the code
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.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... —Cargo Cult (info, talk) 10:41, 27 Nov 2005 (PST))
- Could not reproduce. --JeffLane 19:17, 9 Jan 2006 (PST)
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:
Build Patch/Sample Hash Table(s).....Done<0.0808 sec>
0...1...2...3...4...5...6...7...8...9...
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 --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. --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!--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.--ElecHeadMatt 05:04, 9 Dec 2005 (EST)
- Nevermind. I fixed it. It was a skewed rooftop brush. The func_detail method still stands! --ElecHeadMatt 14:37, 9 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.--ElecHeadMatt 05:04, 9 Dec 2005 (EST)
- 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!--Furyo 05:05, 8 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.
- I've seen two others instances of this exact bug, one on IRC, and one in the mail list. --Spektre1 05:14, 29 Nov 2005 (PST)
- I had a similar problem with vrad producing illegal operations. It turned out to be some invalid solids that Hammer never catched. 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 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?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.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.--Furyo 00:34, 9 Dec 2005 (PST)
I do a lot of VisC++ development and have to use VS2005. Any word if this beta will add support for VC++ 2005?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. --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.
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. --Bob 01:39, 8 Dec 2005 (PST)
- This Beta is only a tools release. --JeffLane 19:17, 9 Jan 2006 (PST)
build_sample_shaders
andbuild_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.
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 themTry Valve-endorsed help forum and 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. --Raeven0
- 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)