SDK Skeleton

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Revision as of 06:13, 8 November 2010 by TomEdwards (talk | contribs)
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The SDK Skeleton implements Source, and nothing more. It is the ideal cruft-free base from which to build your own new game.

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Usage

Extract the archive to a folder already containing the SDK's Source 2007 code (it won't overwrite anything). Open one of the .sln files with Visual Studio to get started. The player entity is configured for multiplayer but will work fine in singleplayer.

The compiled DLLs will appear in in \game\sdk_skeleton. Edit the projects' Custom Build Steps to redirect them to your mod's \bin folder. You will also need to configure debugging.

Multiplayer

Also included are CBaseNetworkedPlayer, CBaseNetworkedRagdoll and CNetworkedPlayerMovement. These apply Valve's most current multiplayer player techniques to CBasePlayer and CRagdoll, without any extra cruft.

They are not included in the projects by default. If you choose to use them CBaseNetworkedPlayer will need to be implemented by linking it to the "player" classname. Remember to update bots too, if you're using them.

Jumping will not work properly until you edit the PLAYERANIMEVENT_JUMP case in CMultiplayerAnimState::DoAnimationEvent(). Replace RestartMainSequence() with RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP ). Depending on how you models are animated you may also want to edit CMultiPlayerAnimState::HandleJumping(), particularly where it sets the idealActivity to "jump".

For more help see m_PlayerAnimState and acttable_t.

Fixing compiles

There are at the time of writing errors in Valve's CPP files that you must fix manually: