Source SDK SE2 Bugs
This page is for reporting bugs in the Current Version Of the Source SDK, Currently known as SE2.
This page has been cleared to accept new reports for the November 2007 release of the SDK. For older bug reports, see August 2006 Community Buglist.
For any problem you're having, try running the Episode 1 compatible SDK with any existing maps or mods first. This is done by adding "-engine ep1" to your command line options when you run the Source SDK. You can do this by right clicking on the SourceSDK, going to properties, and clicking on "Set launch options..." Put "-engine ep1" in the dialog, and hit ok. Now try running it again. This will put hammer back to how it was before this update.
Reports
- I'm getting a "Missing material 'editor/flatnocull'" error. It only happens when I insert a custom mod into the gameconfig.txt. I'm wondering if all my paths are correct. Gonna check and report back if I can fix it.--Spektre1 13:14, 7 Nov 2007 (PST)
- I'm also getting "Can't load FileSystemOpenDialog.dll" when Hammer first opens, when running a custom mod. --Spektre1 13:21, 7 Nov 2007 (PST)
- Definitely seems to be an issue with the ep2 Hammer. If I switch over to Ep1, it runs everything fine. We're gonna need a list of what changes are necessary to upgrade our content and mod to Ep2. I'd want to do that if for nothing else than the new hammer stuff like turning off Nodraw faces. I LOVE that feature. --Spektre1 15:27, 7 Nov 2007 (PST)
- I get the same "Missing material 'editor/flatnocull'" for custom mods, maybe we are suposed to use Ep1 untill mods also got updated? --Bluestrike 14:03, 7 Nov 2007 (PST)
- I don't think it's just with the mod's when i try and open hammer it give me that same "Can't load FileSystemOpenDialog.dll" but when i ignore it and continue i get the "Missing material 'editor/flatnocull'" error, and the hammer flashes that like 7 times and then freezes and shuts down. Whatever the problem Valve/Steam needs to fix it soon. I am in the middle of making a map.--Stalker 19:26, 7 Nov 2007 (PST)--
- Exact same problem here. Adding -engine ep1 to the launch options seems to have fixed both errors.A newbie
- My 3d light preview makes things black, #d raycast seems to freeze hammer and has the same effect as 3d light preview. My cpu is barely doing anything. --Bluestrike 14:03, 7 Nov 2007 (PST)
Recommended/Temporary Solution For: "Missing material..."&"Can't load File..."
- You must add this to the launch options for the Source SDK in order to edit games that run using the Ep1 version of the Source engine
-engine ep1
- To see original document Follow the next link.
Original Solution Page(Source SDK Release Notes)
--Stalker 13:03, 8 Nov 2007 (PST)
Mod Enabling Workaround via Fake Search Paths
I got mods working by changing the gameinfo.txt to use SteamAppId 420, this appearently loads some stuff from the Episode Two gcf's that enables the missing features. In such a case you don't want to use the Episode Two engine for your mod yet (and you don't want to, you can't use your own Binaries for server.dll and client.dll), follow these instructions to stabilize hammer:
- Get into a working state of the Ep2 Hammer, try use Episode Two as Current Game
- Go to Tools -> Options.
- Select [Your Modname here] and change the location from:
$SteamDir\SteamApps\SourceMods\[Your Mod Folder Here]\ to $SteamDir\SteamApps\SourceMods\[Your Mod Folder Here]\SDK2007
- Open your Mod Folder and create a new subfolder named SDK2007.
- Insert a copy of your regular gameinfo.txt into SDK2007.
- Open the file and alter SteamAppId to SteamAppId 420 in order to use Ep2 content for hammer.
- Most important change |gameinfo_path|. to "..\..\..\..\SourceMods\[Your Mod Folder Here]"
- This search path is based relatively to the Orange Box Bin folder within sourcesdk/bin/. You can't use |gameinfo_path|. because it points to the folder which this fake gameinfo.txt lies within, and thus contains no data. Neither is .. possible since Source prevents escaping the root folder using ....
- Lastly launch hammer, hammer will now load the fake gameinfo.txt and work, and your Steam/Your Mod should use the correct one. In such case the fake gameinfo.txt shows up on the games list, just ignore it until a final patch is released.
- This workaround should enable the modelviewer, the 3d views and the 2d views and all the new Ep2 features without your mod being ported to it at all.
(Written by Sortie 08:46, 8 Nov 2007 (PST))
Hammer VGUI Model Browser
- Hammer crashes when entering the Model browser, after the Episode 2 SDK update. Solokiller 13:18, 7 Nov 2007 (PST)
- Fix: Extract Advisor.jpg from Source Models.gcf (it's under hl2/models) and
place it in "Half-Life 2 Episode Two/ep2/models"
And that should fix the crashing with hlmv. --Frostbite 14:27, 7 Nov 2007 (PST)
Keywords?
- Hammer seems to lock up for me after I enter a keyword in the texture browser (filter works fine). Bug? --Baliame 13:20, 7 Nov 2007 (PST)
- It's always done this. Leave it for long enough and it'll complete the operation, and be instant next time you try. --TomEdwards 07:53, 8 Nov 2007 (PST)
Point_spotlight
- Point_spotlight model is "ERROR" in Portal (not tested in any other games). --Baliame 14:23, 7 Nov 2007 (PST)
- It does this for all Source Games :( --Frostbite 14:28, 7 Nov 2007 (PST)
2D Draw View issues
Missing rotate cursor
The rotate cursor is missing when the mouse is above one of the rotate vertices when rotating a brush in the 2D view. Sortie 09:15, 8 Nov 2007 (PST)
3D Draw View issues
Low Resolution Textures in 3D views
For some reason Hammer draws all things, including entity's, at a very low texture setting. As if it was a game and the settings had texture resolution set to very, very low.--Gear 14:31, 7 Nov 2007 (PST)
Yeah, I have the same problem. It seems linked to the problem of the resetting of the Very High texture setting to low, in all Source 2007 games. It's really annoying, and it seems like I can't find any fix within the Windows Registry. Going to look at some launch options right now and see if there's any fixes there. I imagine something like -DXLevel 81 should make an inpact. Sortie 08:46, 8 Nov 2007 (PST)
Yeah it is horrible, mainly when it comes to sizing textures and aligning them correctly.--Gear 12:30, 8 Nov 2007 (PST)
Well, aligning is piece of cake, just remember to use the Left, Right, Top, Buttom, Center, Fit tools. Well that was a lie. :P. Sizing is another problem that always has been within the SDK, better support for scales with more than two decimals, which is, really really usefull within the 3D skybox. Uh, and try to keep the === subcatagories, so we can arrange this article before it goes crazy. Uh, and if any Valve guys read this, mind to increase the Overlay limit? I'm running a litle low here. ;-) Sortie 12:42, 8 Nov 2007 (PST)
Overlay limit FTL, we need a better one.--Gear 12:46, 8 Nov 2007 (PST)
3D Shaded Texture Polygons bug
When 3d Shaded Textured Polygons is selected, all textures are rendered fullbright except for textures which are solid colour, e.g. all the white texture lights and the orange glow from Portal. Only these textures are shaded. Got Lag? 19:58, 7 Nov 2007 (PST)
General Model Viewer issues
- When opening the Model Viewer with my custom mod configuration for the Source SDK, the program doesn't load up the model browser when clicking on
File
-Load Model...
. There was no error report generated. --Jurgen Knops 06:41, 8 Nov 2007 (PST)
Engine Faults
Missing Episode One support for Episode Two maps
Episode One mods can't use the BSP's generated by the new compile tools, it crashes with a memory-couldn't-be-read message doing load. Of course I can just play the mod with Episode Two as game, but then my own binaries wont be used, and I'm playing vanilla Episode Two, which sucks within a mod. As said beneath, nor can I compile for Episode one, which sucks too. Sortie 13:00, 8 Nov 2007 (PST)
Compile Tools
Missing support for Ep1 Compile Tools
Seems as I can't use the Episode One compile tools while running the Episode Two hammer (which is the only one who actually works good), vbsp can't load MaterialSystem.dll
Valve Software - vbsp.exe (Dec 11 2006) 1 threads Can't load MaterialSystem.dll
As I said above, I need to use the Episode One compile tools in order to play the maps within the game, so a quick fix/work around for this would be pretty appriciated. Sortie 13:00, 8 Nov 2007 (PST)