Difference between revisions of "SDK Beta"

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There is a Source SDK Beta available now.  
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Several significant enhancements and bug fixes have been made to the Source SDK tools and source code (March 17 2009). See below for additional details and please note that this update does not include support for Left4Dead content creation. Support for Left4Dead will be included in a future update.
  
==Enhancements==
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==SDK Tools==
*Particle Editor, Material Editor, and Commentary Editor are now included in the Source SDK
 
*Updated SDK source code for Orange Box mods
 
*Added example particle system files to SDK content
 
  
==Fixes==
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*Fixed the issues with the following tools: [[height2ssbump]], [[normal2ssbump]], [[pfm2tga]], [[splitskybox]], [[vbspinfo]], [[vmt_tweak]], [[vmtcheck]]
*Updated Linux binaries and makefiles for dedicated servers and server plugins
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*Fixed an issue in [[studiomdl]] pertaining to $shadowlod {
*The Faceposer phoneme editor now pops up a warning message when a phoneme cannot be saved
 
*Fixed crash in 'splitskybox.exe'
 
  
==Known Issues==
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==Hammer==
*SDK shaders have not yet been updated for Orange Box games
 
*New editors can be accessed by adding ‘-tools’ to the launch options for Orange Box games or mods utilizing the Orange Box engine
 
  
== Getting the Source SDK Beta ==
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*The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
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*Added additional auto visgroups for sprites and cubemaps
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*Separated the VRAD calls into two sequential while using HDR (-ldr and –hdr) instead of –both
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*Model browser is now created once per session
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*Displacement brush dial now has greater range
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*Added a stop button to sound previews
  
[[Image:Beta sdk shortcut.jpg|right|frame|caption|Modifying a Steam shortcut to launch SDK Beta]]
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==SDK Launcher==
  
To run this beta version you will need to add <code>-beta sdk</code> to your command line when you start Steam. This can be done by opening up the Windows shortcut you use to launch Steam and adding <code>-beta sdk</code> right after <code>Steam.exe</code>. Please report any bugs or issue you find [[SDK_Beta_Bugs|in this article]].
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*Added the ability to edit game configurations with vconfig
  
'''Important:''' You should also disable Steam from running automatically when Windows starts, to prevent it from running the non-beta SDK. To disable Steam from running automatically:
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== Source Code==
# Open the Steam window.
 
# Choose '''Settings''' from the '''File''' menu.
 
# Click on the '''Interface''' tab.
 
# Uncheck the '''Run Steam when Windows starts''' option.
 
  
'''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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*Added a new template mod that replaces the old ‘advanced’ source . This template has options for teams,classes, sprinting, prone, stamina, etc. When you create a mod with the wizard it will ask you which options to enable by default. Note: you must build the source. Users wishing to create only content should not use this option.
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*Added [[shader]] source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdk\utilities folder and you must modify materialsystem\stdshaders\buildsdkshaders.bat to set your paths. {{Note|psa.exe and vsa.exe are no longer provided as of the latest (March 2009) DirectX SDK release. To obtain these tools, install the November 2008 release.}}
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*Most tonemap controller options now work in multiplayer. The ‘template mod’ map ‘sdk_teams_hdr’ demonstrates this.
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*All three mod types by default mount the required appids – Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry ‘AdditionalAppId’ for this purpose.
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*[[Particle system]]s can now be defined with a per-map manifest, similar to [[soundscapes]]. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: "file" "!particles/mymap_effects.pcf"
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*Fixed a number of issues which caused the server to not compile in linux.
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==Multiplayer Source Code==
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*Players animate with the new animation system that came along with TF2.
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*Fixed third person animations and all effects
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*Fixed SLAM issues
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*Fixed Use of UTIL_GetLocalPlayer on the server in various locations
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*Fixed a number of other bugs / asserts.
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==Singleplayer Source Code==
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*Fixed a number of issues preventing the source from functioning correctly
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*Added new vehicle “hl2buggy” so that users may have both the charger and the old buggy.
  
 
== Archives ==
 
== Archives ==

Latest revision as of 23:30, 28 March 2009

Several significant enhancements and bug fixes have been made to the Source SDK tools and source code (March 17 2009). See below for additional details and please note that this update does not include support for Left4Dead content creation. Support for Left4Dead will be included in a future update.

SDK Tools

Hammer

  • The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
  • Added additional auto visgroups for sprites and cubemaps
  • Separated the VRAD calls into two sequential while using HDR (-ldr and –hdr) instead of –both
  • Model browser is now created once per session
  • Displacement brush dial now has greater range
  • Added a stop button to sound previews

SDK Launcher

  • Added the ability to edit game configurations with vconfig

Source Code

  • Added a new template mod that replaces the old ‘advanced’ source . This template has options for teams,classes, sprinting, prone, stamina, etc. When you create a mod with the wizard it will ask you which options to enable by default. Note: you must build the source. Users wishing to create only content should not use this option.
  • Added shader source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdk\utilities folder and you must modify materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
    Note:psa.exe and vsa.exe are no longer provided as of the latest (March 2009) DirectX SDK release. To obtain these tools, install the November 2008 release.
  • Most tonemap controller options now work in multiplayer. The ‘template mod’ map ‘sdk_teams_hdr’ demonstrates this.
  • All three mod types by default mount the required appids – Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry ‘AdditionalAppId’ for this purpose.
  • Particle systems can now be defined with a per-map manifest, similar to soundscapes. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: "file" "!particles/mymap_effects.pcf"
  • Fixed a number of issues which caused the server to not compile in linux.

Multiplayer Source Code

  • Players animate with the new animation system that came along with TF2.
  • Fixed third person animations and all effects
  • Fixed SLAM issues
  • Fixed Use of UTIL_GetLocalPlayer on the server in various locations
  • Fixed a number of other bugs / asserts.

Singleplayer Source Code

  • Fixed a number of issues preventing the source from functioning correctly
  • Added new vehicle “hl2buggy” so that users may have both the charger and the old buggy.

Archives