Talk:Source SDK Base

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Who needs to install this?

I'm confused. If I make my mod based around this, like I'm supposed to, will players need to install this as well? Or will the change be transparent to players? --Giles 15:28, 4 Aug 2006 (PDT)

Players will need to install it. It should be fixed. --DogGunn 01:02, 7 Aug 2006 (PDT)

Pre-release banter

What exactly is in this? I'm curious and don't wanna wait for the download :P Wraiyth 19:12, 28 Jul 2006 (PDT)

There's not much in it - I'll get a list of the .GCF files later. BTW, the download is about 40MB so it's not that big. --DogGunn 19:16, 28 Jul 2006 (PDT)
It looks to be to be the Lost Coast Stress Test. And that is all...--Gameexpertmaster 19:13, 28 Jul 2006 (PDT)
Steam told me it was 116, but if its the LC Stress Test it could be because I don't actually have LC downloaded. Wraiyth 19:20, 28 Jul 2006 (PDT)
No, even if you have LC installed it's that big. The map files are duplicated in the SDK Base GCF, not crossreferenced from LC. ATimson 22:26, 28 Jul 2006 (PDT)
Might have to do with nothing at all, but file size of Source SDK Base server.dll is 6.95 mb while file size of lost coast's server.dll is 6.5 mb. noob cannon lol 19:32, 28 Jul 2006 (PDT)
In your mod's, if you change the appid to 215 (same as Source Base SDK) when you run your mod, in the top right corner you get Source Engine 7 Build 2768, which was never there before.--Gameexpertmaster 19:47, 28 Jul 2006 (PDT)

There was talk about mods using a completely different appID so we were decoupled from engine changes and from what I can tell basically a static engine version so our mods wont get killed when Valve make a change to the "real" engine like has happened in the past. The question has to be asked, if this download is a sizable download 100MB+ do our users also have to download this? ^Ben 19:55, 28 Jul 2006 (PDT)

Yes, your users would have to download it. Hopefully by trimming out the stress test—or at least changing it to be pulled from the LC cache instead of downloaded again—they can cut that down quite a bit. That said, I thought the point wasn't to have a static engine version for mods; rather, because the single player games have a static engine version, having the separate appID would allow single player games to take advantage of the newest engine version which they won't get if they stay as HL2/LC/Ep1 mods. ATimson 22:32, 28 Jul 2006 (PDT)
That makes no sense. You don't have to download the Source SDK to play current mods. Also, the two engine versions are compatible in regards to everything but HL2 character assets, which doesn't seem worth splitting AppIDs for to me. --TomEdwards 23:49, 28 Jul 2006 (PDT)
No, you don't have to download the SDK—but you do have to download the appropriate Source engine game. If this is the standalone app, which would be used instead of a game, it should have to be downloaded too. As for splitting, there's also another benefit: allowing anybody with one Valve Source game to play all mods, regardless of what they own. [At least, if I'm remembering the hlcoders post right. :)] ATimson 04:52, 29 Jul 2006 (PDT)

There's no way this was meant to be publicly released—the reslists are broken. You aren't forced to download all the files required to load even the menu background before it loads. Not that their reslists are normally not broken... but they normally require too much, not nothing. ATimson 23:21, 28 Jul 2006 (PDT)

I'm sure it was meant to be released - no accidtal. Let's just find out what VALVe say. --DogGunn 23:27, 28 Jul 2006 (PDT)
You'd think that they've had said something before its release, though... especially since it showed up on a Friday, not their normal release day? ATimson 04:53, 29 Jul 2006 (PDT)
I was confused about this thinking I was the only one, but it is nice to know I'm not. It doesn't look deliberate, but because of all this mod stuff, I'm thinking it probably was. Although why it was the lost coast stuff in it, no-one knows. Heck, this is the only place I know with a mention of it. Google gives nothing, but I have yet to check the Steam forums. Prehaps I should? --RabidZombie 05:53, 29 Jul 2006 (PDT)

"Good guess, mods currently using 220 should switch to 215 if they wish to use the new engine features (and some using 320 should consider switching to 215). Mike will provide all the details when the SDK is ready :) - Alfred" noob cannon lol 16:08, 29 Jul 2006 (PDT)

SearchPaths

What SearchPaths should we use with SDK base? This seems to work for now:

Game		|gameinfo_path|.
Game		sourcetest
Game		hl2

But it doesn't seem right to me somehow. Some clarification would be appreciated. --TomEdwards 03:46, 5 Aug 2006 (PDT)

You don't really need to use sourcetest...it's probably something to make sure Steam doesn't complain—ts2do 11:48, 5 Aug 2006 (PDT)
It isn't supposed to be launched as a game in its own right, just be a base for mods to work off. That's why the reslists are broken. You don't need any of the Sourcetest content if you're going to be launching a mod, and including it in the reslist will force users to download it when they launch a mod. The sourcetest content just exists so it doesn't crash straight away if you do happen to launch it standalone, I reckon. --AiusEpsi 05:13, 6 Aug 2006 (PDT)
There seems to be a great deal of confusion on the way the new SDK stuff slots into modding. Some clarification (i.e., a how to page) would be appreciated.
That's the theory ts2do, but there is an immediate CTD if you don't include it. It has to be mounted, today at least. --TomEdwards 14:57, 6 Aug 2006 (PDT)