Difference between revisions of "Talk:Source SDK Known Issues"

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== Can't open CreateModFiles\source2009\gameinfo_sp.txt ==
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Brand new install of Steam. I own and have installed the following games:
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* Half-Life 2
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* Half-Life 2: Deathmatch
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* Half-Life 2: Episode One
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* Half-Life 2: Episode Two
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* Half-Life 2: Lost Coast
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* Half-Life Deathmatch: Source
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* Half-Life: Source
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plus others. I haven't played them yet.
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 +
 +
In the TOOLS list I have installed the following:
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* Source SDK
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* Source SDK Base 2006
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* Source SDK Base 2007
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When I launched the Source SDK, the "Engine Version" was set to "Source Engine 2009", the "Current Game" was set to "Half-Life 2". I clicked on "Create a Mod". On the next screen I selected "Modify Half-Life 2 Single Player" and then clicked "Next >". I browsed to a directory and gave the mod a name, after clicking "Next >" I got this error:
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 +
[[File:Sdksperror.jpg‎]]
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 +
Clicking OK only repeats the Error message, it is stuck in a loop. {{unsigned|Just in case}}
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 +
::KNOWN BUG
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::This happens because the 2009 code (which would aptly be name "Source SDK Base 2009") has not yet been released, but the function for creating a mod from it has. At this time only 2006 and 2007 can be used for creating a mod. --[[User:Welsh Mullet|Welsh Mullet]] 11:36, 1 December 2010 (UTC)
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 +
:::::So, is there a work around for this? Trying to start a CS:S mod, but it's not on the 2007 or 2006 lists. Also, the issue is the same for multi-player, but ends with "gameinfe_mp.txt".
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:::::EDIT: Also, selecting either '''"Source SDK Base 2007"''' or '''"Source SDK Base 2006"''' on Steam starts up Source Test using the Lost Coast map.
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:::::I have to launch '''"Source SDK"''' from Steam, then select '''"Source Engine 2007"''' or '''"Source Engine 2006"''' or '''"Source Engine 2009"''' from the Engine Version drop down menu.
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:::::'''2006''' contains HL:DM. '''2007''' contains nothing. '''2009''' contains HL2, Ep1, Ep2, Portal, TF2, DoD:S and CS:S.  Cheers --[[User:KieranM17|KieranM17]] 01:00, 12 January 2011 (UTC)
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::::::And what we will do now? f*ck [[User:Dj vla|Dj vla]] 20:58, 19 February 2011 (UTC)
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:::::::Simple as, you cannot yet build a mod on the 2009 code unless you are doing a content only mod. (See moding portal) If you wish to build a game that is similar to CS:S, my advice is to start on the 2007 base, select template mod and then mount the CS:S files via the gameinfo.txt --[[User:Welsh Mullet|Welsh Mullet]] 04:44, 20 February 2011 (UTC)
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 +
== SDK doesn't start, help ==
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help, please. my SDK doesnt even launch; it says Preparing... and does nothing, after using the Beta. even with -engine ep1 in the launch options. help. {{unsigned|Greenday5494}}
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:I guess you've already come across this then: [[Source_SDK_will_not_launch]] (and also the [[Talk:Source_SDK_will_not_launch|article's talk page]], especially the [[Talk:Source_SDK_will_not_launch#Potential Solution|potential solution discussed there]]). Hope you can fix your problem, I really don't know how lend you further help at the moment. --[[User:Etset|Etset]] 05:41, 21 Feb 2008 (PST)
 +
 
==Community bugs==  
 
==Community bugs==  
Bugs found after the august 2006 sdk update.
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For bugs found after the November 2007 sdk update, the current buglist can be found at [[Source SDK SE2 Bugs]].
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For past bugs, please see the [[August 2006 Community Buglist]].
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:Will this be a page later or?--[[User:MrTwoVideoCards|Gear]] 12:44, 7 Nov 2007 (PST)
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 +
== Issues with the Article itself ==
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[http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29 SDK_Does_Not_Compile_Under_Linux] is no longer relevant after the 2006-08-14 SDK update.
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Is it possible to add some of the 'SDK code issues' errors '''text''' in there, so a search engine could list this article? The MountAppFilesystem() error probably has a handful of people still looking for help. Hell, after 2 weeks of looking for help, I finally found an forum that had this article linked here. And scary is that I've been running through this Valve Developer Community since the start!
 +
 
 +
== SDK engine code error ==
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when starting source SDK i get a message stating that there are no engines on my computer the it can find do i need different version of SDK to get the counter strike source engine to show up so i can make a new map.
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 +
Try launching the SDK with the "-engine ep1" launch option (no quotes).  If that doesn't work, the problem is (probably) with your gamecfg.txt.  It is possible to edit this file manually, but using the SDK menu to "reset game configurations" would be safer.  Oh yeah, you need to own Counter-Strike:Source, too.--[[User:BitMage|Bit Mage]] 14:25, 18 Dec 2008 (PST)
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 +
== Direct Hammer shortcut ==
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The SDK launcher program doesn't remember which game type you were working on last (I'm sure it used to). So the shortcut to Hammer causes it to load the wrong game type (unless you are working on whatever it defaulted to).
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Does the SDK Launcher have a command line option for the game to default to?
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[[User:Supertin|Supertin]] 15:59, 17 Jun 2008 (PDT)
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 +
Have you tried using the -game option?--[[User:BitMage|Bit Mage]] 14:11, 18 Dec 2008 (PST)
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 +
== No SDK? ==
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The Source SDK has recently, randomly, disappeared from the tools tab in steam, and my shortcut does not work either. I do own one steam game, Day of Defeat: Source, and have both SDK Bases installed. --[[User:Barnaby|Barnaby]] 10:38, 9 Jul 2008 (PDT)
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Issue dissapeared after new version of the Source SDK was automatically downloaded. --[[User:Barnaby|Barnaby]] 15:00, 10 Jul 2008 (PDT)
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== Hammer runs, but won't appear ==
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Starting about last week (sorry, no date)
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each time I attempt to launch Hammer (from the SDK Launcher)
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The Hammer.exe process appears, and uses CPU time,
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but the application window never appears.
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I wouldn't know it was running without my CPU gauge and Taskman.
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--[[User:BitMage|Bit Mage]] 19:43, 17 Dec 2008 (PST)
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 +
Sorry, my fault. In case someone else gets an error like this, it was a bug with a hand-edited gameconfig.txt
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(Am I supposed to leave this here for others to see the solution, or delete it?)
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--[[User:BitMage|Bit Mage]] 21:24, 18 Dec 2008 (PST)
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 +
== Mod not loading ==
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I can't load my mod. It shows the Loading Screen and then closes itself. No Errors. It is not from scratch.
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== Mod not loading ==
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I can't load my mod. It shows the Loading Screen and then closes itself. No Errors. It is not from scratch. --[[User:Adam.gamedev|Adam.gamedev]] 09:20, 22 May 2010 (UTC)
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:If you compiled your mod code in debug mode you MUST put -allowdebug on the command line or this will happen.--[[User:BitMage|Bit Mage]] 05:39, 27 May 2010 (UTC)
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== Cache Error ==
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When I try to load Hammer, I get an error saying the Cache needs rebuilding. --[[User:Adam.gamedev|Adam.gamedev]] 17:31, 20 June 2010 (UTC)
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:Have you tried making Steam verify any GCFs your mod uses?--[[User:BitMage|Bit Mage]] 04:30, 22 June 2010 (UTC)
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 +
== SDK is hiding Source 2006?? ==
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[[Image:Hammer_refrence.jpg|200px|thumb|right]]
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i recently updated sdk and all that jazz but ever since then whenevr i open my source 2006 tab it show under it te games but i cannot click on the scroll bar or anything!
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Maybe because you have no games that use that engine? --[[User:Welsh Mullet|Welsh Mullet]] 12:06, 7 July 2010 (UTC)
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No, tha can't be it because i have half life 2, Counter strike and HL2: ep1. and i have infact use them before i even made a mod out of half life 2! so that cant be the problem. --[[User:Dillodude94|No Return Production]] 04:16, 9 July 2010 (UTC)
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 +
Half Life 2: Deathmatch is now the only game (at least that i have) that uses source 2006. All the others have been moved to 2009, and no games use the 2007 tools. --[[User:Welsh Mullet|Welsh Mullet]] 23:39, 9 July 2010 (UTC)
  
 +
:: well i have HL2, Ep1, and EP2 and Ep1 is under 2007. and Portal, TF2,and HL2 Ep2 is on the 2009 tab but CCS and HL2 should be at the 2006 tab but i can't even open it!--[[User:Dillodude94|No Return Production]] 06:08, 10 July 2010 (UTC)
  
===General/launcher===
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::: Right, refresh your sdk content and reset your game configurations. Deathmatch should appear under 2006, Episode 2 under 2007 (But you can't use those tools on it, it's just so you have something to click to access the create mod wizard for the 2007 base) and everything else (HL2, ep1, ep2, portal, tf2) under 2009. --[[User:Welsh Mullet|Welsh Mullet]] 11:35, 10 July 2010 (UTC)
*No access to Episode One assets from the tools. Mossman and Alyx can only be viewed in their HL2 versions, and Zombine, the core ball and other such new assets including textures and sounds aren't visible at all. Occurs with the SDK set to both SDK Base and Ep1 itself.
 
<del>*When launching the tools via the new <code>-run<tool></code> switches, <code>|gameinfo_path|.</code> is not searched. This hides all custom mod content when launching from a shortcut. Launching from the SDK menu is not affected.</del>
 
* When creating a new singleplayer mod, or setting the appid from 220 to 215 for a singleplayer mod makes the game crash during startup after the valve logo with the error: Error could not load library client. While changing the appid back to 220 makes it work again.--[[User:Bluestrike|Bluestrike]] 04:24, 5 Aug 2006 (PDT)
 
:This is because you have the wrong SearchPaths. See [[Talk:Source SDK Base#SearchPaths]]. --[[user:TomEdwards|TomEdwards]] 04:26, 5 Aug 2006 (PDT)
 
::Ah thx, but they still need to fix it for when creating a new singleplayer mod since its using the new appid but not the updated seachpaths. Also I don't get the "new game" button this way and would like to get rid of the stress test.--[[User:Bluestrike|Bluestrike]] 04:37, 5 Aug 2006 (PDT)
 
:::See  on this page. --[[user:TomEdwards|TomEdwards]] 05:20, 5 Aug 2006 (PDT)
 
:::: Don't see the relevance :), when creating a singleplayer mod the gameinfo has the updated appid, but not the updated seachpath, so I'm just saying that should be fixed so new people creating a singleplayer mod get something that works :)--[[User:Bluestrike|Bluestrike]] 14:31, 6 Aug 2006 (PDT)
 
*There is no link to vconfig.
 
*vconfig crashes on launch with a steam.dll error.
 
*There is no mapsrc for episodic or sourcetest. Equally, all of the sample maps are extracted to the hl2 folder.
 
:They haven't released any sourcefiles for episode one by by knowledge so there is should not be any sourcefolders for it either.--[[User:Bluestrike|Bluestrike]] 04:14, 6 Aug 2006 (PDT)
 
*We now can build hdr maps and have the hdr code, but still need the splitter tool required to makde hdr skyboxes.--[[User:Bluestrike|Bluestrike]] 04:14, 6 Aug 2006 (PDT)
 
* I get this error: Attempted to create unknown entity type env_tonemap_controller! Can't init env_tonemap_controller or should I post this at [[#Source_SDK_Base]] Hdr is working, just not the custom values I want because the tonemap entity isn't recognised--[[User:Bluestrike|Bluestrike]] 14:31, 6 Aug 2006 (PDT)
 
:: Same issue here. It isn't even recognised when I run the Source SDK base.  The background map loads but I get the same message in the console -- [[User:Defrag|Defrag]] 17:02, 10 Aug 2006 (PDT)
 
* When typing in the console, possible commands appear on a dropdown window, but clicking on the one you need with the mouse no longer works, instead you have to type the whole command now. --[[User:Bluestrike|Bluestrike]] 14:34, 6 Aug 2006 (PDT)
 
:You can use the arrow and return keys to use the list until this problem is fixed. --[[user:TomEdwards|TomEdwards]] 14:36, 6 Aug 2006 (PDT)
 
*Short period of "Copying files" dialogue on each load
 
*The launcher frequently deletes custom game configs.
 
*Height2normal.exe no longer works --[[User:Bluestrike|Bluestrike]] 15:18, 11 Aug 2006 (PDT)
 
*The current [http://www.softimage.com/products/Mod/v4/ XSI Mod Tool link] is outdated and unusable. Should link [http://www.softimage.com/community/xsi_mod_tool/default.aspx here].
 
*All mods built after update include only single player animation sequences by default and requires multiplayer aniamations to be copied over from resources if they are to be found and used.
 
  
===Source SDK Base===
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:::: Yeah it worked Thank you! --[[User:Dillodude94|No Return Production]] 04:41, 11 July 2010 (UTC)
*The menu system is not currently working as it should. Using Source SDK Base gives the Video Stress Test/Options/Exit menu, which isn't very helpful. Modders have to copy over various script files to get a functional menu, and even that isn't enough sometimes. A system that reads <code>type</code> from gameinfo.txt and displays the appropriate menu would be great.
 
*There is no way to hide the commentary option in the New Game dialog without hacking it to appear outside the dialog's borders. Seeing as it's fair to say that most modders won't be using commentary, this is a fairly large issue. Could Source not check for the existence of *_commentary.txt before showing the option?
 
**When you ''do'' use commentary, the background texture for the checkbox and label is missing.
 
  
===Hammer===
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== Help with Half-Life 2 DM,Source SDK 2006 ==
====General====
 
*[[:Image:Hammer overlay corruption.jpg|Corruption when viewing overlays]].
 
*Unable to load the cs_militia sourcemap.
 
: Refresh sdk content.
 
::Militia now loads but there is nothing to see but 4 black screens. I can place entity's in it. --[[User:Bluestrike|Bluestrike]] 03:46, 14 Aug 2006 (PDT)
 
*Displacements now let ragdolls and all physics objects clip straight through them, rather annoying --[[User:gingerlord|gingerlord]] 14:19, 6 Aug 2006 (BST)
 
:Have to place a camera in the map, unsure if this is permanent or a future fix.
 
*Displacements in hammer depth fight with transparent brushes in 3d view.--[[user:Vecima|vecima]]
 
*Textures from .svn (of course you need to be using TortoiseSVN for this) folders now show up in Texture Browser, had this problem occasionally before SDK update, now showing up constantly. --[[User:gingerlord|gingerlord]] 14:24, 6 Aug 2006 (BST)
 
:: SVN working copy versions of props and sounds also show up in the respective browsers.  Very annoying. -- [[User:Defrag|Defrag]]
 
::: Yeah very anoying, I guess hammer finds the stuff in the hidden svn folders, I think making hammer unable to read hidden files could fix this? --[[User:Bluestrike|Bluestrike]] 03:32, 14 Aug 2006 (PDT)
 
  
====Interface====
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Okay, so I load up SDK, go to the hammer editor under 2006.... I want to make maps for half-life 2 deathmatch <br />
*The new View menu option ''3D Lighting Preview'' apparently doesn't work, instead filling the camera view with the black and pink checkers.
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[[File:Source_SDK_2006_Half-Life_2-_Deathmatch.png]] <br />
:We are not supposed to have that option yet.
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Hammer loads up just fine, but when I tell it to create a new file, or open a previous one, I get this "Fatal Error" message 4 times in a row
*When changing from the logic view to a 3d view the screen stays black, Have to select a object and use ctrl+shift+e to be able to view the map.--[[User:Bluestrike|Bluestrike]] 05:58, 5 Aug 2006 (PDT)
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  Missing material 'editor/wireframe'. Go to Tools | Options | Game Configurations
:It appears there is no longer a default camera for the 3D window. One must be created (or ctrl-shift-e must be used) before anything appears in a 3D window. &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 10:46, 5 Aug 2006 (PDT)
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  and verify that your game directory is correct.
::Confirmed. I tried slicing the entire map up with huge brushes, and they didn't register in the camera view, so it's not just simply moved to somewhere else in the map, which was my first thought. --[[User:Andreasen|Andreasen]] 02:40, 7 Aug 2006 (PDT)
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<br />
:Place a camera in the map.
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Now my Screen looks like this....<br />
*'Use Visgroup colors for object lines' option is nonfunctional. Objects are always shown with their default colours.
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[[Image:Hammer_Edditor_After_an_Error.png|300px]]
*Viewport label does not appear until mouseover. Gets confusing when you are trying to manipulat them sometimes.
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<br />
*The hammer model browser has the option to select a specific mod now, but you can't select any option with the mouse (using the up and down keys works).--[[User:Bluestrike|Bluestrike]] 04:20, 7 Aug 2006 (PDT)
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....and I cant make maps. Can someone please help me... I've looked all arround the internet for a solution.
**This may just be me being insane, but I can't bring the Logical View back up at all. It appeared the very first time I started the SDK, and hasn't been seen since. --[[User:PiMuRho|PiMuRho]] 14:59, 12 Aug 2006 (PDT)
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--[[User:BenVlodgi|BenVlodgi]] 01:36, 5 October 2010 (UTC)
:yeah I haven't seen it anymore, not that it seemed that usefull to me, but I would expect it to be in the camera dropdown menu where we can also select the lighmapsview but there is no option for it.
 
*Sound Browser does not play custom soundscript entries. It plays the raw files fine.
 
  
 +
:Your going to need to create a new setup for it under source 2009. --[[User:Wazanator|Wazanator]] 12:53, 5 October 2010 (CDT)
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::How would I go about doing that?? --[[User:BenVlodgi|BenVlodgi]] 19:32, 8 October 2010 (UTC)
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:::Select "Source Engine 2009" and then doubleclick "Edit Game Configuration". Click on "Add" and enter "Half-Life 2: Deathmatch" in the Name field and in the Directory field, browse to "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2 Deathmatch\hl2mp". Click OK. Click OK again to add it. Then it won't appear straight away. A workaround for that is to select "Source Engine 2006" (for example) and then "Source Engine 2009" again. Now, under Current Game you should be able to see and select "Half-Life 2: Deathmatch". Select it and click on "Hammer Editor". Done. --[[User:SwiftReal|SwiftReal]] ([[User talk:SwiftReal|talk]]) 18:43, 14 March 2016 (UTC)
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I've got exacly the same problem.Please help me anyone!!!! --[[User:Gyro|Gyro]] 21:17, 3 November 2010 (UTC)
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:You need to run the game at least once and rebuild game configs. --[[User:Omnicoder|Omnicoder]] 22:58, 3 November 2010 (UTC)
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Can anyone donate a editor/wireframe file,pls?--[[User:Gyro|Gyro]] 09:31, 4 November 2010 (UTC)
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:Won't help, if it can't find the wireframe it can't find any of the map textures either. --[[User:Omnicoder|Omnicoder]] 18:55, 4 November 2010 (UTC)
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I actually have uninstalled the SDK completely, and tried resetting the configurations, but nothing works... I actually gave up on this a while ago, and now make Portal 2 maps
  
====Compiling====
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== game_text no longer works ==
*Hammer has difficulty running games post-compile. It returns an error about being unable to load filesystem_steam.dll when I try with SDK Base, and loads Ep1 with HL2's script files.
 
*Hammer game-launch option (apparently) no longer functions. Simply crashes (i.e., closes without indicated error). Restarting Hammer reports previous incorrect closure - asks if to reload last map. EDIT: problems appear to be resolved by restarting windows. &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 11:14, 5 Aug 2006 (PDT)
 
*Texture lighting appears to be broken for me.  vrad picks up lights.rad correctly and also reports that it has parsed the correct nunber of texlights, but the texture lights do not affect the lightmaps.  Strangely enough, the viewmodel IS illuminated, so something is going awry related to lightmapping during rad.  I've had a friend test this and the result was the same. -- [[User:Defrag|Defrag]] 16:05, 10 Aug 2006 (PDT)
 
:: Update - this is.. bizarre.  I've got the same texture light in two places and in one place it affects the lightmaps, but in the other it doesn't.  The only difference is that one light is smaller than the other. I'll try and investigate more -- [[User:Defrag|Defrag]] 18:16, 11 Aug 2006 (PDT)
 
::: It may not be a problem, just more a technical issue. The texture lights brightness alters the density of the lights put infront of the face during the compile, the lights snap to a grid and if your face is too small with a too dull brightness no light gets put there for world lighting during rad. Its something I've noticed and was planning on adding to the [[Glowing Textures]] article I'd written. --[[User:Angry Beaver|Angry Beaver]] 22:31, 11 Aug 2006 (PDT)
 
::: Haven't expirienced any problems yet, are the texturelights perhaps inside a model? If that is the case you can try disabling shadows for the model.
 
:::: No, they're just standard texture lights.  They're not behind other geometry or enclosed by props or other geometry.  Beaver: The lights are large and bright; curiously the behaviour is at odds what what you observed: The large lights don't emit while the same texture on a smaller brush in another area does emit. -- [[User:Defrag|Defrag]] 10:12, 12 Aug 2006 (PDT)
 
:::::Why not upload the relevant bits of the VMF somewhere? --[[user:TomEdwards|TomEdwards]] 10:27, 12 Aug 2006 (PDT)
 
::::::I've found the problem: the brush that was textured with a light was a func_detail.  However, this should NOT cause texture lighting to bug on when it comes to creating the appropriate lightmaps during rad.  To reiterate, the bug is that the lightmaps are not generated, but the light will still illuminate models such as the viewmodel.  I also tried applying the texture light to a func_brush and it worked as normal, so something is causing lights on func_detail brushes to glitch.  I've uploaded the files here as I couldn't figure out how to make thumbnails & image links without just posting a huge image by accident: [http://homepages.nildram.co.uk/~msimp2k2/rad_bug/ Screenshots, .vmf and .rad files] -- [[User:Defrag|Defrag]] 12:04, 12 Aug 2006 (PDT)
 
:::::::Actually that glitch doesn't surprise me in the slightest. func_details work by being isolated from the map during the compile process, the lights are propably created by the process in the isolated space. I would of though that with func_Details ways of blocking light they'd still be in the same lighting hull but apparently not, and as thier not there the lights that are created are physically not where the other brushes are to generate the lightmaps then the brushes and lights get moved back into the regular world to light models. Or at least thats my best guess from what i know of the compile process. --[[User:Angry Beaver|Angry Beaver]] 12:52, 12 Aug 2006 (PDT)
 
  
 +
Attempting to create a new line in a <code>game_text</code> entity will fail due to hammer editor "fixing" backslashes(from <code>\n</code> to <code>/n</code>). Apparently the only way to fix this is to edit the file in notepad. Very frustrating.{{unsigned|Ibemad}}
  
====Crashes====
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== Russian translation (partially, at the moment) available for the page ==
*Crash when maximising Hammer after a period of minimised inactivity.
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However, it's locked. Just a FYI for anybody. [[Source_SDK_Known_Issues:ru]] --[[User:Mattshu|Mattshu]] 02:17, 2 March 2011 (UTC)
*Hammer crashes always when closing it (after long sessions)--[[User:Bluestrike|Bluestrike]] 04:14, 6 Aug 2006 (PDT)
 
:okay now hammer just 'disapeared' for the 2nd time in a hour without any messages. --[[User:Bluestrike|Bluestrike]] 05:33, 7 Aug 2006 (PDT)
 
:: I've also encountered the magical disappearing Hammer today.  It closed itself with no warning or errors. -- [[User:Defrag|Defrag]]
 
:::Hammer crashes when opened from being minimised to task bar, happens every time for me. -- [[User:gingerLord|gingerLord]]
 
::::OK here's a reproducable one (at least for me).  Select multiple brushes and go into vertex mode.  Drag select around a line of handles and merge some vertices (merging multiple vertices on multiple brushes simultaneously) then exit vertex mode.  It will bomb out every time without an error. -- [[User:Defrag|Defrag]] 14:31, 9 Aug 2006 (PDT)
 
* Update -- I've only crashed once as of the latest (11th August) update, so I'd say this one has been largely fixed. -- [[User:Defrag|Defrag]] 23:43, 15 Aug 2006 (PDT)
 
  
====Entities====
+
== finding the software ==
*Func_door_rotating act as func_rotating ingame (object doesn't stop spinning)--[[User:Bluestrike|Bluestrike]] 05:58, 5 Aug 2006 (PDT)
 
*The buggy now starts without its weapon attached (any workarounds?)--[[User:Bluestrike|Bluestrike]] 05:58, 5 Aug 2006 (PDT)
 
*New npc_citizen entities default to Alyx's model and are armed with Alyx's gun.
 
*env_tonemap_controller is a checkerboard sprite --[[User:Bluestrike|Bluestrike]] 04:38, 6 Aug 2006 (PDT)
 
:The entity is also not recognized in sourcesdk base (see general/laucnher at the top of the page)
 
*Cubemap resolution has been upgraded, but the FGD still reports the old values in <code>env_cubmap</code>. 512x512 is actually 1024x1024, etc.
 
*Using custom detailsprite textures in the worldspawn does no longer work. --[[User:Bluestrike|Bluestrike]] 11:00, 10 Aug 2006 (PDT)
 
  
===HLMV===
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Can someone please tell were to get steam engine, source SDK?
*Wireframe covers the model in the 'missing texture' checkerbox instead of showing wireframe.
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I onestly don't were to it all.{{unsigned|Camp111}}
*According to the combo box, the default view is BoneWeights. It isn't, of course.
+
:Open the Steam client, select ''LIBRARY'' from the top. Next to the search bar, select the ''TOOLS'' drop-down, scroll down until you see '''Source SDK'''. Right-click and select '''Install...''' or double-click to begin the download and installation process. &mdash;[[User:Mattshu|Mattshu]] 22:30, 17 September 2011 (PDT)
*Normal mapping is off by default, on my system. Very annoying.
 
  
===Faceposer===
+
== Source SDK 2009 Error ==
*Faceposer crashes when I try to extract a wav in the phoneme editor, displaying a windows error. --[[User:Bluestrike|Bluestrike]] 05:58, 5 Aug 2006 (PDT)
 
:Confirmed. Perhaps it now uses a more recent speech API? --[[user:TomEdwards|TomEdwards]] 13:06, 5 Aug 2006 (PDT)
 
*Faceposer does not appear on the taskbar until it recieves focus.
 
*Faceposer's interface can lose all of its icons. This happened some time ago for me and I've never been able to get them back.
 
*Expressions: head tilt, head updown and head forwardback are not applied until a the sliders is moved by hand. This will show up if you select an Expression using one or more of those sliders immediately after starting Faceposer.
 
*The global Event Tags and the gesture-only Timing Tags look idential.
 
*Expression thumbnails are created without removing the 3D View's gestures/sequences. This can result in obscured images if the animation places limbs in front of the face.
 
**Same problem when there are multiple actors in the 3D View.
 
*The Animations dialogue lets you refresh all thumbnails. This is dangerous and will hang Faceposer and Steam if used on a model will lots of animations (e.g. Alyx). Should be removed or require confirmation.
 
*When creating an Expressions event, expressions are duplicated two or three times each in the lower combo box.
 
*Help > Goto Homepage still links to [http://www.valve-erc.com/srcsdk/faceposer/faceposer.html VERC]. Should link to [[:Category:Choreography]], or another VDC page.
 
*When pressing play while the scene is already playing, speech events from the first playthrough will continue, overlapping the second playthrough.
 
*Clicking 'Edit <event> in <tool>' does not open the tool if it is closed.
 
*'''Critical:''' Special characters not escaped in event, channel or actor names. Add an <code>"</code> anywhere and FacePoser will crash when trying to load the scene! <code>{</code> and <code>}</code> are not affected.
 
*I've just noticed that each of the speak events that I've done custom phonemes for has [[:Image:Faceposerbug autoemphasis.png|had the exact same emphasis pattern inserted]] without any action on my part.
 
  
==Non-bugs==
+
Okay So I've begun using Source SDK MP for map making but now for personal reasons I want to / need to start using
===General===
+
the Source SDK 2009 engine. Every time i open it it says i have no game configurations to run it with.
*Changing the SteamAppId to 215 in our mod seems to enable the new engine (version 7, build 2803) but HDR is not functional. building cubemaps you can see that there is no tonemapping going on and I have noticed that certain HDR related console commands are missing (eg tonemap control and mat_forcebloom)
+
Games i own:
:If your mod is using their own client.dll file its still using the old engine and the mods coders need to do their magic on it but I'm not a specialist on that matter tough :) but the hdr testmap worked fine in my sp mod --[[User:Bluestrike|Bluestrike]] 07:06, 5 Aug 2006 (PDT)
+
Counter-Strike:Source
:You must merge the new SDK source code into your mod's DLLs to expose the game hooks. Maps must be compiled with HDR too, but I'll assume you're already doing that. ;-) --[[user:TomEdwards|TomEdwards]] 07:08, 5 Aug 2006 (PDT)
+
Team Fortress 2
::Thanks for the help, im sure our coder is going to be very pleased about having to do that :P
+
and 60 others...
 +
I've tried resetting my Source SDK game configs ect...
 +
Reinstalling Source SDK
 +
Reading every topic about this on Google
 +
reinstalling SDK + CS:Source
 +
Reinstalling every game and steam
 +
running as a administrator
 +
Reinstalling my entire OS
 +
Watching hours of YouTube
 +
and it still won't work.
 +
Anybody wanna do team viewer or give a actual helpful tip?
 +
Thanks in advance.
  
==Discussion==
+
== Instances not being compiled in Source 2009 ==
The shortcut fix doesn't work for me.  Hammer loads and everything appears to be fine, but all of my mod's materials aren't displayed properly.  HL2 resources are displayed as normal.  Edited, this is now working fine for me. -- [[User:Defrag|Defrag]] 12:23, 12 Aug 2006 (PDT)
+
Instances are not compiled with the map in source engine 2009, newer engine branches work fine.
:What game is the SDK set to? --[[user:TomEdwards|TomEdwards]] 07:58, 5 Aug 2006 (PDT)
 
:This [http://www.sdknuts.com/tutorials/wiseHammer.asp Hammer shortcut] method still works for me, for each game mode. --[[User:Mark WiseCarver|wisemx]] 08:06, 5 Aug 2006 (PDT)
 
::Doesn't work here.  I get the "steam.dll not found" error message that occurs when using a standard shortcut; that is, right-clicking on hammer.exe -> create shortcut. --[[User:RDB|RDB]] 14:41, 5 Aug 2006 (PDT)
 
:OK, I've hit the problem and it's a bug when launching the tools with the new shortcut switches. I've added it as a bug. You'll have to launch through the GUI menu for now, or use wisemx's solution. --[[user:TomEdwards|TomEdwards]] 08:26, 5 Aug 2006 (PDT)
 
*Can't find this page using the search box, are talk pages ignored by it? In that case should we make a dedicated page for all these bugs?
 
**At the bottom of the search results, uncheck main and check talk instead. --[[User:Pizzahut|Pizzahut]] 09:57, 14 Aug 2006 (PDT)
 

Latest revision as of 18:43, 14 March 2016

Can't open CreateModFiles\source2009\gameinfo_sp.txt

Brand new install of Steam. I own and have installed the following games:

  • Half-Life 2
  • Half-Life 2: Deathmatch
  • Half-Life 2: Episode One
  • Half-Life 2: Episode Two
  • Half-Life 2: Lost Coast
  • Half-Life Deathmatch: Source
  • Half-Life: Source

plus others. I haven't played them yet.


In the TOOLS list I have installed the following:

  • Source SDK
  • Source SDK Base 2006
  • Source SDK Base 2007

When I launched the Source SDK, the "Engine Version" was set to "Source Engine 2009", the "Current Game" was set to "Half-Life 2". I clicked on "Create a Mod". On the next screen I selected "Modify Half-Life 2 Single Player" and then clicked "Next >". I browsed to a directory and gave the mod a name, after clicking "Next >" I got this error:

Sdksperror.jpg

Clicking OK only repeats the Error message, it is stuck in a loop. Unsigned comment added by Just in case (talkcontribs). Please use four tildes (~~~~) to sign your username.

KNOWN BUG
This happens because the 2009 code (which would aptly be name "Source SDK Base 2009") has not yet been released, but the function for creating a mod from it has. At this time only 2006 and 2007 can be used for creating a mod. --Welsh Mullet 11:36, 1 December 2010 (UTC)
So, is there a work around for this? Trying to start a CS:S mod, but it's not on the 2007 or 2006 lists. Also, the issue is the same for multi-player, but ends with "gameinfe_mp.txt".
EDIT: Also, selecting either "Source SDK Base 2007" or "Source SDK Base 2006" on Steam starts up Source Test using the Lost Coast map.
I have to launch "Source SDK" from Steam, then select "Source Engine 2007" or "Source Engine 2006" or "Source Engine 2009" from the Engine Version drop down menu.
2006 contains HL:DM. 2007 contains nothing. 2009 contains HL2, Ep1, Ep2, Portal, TF2, DoD:S and CS:S. Cheers --KieranM17 01:00, 12 January 2011 (UTC)
And what we will do now? f*ck Dj vla 20:58, 19 February 2011 (UTC)
Simple as, you cannot yet build a mod on the 2009 code unless you are doing a content only mod. (See moding portal) If you wish to build a game that is similar to CS:S, my advice is to start on the 2007 base, select template mod and then mount the CS:S files via the gameinfo.txt --Welsh Mullet 04:44, 20 February 2011 (UTC)

SDK doesn't start, help

help, please. my SDK doesnt even launch; it says Preparing... and does nothing, after using the Beta. even with -engine ep1 in the launch options. help. Unsigned comment added by Greenday5494 (talkcontribs). Please use four tildes (~~~~) to sign your username.

I guess you've already come across this then: Source_SDK_will_not_launch (and also the article's talk page, especially the potential solution discussed there). Hope you can fix your problem, I really don't know how lend you further help at the moment. --Etset 05:41, 21 Feb 2008 (PST)

Community bugs

For bugs found after the November 2007 sdk update, the current buglist can be found at Source SDK SE2 Bugs. For past bugs, please see the August 2006 Community Buglist.

Will this be a page later or?--Gear 12:44, 7 Nov 2007 (PST)

Issues with the Article itself

SDK_Does_Not_Compile_Under_Linux is no longer relevant after the 2006-08-14 SDK update.

Is it possible to add some of the 'SDK code issues' errors text in there, so a search engine could list this article? The MountAppFilesystem() error probably has a handful of people still looking for help. Hell, after 2 weeks of looking for help, I finally found an forum that had this article linked here. And scary is that I've been running through this Valve Developer Community since the start!

SDK engine code error

when starting source SDK i get a message stating that there are no engines on my computer the it can find do i need different version of SDK to get the counter strike source engine to show up so i can make a new map.

Try launching the SDK with the "-engine ep1" launch option (no quotes). If that doesn't work, the problem is (probably) with your gamecfg.txt. It is possible to edit this file manually, but using the SDK menu to "reset game configurations" would be safer. Oh yeah, you need to own Counter-Strike:Source, too.--Bit Mage 14:25, 18 Dec 2008 (PST)

Direct Hammer shortcut

The SDK launcher program doesn't remember which game type you were working on last (I'm sure it used to). So the shortcut to Hammer causes it to load the wrong game type (unless you are working on whatever it defaulted to). Does the SDK Launcher have a command line option for the game to default to? Supertin 15:59, 17 Jun 2008 (PDT)

Have you tried using the -game option?--Bit Mage 14:11, 18 Dec 2008 (PST)

No SDK?

The Source SDK has recently, randomly, disappeared from the tools tab in steam, and my shortcut does not work either. I do own one steam game, Day of Defeat: Source, and have both SDK Bases installed. --Barnaby 10:38, 9 Jul 2008 (PDT)

Issue dissapeared after new version of the Source SDK was automatically downloaded. --Barnaby 15:00, 10 Jul 2008 (PDT)

Hammer runs, but won't appear

Starting about last week (sorry, no date) each time I attempt to launch Hammer (from the SDK Launcher) The Hammer.exe process appears, and uses CPU time, but the application window never appears. I wouldn't know it was running without my CPU gauge and Taskman. --Bit Mage 19:43, 17 Dec 2008 (PST)

Sorry, my fault. In case someone else gets an error like this, it was a bug with a hand-edited gameconfig.txt (Am I supposed to leave this here for others to see the solution, or delete it?) --Bit Mage 21:24, 18 Dec 2008 (PST)

Mod not loading

I can't load my mod. It shows the Loading Screen and then closes itself. No Errors. It is not from scratch.

Mod not loading

I can't load my mod. It shows the Loading Screen and then closes itself. No Errors. It is not from scratch. --Adam.gamedev 09:20, 22 May 2010 (UTC)

If you compiled your mod code in debug mode you MUST put -allowdebug on the command line or this will happen.--Bit Mage 05:39, 27 May 2010 (UTC)

Cache Error

When I try to load Hammer, I get an error saying the Cache needs rebuilding. --Adam.gamedev 17:31, 20 June 2010 (UTC)

Have you tried making Steam verify any GCFs your mod uses?--Bit Mage 04:30, 22 June 2010 (UTC)

SDK is hiding Source 2006??

Hammer refrence.jpg

i recently updated sdk and all that jazz but ever since then whenevr i open my source 2006 tab it show under it te games but i cannot click on the scroll bar or anything!

Maybe because you have no games that use that engine? --Welsh Mullet 12:06, 7 July 2010 (UTC)

No, tha can't be it because i have half life 2, Counter strike and HL2: ep1. and i have infact use them before i even made a mod out of half life 2! so that cant be the problem. --No Return Production 04:16, 9 July 2010 (UTC)

Half Life 2: Deathmatch is now the only game (at least that i have) that uses source 2006. All the others have been moved to 2009, and no games use the 2007 tools. --Welsh Mullet 23:39, 9 July 2010 (UTC)

well i have HL2, Ep1, and EP2 and Ep1 is under 2007. and Portal, TF2,and HL2 Ep2 is on the 2009 tab but CCS and HL2 should be at the 2006 tab but i can't even open it!--No Return Production 06:08, 10 July 2010 (UTC)
Right, refresh your sdk content and reset your game configurations. Deathmatch should appear under 2006, Episode 2 under 2007 (But you can't use those tools on it, it's just so you have something to click to access the create mod wizard for the 2007 base) and everything else (HL2, ep1, ep2, portal, tf2) under 2009. --Welsh Mullet 11:35, 10 July 2010 (UTC)
Yeah it worked Thank you! --No Return Production 04:41, 11 July 2010 (UTC)

Help with Half-Life 2 DM,Source SDK 2006

Okay, so I load up SDK, go to the hammer editor under 2006.... I want to make maps for half-life 2 deathmatch
Source SDK 2006 Half-Life 2- Deathmatch.png
Hammer loads up just fine, but when I tell it to create a new file, or open a previous one, I get this "Fatal Error" message 4 times in a row

 Missing material 'editor/wireframe'. Go to Tools | Options | Game Configurations
 and verify that your game directory is correct.


Now my Screen looks like this....
Hammer Edditor After an Error.png
....and I cant make maps. Can someone please help me... I've looked all arround the internet for a solution. --BenVlodgi 01:36, 5 October 2010 (UTC)

Your going to need to create a new setup for it under source 2009. --Wazanator 12:53, 5 October 2010 (CDT)
How would I go about doing that?? --BenVlodgi 19:32, 8 October 2010 (UTC)
Select "Source Engine 2009" and then doubleclick "Edit Game Configuration". Click on "Add" and enter "Half-Life 2: Deathmatch" in the Name field and in the Directory field, browse to "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2 Deathmatch\hl2mp". Click OK. Click OK again to add it. Then it won't appear straight away. A workaround for that is to select "Source Engine 2006" (for example) and then "Source Engine 2009" again. Now, under Current Game you should be able to see and select "Half-Life 2: Deathmatch". Select it and click on "Hammer Editor". Done. --SwiftReal (talk) 18:43, 14 March 2016 (UTC)

I've got exacly the same problem.Please help me anyone!!!! --Gyro 21:17, 3 November 2010 (UTC)

You need to run the game at least once and rebuild game configs. --Omnicoder 22:58, 3 November 2010 (UTC)

Can anyone donate a editor/wireframe file,pls?--Gyro 09:31, 4 November 2010 (UTC)

Won't help, if it can't find the wireframe it can't find any of the map textures either. --Omnicoder 18:55, 4 November 2010 (UTC)

I actually have uninstalled the SDK completely, and tried resetting the configurations, but nothing works... I actually gave up on this a while ago, and now make Portal 2 maps

game_text no longer works

Attempting to create a new line in a game_text entity will fail due to hammer editor "fixing" backslashes(from \n to /n). Apparently the only way to fix this is to edit the file in notepad. Very frustrating.Unsigned comment added by Ibemad (talkcontribs). Please use four tildes (~~~~) to sign your username.

Russian translation (partially, at the moment) available for the page

However, it's locked. Just a FYI for anybody. Source_SDK_Known_Issues:ru --Mattshu 02:17, 2 March 2011 (UTC)

finding the software

Can someone please tell were to get steam engine, source SDK? I onestly don't were to it all.Unsigned comment added by Camp111 (talkcontribs). Please use four tildes (~~~~) to sign your username.

Open the Steam client, select LIBRARY from the top. Next to the search bar, select the TOOLS drop-down, scroll down until you see Source SDK. Right-click and select Install... or double-click to begin the download and installation process. —Mattshu 22:30, 17 September 2011 (PDT)

Source SDK 2009 Error

Okay So I've begun using Source SDK MP for map making but now for personal reasons I want to / need to start using the Source SDK 2009 engine. Every time i open it it says i have no game configurations to run it with. Games i own: Counter-Strike:Source Team Fortress 2 and 60 others... I've tried resetting my Source SDK game configs ect... Reinstalling Source SDK Reading every topic about this on Google reinstalling SDK + CS:Source Reinstalling every game and steam running as a administrator Reinstalling my entire OS Watching hours of YouTube and it still won't work. Anybody wanna do team viewer or give a actual helpful tip? Thanks in advance.

Instances not being compiled in Source 2009

Instances are not compiled with the map in source engine 2009, newer engine branches work fine.