Valve SDK Update Created 17 years ago2006-08-04 19:04:27 UTC by satchmo satchmo

Created 17 years ago2006-08-04 19:04:27 UTC by satchmo satchmo

Posted 17 years ago2006-08-09 22:22:50 UTC Post #192968
Pfft, I wouldn't disown you. In fact, I would agree with you. Lately, I havent been doing much else except playing BF2 (I'm sure some of you can understand ;) ), but from what I've seen, this release totaly sucks. How COULD all of these bugs and issues get by their testing? Did they test it on only one computer!?!?!

This isn't a first either; earlier this year, the patch being released for the HL2DM Tournament that was supposed to remove some exploits, such as the grav-gun jump, screwed up royaly. What has valvE come to??? :nuke:
Posted 17 years ago2006-08-10 00:59:06 UTC Post #192978
my SDK is working perfectly, in fact I'm enjoying the faster model veiwer quite a bit.

Nyah nyah. :P
Posted 17 years ago2006-08-10 08:21:54 UTC Post #192995
http://forums.facepunchstudios.com/showthread.php?t=182671

This fixes the displacement until we get a proper fix...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-10 08:30:18 UTC Post #192997
The SDK is working fine for me as well, which is a welcome change after the bug that a bunch of ATI users had to endure for months.
AJ AJGlorious Overlord
Posted 17 years ago2006-08-10 08:43:58 UTC Post #192999
After habbymoo told me how to fix the gameconfig.txt thing it's working great for me aswell..
I have had a total of 0 errors so far! :o
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-08-10 09:42:04 UTC Post #193001
I just love how displacements allows props to fall through them and how texture scales are all over the place and how Hammer crashes if you minimize to desktop...Oh and how it takes longer to load maps...

Thanks Valve. <3
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-10 15:29:02 UTC Post #193057
OMG thanks Habboi! I ran into this problem recently with physics objects clipping through displacements. I thought it was a material error on my part, but I guess not. That command will fix the clipping you say?

Thanks :)

Anyway, I dont want to blame valve too much. Every company has their faults, and problems. Considering what Valve has done good, I still hold them as one of the best developers in the game industry :)
Posted 17 years ago2006-08-11 02:39:23 UTC Post #193090
If physics objects are falling trough displacements, add
-novirtualmesh in the bsp compile settings. It reverts displacements to the older version.
Posted 17 years ago2006-08-11 09:10:29 UTC Post #193112
MY hammer works (apart from physics objects are falling trough displacements and slow map loading) untill it crashes (average time till crash:2 min) :( :( :(
I want to downdate my hammer...
Posted 17 years ago2006-08-11 09:40:11 UTC Post #193116
Yeah. I can't open my old maps and it crashed after 2 mins when I tried to start fresh...and all I had was one brush that I was trying to view w/ the camera!
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-11 09:49:18 UTC Post #193119
Much of the issues all of you are having are addressed here:

http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues

Unfortunately some of the issues dont have a solution until the next update.

Wha wha wha..........

Anyway, hope that helps :)
Posted 17 years ago2006-08-11 10:47:07 UTC Post #193123
Well, now I'd be able to start a new map (if I had any new ideas :( ). Thanx for that Xyos. I'm still pissed that I can't open any of my old maps though. Let's hope the update is worth all this suffering...for those of use who CAN'T use Hammer...luck bastards...
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-11 12:24:25 UTC Post #193130
When are they fixing it?...They brake it...they fix it now!
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-11 12:26:15 UTC Post #193131
lol... I like the shiny concrete....
Posted 17 years ago2006-08-11 13:48:20 UTC Post #193138
I think there's an update planned for today (Fri). I can't say for sure, but it would make sense that they what to fix their fuck-up as soon as possible.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-11 17:12:39 UTC Post #193144
Nice one valve!
Well they have done someting with func_tank 's that has fucked up my large turret (twin gattling cannons, rockets ect) Not sure how but they won't fire anymore :(
Posted 17 years ago2006-08-11 17:25:18 UTC Post #193145
They just updated it like 15 minutes ago. I just re-opened steam and it updated! I wonder whats been fixed.....
Posted 17 years ago2006-08-11 17:37:04 UTC Post #193146
3d view is still broken.
And so everyone knows the last value (wasn't it "bullets" befor? Any way it says "ammo type" now) needs resetting in func_tanks.
Posted 17 years ago2006-08-11 18:18:10 UTC Post #193147
THe 3D window really isnt a problem. Just set a camera anywhere and save. THe displacement clipping was a problem that needed to be fixed big time....
Posted 17 years ago2006-08-11 18:20:30 UTC Post #193148
they added "combine heavy cannon" to func_tank "ammo type" but if you serlect it your turret just seems to use the smg ammo.
Posted 17 years ago2006-08-11 18:45:07 UTC Post #193150
Just updated and opened the SDK and haleluya my maps open. I can get back to work. :biggrin:
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-11 19:07:48 UTC Post #193151
So they have fixed most of it? I can't look tonight but I hope so...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-11 19:51:23 UTC Post #193155
Seem to have fixed some of the issues. Still room for improvement thou imo.

Btw, since the megaton glitch bomb that was the Aug 4th update, has anyone else been able to open cs_militia, even w/ the 'new' version that came w/ this update? I still crash when opening it and I'd like to have a look at it.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-12 16:51:28 UTC Post #193221
Militia's fried for me.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-08-18 19:55:19 UTC Post #193842
I just got a nice new problem: upon the end of a compile, when HL2DM is supposed to autostart, DM "encounters an error and needs to close."

I can still access my map by manualy starting DM though.
Posted 17 years ago2006-08-18 20:35:08 UTC Post #193844
then do that... starting straight from hammer is pretty pointless if you ask me
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-18 20:49:11 UTC Post #193846
Well, yeah, it's not a problem, it's just anoying
starting straight from hammer is pretty pointless if you ask me
Um... why?
Posted 17 years ago2006-08-19 03:10:45 UTC Post #193861
Its always been a problem starting a map from inside hammer after a compile, just tick the flag "don't start the game" in the compile parameters dialog.
Posted 17 years ago2006-08-19 07:43:20 UTC Post #193878
Yeah...Causes errors if you auto start...Do it the manly way.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-19 10:09:30 UTC Post #193891
Another bug with the last update is that you can't open .map files, not that you could before, the map always appeared empty after loading anyway.
Posted 17 years ago2006-08-19 10:32:09 UTC Post #193892
bring back worldcraft!1
Posted 17 years ago2006-08-19 11:56:09 UTC Post #193900
I wasn't talking about mapping for Half-life with hammer 4.1, but converting a map from hl1 to hl2, which is now impossible without a 3rd party tool converting it, aldo i've asked Nem if he could create such a tool.
Posted 17 years ago2006-08-19 12:26:47 UTC Post #193907
? I open .map files all the time? Yes this is Source hammer I'm using...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-21 14:31:18 UTC Post #194043
Just noticed that they haven't fixwd the problems w/ domes and such. The VM's I made for this office window (see pic) rearranged themselves after my save.

User posted image
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-22 00:48:21 UTC Post #194091
Yeah, I get that issue too. It depends on the VM used. I believe HL had the same bug, which was reportedly fixed by HLFix (according to Tommy's site). Not sure why it does that, it's a pain in the ass.
AJ AJGlorious Overlord
Posted 17 years ago2006-08-22 06:54:04 UTC Post #194108
http://forums.steampowered.com/forums/showthread.php?s=&threadid=476175
What does everybody think of this? I think its great since we could roll back to a version of the SDK where everything works properly.
Too bad the 2 mods have broken down the idea, everybody follows mods :(.
Posted 17 years ago2006-08-22 11:49:55 UTC Post #194148
I don't know about the follback feature. Valve would have to change Steam itself as Steam was initially created as a way of automatically getting the latest updates out to everyone, from what I understand.

And yes Ant, Hammer 3.x had a similar problem that HLFix took care of. The problem there was that when compiling w/ VM's the didn't end up of a proper coord (say u scaled somethin' and the verticies didn't align right),
HLFix stopped Hammer from 'properly' aligning them.

The problem w/ the SDK I doubt can be fixed by anyone other than Valve. I VMed that nice domed window there (all points are on locked coordinated, as in no decimals; also, anyone who wants to see it will need to play Dystopia, it's a map for that mod), I saved it for the night. When I loaded it the next day, Hammer had misaligned many of the vertices from as little as .1 or .2 units off, to b/w 2 and 4 units. It's not very complex, and I don't know how to model. It make me wonder how Valve created any brushes w/ the slightest bit of complexity.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-22 13:13:17 UTC Post #194154
Simple: They didn't have this crappy update when they made HL2 :D .

I had a similar issue. I was working on a high-detail brush to hold a window in place. Albeit, they were invalid brushes :D , but after the compile, and after I reloaded the map, the vertices were all thrown off, and I had to redo the whole thing (though that was inevitable ;) ). Regardless of the fact that they were bad brushes, I've never seen brush vertices thrown off after a comile and relaod : .
Posted 17 years ago2006-08-22 23:35:28 UTC Post #194232
My VM's were proper. It's the damnedest thing having to work w/ this problem. If it only occured when u compiled, someone could simply write a version of HLFix for Source. However, w/o even compiling, just create/save reload, this happens. U can see the b4 and after in my pic, plus I zoomed in on one of the areas and placed a 1x1 selection box to display the range of the change.

User posted image
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-08-24 05:38:14 UTC Post #194352
to get a 3d view you gota click on the little red camera, then click somewhere in the GRID VIEW, hold it down, drag for like a centimeter et voila you get a 3d view that you can actually use!
Posted 17 years ago2006-08-24 13:40:15 UTC Post #194397
We determined that already :D .
Posted 17 years ago2006-08-24 13:57:57 UTC Post #194400
In a slight way I'm glad Valve messed Hammer...I learnt about this camera trick and now when I start maps...I can start where I left off! WOO!

Tawnos: How did you make that dome? I'm trying to think how...I'm guessing an arch that was vertixed?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-24 15:14:55 UTC Post #194404
Yep, used a 90 degree arch w/ 5 sides and shifted the the top/bottom layers (depending on poision relative to flat middle) inward. Use manual VM, so I know where I placed them are proper coordinates.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
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