SDK Broken Again [FIX] Created 11 years ago2013-06-27 02:05:16 UTC by Tetsu0 Tetsu0

Created 11 years ago2013-06-27 02:05:16 UTC by Tetsu0 Tetsu0

Posted 11 years ago2013-06-27 02:13:44 UTC Post #314045
SO I'm sure a few of you know already that valve decided to put your game folders into the blend-o-matic again.

Apparently they moved everything from under your login name to a more structured layout with everything in the Common folder.

Here's the fix for the SDK.

1) Launch the SDK
2) Edit the game configuration for whichever game you choose
User posted image
3)Click through whatever warnings they send at you
User posted image
4)Choose your game again and click edit
User posted image
5)You have to now find where the gameinfo.txt file is located. Navigate to the Common folder in your steamapps folder. If you're running any version of HL2, it will be in that same directory. As an example, HL2:Ep2 is located here:
C:/Program Files (x86)/Steam/steamapps/common/Half-Life 2/ep2
User posted image
Also the buttons are broken (for me) so just follow the highlights.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-27 05:26:34 UTC Post #314046
I <3 UDK
Posted 11 years ago2013-06-27 08:00:13 UTC Post #314047
Dammit Valve! They screw around with our folder structures for no apparent reason, and break 50 things in the process.
Skals SkalsLevel Designer
Posted 11 years ago2013-06-27 08:31:56 UTC Post #314048
They're phasing out the Source SDK launcher because of all the issues with it. Check out the news post: http://store.steampowered.com/news/10962/
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2013-06-27 09:37:32 UTC Post #314050
Bah, so many steps to get the 2013 thing working, download the Source SDK Source Code, Compile it. That's like, way to much work, come on Valve.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-27 09:38:58 UTC Post #314051
Support for virtual reality? These guys are serious about the Oculus Rift.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-06-27 10:09:20 UTC Post #314052
So, now Hammer is being a cunt and I can't edit the map I was messing with. Thanks Valve. Fucking shit. I can't load any map, I'm getting fatal errors and shit. SDK worked fine 10 minutes ago. Then I had to update EP2 to the new steam pipe or whatever shit. What the fuck.

Edit:
Hammer is now completely unusable for me, it keeps crashing, all of the config files are a mess. I was trying to finish up a map I've been working on for some time and make it not shit. Guess I can't now.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-27 11:25:51 UTC Post #314053
Yeah i feel your pain.
I actually havent USED hammer yet but i did get it to at least launch. If this doesn't work i'm gonna be pisssssssed
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-27 12:17:09 UTC Post #314054
TF2 and some of the other multiplayer games have a hammer.bat file in the common[game]/bin folder which launches Hammer without needing the SDK, any luck for the EP2 folders? I haven't converted yet so I can't check. The TF2 Hammer actually asks for a game profile on startup, maybe try selecting EP2 from the list in the TF2 Hammer? Might not work though.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2013-06-27 13:39:30 UTC Post #314055
I managed to load the hammer.bat from the Half-Life 2/bin folder, and it loaded up all the HL2 and EP2 files it seems. It would appear that, even though the launcher is fucked, some things are working fine.

The map I'm using uses custom and EP2 assets, and they all load in fine, and all the files are loading from the common folder in the log.

Everything is functioning just as before. Guess this is how your supposed to edit source things now. I'm alright with that.

EDIT:
Or maybe I jinxed myself, because now it keeps randomly freezing and shit. Yay.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-27 14:19:10 UTC Post #314056
Yeah, your fix didn't really seem to work.

This happened.
User posted image
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-06-27 14:23:34 UTC Post #314057
Yeah, that happens if you try to use the launcher. I'm attempting to convert all my Half-Life 2 titles to the new Steam Pipe or whatever. Seeing if maybe they are all on the system maybe it'll work. Since Hammer appears to be taking assets from all HL2 titles.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-27 15:54:46 UTC Post #314058
What is this Source SDK Base 2013? Is this like a SOHL type thing for hl2 made by Valve, for mods? I didn't know all of you guys were making mods :P, all my SDK's work fine, haven't downloaded the Source SDK Base things yet, will check them out.
Skals SkalsLevel Designer
Posted 11 years ago2013-06-27 16:09:24 UTC Post #314059
have you tried going into the hammer properties and modifying those settings?
Sorta like the Hammer 3.x initial setup
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-27 21:35:04 UTC Post #314062
I've tried to change the settings, but to no avail. I'm installing this Source SDK Base 2013 (SP). I want to see what it is...
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-06-28 03:07:16 UTC Post #314063
Installing the SDK Base 2013 requires you to have Microsoft Visual Studio 2010, to compile the source code.

EDIT

Also, Hammer is still freezing after a minute or two of use. Looks like until Valve fixes this shit or releases something better, or someone else finds a fix, I can't Hammer.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-28 03:27:43 UTC Post #314064
yeah, from when steampipe first came out for the HL1 to now when they implemented it for HL2 and source, I kinda lost confidence in valve and mapping in general. It's no longer meant to be user friendly, but rather to make steampipe more appealing.
Posted 11 years ago2013-06-28 05:22:28 UTC Post #314065
So I found a tutorial on getting the 2013 SDK up and running, and I do the exact same thing the guy does, and I have the exact same settings. But I can't seem to compile the damn code. This is annoying as hell. Just as I was getting back into Source mapping this shit happens.

EDIT: OK, so I found a way to map for EP2 again, but it's a shitty way, and gets annoying after a while. But it hasn't crashed so far, and I've been able to compile maps.

EDIT EDIT:
Alright, I got everything to work, mostly.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-28 15:00:00 UTC Post #314066
I guess I'll just stick with CSGO until they fix Source again.
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-06-28 17:15:04 UTC Post #314067
Offline mode: No updates. :D

So, I'm looking into it, but what exactly IS this Source SDK Base 2013? Is it the current Valve-level version of the engine, or is it just reorganized 2009/MP level code, with none of the new bells and whistles to play with?

EDIT: Also, why does crap like this always seem to happen whenever I'm away from a computer for a few days?

EDIT2: Oh, I see. It's Linux support. And I have no idea if it actually does anything else new.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-29 02:30:35 UTC Post #314069
yeahhhhhhh i can't find the Ep2 launcher. (which, btw i need for the Hammer Configuration) I have the Hl2.exe but if i browse the local files from the Ep2 properties in steam it just brings me to the HL2 base folder.

VALVE:
I do hope you read this.
I love you. I love your games.
But what the fuck - seriously.

Sincerely
-Brett
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-29 03:34:04 UTC Post #314071
OK, so my fix for mapping for EP2, that I'm suing right now, that is working normally.

First, download the SDK base 2013 shit. And then launch it once.

Then, go to its files, and in the bin folder, is a hammer.bat, like in the HL2 folder. Open that up, and load up the ep2 settings, then change any instance of Source SDK Base 2013 with Half-Life 2.

Shit works.
brendanmint brendanmintBrendan
Posted 11 years ago2013-06-29 20:05:31 UTC Post #314077
The Source SDK is about the whole Steam update that will change many important things to prepare for a new game (HL3).
Posted 11 years ago2013-06-30 14:09:21 UTC Post #314081
Brendamnit, i'll try that.
ciba43: ?
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-30 16:05:56 UTC Post #314083
Hey, look on the bright side. Maybe now we won't have to make mods on the newest engine manually. You know, when Valve gets this working.
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-06-30 16:29:03 UTC Post #314084
Which hopefully they will soon.
And then we can all have new features to play with and everything will be nice.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-07-01 11:19:37 UTC Post #314087
Well Brendamnit's fix works perfectly except i only changed the VMF location to half-life2/ep2/maps

I kept the build programs the same as setup with the .bat file. (Source SDK 2013 programs)

Although dimbark was sending me maps and i was getting the "map extents too large" error.

Maybe it has something to do with the different compiling programs?

TL;DR:
For Episode 2 Mapping, Don't Use Source SDK anymore
  • install and Run (once) Source SDK base 2013
  • Go to SDK Basebin Files, Run Hammer.bat
  • Launch Hammer
  • Change output vmf directory to Episode 2
  • Profit?
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-07-01 20:19:37 UTC Post #314088
Yea, I only changed the executable and vMF directories locations. For some reason when I built with EP2 on the 2013 SP it crashed.
brendanmint brendanmintBrendan
Posted 11 years ago2013-07-24 06:16:14 UTC Post #314424
My Hammer is also crashing due to the models not being able to be loaded. I'm not really good at converting everything over. Valve should've made a utility to convert all this over properly. As usual, they break shit and leave the users holding all the bad pieces.
Posted 11 years ago2013-08-05 16:18:48 UTC Post #314730
I started from scratch and everything worked fine.
It sucks that I had to do that.

Starting Monday (Aug 12th) I legitimately NEED to figure this all out the RIGHT way so I'm going to be doing some more research on the matter.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-10 11:10:10 UTC Post #315596
It works. Here's why.

Look at PB's post about the steam news HERE FOR ALL YOU LAZY FOLKS...
The Source SDK is being phased out for all Valve games.
So unless you have created your own mod with the SDK, DON'T USE IT ANYMORE! :)

All the tools are still available, they're just not in the SDK launcher anymore.

YOU DON'T ACTUALLY NEED THE SDK BASE 2013!!! You just need the game you want to map for.

Head to the Steam - SteamApps - common - Half-Life 2 - Bin folder and you will see hammer, faceposer, model viewer, and all related batch files.

Valve suggests launching the games with the batch files. They also mentioned deleting any existing environment variable related to Vproject. On one of my computers, the batch file actually works, and on the other, it doesn't.
Regardless, if you launch the app or the batch file, hammer (or whatever tool) will start and you should get a prompt to use a certain game configuration.Make a test map, compile, and you will see that everything works fine!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-10 11:50:13 UTC Post #315601
So now each game will basically have an SDK of its own. A simple decision like that decimated thousands of terabytes worldwide. When I'll have time, I'll check Ep2.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-09-10 12:01:00 UTC Post #315602
Not so much an SDK, more like authoring tools without a specific launcher.
Just launch hammer 4.x like hammer 3.x and you'll be fine.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-10 12:21:20 UTC Post #315603
So... how does one create a new mod from scratch if we're not supposed to use the launcher any more?

And what exactly is Source SDK Base 2013? Is it a new (the latest?) release of the engine? Does HL2, Ep1 and Ep2 use that engine or do they still use the 2009/2007 engine version?

So confused. :confused:
Posted 11 years ago2013-09-10 12:29:17 UTC Post #315604
This is what i understand:
If you want to create a mod from scratch, you need to download and run the Source SDK. (Not the sdk base, just the standard-issue source sdk that we all know and hate love) Then run the "Create a Mod" tool.

I'm pretty sure that the SDK Base<insert year here> contains the source code for the specific engine build.

You're just not supposed to use the SDK for current valve games.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-10 12:45:50 UTC Post #315605
But the Create a Mod wizard only allows 2007 engine mods to be created. Choosing 2009 gives an error.

2007 is so old. I want at least the 2009 engine. Is there a way to manually update a 2007 engine mod to 2009? Perhaps by changing paths?
Posted 11 years ago2013-09-10 13:02:11 UTC Post #315606
According to this you need the SDK Base to PLAY any games made with the Source SDK

The 2007 version of the engine is Orange Box release. So you get HL2:EP2 version of the engine with that mod creation. Just use 2007! Source

TL;DR:
1) Download Source SDK to create content
2) Download Source SDK Base to play mods created with Source SDK
3) Create a mod

Now what's still unclear to me is if you need to SDK Base to play a mod you created... Since The mod wizard dumps the source code out anyway.. hmm..
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-10 20:13:15 UTC Post #315610
Well, I've been fiddling with the SDK, Hammer and whatnot, and I managed to convert a mod created with the 'create a mod' wizard in the Source SDK Launcher to a 2013 mod. I got it to appear in Hammer next to the HL2, Ep1 and Ep2 entries. I was also able to successfully compile a map with the latest compile toolset that comes with the Source SDK Base 2013 Singleplayer.

Look at how new vvis is for example:
** Executing...
** Command: "D:\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "D:\Steam\SteamApps\sourcemods\spaceshuttletribute" "D:\Steam\SteamApps\sourcemods\spaceshuttletribute\mapsrc\shuttle_test"

Valve Software - vrad.exe SSE ([b]Aug 29 2013[/b])
That's just 8 days old, and so very up-to-date.

And yes, I do realize that Source 2013 is merely just an update that adds support for Max and Linux, but I like to keep things up-to-date and who knows what has been added/fixed in this release. :)

The only problem I bumped into is that textures, models and entities in the Hammer 3D view appear very blurry and low res:
User posted image
Ingame it looks fine though.
Posted 11 years ago2013-09-10 20:14:45 UTC Post #315611
Pfft. Source.

You want to know when Valve last broke the Goldsource SDK? :P
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2013-09-10 20:18:40 UTC Post #315612
Posted 11 years ago2013-09-11 10:24:55 UTC Post #315620
Not sure what to tell you about the blurryness.
I'm thinking it has to do with the fact you played with the mod location. I'm just wondering if a map compiled with the 2007 tools will work with the 2013 release.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-11 12:12:51 UTC Post #315628
I thought mods always go in the SourceMod folder. Unless that's changed...

I'm actually thinking it has something to do with Hammer not finding the dxsupport.cfg file.

I found this thread: http://forums.steampowered.com/forums/showthread.php?t=660643

I did what was suggested there but it didn't work, everything in the Hammer 3D window is still blurred.
Posted 11 years ago2013-09-11 12:22:26 UTC Post #315630
Just the sprites or EVERYTHING?
From the screenshot, it seems the models and textures are rendering OK.

Maybe these can help? (All the way on the bottom for the second link)
Creating a mod manually

It's surprisingly simple:
Create a folder under steamappsSourceMods (A mod can actually reside anywhere, but placing it here allows Steam to detect and launch it.)
Create a gameinfo.txt in the folder. You now have a mod!
Open the SDK launcher and switch to the relevant engine branch.
Choose "Edit Game Configurations" and click "Add". Enter your mod's name and folder.
To get the source code (or indeed any other files of Valve's that you want to modify) you will need to use GCFScape and access sourcesdk.gcfsrc_mod. Remember to change the custom build steps to point to your mod's folder.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-12 12:33:21 UTC Post #315657
No, everything is low res, brush textures, sprites, model textures, entities.

I'm going to try to create a mod manually using the links you posted. See what happens.

EDIT:

Creating a mod manually didn't work, I've added the mod to the 2009 Engine branch but Hammer reports that it didn't find the default scheme file, then it crashes completely.

What a freaking pain in the butt this is. Frick.

EDIT 2: The Sequel:

Converted the mod to 2013 engine branch, and tried changing the ConVar.mat_picmip values in dxsupport.cfg to -1, like I did many time yesterday, and it never worked, but now it did:
User posted image
Sigh. Don't ask me why it all of sudden worked, as I have no freakin clue.

Stupid Source is stupid.
Posted 11 years ago2013-09-12 13:08:19 UTC Post #315659
Yeah.
The Ep3 version of the dev tools better be FANTASTIC or i'm converting to UDK for good.

YOU HEAR THAT VALVE!?
I love you, but i'm frustrated; let's talk.

[b]Criteria for me staying with Source:[/b]
1) Real-time lighting preview: Doesn't have to be perfect, just functional
2) EASY importing of models and textures. (think UDK here....)
3) More organized folder structure for simple MOD creation. (Steam-pipe is a start...)

Bonus Criteria:
1) In-editor animation editor
2) Easier scripting
3) Live Shader preview in 3D view (think water / bump mapping / color correction)
4) Live preview or animation view of trains/doors. (example, you make a train follow a path, have a preview button with that train following the path to make sure it actually does what you want it to do)

With Love,
Tetsu0

Anyway, glad to see you got it working, Atom
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-12 13:09:21 UTC Post #315661
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