Orange Box SDK Tools Will Go Live Tomorrow

DigiQ8

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Valve have finished testing the Orange Box SDK update and it will go live tomorrow morning. The main purpose of this release is to get the updated content creation tools in the hands of the community.[br]There will be another release which will include the client and server DLL code for Episode 2 although there may be a couple of minor releases before to address any problems.
 
This means I can finish my TF2 map off. Rar!
 
cool, let's hope things go smoothly for all modders amungst us :)
 
Still no multi-core update for CSS, though.
Oh well I might try making some portal maps in the meantime.
 
Still no multi-core update for CSS, though.
Oh well I might try making some portal maps in the meantime.

Since when did you expect they'd be done with moving the games over to the Ep2 engine? Takes longer than putting out an SDK.
 
Nice, cant wait to play around with the new stuff.
 
Sweet, glad they didn't take too long to roll this one out.
 
Pi says there are some negative parts to the SDK. Too bad. At least it compiles the lighting much faster!
 
It keeps giving me a shitload of errors
And this is apparently what Mike Durand said today
Indeed. In fact it's so fresh and piping hot I am still working on the
detailed release notes.

Here are a couple of things to look out for right away.

1. The sourcesdk_content folder is not getting updated consistently so I
suggest renaming your 'sourcesdk' and 'sourcesdk_content' directories
before running the new SDK the first time. I will update the SDK
Launcher to get around this problem but this is the workaround for now.
2. '3D Lighting Preview' in Hammer works but you should avoid '3D
Ray-traced Lighting Preview'. Really bogs down your machine.

Try this:

1. Close the SDK tool.
2. Rename the 'sourcesdk' and 'sourcesdk_content' directories.
3. Re-run the SDK tool.

Several people have already reported this and I think that it is due to
the old versions of the DLLs hanging around in the 'sourcesdk\bin'
directory. I'll fix this in the SDK Launcher in an update for now please
try this workaround.

-Mike
 
Ray-traced lighting

well it boggles down the machines because technically this is a dx 10.1 feature. Once the new ati cards come out that support dx 10.1 though it shouldnt boggle the machine down at all since they support ray-tracing. I didn't expect that kind of feature in the sdk though..
 
It slows your machine down because ray tracing is slow, it's that simple. Having a faster processor definitely helps out.
 
Raytracing isn't a DX10 feature. Stop spreading lies. :|
 
has anyone used the lighting preview already ?
to be honoughst it doesnt sounds that usefull to me...
ray-traced isnt anything like radiocity : /

-dodo
 
None of the new stuff works to be honest so I can't really judge how useful it will be until it's fixed.
 
The SDK update broke my hammer, but then again, every SDK update does :)

New features sound pretty handy.
 
Here's some info from the HLCoders mailing list:

Hi All-
> >
> >
> >
> > Thanks very much for reporting issues with the new SDK. I know that it
> > is far from perfect but hopefully most of you are able to work around
> > the issues. Thanks very much for your patience and help.
> >
> >
> >
> > I want to try to address as many of the issues as I can in a release
> > tomorrow. Here is the list of problems new to this release that I've
> > compiled based on your e-mails and posts. Please let me know if I am
> > missing any from this list.
> >
> >
> >
> > * You must add this to the launch options for the Source SDK in order to
> > edit games that run using the Ep1 version of the Source engine:
> > -engine ep1
> >
> > * The sourcesdk_content folder is not getting updated consistently so we
> > suggest selecting 'Refresh SDK Content' the first time that you run the
> > SDK.
> >
> > * Some users are getting 'Unable to load FileSystemOpenDialog.dll' when
> > running Hammer. Follow the same instructions as above to remedy this.
> >
> > * Hammer 3D Ray-traced Lighting Preview performs very slowly and should
> > be avoided until we can fix it.
> >
> > * Hammer 3D Lighting Preview does not work well with some video
> > hardware.
> >
> > * When running the Orange Box versions of the 'studiomdl' and 'vtex' you
> > should include '-nop4' on the command line to bypass our Perforce
> > integration with these tools. We will eliminate this need in a
> > subsequent release.
> >
> > * Cubemaps cannot presently be built for maps that run in an Orange Box
> > game.
> >
> > * 'cone_helper.mdl' is missing from the Source SDK distribution and this
> > can cause a crash in Hammer.
> >
> > * The %VProject% env var is not getting dynamically set anymore when you
> > change the mod in the SDK launcher.
> >
> > * Opening Advisor.jpg in Episode Two's GCF crashes hlmv
> >
> > * The Orange Box version of Hammer is rendering textures at a lower
> > quality than the previous version
> >
> >
> >
> > -Mike
 
I'm afraid the lightning preview is one of those tool distracting you from the real mapping itself. But still, really want to see if it gives more contole of the feeling and atmosphere of our levels. Fix the bitch!
 
well it boggles down the machines because technically this is a dx 10.1 feature. Once the new ati cards come out that support dx 10.1 though it shouldn't boggle the machine down at all since they support ray-tracing. I didn't expect that kind of feature in the sdk though..

No, dx 10.1 just adds new methods of anti-aliasing and better support for multi gpus IIRC. All ati is adding to the mix is global illumination, which can be simulated with light maps and Ambient occlusion just fine right now :/ Ray tracing is quite a few years off from being done in games (right now, you can do it with a 16 core intel core 2 cpu at a whopping 16 fps at 800x600 resolutions) Id like to know why valve put it into there game engine though...?
 
Man id really like to see what this ray-traced stuff is. Does someone have a pic from the SDK? or a video?
 
Light preview and raytrace have been removed untill they are fixed. 3d textured shaded view is also effected but still works in the ep1 hammer.
 
I can now go into the editor, but when I try to run the game from within the editor, I get an error message. It was working fine before.
 
Create a Mod Problem?

Hammer seems to have stabilized quite a bit. Yeah!

I decided to migrate my mod to ep2 -- this opens the doors wide open.

However, there doesn't seem to be a way to create a standalone mod. I'm always getting the following error:

"The source code distributed with this version of the Source SDK is not compatible with the 'Orange Box' version of the Source engine. The mod you create will be compatible with the 'Episode 1' version of the Source engine."

Anyone seen this or know how to get around it? I only have Ep2, Portal, and TF2 in my dropdown list...
 
Hammer seems to have stabilized quite a bit. Yeah!

I decided to migrate my mod to ep2 -- this opens the doors wide open.

However, there doesn't seem to be a way to create a standalone mod. I'm always getting the following error:

"The source code distributed with this version of the Source SDK is not compatible with the 'Orange Box' version of the Source engine. The mod you create will be compatible with the 'Episode 1' version of the Source engine."

Anyone seen this or know how to get around it? I only have Ep2, Portal, and TF2 in my dropdown list...

You probably have to do this

> > * You must add this to the launch options for the Source SDK in order to
> > edit games that run using the Ep1 version of the Source engine:
> > -engine ep1

On another note I am running Steam and Source through Vista 32, and what happens is:
  • The model viewer always crashes before it even starts (I do not have access to the model viewer at all, even when I try to validate and reset the Source SDK)
  • I can run all example levels, however when I try to make a new level from scratch, I keep on getting error messages when compiling
I'm guessing I have to use the "-engine ep1" option too, but I don't know about the model viewer because that kep on crashing before I updated the SDK
 
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