Source SDK Beta

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Source SDK Beta

Postby ghost12332 on Tue Mar 17, 2009 10:42 am

Have fun motherfuckers.

==Source SDK==
Several significant enhancements and bug fixes have been made to the Source SDK tools and source code. See below for additional details and please note that this update does not include support for Left4Dead content creation. Support for Left4Dead will be included in a future update.
=SDK Tools=

* Fixed the issues with the following tools: height2ssbump, normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
* Fixed an issue in studiomdl pertaining to $shadowlod {
=Hammer=

* The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
* Added additional auto visgroups for sprites and cubemaps
* Seperated the VRAD calls into two sequential while using HDR (-ldr and -hdr) instead of -both
* Model browser is now created once per session
* Displacement brush dial now has greater range
* Added a stop button to sound previews
=SDK Launcher=

* Added the ability to edit game configurations with vconfig
= Source Code=

* Added a new template mod that replaces the old 'advanced' source . This template has options for teams,classes, sprinting, prone, stamina, etc. When you create a mod with the wizard it will ask you which options to enable by default. Note: you must build the source. Users wishing to create only content should not use this option.
* Added shader source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdk\utilities folder and you must modify materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
* Most tonemap controller options now work in multiplayer. The 'template mod' map 'sdk_teams_hdr' demonstrates this.
* All three mod types by default mount the required appid's - Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry 'AdditionalAppId' for this purpose.
* Particle systems can now be defined with a per-map manifest, similar to soundscapes. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: "file" "!particles/mymap_effects.pcf"
* Fixed a number of issues which caused the server to not compile in linux.
=Multiplayer Source Code=

* Players animate with the new animation system that came along with TF2.
* Fixed third person animations and all effects

* Fixed SLAM issues
* Fixed Use of UTIL_GetLocalPlayer on the server in various locations
* Fixed a number of other bugs / asserts.
=Singleplayer Source Code=

* Fixed a number of issues preventing the source from functioning correctly
* Added new vehicle "hl2buggy" so that users may have both the charger and the old buggy.



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Re: Source SDK Beta

Postby whiffen on Tue Mar 17, 2009 11:39 am

WAT, WHERE, WHEN, HOW, WHY OMGOMGOMGOMG AWESOME!!!!!!!!!!!!!!!!!!!!
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Re: Source SDK Beta

Postby punky on Tue Mar 17, 2009 12:10 pm

:D
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Re: Source SDK Beta

Postby vcool on Tue Mar 17, 2009 2:24 pm

Fuck yes.

Time to experiment with them shaders.

I wish I had internet though, to get the Beta. ^^
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Re: Source SDK Beta

Postby R0b on Tue Mar 17, 2009 2:53 pm

Woohoo, been waiting for this one. Finally we can create shaders for orange box!
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Re: Source SDK Beta

Postby stoopdapoop on Tue Mar 17, 2009 5:16 pm

Oh man, I think I might go home early...

Shaders, new animation system, working tools. I'm really curious about this animation system, are there details on it somewhere? correct me if I'm wrong, but post orange box animations are of the .ani filetype.


also
Added a stop button to sound previews
made me chuckle, cause one time I created a super loud techno loop that was like 1:30 long and I tried to preview it and it was just blaring through my headphones for what seemed like 2439857 hours very embarrassing cause my mom was on the computer next to me, and I couldn't listen to music or anything for that excruciating minute.

EDIT:
viewtopic.php?f=16&t=27877

For those of you who want to make shaders, but can't :)
Last edited by stoopdapoop on Tue Mar 17, 2009 5:23 pm, edited 1 time in total.
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Re: Source SDK Beta

Postby ScarT on Tue Mar 17, 2009 5:20 pm

The beta is available through the Steam client via the settings menu.
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Re: Source SDK Beta

Postby Mr-Jigsaw on Tue Mar 17, 2009 10:19 pm

I take it, by the forum you posted this in, that you mean to say that Source SDK is serious business.

I would agree. I'm especially glad because of the shader situation, I didn't want to have to use Ep1 to enable custom shaders.
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Re: Source SDK Beta

Postby TicTac on Tue Mar 17, 2009 11:12 pm

Oh thank GOD they added the ability for per-map particle-effects!! Now people can pakrat particle systems just like any other feature!!
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Re: Source SDK Beta

Postby dissonance on Tue Mar 17, 2009 11:37 pm

AWESOME. Too bad I have class in 15 minutes =/

* Model browser is now created once per session
I actually don't like this. That means that If I compile a new model, I'm gonna have to restart Hammer to be able to use it? Shiiiit, I leave Hammer open for days.
i had fun once, and it was awful.
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Re: Source SDK Beta

Postby Jitterbug on Tue Mar 17, 2009 11:46 pm

dissonance wrote:AWESOME. Too bad I have class in 15 minutes =/

* Model browser is now created once per session
I actually don't like this. That means that If I compile a new model, I'm gonna have to restart Hammer to be able to use it? Shiiiit, I leave Hammer open for days.

It's called saving?
All joking aside, this looks awesome. Restarting steam now.
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Re: Source SDK Beta

Postby dissonance on Tue Mar 17, 2009 11:50 pm

Haha, yeah, saving. I remember that word from somewhere. =P
i had fun once, and it was awful.
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