Source SDK 2013 Released

Comment on the news articles here.

Re: Source SDK 2013 Released

Postby stoopdapoop on Thu Jun 27, 2013 6:12 am

yeah, -dxlevel was my issue, now everything's working as expected.
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: Source SDK 2013 Released

Postby Jangalomph on Thu Jun 27, 2013 6:27 am

So is this just an almost glorified 2007? And not ASW?
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
User avatar
Jangalomph
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Wed Jun 25, 2008 3:19 pm
Location: Sumter, SC

Re: Source SDK 2013 Released

Postby Armageddon on Thu Jun 27, 2013 6:30 am

Yes, exactly. It's the EP2 code base we should have gotten five years ago.
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: Source SDK 2013 Released

Postby stoopdapoop on Thu Jun 27, 2013 6:34 am

oh, and MR2, the multithreaded stuff really is there. Mat::threadedendframe picks up a lot of slack.
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: Source SDK 2013 Released

Postby Gary on Thu Jun 27, 2013 6:36 am

Still downloading SDK 2013 base.... and updating HL2...
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: Source SDK 2013 Released

Postby Botolf on Thu Jun 27, 2013 6:38 am

stoopdapoop wrote:oh, and MR2, the multithreaded stuff really is there. Mat::threadedendframe picks up a lot of slack.

I'm really, really tempted to switch from asw for OR + Mac + Linux, how much perf improvement does something like this indicate? Oh, and the difficulty of porting Biohazard's Deferred stuff. I'm still no coder, but I've learned quite a bit from successfully porting HL2 NPCs and whatnot to asw deferred.
User avatar
Botolf
Regular
Regular
 
Joined: Sat Jan 16, 2010 7:38 am

Re: Source SDK 2013 Released

Postby stoopdapoop on Thu Jun 27, 2013 7:09 am

It's pretty decent. There are times when source is heavily CPU bound, and this can help in those situations.

It's generally a pretty decent improvement, and it only gets better as scene complexity goes up
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: Source SDK 2013 Released

Postby Botolf on Thu Jun 27, 2013 7:19 am

Hmm, definitely sounds like it'd be worth a stab. Or twenty, as my "coding with my forehead" method requires.

Wazanator wrote:It brings back Linux server support which is quite a big flaw for ASW. Assuming of course you are making a multiplayer mod otherwise not much outside of Linux/OSX support that I can see.

Probably not for my current project, though could be interested in coop for the future.
Last edited by Botolf on Thu Jun 27, 2013 7:26 am, edited 1 time in total.
User avatar
Botolf
Regular
Regular
 
Joined: Sat Jan 16, 2010 7:38 am

Re: Source SDK 2013 Released

Postby Wazanator on Thu Jun 27, 2013 7:22 am

Botolf wrote:Is there a compelling reason to switch from deferred asw to this? OR/Mac/Linux support is compelling, but what about the base engine?


It brings back Linux server support which is quite a big flaw for ASW. Assuming of course you are making a multiplayer mod otherwise not much outside of Linux/OSX support that I can see.
Wazanator
Member
Member
 
Joined: Wed Nov 17, 2010 3:48 am

Re: Source SDK 2013 Released

Postby Ark11 on Thu Jun 27, 2013 7:25 am

How the hell do we install this? I have no idea how to do this
"Drop kick me Jesus, through the goalposts of life." - Robert Bare
User avatar
Ark11
Senior Member
Senior Member
 
Joined: Mon May 24, 2010 10:02 pm
Location: Sydney, Australia

Re: Source SDK 2013 Released

Postby Epifire on Thu Jun 27, 2013 8:08 am

Ark11 wrote:How the hell do we install this? I have no idea how to do this


Yeah a bunch of us are in the same boat man. My strategy is to let some other fine and experienced person face the headache, then I'll dive in when someone has it a bit more well sorted. At least to the point where someone can have clear explanation for running the thing.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Source SDK 2013 Released

Postby Gary on Thu Jun 27, 2013 8:21 am

Hmm... I'm able to compile a mod for the 2013 SDK base. The shadow mapping doesn't appear to have fucked up shading like in 2007(where it would like, bleed around the model, looked horrid). Sadly they still fade on BSP at a distance, which is lame, but fixable. I wonder if it also has faster particle rendering...

Shadow rendering I was talking about(sorry, I'm lazy, this is an old pic, but same thing effect):
Image
2007 is what we had, "Garrys mod" is what we have now.


Edit: aww, how disappointing, no fastpath. I wonder if it's possible to port now... or was it before? I never tried... I need sleep.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: Source SDK 2013 Released

Postby wereMole on Thu Jun 27, 2013 12:14 pm

So this is what moved HL2 to common instead of the username folder?

Also I cannot run Steam through SDK anymore, but using the direct .exe in the bin works...

What is going on?
User avatar
wereMole
Regular
Regular
 
Joined: Tue Jun 13, 2006 10:55 am
Location: Netherlands

Re: Source SDK 2013 Released

Postby Dr Evil on Thu Jun 27, 2013 1:47 pm

Well, I found VS 2010 on my MS office CD, installed it but I still dont quite understand how I'm supposed to "build" this?
User avatar
Dr Evil
1337 p0st3r
1337 p0st3r
 
Joined: Sun Dec 12, 2010 7:22 pm
Location: Youngstown, Ohio

Re: Source SDK 2013 Released

Postby Major Banter on Thu Jun 27, 2013 2:39 pm

Right, coders, talk to me in simple terms.

Does this allow for ASW shader stuff to be ported over to an engine build that works with Half Life 2? In essence, skipping the whole 'port HL2 to ASW first' problem?
ImageImageImage
Major Banter
Veteran
Veteran
 
Joined: Tue Apr 01, 2008 10:52 pm
Location: UK
PreviousNext

Return to Site News

Who is online

Users browsing this forum: No registered users

cron