The SDK is fixed. Reset your game config.

tyler

aa
Sep 11, 2013
5,102
4,621
http://store.steampowered.com/news/6562/

- This update addresses all know issues introduced over the past week including:
* Crash when opening the VGUI model browser in Hammer
* Hammer lockups
* Black textures in Hammer, HLMV, and Faceposer
- Added a new Engine Version called ‘Source Engine MP’ which is the proper one to select if working with Team Fortress 2, Counter-Strike:Source, or Day of Defeat: Source. Users should select ‘Reset Game Configurations’ in the SDK Launcher so that these games become properly associated with the new engine version.
- Tools binaries for Portal, Half-Life 2 and its episodes are now located in a directory called ‘sourcesdk/bin/source2009/bin’. Users may need to update shortcuts they’ve created for vtex.exe, studiomdl.exe, etc. in order to ensure they are using the proper versions of these tools. The binaries used for modifying Team Fortress 2, Counter-Strike:Source, or Day of Defeat: Source remain in the ‘sourcesdk/bin/orangebox/bin’.

If you're using ABS's pack, you'll need to re-add his FGD after resetting the game config. Go to Tools > Options and where it says Game Data Files click Add. It should pop up a window with files like base.fgd, cstrike.fgd, etc. You want tf-abs.fgd at the bottom. If not, look at where the base tf.fgd is located and navigate there.

Thanks Valve :D
 
Last edited by a moderator:

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
5uS31.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Hmm. I wonder what the motivation was behind the "Source Engine MP" thing. It's not like the engine updates they occasionally release for TF2 and CSS affected the build used for the single-player games in the past. So is this maybe just them wanting to make it more clear that they're separate builds?
 
Aug 23, 2008
404
380
Hmm. I wonder what the motivation was behind the "Source Engine MP" thing. It's not like the engine updates they occasionally release for TF2 and CSS affected the build used for the single-player games in the past. So is this maybe just them wanting to make it more clear that they're separate builds?

I'm guessing MP is PC only (for the time being), which allows them to keep xbox and playstation 3 limitations from affecting PC maps, like with the brush limits that have been coming up recently.
 

Crazy Frog

L1: Registered
Oct 10, 2011
3
2
Hi all!

I'm quite new in this, but I'm slowly learning and preparing things to make my first map.

After last update I reset game configuration but I'm still getting errors:
File <SteamFolder>\SteamApps\"username"\sourcesdk\bin\orangebox\bin\tf.fgd, line 1312: expected @
File <SteamFolder>\SteamApps\"username"\sourcesdk\bin\orangebox\bin\tf.fgd, line 1314: expected identifier after @
File <SteamFolder>\SteamApps\"username"\sourcesdk\bin\orangebox\bin\tf.fgd, line 1314: unrecognized section name @


And when I install Mapping Resource Pack I'm getting this additional errors:
File tf.fgd, line 1312: expected @
File tf.fgd, line 1314: expected identifier after @
File tf.fgd, line 1314: unrecognized section name @
File <SteamFolder>\SteamApps\"username"\sourcesdk\bin\orangebox\bin\tf-abs.fgd, line 13: error including file: tf.fgd



Should I be concerned about those errors and wait for valve to fix this or I can continue with work on my map without worries?
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
\o/

Hammer has leveled up!
+10 stability
+10 strength to model browsing ability

Thanks Valve, you're a bro.

Should I be concerned about those errors and wait for valve to fix this or I can continue with work on my map without worries?

Don't worry about that, it's a typo in the tf.fgd. The error in tf-abs.fgd is because that file loads tf.fgd which contains the error. As far as I know it's safe to ignore but if it bothers you then you can correct the code in the fgd and set it to read only. You'll need to remove the read only flag next SDK update though.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
I'm guessing MP is PC only (for the time being), which allows them to keep xbox and playstation 3 limitations from affecting PC maps, like with the brush limits that have been coming up recently.

Seems like it would make more sense to just remove the limitations altogether; it's not like anyone's ever going to use Source 2009 for consoles again.
 
Jan 8, 2011
397
393
THANK YOU SO MUCH VALVE ASLDJASLDJKLD
Now if only you would pay Boojum and integrate his resource pack...

Are there any features in this update, or is it just lovely epic bugfixes?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Hey, I just noticed that hitting the cursor keys when you're in the texture selector no longer nudges the texture unless you actually have the cursor in one of the offset bars. Is this new with the most recent SDK update, or has it been that way for ages now and I got too used to space+mouse1+mousemove to notice?
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Hey, I just noticed that hitting the cursor keys when you're in the texture selector no longer nudges the texture unless you actually have the cursor in one of the offset bars. Is this new with the most recent SDK update, or has it been that way for ages now and I got too used to space+mouse1+mousemove to notice?

i remember it was the way it is now, changed to nudging (and took me ages to get used to), and now is back the way it was.
 
Apr 13, 2009
728
309
About those weird lighting stuff on displacements it seems to me like it occurs where displacements overlap each other or world brushes.

I've been getting some on my new map (where I did a really quick job with the displacements) but I don't see anything wrong on my batt map. (both recompiled post update with the same compile settings).

Does Valve even know of this ?
 

tyler

aa
Sep 11, 2013
5,102
4,621
I sent em an email about that and also asking about the lowered brush limit. We'll see!