October 30 - SDK Update and Bug Fixes

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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Have the fixed the displacement lighting bug? Can't be bothered mapping with that.

This is all i care about right now, too. Since this actually affects the final result of your compile and quality of the map one releases. CHU was just an inconvinience.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
The last steam backup I made, was in march 2012.
The vrad.exe of the orangebox folder is 98KB big.
The one I have after the update is 84KB big.
Seems like they touched it, but I can't tell if they fixed the lighting bug.
 

PHISH

L1: Registered
Sep 14, 2012
41
21
I also get the thing where if you grab an object with the mouse the cursor does not change from a pointer.. small annoyance, but that seems to be a new thing.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
I also get the thing where if you grab an object with the mouse the cursor does not change from a pointer.. small annoyance, but that seems to be a new thing.

The problem with that is that if you grab a brush from the corners, it won't do anything 80% of the time :O
But at least I can go back to Hammer
 
Sep 7, 2012
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The problem with that is that if you grab a brush from the corners, it won't do anything 80% of the time :O
But at least I can go back to Hammer

This.

:(

I can't tell when I'm actually doing anything, really starting to piss me off. Welcome to the world of Valve, where every fix breaks something new.

HOW IS THIS EVEN RELATED TO WHAT THEY FIXED??????
WHY VALVE?????
 
Sep 7, 2012
638
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Also, is anyone having problems with the cylinder create block tool?

EDIT: Never mind, it's my own fault for thinking that a cylinder with only 4 sides would be anything but a square. It seems that the arch tool still has the bug where the side length is double the length you specify...but at least I can work around that! :)
 
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tyler

aa
Sep 11, 2013
5,102
4,621
You're either doing it wrong or need to uncheck this or something I dunno but that doesn't happen to me

1kUAl
 
Sep 7, 2012
638
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You're either doing it wrong or need to uncheck this or something I dunno but that doesn't happen to me

hmmm....

what is the difference between checked and unchecked? It seems to me that you would WANT it to stretch to where you specified, no?
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
As of right now today the SDK is updated. In addition to fixing the Halloween bugs, the letters C, H and U work again. You may all return to your regularly scheduled maps.

...But for how long?
*Dramatic music*
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You know how you can make a half-circle/half-oval by setting it to 180 degrees? For some strange reason, Hammer's behavior when creating incomplete arches is erratic and dependent on that checkbox.

fallenarches.jpg


Figure 1 was created by drawing a square representing the imaginary full circle, with that setting unchecked.

Figure 2 was created by drawing the same square next to it, with the setting checked.

Figure 3 was created by drawing a half-square with the setting checked.

You would think figure 3 would be correct and figure 2 would at least have an even thickness. I personally can't imagine a scenario where you would desperately need them not to. So my advice is to leave the box unchecked.
 
Sep 7, 2012
638
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Interesting....I believe I have the box checked, and I normally use the method you describe as figure 3 - however there is always a uniform thickness when I do it. It's just that the thickness is twice the thickness I asked for. Are we using slightly different versions of hammer? EDIT: No, of course not. But to clarify, I get the figure 1 you show, by using figure 3 method.
 

darthmule

L1: Registered
Mar 6, 2012
5
1
That's weird because I was playing Team Fortress 2 before and it forced me to validate, did it again and it now runs, thanks. :)

Decided to open hammer again;

1lcM6


It now keeps giving me this every time, even if I validate it.
 

henke37

aa
Sep 23, 2011
2,075
515
Validate both the TF2 and SDK caches.
 

phi

aa
Nov 6, 2011
832
1,815
I don't know if this was mentioned before, but I think they more or less fixed something related to the invalid solids bug.
I opened up a map that I had decompiled that previously had 7 invalid solids, hit "Yes" when I was asked to re-save the map, and voilà, the map opened with its entities present without crashing. I'm going to try this more to see if this wasn't just an isolated case but if it wasn't that's pretty good news to me.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I don't know if this was mentioned before, but I think they more or less fixed something related to the invalid solids bug.
I opened up a map that I had decompiled that previously had 7 invalid solids, hit "Yes" when I was asked to re-save the map, and voilà, the map opened with its entities present without crashing. I'm going to try this more to see if this wasn't just an isolated case but if it wasn't that's pretty good news to me.

Yep, tried it on my artpass map that it used to destroy by trying to remove invalid solids and it worked perfectly. Looks like we can chalk up another long-present bug finally squashed.

Now to just find out if the brightly colored blotches are gone. Anyone with a blotchy map wanna have a go at recompiling?
 
Jan 8, 2011
397
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About the cursor not changing properly:
Mine changes in the side view, but not the top or front views. Is anyone else's Hammer the same way, or is mine extra special?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
About the cursor not changing properly:
Mine changes in the side view, but not the top or front views. Is anyone else's Hammer the same way, or is mine extra special?

yeah I'm getting mixed results as well. makes things that much more confusing