Great news

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
==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 {

=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 dx9sdkutilities folder and you must modify materialsystemstdshadersbuildsdkshaders.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.

:p
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
* The texture browser automatically ignores most textures that cannot be placed on brushes or displacements

^Should I say FINALLY or AWESOMENESS! ? either way it's awesome that it has finally been fixed :)

Funny that the other day I realized they had added a browsing menu for models, that happened sometimes after I started using abs library.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I forgot to say. To enable this features you have to join the BETA test. Go Steam, Files, Settings and change to BETA.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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Varify with a link to thread or screenshot of email, or I'm banning your ass for getting me excited over packing particles into individual maps!!!
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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no, that was never part of the agreement, you just don't get banned and get some thanks instead.

However, on the pluss side the days of "Hay guiz why are my walls changing colour lolololol?!?!" are long gone, the new texture browser has no model textures :thumbup::thumbup::thumbup::thumbup: :thumbup: :thumbup: :thumbup:
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
nope, without the update to TF2 particles still don't work on a map by map basis. Epic letdown.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
did you put the "!" thing? I don't know I still haven't tested it :\

Found a bug. Custom overlays shows up as white
 
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Vigilante212

L420: High Member
Dec 21, 2008
481
33
did you just open a map with custom overlays? or are you talking about the texture editor?
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
The particles still don't work for me either.

I don't understand why it's part of the SDK beta, it's not a sdk thing it's a tf2 thing.