SDK Beta over - Updated

phatal

L6: Sharp Member
Jan 8, 2008
259
21
Looks like beta is over and now we have the real sdk in-line. Not a ton of fixes from the beta but here's the info I found.

SDK Release Notes Build 4156

Kind of confusing because it says 3/24/07. Maybe Vavle is a year behind? :D

Appears it's basically the same as the beta with better stability.

Source SDK Update 03/24/2007

Current Known Issues
  • Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.
  • Linux makefiles shipped with the SDK are incomplete and will be updated in the next release.
  • The Particle Editor is not presently included in the Source SDK.
  • Updated SDK shaders are not presently included in the Source SDK.
Also see Source SDK Known Issues or Bugzilla Bug Database (http://developer.valvesoftware.com/cgi-bin/bugzilla/index.cgi) for a more complete list of known issues and workarounds.
Enhancements

SDK Source Code
  • Modders can now create single player and multi-player mods based in the HL2:Episode Two source code when the engine version is set to The Orange Box. It is still possible to create mods based on HL2:Episode One.
SDK Launcher
  • There is now a drop list in the SDK Launcher that allows the user to switch between engine versions.
Hammer
  • Two new lighting preview modes are available in Hammer.
Model Viewer
  • Models are automatically centered when loaded in Faceposer.
Bug fixes

SDK Launcher
  • Fixed crash and corrupt configurations for users that don’t own any Orange Box games.
Hammer
  • Fixed crash when loading a .VMF with HL2 is set to the active game.
Model Viewer
  • Fixed crash when loading a model with HL2 set to the active game.
Model Compiler
  • Resolved issues with building models for any games that that use the Half-Life 2:Episode 1 engine.


More info here. SDK Update 3/24

The Source SDK has been updated to address some crashes and is no longer in beta. Here are the release notes:

Enhancements
• There is now a drop list in the SDK Launcher that allows the user to switch between engine versions.
• Modders can now create single player and multi-player mods based in the HL2:Episode Two source code when the engine version is set to The Orange Box. It is still possible to create mods based on HL2:Episode One.
• Two new lighting preview modes are available in Hammer.
• Models are automatically centered when loaded in Faceposer.

Bug Fixes
• Fixed crash and corrupt configurations for users that don’t own any Orange Box games.
• Resolved issues with building models for any games that that use the Half-Life 2:Episode 1 engine.
• Fixed crashes in Hammer and Model Viewer when HL2 is set to the active game.

Known Issues
• Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.
• Linux makefiles for the Orange Box source code are incomplete and will be updated in the next release.
• The Particle Editor is not presently included in the Source SDK.
• SDK shader code only included with mods built to use Half-Life 2:Episode 1.

Please reply to this thread with any issues you see in the new release.

-Best Regards,
__________________
Mike Durand
Valve
 
Last edited:

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
It worked for me, but seemed a bit useless (like all in-editor lighting at the moment).

It brings up a seperate window that disappears from view as soon as you touch any other part of the editor- such as moving the 3D view.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I haven't tested it yet, but the item_teamflag entity has a setting for Flag Return Time:blink:, I think this is new.
 

Vilepickle

Banned
Oct 25, 2007
372
199
omg. Too bad I've already made 3 CTF maps and made them final to get any use out of that :(

Impact could use a good 2 minute return time.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
I haven't tested it yet, but the item_teamflag entity has a setting for Flag Return Time:blink:, I think this is new.

Fantastic find! We can eliminate this in our letter to Valve. What other gems lurk in the depths of this SDK update?
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
team_control_point_master has been altered too.

Now it has options for:

Scoring Style
Add Team score for each round won
Add Team score for each captured point

Play All Rounds
Changelevel Normally
Change level after all mini rounds have been played
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Am I the only one who can't use the "Shaded Textured Polygons" 3D view since the beta of this SDK version? It's the same as the 3D Textured for me - just flat-lighted walls, no shading difference, which I find quite sucky.
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
team_control_point_master has been altered too.

Now it has options for:

Scoring Style
Add Team score for each round won
Add Team score for each captured point
Play All Rounds
Changelevel Normally
Change level after all mini rounds have been played

I haven't tested it yet, but the item_teamflag entity has a setting for Flag Return Time:blink:, I think this is new.

I wonder what other little surprises they have for us?

I do wish they'd release proper changelogs!

No kidding! They must know we've been disappointed with the editor and these type fixes would greatly improve their image. :D