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Old 06-27-2013, 12:53 AM   #1
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Source SDK 2013

steam news post:
http://store.steampowered.com/news/10962/

code here:
https://github.com/ValveSoftware/source-sdk-2013

Quote:
We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be found here. This new license allows mod authors to share their changes to the SDK more easily.

The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here.

The source for this new SDK release includes the latest code for all the included games, and has many new features:
• The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux.
• Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support.
• Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift.

You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki.
Just sayin
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Old 06-27-2013, 12:59 AM   #2
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I just came to the forums to post the same link, beat me to it!

FINALLY!

EDIT:
I'm so excited!

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Old 06-27-2013, 01:01 AM   #3
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Same. I was wrong about not getting an SDK update! Hooray!
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Old 06-27-2013, 01:04 AM   #4
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I haven't fully browsed through it. Really not sure about all the differences.

All I know is that compared to the 2007 code, the directory structure is quite a bit different, so simple merging of code really won't be possible. This is closer to the 2009 code structure.

However, Mac and Linux support is awesome, as well as the VR stuff.
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Old 06-27-2013, 01:37 AM   #5
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w00t! awesome. Imagine playing FF virtual reality :O
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Old 06-27-2013, 02:24 AM   #6
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haha, source sdk base 2013 apps aren't released yet so you can't run mods for now

steam://install/243730 (singleplayer base app)
steam://install/243750 (multiplayer base app)

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Old 06-27-2013, 02:30 AM   #7
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Quote:
Originally Posted by squeek. View Post
Same. I was wrong about not getting an SDK update! Hooray!
role call to all the old devs to port FF to it nows
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Old 06-27-2013, 02:40 AM   #8
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Quote:
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role call to all the old devs to port FF to it nows
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Old 06-27-2013, 02:45 AM   #9
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nm


yea this owns!!
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Old 06-27-2013, 02:53 AM   #10
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what is most amazing to me is valve is responding to emails and pull requests
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Old 06-27-2013, 02:56 AM   #11
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The base apps are released and ready to install now

steam://install/243730 (Source SDK Base 2013 Singleplayer)
steam://install/243750 (Source SDK Base 2013 Multiplayer)
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Old 06-27-2013, 03:16 AM   #12
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You have to run Hammer directly from the base app bin directory, no more using the SDK launcher.

Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\hammer.exe

Probably the most awesome thing so far:

Extra decimal places in the texture scaling (left 4 dead hammer had this), so you can make higher res textures and properly texture the maps (1024x1024 texture on a 128 high wall, for example...giving 8 pixels per unit instead of the typical 4 in most source games/mods). Ooooohhhh, ahhhhhh

* basically, the old hammer that mods were allowed to use only had 2 decimal places, so for example, trying to scale a 1024 texture to 0.125 on a 128 length brush would just break and it wouldn't scale properly *

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Old 06-27-2013, 08:33 AM   #13
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Quote:
Originally Posted by trepid_jon View Post
Probably the most awesome thing so far:

Extra decimal places in the texture scaling (left 4 dead hammer had this), so you can make higher res textures and properly texture the maps (1024x1024 texture on a 128 high wall, for example...giving 8 pixels per unit instead of the typical 4 in most source games/mods). Ooooohhhh, ahhhhhh
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Old 06-27-2013, 02:49 PM   #14
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You do realise you could set it to more than 2 decimal places, but that if you tried to do anything after hitting 'Apply' it would reset it?

It was always possible, but just a little annoying.

HOPEFULLY THIS HAMMER WONT CRASH IF YOU PRESS DELETE WHEN USING THE CAMERA TOOL.

Why would it even try to delete the camera? So dumb.

BUT I'M SO FUCKING HAPPYYY NOWWW
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Old 06-27-2013, 05:47 PM   #15
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Quote:
Originally Posted by trepid_jon View Post
All I know is that compared to the 2007 code, the directory structure is quite a bit different, so simple merging of code really won't be possible. This is closer to the 2009 code structure.
This will take time to port the code over? Are there plans on doing this for the future?

I sure hope so
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Old 06-27-2013, 06:22 PM   #16
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Sweet. If I wasn't busy helping to create a person I might get back into modding. Propper might get an update at some point so that it supports more games.
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Old 06-27-2013, 07:32 PM   #17
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so i download and now i can't play FF because it uninstalled 2006 and 2007 without my premisson and i have to wait till its done checking my games for updates. (i have a shiton of games so this is gonna take a bit.)
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Old 06-27-2013, 08:47 PM   #18
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Wait, so OS X has Hammer? Or still that's Windows only?
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Old 06-27-2013, 08:55 PM   #19
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I think the SDK is Windows only, but the mods made with it have support for OSX and Linux.

Could be wrong though.
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Old 06-27-2013, 09:19 PM   #20
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Quote:
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Wait, so OS X has Hammer? Or still that's Windows only?
from the hl2coders mailing list:

Quote:
Originally Posted by Alfred Reynolds
No, hammer is only available on windows and we have no plans at this time to change that.



It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start.
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