Orange box SDK
Steve0
Join Date: 2007-07-17 Member: 61615Members
<div class="IPBDescription">Arriving today ... at some point.</div>> From: mdurand@valvesoftware.com
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] SDK Update Available Tomorrow Morning
> Date: Tue, 6 Nov 2007 17:44:47 -0800
>
> Hi All-
>
> I wanted to let you all know that I have finished testing the SDK update
> and it will go live tomorrow morning. Thanks very much for your patience
> while I spent extra time testing it out.
>
> As I've said before the main purpose of this release is to get the
> updated content creation tools in the hands of the community. The next
> major release will include the client and server DLL code for Episode 2
> although there may be a couple of minor releases before to address any
> problems.
>
> Here are the interesting things to know about the release tomorrow:
>
> 1. The new SDK contains tools for creating content compatible with both
> the Ep1 and Orange Box versions of the Source Engine.
> 2. By default the SDK launcher will launch the Orange Box versions of
> Hammer, Face Poser, and Model Viewer.
> 3. Adding '-engine ep1' to the launch options for the Source SDK tool
> will set the launcher to run the Ep1 versions of Hammer Face Poser, and
> Model Viewer
> 4. There is a new directory structure underneath
> '%SteamInstallPath%\steamapps\<username>\sourcesdk'
> a. sourcesdk\bin - contains the binaries needed to run the SDK
> Launcher
> b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
> GameConfig.txt that is run when the Source SDK is in "Ep1" mode
> c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
> the GameConfig.txt that is run when the Source SDK is in "Orange Box"
> mode
> 5. There is a .vmf file for one of the shipping Portal maps in the
> 'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
> map for Team Fortress 2 in a subsequent release.
> 6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
> you should include '-nop4' on the command line to bypass our Perforce
> integration with these tools. I will eliminate this need in a subsequent
> release.
>
> We're launching the new SDK in the morning so that I can be available to
> make fixes as soon as you get your hands on the SDK. Once it goes live
> please feel free to e-mail me directly if you see any problems. We
> aren't able to release this version of the SDK as a beta so I will try
> to act as quickly as possible to fix problems and put out an update.
>
> -Mike Durand
> Valve
Just thought id share with anyone whos not subscribed to hl coders list <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
So at some point today SDK should do an update ... *stares at the screen*.
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] SDK Update Available Tomorrow Morning
> Date: Tue, 6 Nov 2007 17:44:47 -0800
>
> Hi All-
>
> I wanted to let you all know that I have finished testing the SDK update
> and it will go live tomorrow morning. Thanks very much for your patience
> while I spent extra time testing it out.
>
> As I've said before the main purpose of this release is to get the
> updated content creation tools in the hands of the community. The next
> major release will include the client and server DLL code for Episode 2
> although there may be a couple of minor releases before to address any
> problems.
>
> Here are the interesting things to know about the release tomorrow:
>
> 1. The new SDK contains tools for creating content compatible with both
> the Ep1 and Orange Box versions of the Source Engine.
> 2. By default the SDK launcher will launch the Orange Box versions of
> Hammer, Face Poser, and Model Viewer.
> 3. Adding '-engine ep1' to the launch options for the Source SDK tool
> will set the launcher to run the Ep1 versions of Hammer Face Poser, and
> Model Viewer
> 4. There is a new directory structure underneath
> '%SteamInstallPath%\steamapps\<username>\sourcesdk'
> a. sourcesdk\bin - contains the binaries needed to run the SDK
> Launcher
> b. sourcesdk\bin\ep1\bin - contains the Ep1 tools and the
> GameConfig.txt that is run when the Source SDK is in "Ep1" mode
> c. sourcesdk\bin\orangebox\bin - contains the Orange Box tools and
> the GameConfig.txt that is run when the Source SDK is in "Orange Box"
> mode
> 5. There is a .vmf file for one of the shipping Portal maps in the
> 'sourcesdk_content' directory - testchmb_a_05.vmf. I will add an example
> map for Team Fortress 2 in a subsequent release.
> 6. When running the Orange Box versions of the 'studiomdl' and 'vtex'
> you should include '-nop4' on the command line to bypass our Perforce
> integration with these tools. I will eliminate this need in a subsequent
> release.
>
> We're launching the new SDK in the morning so that I can be available to
> make fixes as soon as you get your hands on the SDK. Once it goes live
> please feel free to e-mail me directly if you see any problems. We
> aren't able to release this version of the SDK as a beta so I will try
> to act as quickly as possible to fix problems and put out an update.
>
> -Mike Durand
> Valve
Just thought id share with anyone whos not subscribed to hl coders list <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
So at some point today SDK should do an update ... *stares at the screen*.
Comments
Yeh its abit buggy atm <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> , i cant even get the portals one to work.
Yeh they look fun <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
Think it should be ctf_ or cp_ ?
[edit]
Problems are only present in the games/mods other then portal and TF2. Missing dll's and missing material files and the 3d window does NOT work after I open a file or start a new file. Thank ya very much Valve, now I gottah setup all those mods manually once more?
[edit]
Problems are only present in the games/mods other then portal and TF2. Missing dll's and missing material files and the 3d window does NOT work after I open a file or start a new file. Thank ya very much Valve, now I gottah setup all those mods manually once more?<!--QuoteEnd--></div><!--QuoteEEnd-->
Add -engine ep1 to the SDK's launch options. It won't fix your missing mod configurations, but it'll fix the missing .dll and material errors you get when starting Hammer/loading a map. Can't explain the 3D window not working, unless of course you don't have/never placed a camera in there?
[edit]
Aight, it works. Thanks, I was about to kick the internet in the jewels while searching for a solution and then you came along to save the day <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
[edit2]
Also welcome to the forum?
From there on, no problems (until next time lol...)