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
Now remember, Adding '-engine ep1' to the launch options for the Source SDK tool is what is needed to map for Obsidian Conflict until we get the Episode 2 code update.
More notes from mike:
I advise you follow this below, it will correct the folder and file structure.
Try this:
1. Close the SDK tool.
2. Rename the 'sourcesdk' and 'sourcesdk_content' directories.
3. Re-run the SDK tool.
Several people have already reported this and I think that it is due to
the old versions of the DLLs hanging around in the 'sourcesdk\bin'
directory. I'll fix this in the SDK Launcher in an update for now please
try this workaround.
-Mike
Fix for HLMV and HammerMV
Jake Breen to hlcoders
Extract Advisor.jpg from Source Models.gcf (it's under hl2/models) and
place it in "Half-Life 2 Episode Two/ep2/models"
And that should fix the crashing with hlmv.
I would like to make this perfectly clear, this SDK update does not include the Episode 2 client and server code. We can not start porting Obsidian to the new engine yet.
Last edited by skidz on Thu Nov 08, 2007 3:33 am, edited 4 times in total.
Renamed my sourcesdk and sourcesdk_content It redownloaded files and asked me if I was an author of some mods using steam appids blah blah so I thought all went ok, but I still don't and din't have before a gameinfo.txt in my ep1/bin folder
I think I'm just gonna chill till, things settle, Well it's as good an excuse as any to fire up oc_1.23 and have let of some steam!
Edit:IGNORE, it was as usual me being an idiot. I have a 'game.config.txt' now
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
In the Ep1 bin folder game config.txt when you add your obsidian config, all you have to rename are the 3 lines that are your vbsp,vvis and vrad paths. just add ep1\bin\ to the path.
looks something like bin\ep1\bin\vbsp
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.