Source SDK 2013 Released

valve are also making hammer tools for specific games now (eg. tf2, css, DoDS, HL2DM)

Well this is fucked. SDK Base 2013 has some really stupid re-coding of player movement- It’s like half speed movement, can’t give or take damage at all. Plus, Episode One and Episode Two assets aren’t available, so my source maps are missing huge chunks of map and showing ERROR models all over the place.

What exactly are we supposed to do with this? And they’re phasing out the old tools in favor of something broken? AGAIN?

EDIT: Oh, this gets even better. The new tools for the games will be in the bin folder of each individual game, instead of using the SDK launcher. This is horribly inconveniencing for anyone who needs to switch between engines when Valve inevitably breaks something.

@ phasing out question: yes.

This is…good? Right?
I honestly know nothing about Source SDK. I made a portal map in it once, that’s it.
But I’m just going to guess that Black Mesa will either never be ported to 2013, or it will be…very…very…very…very…very…very…very…slowly.

Does anyone have any idea on how to exactly get a mod up and running with this? I fooled around with it and couldn’t even locate the the DLL’s. Is it even possible to create mods?

I was just getting ready to start work on an HL2 mod but now I’m really confused as to what I’m supposed to do. I’m afraid to start using the normal SDK because it seems like they’re getting ready to pull it off of Steam. So will HL2 be getting its own authoring tools? The instructions on the wiki just tell you how to build the code and that’s it.

Go into the Github page and click either the SP or MP folder. Click the game folder and then download either the mod_episodic folder or mod_hl2 folder. Rename the folder to your mod name and drop it into the sourcemods folder in Steam.

Any ideas on mounting additional content?

Is it not mounted in the gameinfo.txt as usual with Source?

That really freaking sucks, I think they should get rid of the whole individual game ‘authoring tools’ thing and have one single SDK launcher. It was great for organization, all it really needed was some extra options and better stability.

In all honesty, I don’t really care about virtual reality as much as I do Linux/OS X support, I remember way back (like, right before it came out) one of my friends posted on here asking about a Linux port, if I remember right the answer was along the lines of “We will port to Linux if the option comes to be available.”

Hope I’ll get to play Black Mesa on my primary Linux desktop.

Even the Source SDK Base 2013 multiplayer and singleplayer comes with Hammer and the other authoring tools. So this is the one you should use for a from scratch game.
Use the respective tools from the game if you make a mod.

And yes this Base package contains a lot of the content from Half-Life 2 and episodes which has to be downloaded again. Thanks to Steampipe’s disability to share content among titles.

Pretty much my main nitpick against SteamPipe. Redownloading all of them is a pain in case you have to reinstall stuffs. It also takes rather lots of space when you’re having several Source games around now.

I dont think its too hard, Tripmine studios :
“Multiplayer is already ported to the new SDK (2013) and OBM (singleplayer) and Guard Duty are about to get ported too. It looks like this will not delay our multiplayer beta, so Q1 2014 is still the official release date.”

I wonder if the Black Mesa developers would be amenable to a Kick Starter to finance a port to Source 2013?

It sure would make cross platform releases at least a possibility.

They don’t need to be financed to have their programmers port code. If they (can) do it, that’s cool, if they don’t (or cant), so be it.

Tripmine was prepared for this and planning ahead, making porting simple. Whether the BM devs were or not could have a huge effect on the difficulty.

Well, I think it’s safe to say that the singleplayer part of the 2013 SDK is broken. Enemy bullets can’t hit you, you can’t pick up ammunition, health and suit chargers don’t do shit, et cetera… or maybe I’m just doing this horribly wrong.

God dammit, just as I get back into modding.

Are you sure there’s not a map leak or something? I remember one of my custom maps getting hilariously messed up by that.

What you described kinda sounds like the player entity is messed up or something.

Well, those same things there happened in five different maps. There’re no pointfiles so no leaks, and I also tried making a skybox in one of them to see if that would help, but that did absolutely nothing.

Yeah, it’s been fucked since the update. Even vanilla maps are affected on my machine.

Today was some 600 mb update for source sdk 2007 but still no multicore support : /

Also some steam client update :
Added support for converting 3rd party Source mods to new content system

The physics problems are fixable by setting “sv_alternatetick” to 0 instead of 1. Un-fucks a lot of things.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.