• 2013 version of Valve's Source SDK released
    85 replies, posted
[QUOTE=Firegod522;41204396]Its a new sourcesdk base.[/QUOTE] 2013 version iirc
[B]c:\users\nicoreda\documents\sdk2013\trunk\sp\src\utils\qc_eyes\stdafx.h(17): fatal error C1083: Impossible d'ouvrir le fichier include*: 'afxext.h'*: No such file or directory[/B] So, this file is not inclued with express version of visual studio. Edit: Now I wait SDK Base 2013 on my tools folder to get my mod work. :3 [highlight](User was banned for this post ("Offtopic" - Orkel))[/highlight]
Does this open development tools to Mac and Linux users? Can I finally make that Team Fortress 2 map I've been dreaming of?
I hope the devs of [url=http://www.dystopia-game.com/]Dystopia[/url] get on this, I want Oculus Rift support for cyberspace!
[QUOTE=Fine Hats;41204655]Does this open development tools to Mac and Linux users? Can I finally make that Team Fortress 2 map I've been dreaming of?[/QUOTE] Hammer uses an old library that's only available on windows.
[QUOTE=nicoreda;41204576][B]c:\users\nicoreda\documents\sdk2013\trunk\sp\src\utils\qc_eyes\stdafx.h(17): fatal error C1083: Impossible d'ouvrir le fichier include*: 'afxext.h'*: No such file or directory[/B] So, this file is not inclued with express version of visual studio. Edit: Now I wait SDK Base 2013 on my tools folder to get my mod work. :3 Edit: Nice dumb Jimbomcb ! Now try it yourself.[/QUOTE] Why not wait for VALVE to release a fix? PLUS Valve is NEVER going to add a lising to the source sdk tools unless Valve decides to. Fix it yourself. EDIT: Found out from the post below that they are on Steam. I hate not having internet on my PC.
[Thumb]http://img97.xooimage.com/files/9/b/d/sans-titre-3f39757.jpg[/Thumb] Now here. Thanks for dumb guys. I know it's difficult to live in a world with some many differents peoples.
I fear for my life.
Does this actually allow sourcemods on a new engine version?
Source SDK for mac would be absolutely amazing
i can't wait for the possibilities...shitty half-life 2 mods on LINUX! [editline]26th June 2013[/editline] also valve will probably announce source 2 and half-life 3 a week from now
[QUOTE=Sokrates;41202626]GIVE US HALF LIFE 3 NOW YOU FUCKERS[/QUOTE] Could you not make us sound any more entitled?
Don't worry guys, Hammer is still a piece of shit! [I]But that's what makes it so charming.[/I]
Ooh, goodie. Time to turn my desktop back on and let it update. I've been waiting for an SDK update for a while.
I'd like to see Black Mesa running on this as I can then play it on Linux.
Can anyone find the files for their Oculus Rift implementation? If the actual source code is in there, Garry could use that to fix Rift support for GMod, since he said he only had access to the compiled library up till now (and it was crashing). [editline]27th June 2013[/editline] Can't find files matching the terms 'oculus', 'rift' or 'vr' :/
[QUOTE=nicoreda;41204807][Thumb]http://img97.xooimage.com/files/9/b/d/sans-titre-3f39757.jpg[/Thumb] Now here. Thanks for dumb guys. I know it's difficult to live in a world with some many differents peoples.[/QUOTE] I seriously hope you don't breed [highlight](User was banned for this post ("Flaming" - MaxOfS2D))[/highlight]
[QUOTE=Clavus;41207271]Can anyone find the files for their Oculus Rift implementation? If the actual source code is in there, Garry could use that to fix Rift support for GMod, since he said he only had access to the compiled library up till now (and it was crashing). [editline]27th June 2013[/editline] Can't find files matching the terms 'oculus', 'rift' or 'vr' :/[/QUOTE] Pretty sure it's part of the actual engine. Haven't actually looked at SDK 2013 yet (not in the Source modding community any more) but I would assume they implemented it within the internal render pipeline.
[I]it's time[/I] [I][SUB]maybe[/SUB][/I]
Looks like my game is going on Oculus now.
I don't understand why they don't have one, unified SDK for all their games. It would be so much simpler.
Oculus Rift support makes me most excited. I should be getting mine in a month or 2 and can't wait to have a heart attack by downloading some random ass shit.
[QUOTE=Altimor;41205605]Does this actually allow sourcemods on a new engine version?[/QUOTE] Yeah, but the codebase that we use seems to be roughly the same to the old 2007 one. I've compiled a SDK 2013 Mod already, rather straight forward. I haven't had the time to really compare the two engines as of yet...[URL="http://www.interlopers.net/forum/viewtopic.php?f=9&t=37106&p=498866#p498866"]I found that the shadow rendering is slightly better though.[/URL]
Wait, does this mean Garry's mod could get Oculus rift support?
[QUOTE=Str4fe;41208631]Wait, does this mean Garry's mod could get Oculus rift support?[/QUOTE] Garry doesn't use the mod SDK.
Is it hard to make a source game that doesn't support VR into one that does?
[QUOTE=Over-Run;41208200]Oculus Rift support makes me most excited. I should be getting mine in a month or 2 and can't wait to have a heart attack by downloading some random ass shit.[/QUOTE] Same, I should get mine in august. I am very exited to play portal and making my own maps :O [editline]27th June 2013[/editline] By the way, How can i use it? I just installed both Source Base 2013 MP SP What should I do now?
[QUOTE=fruxodaily;41205610]Source SDK for mac would be absolutely amazing[/QUOTE] There's no chance the Source 1 tools are coming to other platforms but thankfully "Future engines have been designed with cross platform support in the toolchain from the start."
I remember seeing some DOTA thing that had references to Qt, that'd fit with cross platform support for dev tools.
[QUOTE=Clavus;41207271]Can anyone find the files for their Oculus Rift implementation? If the actual source code is in there, Garry could use that to fix Rift support for GMod, since he said he only had access to the compiled library up till now (and it was crashing). [editline]27th June 2013[/editline] Can't find files matching the terms 'oculus', 'rift' or 'vr' :/[/QUOTE] client_virtualreality.cpp has all the headtracking, IPD stuff etc. just search for g_ClientVirtualReality and g_pSourceVR and you'll find all the references to it throughout the engine too.
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