The Source engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system.

Report this article Source SDK Base - Orange Box released

Source mods can now run from the Orange Box engine code without requiring an Orange Box game.

Posted by Varsity on Feb 24th, 2008 digg this super bookmark


The Source 2007/Orange Box version of SDK Base, from which Source mods can run for cross-game compatibility, is available now. To use it simply change your mod's AppID to

  1. code:
  1. 218

in gameinfo.txt and restart Steam. If you have custom binaries, you will need them to have been built with the beta SDK code; access the beta through Steam > Settings > Beta Participation.

SDK Base Orange is only a 10MB download on top of the old SDK Base. Unfortunately it doesn't yet provide access to any shared Episode Two content, but that's most likely an oversight on Valve's part.

To install the new SDK Base through Steam, click here.

Comments
Varsity
Varsity Feb 24 2008, 4:57am says:

Thanks whoever attached this to Source. I didn't have the right permissions for some reason.

+1 vote     reply to comment
stenchy
stenchy Feb 24 2008, 5:02am replied:

no problem

+1 vote     reply to comment
Hunter-Prime
Hunter-Prime Feb 24 2008, 5:36am says:

Does that mean you can create a mod with only HL2 in the search path (gameinfo.txt) that support HDR if you export an existing HDR skybox in it ? And Motion Blur ?

+2 votes     reply to comment
Bov
Bov Feb 24 2008, 5:38am replied:

I sure hope so. That would be awesome!

+1 vote     reply to comment
Varsity
Varsity Feb 24 2008, 6:39am replied:

Yep. Here's mine:

Game |gameinfo_path|.
Game hl2

+1 vote     reply to comment
Lawnmower233
Lawnmower233 Feb 24 2008, 5:41am says:

I used the create a mod thing and chose Half-Life 2 Single Player for it to be based off. The SteamAppID is 420 not 218. What do you mean we need to change it to 218 to get it working?

+1 vote     reply to comment
Hunter-Prime
Hunter-Prime Feb 24 2008, 5:54am replied:

This AppID tell on which engine and game your mod is based, here's a short list of differents AppID, but you can find the full list at the following link Developer.valvesoftware.com :

" # 212 Base Source Engine 2
# 215 Source SDK Base Temporary ID, used to mount the Episode 1 engine in mods
# 218 Source SDK Base 2007 Temporary ID, used to mount the OrangeBox engine in mods "

+2 votes     reply to comment
Varsity
Varsity Feb 24 2008, 6:40am replied:

The wizard hasn't been updated with the new ID yet. Your mod will work with 420, but it'll require Episode Two specifically.

+2 votes     reply to comment
Varsity
Varsity Feb 24 2008, 6:41am says:

While we're here, I may as well point out the new Source website:

Source.valvesoftware.com

+1 vote     reply to comment
Hunter-Prime
Hunter-Prime Feb 24 2008, 7:00am replied:

Great site, Source is a great engine, nothing to add

+1 vote     reply to comment
BradNewsom
BradNewsom Feb 24 2008, 9:29am replied:

Amazing. Look at that. What a great engine. :D Can't wait for the Particle Editor!

+1 vote     reply to comment
gizzle
gizzle Feb 24 2008, 6:49am says:

Which mods do run fine with the new engine ? Does it affect performance ?

+1 vote     reply to comment
Varsity
Varsity Feb 24 2008, 7:19am replied:

No mods will work until they've been upgraded by their programmers. This is the first engine update to break compatibility.

Source 2007 is more efficient, quite aside from the addition of multi-core, but also has new and more demanding features. (I sound like a sales guy!)

+1 vote     reply to comment
Hunter-Prime
Hunter-Prime Feb 24 2008, 7:32am replied:

I can't wait to put some Motion Blur and dynamic shadows in a mod O_O . It would be awesome if Black Mesa Source use this version of the engine.

+2 votes     reply to comment
BradNewsom
BradNewsom Feb 24 2008, 9:30am replied:

Indeed, I myself would like to know how to get dynamic shadows working with lights!

+1 vote     reply to comment
Varsity
Varsity Feb 24 2008, 2:34pm replied:

I was trying to do that earlier. env_projected texture does the job, but it has a bunch of bugs that aren't present in Episode Two. I think it might be deprecated.

+1 vote     reply to comment
FJS
FJS Feb 24 2008, 8:52am says:

Wait a minute... that means that people will be able to play Project Valkyrie without the Orange Box??

+3 votes     reply to comment
pussle
pussle Feb 24 2008, 9:45am replied:

i wanna know this too

+1 vote     reply to comment
Silverfisk
Silverfisk Feb 24 2008, 10:01am replied:

Yup, so I was told! :-D

+3 votes     reply to comment
Reptile1992
Reptile1992 Feb 24 2008, 10:04am says:

Good news.

+1 vote     reply to comment
bobwashere
bobwashere Feb 24 2008, 10:37am says:

awesome.

+1 vote     reply to comment
fragapple
fragapple Feb 24 2008, 10:37am says:

yeehaa phat ;)

+1 vote     reply to comment
TannerBondy
TannerBondy Feb 24 2008, 5:41pm says:

Perfect!

+1 vote     reply to comment
xilef24
xilef24 Feb 25 2008, 8:10am says:

Do we know have to wait till Project Valkyrie will be updated or will it work when we install it?

+1 vote     reply to comment
Varsity
Varsity Feb 25 2008, 9:23am replied:

All you need to do after you install it is open gameinfo.txt in the main folder and change the AppId to 218.

+1 vote     reply to comment
Wraiyth
Wraiyth Feb 25 2008, 9:59pm replied:

Keep in mind that unless they're using the Ep2 codebase though, there will almost definitely be problems due to changed structure and different code for effects, particles etc.

+1 vote     reply to comment
Varsity
Varsity Feb 26 2008, 11:50am replied:

It wouldn't even run if they weren't using the new codebase...but they are. ;-)

+1 vote     reply to comment
Wraiyth
Wraiyth Feb 25 2008, 10:01pm says:

The 'Dynamic Shadows' are a bit of a weird thing. There is a new/modified shadow mapping system (which you can see with the flashlight) but there is a hardcoded limit of 1 shadowmap to be rendered at a time, so IOW if you're using the flashlight you won't see any others. This can be modified to have a higher limit, so you can use env_projectedtexture to create some effects (for instance this could be manipulated to produce an effect like the lights in FEAR casting a pattern on the floor) and things like that.

+1 vote     reply to comment
Varsity
Varsity Feb 26 2008, 11:47am replied:

So how do Valve avoid that in Ep2? There are uses of the new lighting throughout, but I never had any flashlight problems.

+1 vote     reply to comment
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