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Report content RSS feed Source SDK Base - Orange Box released

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

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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 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.

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Varsity Author
Varsity

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

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stenchy
stenchy

no problem

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Hunter-Prime
Hunter-Prime

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 ?

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Bov
Bov

I sure hope so. That would be awesome!

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Varsity Author
Varsity

Yep. Here's mine:

Game |gameinfo_path|.
Game hl2

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Lawnmower233
Lawnmower233

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?

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Hunter-Prime
Hunter-Prime

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 "

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Varsity Author
Varsity

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

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Varsity Author
Varsity

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

Source.valvesoftware.com

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Hunter-Prime
Hunter-Prime

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

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sbnewsom
sbnewsom

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

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gizzle
gizzle

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

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Varsity Author
Varsity

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!)

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Hunter-Prime
Hunter-Prime

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.

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sbnewsom
sbnewsom

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

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Varsity Author
Varsity

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.

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FJS
FJS

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

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pussle
pussle

i wanna know this too

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Silverfisk
Silverfisk

Yup, so I was told! :-D

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Reptile1992
Reptile1992

Good news.

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bobwashere
bobwashere

awesome.

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fragapple
fragapple

yeehaa phat ;)

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violentdev
violentdev

Perfect!

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xilef24
xilef24

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

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Varsity Author
Varsity

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

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Wraiyth Creator
Wraiyth

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.

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Varsity Author
Varsity

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

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Wraiyth Creator
Wraiyth

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.

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Varsity Author
Varsity

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

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hellzombie
hellzombie

404 ERROR D:

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M3talhead
M3talhead

The latest version of cinetmatic mod needs content from EP: 2, but I don't have it, can I download this instead, or do I need EP: 2?

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kirano
kirano

nothing happens when i press it D:

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stoo2000
stoo2000

guys help when i can't find any source game on the list and when i use the launcher installed with css its say gameinfo txt. does not exist in combine and the game is combine combat pls pm me at stoo2000@hotmail.com

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Aert
Aert

I have a serious problem here: I'm making a mod and i've alredy added some custom code to it (i mean in c++) and with the hl2 engine it works fine BUT if i change that little number to 218 it reallly seems like it's on the "ornage engine" (options). So i start a map and what i see is the base hl2 (or ep2) game. None of my changes can be seen for example none of my weapons. PLS HELP

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