SDK Base

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youme
937 Posts
Posted Feb 15, 2008
So its been in my tools thing for a while and all it looks like is a video stress test. I've heared it being talked about as something useful for mods.
Can anyone tell me what this sneaky thing is

Also: The orange box version of the SDK Base has recently appeared in my tool list, thats good right?

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NykO18
183 Posts
Posted Feb 15, 2008
Replied 1 hour later
I think that it's a base, like it's name says.
Developers can use it as a base to start their mod on.
A clean and fresh version of the engine.
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msleeper
4,095 Posts
Member
Posted Feb 15, 2008
Replied 11 minutes later
The SDK Base is the source code for Source, needed to make mods using stuff like Portal code and the other stuff from Episode 2.

And I am waiting on someone to give me full information on the Orange Box SDK Base so we can post about it.

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MrTwoVideoCards
584 Posts
Posted Feb 16, 2008
Replied 12 hours later
The OB base is app 245 no? Anyways you guys should really join the Hlcoders Mailing List. It's full of awesome sauce. http://list.valvesoftware.com/mailman/listinfo/hlcoders
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msleeper
4,095 Posts
Member
Posted Feb 16, 2008
Replied 2 hours later
I alternately care about and ignore hlcoders, but for anyone interested in the SDK Base I stongly recommend signing up.
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youme
937 Posts
Posted Feb 16, 2008
Replied 4 hours later
well I don't know if I am interested, thats kinda the point of this thread...
Would the sdk base be usefull to me for TS13 or not?
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rellikpd
1,053 Posts
Posted Feb 16, 2008
Replied 2 hours later
as i understand it... the sdk base is the raw format of the source engine. used to give you a base for modding. now i haven't looked at it (at all, aside from installing it. running it, and then deleting it) but i USED to mod for quake. and most likely its the base files you need to make mods

youme wrote:
Would the sdk base be usefull to me for TS13 or not?

if you wanted either 1) to change the rules of, or way that Portals works and runs, or 2) you want a map pack with its "own" custom menu's, chapter settings etc. then the answer would be "yes" it could/would be useful for you.

but something to consider. unless i'm wrong. you'll have to reprogram all the portal code. or wait till its released as a "base" sdk for portal, which i doubt they would do (unless they want/don't mind people making "portal mods") not that they would otherwise mind, (seeing as how they released the base sdk in the first place) but i think they just want to give us the abbility to mod in "source" not any of THEIR mods (ie: portal)

and really if 2) is the only thing you want to do (map pack with custom menu's, chapter settings, locked (until arrived) maps etc) then really. you're way better off just using a "bonus map" installation. unless you can find "someone" to do the modding of the sdk for you. but really i think you'd be better off just focusing on the mapping/etc cuz modding is a whole different animal.

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msleeper
4,095 Posts
Member
Posted Feb 16, 2008
Replied 1 hour later

youme wrote:
well I don't know if I am interested, thats kinda the point of this thread...
Would the sdk base be usefull to me for TS13 or not?

If you're just making a map, then no.

If you want to make a mod, then yeah.

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NykO18
183 Posts
Posted Feb 16, 2008
Replied 34 minutes later
I think you're wrong with this "use it to make a mod" thing.
I'm making a mod and I don't use the SDK Base at all. I just clicked on "Create a mod" in the SDK.
The SDK Base is an empty version of the Source engine. No rules, nothing at all, just a basic FPS. If you want to make a mod of Portal, then you should not use it.
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youme
937 Posts
Posted Feb 16, 2008
Replied 1 hour later
Well I got a bare bones portal mod already doing what nyk018 said.
This seems to run anything portal related just fine.
The only thing I might need is some code from portal to get new slightly different entities. but I guess the source code isnt in the sdk base