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Source 2 Hammer Bugs

  • FMPONE
  • May 18, 2020 at 4:48 AM
  • FMPONE
    • May 18, 2020 at 4:48 AM
    • #1

    Put bugs here.

  • FMPONE
    • May 18, 2020 at 12:08 PM
    • #2

    If you try to take a high resolution screenshot, the editor crashes.

  • Jared
    • May 18, 2020 at 10:39 PM
    • #3

    Importing source 1.0 vmf maps doesn't appear to work, or is at least 64 times too small, and even in that case, the texture coordinate data seems corrupt/random

    [Blocked Image: https://i.imgur.com/ZmHuaV8.png]

    [Blocked Image: https://i.imgur.com/KRF1IpC.png]

    [Blocked Image: https://i.imgur.com/gf7dI8f.png]

    [Blocked Image: https://i.imgur.com/YUOZY8T.png]

  • Marbledemon
    • May 19, 2020 at 6:02 PM
    • #4

    Seems that enabling Debug Mode of the Blend Painting Tool when selecting a subdivided face crashes the editor to desktop

  • marnamai
    • May 21, 2020 at 5:35 PM
    • #5

    After tying mesh to and entity, it automatically gets the trigger materials assigned and you cannot assign a different materials to it, which breaks functionality for some mesh entities such as trigger_traversal_no_teleport.

  • marnamai
    • May 22, 2020 at 9:38 PM
    • #6

    Grid snap is not respected when extruding an object by scaling an edge selection while using a custom workplane.

  • morozov
    • May 26, 2020 at 5:20 AM
    • #7

    Hotkeys do not work if you used a different keyboard language. (For example Russian). It's funny, but in other software everything works well. Solution, change the language to English on you're keyboard

  • -HP-
    • May 26, 2020 at 6:14 AM
    • #8
    Quote from marnamai

    On 5/22/2020 at 1:38 PM, marnamai said: Grid snap is not respected when extruding an object by scaling an edge selection while using a custom workplane.

    Can't you just extrude the edge a bit, then just snap move it to where you want?

    I always do that by default.

  • blackdog
    • May 26, 2020 at 10:12 AM
    • #9
    Quote from untor

    4 hours ago, untor said: Hotkeys do not work if you used a different keyboard language. (For example Russian). It's funny, but in other software everything works well. Solution, change the language to English on you're keyboard

    Ridiculous, but not surprising from Valve. I think even CSGO was switching to American keyboard layout until last year. It's something they never cared about, and it's so basic it's infuriating.

  • FMPONE
    • May 26, 2020 at 7:24 PM
    • #10

    Am I crazy or do instances disalign themselves from the grid when create instance and then you click them to edit them?

  • Squad
    • May 26, 2020 at 7:26 PM
    • #11
    Quote from blackdog

    9 hours ago, blackdog said: ... I think even CSGO was switching to American keyboard layout until last year. It's something they never cared about, and it's so basic it's infuriating.

    What do you mean exactly? I've always used a non-American keyboard layout and don't recall ever having any issues when playing CSGO.

    But not having the option to change key binds in S2 Hammer is what annoys me most at the moment. It's especially weird since it seems like you can edit keys (the key bind options have an "apply" button).

    I have Z instead of W and so when I press forward in the viewport I enable/disable "fly toggle".

    The way I use for navigating in the viewport in old Hammer unfortunately doesn't work anymore (which includes space bar, LM/RM and scroll wheel), I'm guessing because space bar has been assigned a new use.

  • blackdog
    • May 26, 2020 at 11:19 PM
    • #12

    @Squad at least with Italian layout, the keyboard would not recognise the chars assigned to our layout, so you open the chat to message and you have to know/remember that question mark is underscore for eg.

    They basically always had an hard coded override of the layouts or something, which make no sense.

  • Squad
    • May 27, 2020 at 3:29 AM
    • #13
    Quote from blackdog

    4 hours ago, blackdog said: @Squad at least with Italian layout, the keyboard would not recognise the chars assigned to our layout, so you open the chat to message and you have to know/remember that question mark is underscore for eg.

    Oh yeah, that may have been a thing in (early days of) goldsrc CS. I remember having to learn to type qwerty on an azerty keyboard, lol.

  • morozov
    • June 1, 2020 at 1:19 PM
    • #14
    Quote from Squad

    On 5/26/2020 at 10:26 PM, Squad said: But not having the option to change key binds in S2 Hammer is what annoys me most at the moment. It's especially weird since it seems like you can edit keys (the key bind options have an "apply" button).

    You can change a binds \steamapps\common\Half-Life Alyx\game\core\tools\keybindings\hammer_key_bindings.txt

  • Squad
    • June 1, 2020 at 4:47 PM
    • #15
    Quote from untor

    3 hours ago, untor said: You can change a binds \steamapps\common\Half-Life Alyx\game\core\tools\keybindings\hammer_key_bindings.txt

    Awesome. Thanks, Untor :)

  • -HP-
    • June 1, 2020 at 7:33 PM
    • #16
    Quote from untor

    6 hours ago, untor said: You can change a binds \steamapps\common\Half-Life Alyx\game\core\tools\keybindings\hammer_key_bindings.txt

    Oh, hell yeah!

    Thanks.

  • Jared
    • January 24, 2021 at 5:48 PM
    • #17
    Quote from Jared

    On 5/18/2020 at 2:39 PM, Jared said: Importing source 1.0 vmf maps doesn't appear to work, or is at least 64 times too small, and even in that case, the texture coordinate data seems corrupt/random

    [Blocked Image: https://i.imgur.com/ZmHuaV8.png]

    [Blocked Image: https://i.imgur.com/KRF1IpC.png]

    [Blocked Image: https://i.imgur.com/gf7dI8f.png]

    [Blocked Image: https://i.imgur.com/YUOZY8T.png]

    After many years of trial and error, going off of almost zero documentation other than a poorly worded but still somewhat helpful tutorial on the valve developer community, and dota 2 gameinfo.gi on github gametracker, I have stumbled into how to import a source 1.0 vmf, the steps for Half-Life: Alyx are as follows:

    Create a default-new "addon" where you'll keep the imported materials / textures / models.

    Then the easiest way to batch import source1 content is using https://github.com/AlpyneDreams/source2utils, after you're done with those tools and you have a folder of .vmat and .tga I like use https://www.xnview.com/en/xnviewmp/#downloads to batch convert all the .tga to have a color depth of 32 with 255 alpha, otherwise source2 cant read it, and enable RLE compression, its lossless and reduces OVER 60% of total file size. Move all of your imported content to that normal addon we made earlier.

    Now, here's what I believe to be the magic sauce... create a "MOD" (not a addon :)) of your original source1 content on the game-side, not content-side, located at for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\source1mod". A very important note, along with your source1 content, you also need to have a normal source1 gameinfo.txt, located right next to your materials / models folders, the one from tf2 for example would work.

    Then, (THE Real magic), open up "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\hlvr" and edit the "gameinfo.gi" file with a text editor, scroll down to find... Source1Import !

    Set importmod, and importdir to your source1 content mod you made, like so :

    "importmod" "source1mod" "importdir" "..\source1mod"

    NOW before you run off and try and import a .vmf from your desktop, you need to place even the source .vmf in a special location, on the content-side, not game-side, for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\content\source1mod\maps\ctf_2fort_d.vmf"

    Finally using google I was able to find very little parameters for "Source1Import", but I did find a few, how useful they are is yet to be understood, probably best to start with the default no parameters.

    "synthesizeMeshNames" "1" "ignoreParticleManifest" "1" "getSkinningFromLod0ByDefault" "0" "createStaticOverlays" "1" // info_overlay entities will be converted to static overlay nodes instead of preserved as Info_overlay entities

    Hopefully this made sense, I'll think about making a more detailed FULL tutorial on steam guides or something later, I'll edit this to have a link to that if I do end up making it. Thanks!

  • FMPONE
    • February 7, 2021 at 5:18 AM
    • #18

    forcerevive doesn't work :) zombie corpses just sit there glowing

  • Anth
    • October 10, 2023 at 3:52 AM
    • #19

    Anyone had any luck at all getting game_player_equip working on CS2? Thought I'd revisit CS mapping with the engine upgrade by porting over my old minigames maps but having no luck at all firing a give weapon_knife to the player.

  • coolguyslims
    • October 13, 2023 at 9:57 PM
    • #20

    I don't know if this is a bug or operator error, but I'm trying to boot a CS2 map from Hammer and play it as a deathmatch. It keeps booting into Demolition / Competitive mode and when I try to use the command string 'game_mode 2;game_type 1;exec gamemode_deathmatch; mp_match_end_restart 1' it crashes my game. This was working just fine yesterday. The console gives me this when it crashes:

    ] game_mode 2;game_type 1;exec gamemode_deathmatch; mp_match_end_restart 1 execing gamemode_deathmatch ResetBreakpadAppId: Universe is 1 (k_EUniversePublic) ResetBreakpadAppId: Setting non standard break pad app id: 2347779 Disconnected From 'Localhost:29000' Connecting To 'Localhost:29000' Listening For Application On 'Localhost:29000'

    I also constantly get 'Steam is required to join a game. Please check your connection to Steam and try again.', then 'No Steam log on.' error and am booted back to the main menu after a couple minutes in the match.

    Am I doing something wrong?

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