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Programmer Joe May 15 @ 4:54pm
SDK 2013 Multiplayer mods will break on 5/22/2014
Last fall an update to Source SDK Base 2013 Multiplayer shipped that broke compatibility for mods. The changes in the current Upcoming beta contain a fix for that break, but unfortunately the fix breaks mod compatibility once again to get singleplayer and multiplayer back in synch. This[github.com] file contains the interface that is changed last fall and is changing again with the final fix to this break.

This beta will run for one week and then will ship on May 22, 2014. Hopefully that will give you time to recompile your mods with the code that just went up on Github. A recompile should be all that is necessary to fix your mod.

If you have any questions, please ask them here.
Showing 1-13 of 13 comments
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Dman757 May 15 @ 6:18pm 
Thanks for the heads up Joe.
dexter May 16 @ 5:22pm 
you need to change line 2251 of viewrender.cpp from "vgui::surface()->" to "g_pMatSystemSurface->"
Programmer Joe May 17 @ 8:44am 
There should be a relatively small number of changes from vgui::surface() to g_pMatSystemSurface required. They're all in client_virtualreality.cpp or view.cpp (or possibly viewrender.cpp). The changes have been made in the source that's up on Github, so you can look at those as an example. (Or just take the Github versions of those files.)
Bitl May 17 @ 10:46am 
Also, if you get errors about "SetFullscreenViewportAndRenderTarget", add this on line 390 on ISurface.h

virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) = 0;
Programmer Joe May 17 @ 12:07pm 
Originally posted by Gary Oak, Ph.D.:
I know Joe, but I accidently replaced all instances of vgui surfaces with it in the solution... :P
Hopefully you're using source control?
[DrD][foo] bar May 24 @ 9:31am 
Was there a Linux update for this as well?
Programmer Joe May 27 @ 3:01pm 
This change is live now. Please let us know if you have any trouble.
LGG| ★☆Chowder908☆★ May 27 @ 5:43pm 
Hey joe can you explain why everytime I go to build the src in Visual C++ 2010 Ezpress it always comes out
========== Build: 0 succeeded, 24 failed, 0 up-to-date, 0 skipped ==========
I've tried deleted it and re-downloading it but everything that's the result. Any idea?
Programmer Joe May 27 @ 6:49pm 
Originally posted by LGG| Chowder908:
Hey joe can you explain why everytime I go to build the src in Visual C++ 2010 Ezpress it always comes out
========== Build: 0 succeeded, 24 failed, 0 up-to-date, 0 skipped ==========
I've tried deleted it and re-downloading it but everything that's the result. Any idea?

What happens before that line? What VPC command line did you use to generate your projects?
LGG| ★☆Chowder908☆★ May 27 @ 7:35pm 
Originally posted by Programmer Joe:
Originally posted by LGG| Chowder908:
Hey joe can you explain why everytime I go to build the src in Visual C++ 2010 Ezpress it always comes out
========== Build: 0 succeeded, 24 failed, 0 up-to-date, 0 skipped ==========
I've tried deleted it and re-downloading it but everything that's the result. Any idea?

What happens before that line? What VPC command line did you use to generate your projects?
I actual fixed that just now. Right now having trouble building the games.sln I always seem to get ========== Build: 0 succeeded, 0 failed, 6 up-to-date, 0 skipped ==========
Last edited by LGG| ★☆Chowder908☆★; May 27 @ 9:27pm
Programmer Joe May 28 @ 7:38am 
Try rebuilding all.
LGG| ★☆Chowder908☆★ May 28 @ 9:12am 
Originally posted by Programmer Joe:
Try rebuilding all.
I'm using 2010 C++ express I know about the /2010 in bat I get the everything.sln building like it should as far as I know but it seems to just be the game.sln with the 6 up to date when I build :/
violently Jun 23 @ 9:48pm 
Problem with libprotobufs.lib missing symbols on VS2010 that prevents client.dll from linking. Missing symbols like:

libprotobuf.lib(substitute.obj) : error LNK2001: unresolved external symbol "void __cdecl std::_Xbad_alloc(void)" (?_Xbad_alloc@std@@YAXXZ)

To get this error, I removed add vcxproj, vcxproj.filters and .sentinel files, then I did creategameprojects.bat /2010 and createallprojects.bat /2010, then build... All other targets built (except for the usual phonemeextractor and QC_Eyes)
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Date Posted: May 15 @ 4:54pm
Posts: 13