Incomplete early-2008 revision of Source 2007 leaked on August 11 2012: ------------------------------------------------------------------------ IMPORTANT: EXTRACT IN A EMPTY FOLDER because src_main publishes to game folder and SDK uses content folder. some pre-compiled binaries copied from sdk base 2007 of missing sources are in game/bin along with .fgds. For those who want to compile this on your own, get the leak, 2005 with platform sdk, sp1 and vista update is optimal. vs2008 needs bumping min target onto a valid nt version; compiler issues, 2010: make sure to get rid of VPC integration since it's incompatible (it's src is available) Xbox 360 XDK 6534 (add last to paths), directx 8 sdk (2003 Leak contains it) (add after winsdk to paths), directx 9 sdk (April 2007) is partially included, optional install from ms, also add after winsdk to paths. Targets Windows 9x particularly because vmpi_job_search makes use of MFC support for Internet Explorer 4 Common Controls libparsifal-0.8.3.zip found in devtools\bin, convert from vs6, needs to be extracted and placed in root. Soundsystem, VAudio_Miles, sfmgen, can be generated with VPC Phonemeextractor can be taken from Source SDK, SAPI is already in place blobulator, havana, ivp, havok, videocardstats, phonemeextractor_ims, sfmobjects, vphysics missing modding sdk incomplete Orange Box Xbox 360 almost fully compiles, Generated from VPC. Pre-SteamPipe, Steam optional (steam binaries from SDK Base and steamappid.txt required for -steam) SDK not broken unlike 2013 NO VR, VPK, VAC/SECURE SERVER SUPPORT, Game must be extracted. also move motd, mapcycle from cfg to root and remove _default from filename needs old gameinfo.txt and old steam.inf white/black screens or weird graphical glitches = wrong or missing shaders or conflict with a Overlay or vidcfg.bin issue Shader compile was mid-complete, yet there's still missing shaders. Comparable to Source 2007 Binaries Depot 216 included in SDK Base 2007. take launcher folder from Source2007 in Source SDK to use SDK Launcher; -game launcher Steam/Retail/OrangeBox Platform dir required. -tools working, needs enginetools.txt pointing to tools dlls. (all tools working except foundry which is almost working, crashes on map load after loading models) Engine and SDK uses ../content/ for cubemap temp and engine tools Broken HLMV, depends on Soundsystem Bug reporter needs PVS trk libraries (found in left 4 dead 2 bin and in particle benchmark) Server Browser broken, seems to be a prototype of what's seen working on left 4 dead 32 slots for CS:S, 16 for the rest [solved by commenting or defining] There's no definition for NO_MULTIPLE_CLIENTS. this means you can run multiple instances. prepare for unforeseen consequences due to inter-engine communication (includes hammer when launched via hl2 -editor) Missing a lot of fixes/features including but not limited to fov_desired, phys_constraint hacks due to map design (example: lost coast, old dm_powerhouse), etc HL1 having missing crowbar: add to client and server projects to fix. Games are orangebox updates: copy from orangebox disc (some data seems unreadable) or old backup is strongly recommended for hl2, ep1 and ep2, best is a early-2008 backup of all games (GCF data) OB portal, hl2, episodic (ep1), ep2, TF2 1.0.1.8 2008/02/14, orangebox update of lostcoast, hldms (hl1 is actually a hldms) dods and css, test_hardware working (broken in sdk 2013) Engine is capable of multiplayer+singleplayer effectively making something like hls, hybrid. sourcetest working only if you provide steam_api.dll from sdk base 2007, same with mods, although that's more complex because client.dll falls back due to The procedure entry point Plat_SetBenchmarkMode could not be located in the dynamic link library tier0.dll. which causes the whole thing to crash! Related to engine changes made later by valve. Easter egg: old ep1 sdk from source sdk is included in dx9sdk\Utilities\src_mod_2006_november_8.7z Multiple versions of parsifal and a version of gcfscape can be found in devtools ~Juesto