You most likely just need to update your gameinfo.txt so that it mounts hl2
episodic and ep2 content.
On Oct 4, 2014 1:59 AM, "Peter Urbanics" <purban...@hotmail.com> wrote:

> Thanks. Using your dll-s some progress has been made:
> Now I can start the MOD but there are a bunch of props missing already
> from the menu background.
> See image:
> http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png
>
> Then when I try to start the game it crashes.
>
> So I went on to start Hammer to take a look there, but the Hammer.bat under
> C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\bin
> just says: "\Steam\steamapps\SourceMods\hangover was unexpected at this
> time."
> So I start the hammer.exe and load a scene, then there again a bunch of
> objects are missing. Some of them are my own models, some are ferns, etc. I
> don't remember from which episode.
> http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png
>
> ARGH!!!!   :-)
>
> Please help, what should I try, or post here so somebody can get an idea
> what could be wrong?
>
> I would hate to give up so close to finally releasing the MOD I worked on
> so much and also to let down the people on on ModDB watching it.
> Before I put the MOD to sleep 2 years ago, everything was error free,
> working perfectly and now with this new SDK I can't get it to work again.
>
> Thanks in advance,
> Peter
>
> ------------------------------
> Date: Sat, 20 Sep 2014 08:57:47 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> I put together an example HL2 EP2 mod for someone a few weeks ago  you can
> just grab the .dlls from it if you want
> http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing
> is changed in it I just compiled the singleplayer code.
>
> I'm not sure why .dlls are not under the EP2 folder I could have sworn
> that's where they were located. If you don't want to use mine you can also
> just grab them from the game itself and it should work.
>
> On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics <purban...@hotmail.com>
> wrote:
>
>  Hi,
>
> So finally I dared to try this and got stuck going through these:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
>
> at this point:
> ---------------------------------------------
> The bin folder
> The bin folder is where your client and server .dll files will go from
> your compiled code
> Navigate to
> ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy
> the client.dll and paste it into the bin folder located in your
> steamapps\sourcmodes\modname
> Same thing for server.dll
> ---------------------------------------------
>
> There is no such thing as "Release_mod_hl2" and there are no client and
> server .dll-s to be found there.
>
> By the way I did not do the setting up the code base and compiling part
> in the beginning as you suggested.
>
> You wrote: " If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead."
>
> Unfortunately I did not find any dll-s there either. The only folder that
> has those around there, is:
> Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
> Singleplayer\sourcetest\bin
>
> Are those dll-s good?
> Why don't I find them under ep2 as you suggested?
>
> Please help!
> Thanks in advance,
> Peter
>
>
> ------------------------------
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Fri, 8 Aug 2014 06:43:52 +0200
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Thanks for the explanation. Sounds promising!
>
> Br,
> Peter
>
> ------------------------------
> Date: Thu, 7 Aug 2014 19:01:52 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> There shouldn't be a need to convert anything, the only thing you will
> need to remake for sure is the gameinfo.txt. Map files, sound files,
> textures, models, etc should be fine.
>
> HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are
> required to own HL2 or it's episodes to play HL2 mods. Upon launching your
> mod they will auto install sdk 2013 singleplayer if they don't already.
>
>
> On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics <purban...@hotmail.com>
> wrote:
>
> Thanks Jesse,
>
> I found it:
> http://steamcommunity.com/sharedfiles/filedetails/?id=232923055
> I'll try that out and let you know what happened ... soon.
>
> Just to make this a bit clearer for me: I have to set up a new MOD and
> then copy all the content stuff from my old MOD into it?
> Is this how it has to be done? Isn't there a convert or something?
> And why do I need to go to this new SDK 2013 anyway, can't I just get my
> old MOD working and release it for people to play who have HL2?
>
> Thanks,
> Peter
>
> ------------------------------
> Date: Thu, 7 Aug 2014 06:47:20 -0500
> From: wazanato...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
>
> I have a guide on the sdk group hub page on steam for setting up a single
> player mod. If you don't need to port any code just skip pretty much the
> first half and copy paste the .dlls from the sdk 2013 single player folder
> for ep2 instead.
> On Aug 7, 2014 1:30 AM, "Peter Urbanics" <purban...@hotmail.com> wrote:
>
>  Dear HLCoders,
>
> It's been exactly 2 years since I have not touched my MOD because I
> decided it was finished and will release it as soon as I get the last few
> graffiti and smack those on some walls.
> Finally I have them, YAY!
>
> http://www.moddb.com/mods/hangover
>
> But as I feared all along a lot has changed in the Source world in two
> years and now after fooling around for several days and trying various,
> said to work solutions, I still can't get the MOD to run, if I manage to
> start Hammer, models are missing, the VBCT compile tool does not see the
> MOD, etc.
> ARGH!  :-(
>
> I'm confused now as there is so much different info out there (some
> already outdated) about how to convert your MOD to Source SDK 2013 or start
> Hammer differently, edit various txt files… I'm not even sure I need to
> convert or what exactly I should be doing to get this back up running. I
> fear I'm not seeing the forest from the tree and all this should be much
> easier.
>
> It was a simple Orange Box MOD with no code modification.
>
>
> *Is there anybody out there with experience in sorting this kind of crap
> out?*
> *Anybody willing to take a look?*
>
> I am so close to releasing the MOD, just need to get this sorted out.
> It all worked perfectly 2 years ago, so I am sure there is not much other
> crap going on in the MOD, just this SDK change needs some love to get it
> running again.
>
>
> I hope this makes sense to someone with experience in this.
> It's all gray for me. I just want to design!!!
>
> Any help would be very much appreciated.
> Thanks in advance,
> Peter Urbanics
>
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