Hi,
Great info, thanks!Some progress was made.
So I added this to the GameConfig.txt "Hangover" {
"GameDir" "C:\Program Files
(x86)\Steam\steamapps\sourcemods\Hangover" "Hammer"
{ "GameData0"
"C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\bin\halflife2.fgd" "TextureFormat"
"5" "MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16" "GameExe"
"C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\hl2.exe" "DefaultSolidEntity"
"func_detail" "DefaultPointEntity"
"info_player_start" "BSP" "C:\Program
Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\bin\vbsp.exe" "Vis" "C:\Program
Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\bin\vvis.exe" "Light" "C:\Program
Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\bin\vrad.exe" "GameExeDir"
"C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer" "MapDir"
"C:\Hangover\mapsrc" "BSPDir"
"C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0" }
}
which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\bin
Then if I run the hammer.exe there, now it does not ask anymore which config to
start with but in the options it is set to Hangover so I guess it uses that.Now
I can finally see my custom Hangover models in the model browser.It looks like
the ones that have custom textures are textured but the ones that use textures
from other Half Life products are just displayed with the black-pink checker
texture.Unfortunately now every other model (which are not Hangover custom
stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are
still missing and displayed as ERROR texts.
I tried adding some more Game Data Files directory paths in the options to the
Hangover config but it did not change anything.It adds them to the
GameConfig.txt like so: "GameData0"
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
Deathmatch\bin\base.fgd" "GameData1"
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
Deathmatch\bin\halflife2.fgd" "GameData2"
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
Deathmatch\bin\hl2mp.fgd" "GameData3"
"C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\base.fgd"
"GameData4" "C:\Program Files
(x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd"
"GameData5" "C:\Program Files
(x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\bin\halflife2.fgd"but after restarting Hammer and loading the same
map file, all the same stuff is still missing.
I only have Source SDK Base 2013 Singleplayer installed now. Do I need to
install Source SDK or Source SDK Base 2006, etc. to be able to add those
directory paths?Is that what is required?I remember two years ago I was using
the Source SDK and starting hammer from that one.
One more thing I tried:if I switch the game config to EP2 inside Hammer then it
tells me to restart, then when I open the same scene the trees and logs are
there but the Hangover MOD specific models are missing. :-)
What should I try?Please help!How do I make it load the models from both
configs?
Thanks,Peter
From: [email protected]
To: [email protected]
Date: Fri, 19 Dec 2014 22:36:53 +0000
Subject: Re: [hlcoders] Getting back to my MOD after 2 years
Hi,
Unless I've misread the problem, you said earlier you are starting Hammer with
the Half-Life 2: Episode 2 configuration, that seems to be what the problem is.
If you are making your own mod (with content in it's own folder in the
SourceMods folder), you will need to create a custom Hammer configuration for
it. You can do this within hammer, but the easiest way is to go to the SDK Base
2013/bin folder of your choice, and open GameConfig.txt . Make a copy of one of
the existing configs, and paste it within the file, and edit the paths and
names to reference your mod. Launch hammer with your game select and that
should fix your missing content problem.
Hope this helps, apologies if I've gotten your problem wrong. Best regards.
Date: Fri, 19 Dec 2014 12:55:24 -0600
From: [email protected]
To: [email protected]
Subject: Re: [hlcoders] Getting back to my MOD after 2 years
This problem could be solved by allowing developers access to the closed source
filesystem dlls.
Or valve could actually program their closed source filesystem dlls with
MASSIVE verbosity. I mean line by line verbosity so that mod developers know
exactly what is happening when steam goes through each line of gameinfo txt.
gameinfo.txt ---- produces zero output. It is controlled by a blackbox
software with no output only failure messages and obviscation..
please make it extremely verbose line by line so us developers wont have to
spend hours trying to figure it out...
On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics <[email protected]> wrote:
Hi,
It's been a long time. :-)I wasn't lazy, just working on other stuff and have
pretty low motivation for Hammer with this crap I am facing. :-(
------------------------------------------------------------------------------------------I
start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK
Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game
configurationthan it seems like I am only missing my mod specific
stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png
How do I add those back? Why does it not find those?
My gaminfo txt looks like this:
"GameInfo"{ name "Hangover" game "Hangover"
title "Hangover" type singleplayer_only
developer "Peter Urbanics" developer_url
"http://sites.google.com/site/purbanics/" icon
"icon/hangover_icon" // gamelogo 1 // nodifficulty 1 //
Hides the difficulty tab nodegraph 0 // When false, prevents
the engine from creating nodegraphs.
FileSystem { SteamAppId
243730 // Source SDK Base 2013 Singleplayer
SearchPaths { // No /custom/ folders
because they can interfere with mod content and shouldn't be in mod gameinfo.
game+mod+mod_write+default_write_path |gameinfo_path|.
// Mod gamebin
|gameinfo_path|bin // Mod's Binaries
// Base Half-Life 2 Content: ep2, episodic, hl2 game_lv
|all_source_engine_paths|hl2/hl2_lv.vpk//
game
|all_source_engine_paths|ep2/ep2_english.vpk// game
|all_source_engine_paths|ep2/ep2_pak.vpk// game
|all_source_engine_paths|episodic/ep1_english.vpk// game
|all_source_engine_paths|episodic/ep1_pak.vpk
game
|all_source_engine_paths|hl2/hl2_english.vpk game
|all_source_engine_paths|hl2/hl2_pak.vpk
game
|all_source_engine_paths|hl2/hl2_textures.vpk game
|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game
|all_source_engine_paths|hl2/hl2_sound_misc.vpk game
|all_source_engine_paths|hl2/hl2_misc.vpk
platform
|all_source_engine_paths|platform/platform_misc.vpk
// TODO; find out what is it and why it's here// game
|all_source_engine_paths|ep2//
game |all_source_engine_paths|episodic
game
|all_source_engine_paths|hl2 platform
|all_source_engine_paths|platform } } }
-----------------------------------------------------------------------------------------
Thanks for any ideas I should try.Br,Peter
From: [email protected]
To: [email protected]
Date: Sun, 5 Oct 2014 19:56:56 +0200
Subject: Re: [hlcoders] Getting back to my MOD after 2 years
I think I had those lines there in the gameinfo, but I'll check that out again
then.
Thanks,Peter
Date: Sun, 5 Oct 2014 01:14:34 -0500
From: [email protected]
To: [email protected]
Subject: Re: [hlcoders] Getting back to my MOD after 2 years
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" <[email protected]> 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
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013
Singleplayer\binjust 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: [email protected]
To: [email protected]
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 <[email protected]> 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 folderThe
bin folder is where your client and server .dll files will go from your
compiled codeNavigate 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\modnameSame 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: [email protected]
To: [email protected]
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: [email protected]
To: [email protected]
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 <[email protected]> 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: [email protected]
To: [email protected]
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" <[email protected]> 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
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders