Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw... http://www.interlopers.net/errors/tells me that:"Maximum:65536Description:Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit.Solution:Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models?There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problemThis error will cause your map to fail compiling completely" BUT WHY!These maps compiled without problem before. (I even have the compiled versions to prove that. :-) ) Any idea what to check to find the problem that's causing this now? Thanks in advance,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 10:55:46 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years
WOW!!!There was none. I guess that is not something new, but I did not find one under my backup either so I am not sure how it worked 2 years ago without that. Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's cfg folder and all is solved, had to force myself to stop playing it.:-) Looks like all remains is to figure out again how my pipeline for the decal graffities was, add them and build and release. THANKS Tom, Peter, pmckeown2012, wazanator01!!! Br,Peter Date: Sat, 3 Jan 2015 18:32:26 +1000 From: schumann....@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years Is there a skill.cfg with all the right damage/health values in your mod's directory? On 3 January 2015 at 18:20, Peter Urbanics <purban...@hotmail.com> wrote: Some more info from the console:The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says:ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLEERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug:Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar.I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar.??? There is a few of these error messages when I hit and push these things around:AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originAddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_originNo caption found for 'wood_crate.scraperough'No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress:I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work.(Except for the captions I had for each line.)Console says:No caption found for 'at3_npc_help_call_01'No caption found for 'at3_npc_catch_pistol'No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared.:-) 3. Crowbar bug:Every time I hit some physics thing with it this appears in the console:AddMultiDamage: g_MultiDamage.GetDamageForce() == veEvery time I hit something with the crowbar that should take damage and be thrown around.This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them.I can push, pick up and throw these things around but they won't move when hit with the crowbar.There is even an explosive barrel that used to go BOOM, now it will only dent when hit or shot at, but wont move or blow up. The crowbar is not all useless. There are a few headcrabs in this first area of the MOD I tested and those can be killed with it and than thier ragdoll body moved around by hitting. 4. I am not taking any damage from headcrab jumping at me. Console does not display any error or info.??? Please share any idea! Thanks,Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 08:25:00 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Thanks for the explanation. Much progress was made, again!Those paths were commented out because I did not have a Hangover configuration in Hammer before and un-commenting / commenting out those lines did not change anything, but now they make sense.Everything is there in Hammer and looks OK, so I started the game (the old build by the way, did not compile now)and the menu background scene played just fine. I believe everything worked as before if I remember correctly.Then started playing and all seemed good till I reached the area were an NPC comes out to a balcony and SHOULD PLAY some animations I have put together in Faceposer, but now she just runs out to the balcony and then goes into a pose there and stops. (There were animations, lip syncing, dialog lines, which don't work now.) After this I triggered the wake up of some zombies and they, stand up, do their wake up sound perfectly .... then just die and turn into ragdolls right on the spot.:-) Any idea what could cause this? Did Faceposer change too?Do I need to go to Faceposer and re-export? all the stuff? Or compile the whole thing to refresh it with VBCT, to make it work again? Thanks,Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 19:04:59 +0000 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi again, The FGD determines what entities are available (i.e. what shows up in the entity list, what keyvalues they have) and so on. Actually loading content, like models and textures, is done via mounting the other game's .vpks as search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need something like this in the gameinfo (I think you already had them, but commented them out): game |all_source_engine_paths|ep2/ep2_english.vpkgame |all_source_engine_paths|ep2/ep2_pak.vpkgame |all_source_engine_paths|episodic/ep1_english.vpkgame |all_source_engine_paths|episodic/ep1_pak.vpk You may also want to mount the other game's folders, as well as the vpks. The folders contain misc files that may be useful to your mod, such a font files and localisation files. game |all_source_engine_paths|ep2game |all_source_engine_paths|episodic Be aware that the order you mount files matters, with I believe the higher up mounts having priority over the lower ones. This means that files such as the ep2 models with the same name as ep1 ones will load the ep2 variant. As some of Valve's model animations were changed in EP2, compared to say, HL2, you might find missing animations if EP2 removed animations that existed in HL2 depending on what you are trying to accomplish. Files in the gameinfo folder (i.e. hangover's mod folder) will have priority over all external content as long as the |gameinfo_path| remains above all other mounts. Hope this helps! Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 09:01:51 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years 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: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com 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: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com 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 <purban...@hotmail.com> 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: purban...@hotmail.com To: hlcoders@list.valvesoftware.com 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: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com 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" <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 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: 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 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: 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 _______________________________________________ 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 _______________________________________________ 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
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