Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
I've come to the conclusion porting to 2013 is the thing to do and I've started doing so. I had hoped to port after releasing, but it appears it's not to be. I don't like the idea of including loose files for the supporting content - like hl2 content. Fragmentation, performance, etc are all reasons to use VPK's IMO. Thanks for the tip about VPC's. I'll keep that in mind. Winmerge is awesome ;) Thanks everyone for their feedback and advise. Time to move along. foo On Thu, Mar 6, 2014 at 4:37 PM, eric brown wrote: > When the 2007 SDK stopped working for my mod, I ported it to 2013. It > only took a few days, and I think it was worth while. I'm not sure how > extensive your changes are to the SDK, but WinMerge did wonders for me. > > I also had issues with VPK and Steampipe, despite the fact that I'm using > SDK 2013. I'm sure there are advantages to using them, but if they're not > worth documenting, are they really worth your time at this point? I have > no regrets in distributing my mod the old way using just the mod > directories + files. > > If you decide to port to the 2013 SDK, I'll save you some time: Only > VPC-related files should be checked in to your project, since they're used > to build the VStudio/Xcode/Makefiles that you use to build on other > platforms. That being said, I didn't do this, and I'm still not sure how > VPC works, so i couldn't really tell you how to use them effectively... > > Best > --Eric > > ------ > From: alf...@valvesoftware.com > To: hlcoders@list.valvesoftware.com > Date: Thu, 6 Mar 2014 17:55:00 + > > Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk > but vpks mount when from source sdk base > > The DLL provides a thunk layer from the older Steam2 based filesystem > API's into the VPK format. > > > > - Alfred > > > > *From:* hlcoders-boun...@list.valvesoftware.com [mailto: > hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Foo Bar > *Sent:* Wednesday, March 05, 2014 6:47 PM > *To:* Discussion of Half-Life Programming > *Subject:* Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount > vpk but vpks mount when from source sdk base > > > Is there any additional information about the compatibility dll? I > haven't found anything on the dev wiki or elsewhere. Where can it be > found? > I've tried messing with the stdio dll but the engine won't start with it. > > On Mar 5, 2014 5:16 PM, "Netshroud" wrote: > > IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be > the case that the Source SDK Base does a similar thing. > > > > On 5 Mar 2014, at 7:55 pm, Foo Bar wrote: > > > > Is the Steam client loading a compatibility DLL for mounting the > dependent VPKs? If so, how do I use it? > > > > Isn't file system access all handled by Source SDK Base/hl2.exe and its > libraries? > > > > > ___ > 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
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
When the 2007 SDK stopped working for my mod, I ported it to 2013. It only took a few days, and I think it was worth while. I'm not sure how extensive your changes are to the SDK, but WinMerge did wonders for me. I also had issues with VPK and Steampipe, despite the fact that I'm using SDK 2013. I'm sure there are advantages to using them, but if they're not worth documenting, are they really worth your time at this point? I have no regrets in distributing my mod the old way using just the mod directories + files. If you decide to port to the 2013 SDK, I'll save you some time: Only VPC-related files should be checked in to your project, since they're used to build the VStudio/Xcode/Makefiles that you use to build on other platforms. That being said, I didn't do this, and I'm still not sure how VPC works, so i couldn't really tell you how to use them effectively... Best--Eric From: alf...@valvesoftware.com To: hlcoders@list.valvesoftware.com Date: Thu, 6 Mar 2014 17:55:00 +0000 Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base The DLL provides a thunk layer from the older Steam2 based filesystem API's into the VPK format. - Alfred From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar Sent: Wednesday, March 05, 2014 6:47 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, "Netshroud" wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ 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
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
The DLL provides a thunk layer from the older Steam2 based filesystem API's into the VPK format. - Alfred From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar Sent: Wednesday, March 05, 2014 6:47 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, "Netshroud" mailto:netshr...@gmail.com>> wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar mailto:fooba...@gmail.com>> wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ 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
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, "Netshroud" wrote: > IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be > the case that the Source SDK Base does a similar thing. > > On 5 Mar 2014, at 7:55 pm, Foo Bar wrote: > > Is the Steam client loading a compatibility DLL for mounting the dependent > VPKs? If so, how do I use it? > > Isn't file system access all handled by Source SDK Base/hl2.exe and its > libraries? > > > > ___ > 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
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar wrote: > Is the Steam client loading a compatibility DLL for mounting the dependent > VPKs? If so, how do I use it? > > Isn't file system access all handled by Source SDK Base/hl2.exe and its > libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
Porting to 2013 is mainly out of the question. If it all I had hoped it would happen long after the game was up on Steam. I noticed today it is trying to mount depot_ID.vpk, and also trying to read a file named "steam_vpks.vdf". I haven't found any documentation on this behavior but there might be a solution here. On Wed, Mar 5, 2014 at 1:59 PM, Jesse Oak wrote: > I'm going to guess porting to 2013 is out of the question? > > > On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar wrote: > >> Hello, >> >> I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the >> contents of the Source SDK Base folder and plopped the gamedir inside, >> updated gameinfo.txt and steam_appid.txt, etc. >> >> When I try to launch it from my Steam library after installing from our >> Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or >> platform. I know I can manually extract the files it needs from the hl2 >> VPK, but I'd prefer not to have to do that. >> >> Tracing it using procmon shows it trying to open VPK's as folders, and >> using |all_source_engine_paths| as part of the path component to resources >> its looking for. >> >> However, using the exact same gamedir - it runs fine if placed into the >> sourcemods/ directory. >> >> I've also tried running the command line I see the spawned sourcemod >> running as, it's something like: >> >> "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe" >> -game sourcetest -steam -game "C:\Program Files >> (x86)\Steam\SteamApps\sourcemods\themod" -gameid areallybignumber >> >> And I see the exact same problem. >> >> It seems like when running a mod out of the sourcemods/ directory, Steam >> launches it in a way that allows the mod to see data from within VPKs - but >> standalone VPK's aren't supported. >> >> Is the Steam client loading a compatibility DLL for mounting the >> dependent VPKs? If so, how do I use it? >> >> Isn't file system access all handled by Source SDK Base/hl2.exe and its >> libraries? >> >> Any ideas? >> >> Thanks >> >> foo >> >> >> >> >> >> >> >> >> ___ >> 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
Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
I'm going to guess porting to 2013 is out of the question? On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar wrote: > Hello, > > I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the > contents of the Source SDK Base folder and plopped the gamedir inside, > updated gameinfo.txt and steam_appid.txt, etc. > > When I try to launch it from my Steam library after installing from our > Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or > platform. I know I can manually extract the files it needs from the hl2 > VPK, but I'd prefer not to have to do that. > > Tracing it using procmon shows it trying to open VPK's as folders, and > using |all_source_engine_paths| as part of the path component to resources > its looking for. > > However, using the exact same gamedir - it runs fine if placed into the > sourcemods/ directory. > > I've also tried running the command line I see the spawned sourcemod > running as, it's something like: > > "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe" > -game sourcetest -steam -game "C:\Program Files > (x86)\Steam\SteamApps\sourcemods\themod" -gameid areallybignumber > > And I see the exact same problem. > > It seems like when running a mod out of the sourcemods/ directory, Steam > launches it in a way that allows the mod to see data from within VPKs - but > standalone VPK's aren't supported. > > Is the Steam client loading a compatibility DLL for mounting the dependent > VPKs? If so, how do I use it? > > Isn't file system access all handled by Source SDK Base/hl2.exe and its > libraries? > > Any ideas? > > Thanks > > foo > > > > > > > > > ___ > 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
[hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
Hello, I'm working on moving an SDK2006 mod to Steampipe. Basically, I took the contents of the Source SDK Base folder and plopped the gamedir inside, updated gameinfo.txt and steam_appid.txt, etc. When I try to launch it from my Steam library after installing from our Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or platform. I know I can manually extract the files it needs from the hl2 VPK, but I'd prefer not to have to do that. Tracing it using procmon shows it trying to open VPK's as folders, and using |all_source_engine_paths| as part of the path component to resources its looking for. However, using the exact same gamedir - it runs fine if placed into the sourcemods/ directory. I've also tried running the command line I see the spawned sourcemod running as, it's something like: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe" -game sourcetest -steam -game "C:\Program Files (x86)\Steam\SteamApps\sourcemods\themod" -gameid areallybignumber And I see the exact same problem. It seems like when running a mod out of the sourcemods/ directory, Steam launches it in a way that allows the mod to see data from within VPKs - but standalone VPK's aren't supported. Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? Any ideas? Thanks foo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders