Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Foo Bar
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?
>
>
>
>
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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread eric brown






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?


 



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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Alfred Reynolds
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?


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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Foo Bar
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?
>
>
>
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> please visit:
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>
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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Netshroud
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?

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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Foo Bar
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
>>
>>
>>
>>
>>
>>
>>
>>
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>> 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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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Jesse Oak
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
>
>
>
>
>
>
>
>
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> please visit:
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[hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-05 Thread Foo Bar
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
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