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] Collision checking for vphysics objects
Fixed it myself. Make sure you set the collision group on the entity before you call CreateVPhysics. From: james.march...@live.com To: hlcoders@list.valvesoftware.com Date: Tue, 4 Mar 2014 22:38:30 + Subject: [hlcoders] Collision checking for vphysics objects Hello! I have an animated door in my mod that uses physics with bone followers, but I wanted some entities to be able to pass through this, and it be solid to the rest of them. I give the door and the entities that will pass through the door their own collisiongroups, but it seems CHalfLife2::ShouldCollide does not check the collisions of vphysics objects? I confirmed this theory by setting another non-vphysics object to have the door collision group and hooked up a debug message like so: if (collisionGroup0 == HL2COLLISION_GROUP_DOORS || collisionGroup1 == HL2COLLISION_GROUP_DOORS) Msg( "Checking collision for doors!\n"); I got the debug message in the console only when touching the non-vphysics object. Where is collision checking done for vphysics objects, therefore? Thanks,James ___ 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