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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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] Collision checking for vphysics objects

2014-03-05 Thread James Marchant
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  

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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:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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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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