[hlcoders] Please help me build my MOD

2015-04-13 Thread Peter Urbanics
Hi All,
Is there anybody out there with wizard like MOD building skills who has some 
extra time to help?
I finished a MOD more than two years ago, except for some graffiti I was 
waiting for.It all built without an error back then.  Times passed and now I 
had to change to the new SDK and after that it won't build anymore.
I am a designer and have no clue what to do to fix it.
I could share the whole thing if somebody with expertise would be willing to 
take a look.
It is this: http://www.moddb.com/mods/hangoverI would just like to build and 
release so people who watched it back then could play it.
Thanks in advance,Peter
  ___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



Re: [hlcoders] Modding Problems

2015-04-13 Thread Gavin Isgar
Hey guys, back with huge question! Im wondering how i can make a manual
code folder for my game(like for Half-Life 2: Example, it would be HL2E in
the C Local Disk)? Im wondering how i can copy one from my actual game and
edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please
tell me how i can do that without Source SDK because it wont work that way!

On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
wrote:

>  Well, normally it shouldn't interfere with your mod in any way, but you
> can only verify that yourself by testing. I do remember a case where a
> breaking change was made in the 2013 SDK quite a while ago, but that was
> announced in a Steam community and on this mailing list.
>
> If I'm not mistaken, the SDK Base contains just the engine.dll itself (and
> a lot of other components it depends on, of course), which in turn loads
> your server and client code. That means if the interfaces between those
> modules have not changed in a way that would break compatibility, there
> should be nothing for you to worry about.
>  --
> From: Gavin Isgar 
> Sent: ‎12.‎04.‎2015 00:13
> To: Discussion of Half-Life Programming 
> Subject: Re: [hlcoders] Modding Problems
>
>  I wanted to use Source SDK Base 2007 for a reason. But my question still
> hasn't been answered.
>
>
> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires  wrote:
>
> If you're starting a new mod (which it sounds like you are), you should
> not be using the 2007 base at all.
>
> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar  wrote:
>
> Hey guys, back with another question! So i just saw awhile ago that Source
> SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was
> wondering, do the updates interfere with the mod in anyway? Thanks for the
> help!
>
> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar  wrote:
>
> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R.  wrote:
>
> You dont need to use VPKs to add sounds to your mod, just put them in
> yourmod/sound/ folder. You dont need to touch sources and build solution at
> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
> for example) and sound definition scripts (game_sounds_weapons.txt,
> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
> use any length you want.
>
>
> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar :
>
>Hey guys, im back with a question. I've been trying everything to
> change the weapon sounds of weapons but i cant find a very "precise"
> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
> rebuild the game solution in Visual Studio after sound replacement? Do they
> have to be in WAV format and does the sound files need to be a certain
> length of time? Long story short, can anyone please tell me a very precise
> tutorial on replacing sounds on mods! Thanks!
>
>  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay  > wrote:
>
>  You don't need a VPK to use the sounds, if you place them in the sounds
> folder, then into a respective sub directory they will work fine.
>
>
>
> On Apr 1, 2015, at 9:15 PM, Minh Le  > wrote:
>
>   If you google, "make vpk"
> you'll find a bunch of tutorials. This video looked helpful
> https://www.youtube.com/watch?v=P3ILjexx0cE
>
> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>
> Hey guys, im back again! I'm having trouble figuring out how to make vpk's
> to use for sounds for my mod and how to convert the sound files for use in
> Source! Can someone please leave a nice tutorial(text tutorial) on how to
> do this.
>
> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar  > wrote:
>
> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak  > wrote:
>
> Yes use gcf scape and look in the games vpks the ones you want are the
> directory vpks which use _dir
>  On Apr 1, 2015 3:21 PM, "Gavin Isgar"  > wrote:
>
> I've checked all sound folders in the games but don't see any sounds
> themself. Do i have to use GCFScape or something? Sorry if i sound like i
> have no experience, i've just been very tired recently and didnt get a lot
> of sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi  > wrote:
>
>  What do you think your mod is running off of?
>  You have the base source content, which includes all of the sounds and
> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
> of the other valve games you can easily look at their files too.
>
> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar  > wrote:
>
> My mod didn't come with existing sound files