Re: [hlcoders] Modding Problems

2015-04-14 Thread Gavin Isgar
Im not distributing them, and i dont feel like it. I just want to know how
i can configure code files for a game so that it can find the game and code
it

On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak  wrote:

> Are you using SVN or Git? Just make a branch if you are.
> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  wrote:
>
>> Its not that easy. The files within it are all configured for the base
>> game other than the beta. But that still didnt answer my question
>>
>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R.  wrote:
>>
>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>> basics?
>>>
>>>
>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar <
>>> gisg...@gmail.com>:
>>>
>>>   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 mo

Re: [hlcoders] Modding Problems

2015-04-14 Thread Jesse Oak
Are you using SVN or Git? Just make a branch if you are.
On Apr 14, 2015 6:55 AM, "Gavin Isgar"  wrote:

> Its not that easy. The files within it are all configured for the base
> game other than the beta. But that still didnt answer my question
>
> On Tue, Apr 14, 2015 at 5:04 AM, Stan R.  wrote:
>
>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>> basics?
>>
>>
>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar <
>> gisg...@gmail.com>:
>>
>>   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

Re: [hlcoders] Please help me build my MOD

2015-04-14 Thread Jesse Oak
Is it just a stock hl2 mod or does it require some actual code changes? I
guess what I mean is do you just need someone to compile the sdk 2013 code
for you?
On Apr 14, 2015 1:43 AM, "Peter Urbanics"  wrote:

> 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/hangover
> I would just like to build and release so people who watched it back then
> could play it.
>
> Thanks in advance,
> Peter
>
>
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>
>
>
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Re: [hlcoders] Modding Problems

2015-04-14 Thread Gavin Isgar
Its not that easy. The files within it are all configured for the base game
other than the beta. But that still didnt answer my question

On Tue, Apr 14, 2015 at 5:04 AM, Stan R.  wrote:

> You just...copy it? Create a folder for your "beta" and work in it? Computer
> basics?
>
>
> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar <
> gisg...@gmail.com>:
>
>   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, 

Re: [hlcoders] Modding Problems

2015-04-14 Thread Stan R .
 You just...copy it? Create a folder for your "beta" and work in it?  Computer 
basics?


Понедельник, 13 апреля 2015, 23:08 -04:00 от 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  < wave@hotmail.com > 
>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  < st...@swires.me > 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  < gisg...@gmail.com > 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  < gisg...@gmail.com > wrote:
>Thanks Stan!
>
>
>On Fri, Apr 3, 2015 at 8:42 PM, Stan R.  < ca...@inbox.ru > 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 < gisg...@gmail.com >:
>>
>>>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  < tom_clay...@live.com > 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 < minh...@telus.net > 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  < gisg...@gmail.com > 
>>wrote:
>>>Thanks Jesse, you saved my life lol.
>>>
>>>
>>>On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak  < wazanato...@gmail.com > 
>>>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" < gisg...@gmail.com > 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  <