Nope, you can ignore that (for now). The maplist.txt file is used to
generate reslists (they contain a list of every file referenced by a
particular map), which are then used to build sound caches and for
Steam.

You can generate reslists by populating maplist.txt with the list of
maps for your mod (the format matches mapcycle.txt) and then run the
game with the command line "-makereslists -usereslist maplist.txt".

- Alfred

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Don Alvarez
Sent: Tuesday, December 07, 2004 10:19 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] Engine Error:
Module server.dll is a debug build

> Thanks!
>
> Now should I be concerned that the console reports
>
>       GetAllManifestFiles: Unable to load maplist.txt
>
> -Don
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Tuesday, December 07, 2004 10:07 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Engine Error: Module server.dll is a debug
> build
>
> That error message happens when you run a debug version of a binary
> outside of a debugger. You can get it to ignore this by adding
> "-allowdebug" to the command line.
>
> - Alfred
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Don
> Alvarez
> Sent: Tuesday, December 07, 2004 10:02 PM To:
> [EMAIL PROTECTED] Subject: [hlcoders] Engine Error:
> Module server.dll is a debug build
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] Time for yet
> > another "debug problems" thread:
> >
> >
> >
> > When I launch my mod, I get an alert box that says "Engine Error:
> > Module server.dll is a debug build."  Clicking "OK" brings up
> > another alert box which complains "This application has failed to
> > start because MSVCR70.dll was not found."  After that the engine
> > shuts down.
> >
> >
> >
> >  (1) Is it a problem to get the Engine Error dialog box? Or is this
> > expected during debugging?
> >
> >
> >
> > (2) Is MSVCR70.dll required for debugging HL2?  If so, could you add
> > it to the SDK files?  I'm running VS2003 version 7.1, so my
> > Windows/System32 directory has an MSVCR71.dll for use by anything I
> > compile, but it doesn't have an MSVCR70.dll.  Google lists a variety
> > of hits for "download msvcr70.dll" but none look sufficiently
> > authoritative for me to trust their files to be trojanless.
> >
> >
> >
> > Thanks,
> >
> > -Don
> >
> >
> >
> > BTW. In order to debug my mod I've copied Valve\Steam\Steam.dll into
> > Valve\Steam\SteamApps\username\Half-Life 2, and I've created a
> > SteamApp.cfg under Half-Life 2 that contains
> >
> >
> >
> > SteamInstallPath = "C:\Program Files\Valve\Steam"
> >
> > SteamAppUser = myUserName
> >
> > SteamAppId  = 220
> >
> >
> >
> > And I've launched the mod via hl2.exe -steam -game
> > -C:\MyModDir\MyModName where MyModName is the parent directory of
> > the gameinfo.txt file
>
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>
>
>
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