I still get the gameinfo.txt error whenever I try to launch from the GUI,
whether the mod folder is in dedicated server 2007\ or SourceMods\.
Launching from the command line with -console says it loads the mod binaries
but then complains about surfaceproperties_manifest.txt missing, which I
don't have in my mod folder and should be included in the GCF if they're
required.  I tried copying them out of the HL2DM GCF and arrived finally at
the bizzare error that DLLInit::Init() returned false.

The exact same content works perfectly on a listen server.  Anyone else
encountered similar problems?

On Mon, May 26, 2008 at 5:10 AM, Nephyrin Zey <[EMAIL PROTECTED]> wrote:

> Orange Box engine supports linux servers, though I believe there's a
> few obstacles to compiling the SDK OB server for linux currently
>
> - Neph
>
> On Mon, May 26, 2008 at 1:45 AM, Matthew Dryden <[EMAIL PROTECTED]>
> wrote:
> > Another question...my game hosting provider advised me that his servers
> > are linux-based...and I have no linux related files in there. I remember
> > sometime back reading that the Orange Box engine doesn't support linux
> > servers or some jazz like that.
> >
> >  From what I understand, my OB engine-based mod can't be ran on a linux
> > based server?
> >
> > Matthew Dryden wrote:
> >> I was able to copy the files into "source 2007 dedicated server" folder
> >> and select the game through the browser as before...just now theres' two
> >> listed there...*rolls eyes*
> >>
> >> Seems to work fine now.
> >>
> >> Ondr(ej Hos(ek wrote:
> >>
> >>> My guess is it's choking on the space in the "Program Files"
> directory's
> >>> name. Why the hell Microsoft decided to put a space in a system
> folder's
> >>> name is beyond me. (Of note is the localization of the folder's name...
> >>> the German "Programme" does not exhibit the problem, though it does
> >>> change the meaning slightly to "Programs".)
> >>>
> >>> Do you actually have to move the mod's files to the dedicated server
> >>> directory? Can't you just go 'srcds.exe -console -game "C:\Program
> >>> Files\Steam\SteamApps\SourceMods\PerfectKirbySource" +map
> >>> spanish_godzilla'? I have NFI; I always use hldsupdatetool'ed servers
> >>> (because that's the only method on Linux, and I grew used to it).
> Maybe,
> >>> if you don't let the GUI take care of everything, this path problem
> will
> >>> disappear, but that's just a wild guess.
> >>>
> >>> ~~ Ondra
> >>>
> >>> On 26.05.08 6:18 Uhr, Matthew Dryden wrote:
> >>>
> >>>
> >>>> Ah thanks. But this is the error now:
> >>>>
> >>>> c:\program\gameinfo.txt
> >>>>
> >>>> Erm...why is it searching in c:\program for my gameinfo.txt...
> >>>>
> >>>> 1nsane . wrote:
> >>>>
> >>>>
> >>>>
> >>>>> You are trying to run an EP2 mod on the EP1 dedicated server? Try
> using the
> >>>>> Team Fortress 2 dedicated server and see how that goes :).
> >>>>>
> >>>>> On Sun, May 25, 2008 at 11:28 PM, Matthew Dryden<[EMAIL PROTECTED]
> >
> >>>>> wrote:
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>> Hi all,
> >>>>>>
> >>>>>> I recently try to take our mod and host a dedicated server for it on
> my
> >>>>>> own box by using the Source Dedicated Server in the Tools tab. I
> moved
> >>>>>> my whole mod folder for to this folder:
> >>>>>>
> >>>>>> C:\Program [EMAIL PROTECTED] dedicated server
> >>>>>>
> >>>>>> And then I booted up the program. The server launched fine and it
> was
> >>>>>> all good until I tried to connect...then I got this message:
> >>>>>>
> >>>>>>   This server is using an older protocol ( 7 ) than your client ( 14
> ).
> >>>>>>
> >>>>>> The mod is based on the Orange Box engine, uses AppID 218, and is
> not
> >>>>>> VAC-secured...if I make it VAC secured, it gives me this error:
> >>>>>>
> >>>>>> MountFilesystem( 241 ) failed:
> >>>>>> SteamMountFilesystem(2104,241,0x150dfd64=,0x150dfc54) failed with
> error
> >>>>>> 5: No Steam Content Servers are available.
> >>>>>>
> >>>>>> Which is fine, I don't need it VAC secured, but I don't understand
> why
> >>>>>> I, nor any of my testers, can connect to the server which is using
> dlls
> >>>>>> that are absolutely an exact copy of my mod directory.
> >>>>>>
> >>>>>> Does anyone have a fix, workaround, or thought on this?
> >>>>>>
> >>>>>> Thanks.
> >>>>>> - Matthew
> >>>>>>
> >>>>>>
> >>> _______________________________________________
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> >>
> >
> >
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> >
> >
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