And what if you're mounting content from the single-player games? I had to copy over the Zombie, Fast Zombie, and Antlion sounds from the HL2 GCF's so they would play on the server.
I find it odd that the server needs these files as well as the client. -- Matthew Dryden http://www.matthewdryden.ca [EMAIL PROTECTED] > no, just edit your gameinfo.txt so instead of it saying 'hl2mp' for the > path, it says this: > > |all_source_engine_paths|hl2mp > > then it'll read from the ep1 srcds\hl2mp folder. > > On Thu, Jun 5, 2008 at 10:08 PM, Matthew Dryden <[EMAIL PROTECTED]> > wrote: > >> I solved a lot of my problems by copying the relevant files/folders from >> the main direction to the orangebox directory. I was missing the models >> and sounds...but moving relevent files into the orangebox folder in >> srcds fixed the problem. If your mod uses default hl2mp maps, you'll >> also need that folder in the orangebox folder. >> >> I also experienced an issue on map changes (using AppID 218) where all >> my materials are unloaded. I tried a few things, but changing "sv_pure >> 0" was the only thing that fixed it. >> >> Hope this helps. >> >> Skillet wrote: >> > 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 >> >>>>>>>> >> >>>>>>>> >> >>>>>>>> >> >>>>> _______________________________________________ >> >>>>> To unsubscribe, edit your list preferences, or view the list >> archives, >> >>>>> >> >> please visit: >> >> >> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>>>> >> >>>>> >> >>>> _______________________________________________ >> >>>> To unsubscribe, edit your list preferences, or view the list >> archives, >> >>>> >> >> please visit: >> >> >> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>>> >> >>>> >> >>>> >> >>> _______________________________________________ >> >>> To unsubscribe, edit your list preferences, or view the list >> archives, >> >>> >> >> please visit: >> >> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >> >>> >> >>> >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list >> archives, >> >> please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> >> >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > -Tony > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

