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
>
>



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