Hi.

I uploaded the Obsidian Conflict Mounting stuff me and Hyperjag3 wrote.

http://www.mediafire.com/?z5znn0gjjmn

Just use a file comparison software to determine the changes. Everything
should be in that rar but if it isn't let me know. I hope in the future we
can just release all the OC code.

Our gameinfo block looks like this:

    FileSystem
    {
        SteamAppId                218
        ToolsAppId                211

        SearchPaths
        {
            Game                |gameinfo_path|.
            Game                |all_source_engine_paths|hl2
        }
    }

Anyway the code should be helpful since we got dynamic mounting running and
working. There is the issue with clearing the material cache on ATI cards
though, which you will notice is worked around with the static mounting.
Valve would have to fix that on the engine I believe, or perhaps the ATI
driver is to blame. Hard to say, maybe its no longer an issue.

Cheers!

On Sun, Jan 10, 2010 at 3:26 PM, Chief Whosm <
[email protected]> wrote:

> Hi,
>    I'm trying to get GCFs to mount per map so that users of Shadow Source (
> http://developer.valvesoftware.com/wiki/Shadowsource) can set their map to
> use specific content (hl2, ep1 and ep2 respectively). I think most of my
> troubles are down to not being able to UnMount a specified AppID. I have
> implemented an (almost fully) working piece of code which dynamically
> mounts
> and unmounts, but it still gets confused from time to time. A good example
> is that it may fail a vertex check on the grenade,pistol and shotgun
> meaning
> the models dont get loaded, or particles aren't found such as the one for
> grenade_spit or that alyx_episodic on ep2_outland_02 isn't laying down (she
> is sometimes) but standing t-posed because it cant find the sequence.
>
> Now to explain, in ShadowSource 1.5, the mounts worked as this tutorial
> describes:
>
> http://www.hl2world.com/bbs/mounting-additional-gcfs-vt47500.html
>
> That, in conjuction with the following search paths for the gameinfo.txt:
>
>        SearchPaths
>        {
>            Game                |gameinfo_path|.
>            Game                |all_source_engine_paths|ep2
>            Game                |all_source_engine_paths|hl2
>        }
>
> allowed the three games to co-exsist up to a point. Most maps would run,
> but
> there would be some things missing usually critical to the game (a good
> example is Alyx bending over you and saying "Dr. Freeman I presume?" in
> d1_trainstation_04).
>
> Now I've kept that code in use for the game starting up (as in clicking the
> shortcut to launch) because it allows the game to display all the hl2,ep1
> and ep2 maps within the console. It also came in very handy as I'm now
> about
> to explain.
>
> After many hunts on google etc to find how to unmount gcf I stumbled
> accross
> a line of code "PrintSearchPaths", knowing that the old addmount code from
> 1.5 worked well for getting the game to function, I printed out the paths
> into the console, and set the addsearchpaths/mount code to match it. This
> worked well (though I have tweaked it slightly from the default, but the
> same errors occur anyway), Alyx now bends over you in the trainstation map,
> but as mentioned it gets confused, loses models (randomly, sometimes it
> doesnt have vertex errors) and so on.
>
> Therefore I'm wondering if anyone could give me some advice on how to fix
> these problems. You can view the code at:
>
> http://pastebin.com/fa140b9b
>
> and that's part of gameinterface.cpp in the src>server folder.
>
> The gameinfo.txt search paths are the same as they were for the
> addmount.txt
> code. The reason it only mounts ep2 and hl2 is things seem to get worse the
> more search paths (such as hl2mp and episodic) I add to the gameinfo.txt.
>
> Any help would be appreciated as I feel I've almost cracked it, but I'm
> still not quite there just yet.
>
> Chief.
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>
>


-- 
~Ryan ( skidz )
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