AFAIK the engine itself doesn’t support it, but there’s a compatibility version 
of steam.dll in there that, when asked to read GCF content, reads it from the 
VPKs instead. The engine itself doesn’t know the difference.

On 8 Dec 2013, at 9:01 am, Jeremy <jswig...@gmail.com> wrote:

> Source 2007 must have vpk support at some level to mount the files under 
> Source SDK Base 2007\vpks
> 
> 
> On Sat, Dec 7, 2013 at 2:25 PM, Stephen Swires <st...@swires.me> wrote:
> Since the Steampipe switch, none of these can be mounted because they no 
> longer use GCFs and Source 2007 has no VPK support. The only way this could 
> be fixed is having the user manually extract the content or porting your mod 
> to Source 2013.
> 
> 
> On 7 December 2013 07:19, Neico <ad...@neic0.de> wrote:
> Steampipe Source Engine is using filesystem_stdio instead of filesystem_steam 
> in which the MountSteamContent function is literally empty.
> I guess I could give you some advice in how to do it now and in a proper and 
> automated way, but due to my code not being perfect yet and the simple fact 
> that I don't like to share entire code copies (especially when they contain 
> project specific code) to the public I'd say that you contact me via steam if 
> you're intested in how I'd tackle this issue.
> Steam Name is Neico / [YaS] Neico
> 
> - Neico
> 
> 
> On 07.12.2013 04:18, Jeremy wrote:
>> I'm trying to get a game working that broke when my Source 2007 was updated 
>> to steam pipe.
>> 
>> The mod mounts game content from hl2, ep1, ep2, and hl2dm through the file 
>> system like so.
>> 
>> struct MountContent
>> {
>>  const char * name;
>>  int  appId;
>> };
>> const MountContent mountContent[] = 
>> {
>>  { "HL2 Deathmatch", 320 },
>>  { "HL2 EP2", 420 },
>>  { "Portal", 400 },
>>  { "HL2 EP1", 380 },
>>  { "HL2", 220 },
>> };
>> 
>> for ( int i = 0; i < sizeof(mountContent) / sizeof(mountContent[ 0 ] ); ++i )
>> {
>>  if ( FILESYSTEM_MOUNT_FAILED == 
>> filesystem->MountSteamContent(-mountContent.appId) )
>>  Warning("Unable to mount extra content %s with appId: %i\n", 
>> mountContent.name, mountContent.appId);
>>  else
>>  Msg("Mounted extra content %s with appId: %i\n", mountContent.name, 
>> mountContent.appId);
>> } 
>> 
>> 
>>           
>> filesystem->AddSearchPath("hl2mp",
>>               "GAME");
>>               filesystem->AddSearchPath("hl2", "GAME");
>>               filesystem->AddSearchPath("episodic", "GAME");
>>               filesystem->AddSearchPath("ep2", "GAME");
>> 
>> 
>>           
>> These calls succeed,
>>             which should mean that the content is available for use,
>>             however it is not. It fails to load content from multiple of
>>             these alternate mod sources. I can work around the problem
>>             by extracting all the vpks from these different sources to
>>             the mod folder, but obviously that is not a solution. Anyone
>>             know how to fix this issue?
>> 
>> 
>>           
>> Is there something
>>             special needed in the gameinfo as well? Seems redundant to
>>             have to define it in both places.
>> 
>> 
>>           
>>  FileSystem {
>>               SteamAppId 218 ToolsAppId 211 SearchPaths { Game
>>               |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game
>>               |all_source_engine_paths|ep2 Game
>>               |all_source_engine_paths|episodic Game
>>               |all_source_engine_paths|hl2 } }
>> 
>> 
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>> 
> 
> 
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