Is there a skill.cfg with all the right damage/health values in your mod's directory?
On 3 January 2015 at 18:20, Peter Urbanics <purban...@hotmail.com> wrote: > Some more info from the console: > The NPC should play these faceposer clips and as the console says they are > missing. There is no scenes folder. Where should this be? > Scene 'scenes\at3_citizen_help_wave_01.vcd' missing! > Scene 'scenes\at3_npc_oh_i_knew.vcd' missing! > Scene 'scenes\at3_npc_catch_pistol.vcd' missing! > > When the zombies die (by themselves) the console says: > ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE > ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE > ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE > > Another bug: > Crates, boxes and even glass bottles don't break now when I keep hitting > them with the crowbar. > I am able to push them around, and the glass bottles break when kicked or > picked up and thrown but not when hit with the crowbar. > ??? > > There is a few of these error messages when I hit and push these things > around: > AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin > AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin > No caption found for 'wood_crate.scraperough' > No caption found for 'wood_crate.scraperough' > > > Any idea what to try to fix these? > > 2. More progress: > I have no idea where that scenes folder went so I copied it back under the > MOD's folder from a backup and tried again and now the NPC played them > nicely. VO lines, animations, lip syncing, everything seems to work. > (Except for the captions I had for each line.) > Console says: > No caption found for 'at3_npc_help_call_01' > No caption found for 'at3_npc_catch_pistol' > No caption found for 'at3_npc_find_a_way' > > So I checked these captions and found that the closecaption_english.txt in > my resource folder was some default one not the hangover specific one, so I > copied that back from my backup too and magically the captions appeared. > :-) > > 3. Crowbar bug: > Every time I hit some physics thing with it this appears in the console: > AddMultiDamage: g_MultiDamage.GetDamageForce() == ve > Every time I hit something with the crowbar that should take damage and be > thrown around. > This appears in the console about 6 times and then not any more. > > There are facecrab ragdols, cinder blocks, wooden crates and box, wood > rails, that should move and/or break whan hit with the crowbar, but they > don't, only the proper hit mark appears on them. > I can push, pick up and throw these things around but they won't move when > hit with the crowbar. > There is even an explosive barrel that used to go BOOM, now it will only > dent when hit or shot at, but wont move or blow up. > > The crowbar is not all useless. There are a few headcrabs in this first > area of the MOD I tested and those can be killed with it and than thier > ragdoll body moved around by hitting. > > 4. I am not taking any damage from headcrab jumping at me. Console does > not display any error or info. > ??? > > Please share any idea! > > Thanks, > Peter > > ------------------------------ > From: purban...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Sat, 3 Jan 2015 08:25:00 +0100 > > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > Hi, > > Thanks for the explanation. Much progress was made, again! > Those paths were commented out because I did not have a Hangover > configuration in Hammer before and un-commenting / commenting out those > lines did not change anything, but now they make sense. > Everything is there in Hammer and looks OK, so I started the game (the > old build by the way, did not compile now) > and the menu background scene played just fine. I believe everything > worked as before if I remember correctly. > Then started playing and all seemed good till I reached the area were an > NPC comes out to a balcony and SHOULD PLAY some animations I have put > together in Faceposer, but now she just runs out to the balcony and then > goes into a pose there and stops. (There were animations, lip syncing, > dialog lines, which don't work now.) > > After this I triggered the wake up of some zombies and they, stand up, do > their wake up sound perfectly .... then just die and turn into ragdolls > right on the spot. > :-) > > Any idea what could cause this? Did Faceposer change too? > Do I need to go to Faceposer and re-export? all the stuff? > Or compile the whole thing to refresh it with VBCT, to make it work again? > > Thanks, > Peter > > ------------------------------ > From: pmckeown2...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Sun, 28 Dec 2014 19:04:59 +0000 > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > Hi again, > > The FGD determines what entities are available (i.e. what shows up in the > entity list, what keyvalues they have) and so on. Actually loading content, > like models and textures, is done via mounting the other game's .vpks as > search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You > will need something like this in the gameinfo (I think you already had > them, but commented them out): > > game |all_source_engine_paths|ep2/ep2_english.vpk > game |all_source_engine_paths|ep2/ep2_pak.vpk > game |all_source_engine_paths|episodic/ep1_english.vpk > game |all_source_engine_paths|episodic/ep1_pak.vpk > > You may also want to mount the other game's folders, as well as the vpks. > The folders contain misc files that may be useful to your mod, such a font > files and localisation files. > > game |all_source_engine_paths|ep2 > game |all_source_engine_paths|episodic > > Be aware that the order you mount files matters, with I believe the > higher up mounts having priority over the lower ones. This means that files > such as the ep2 models with the same name as ep1 ones will load the ep2 > variant. As some of Valve's model animations were changed in EP2, compared > to say, HL2, you might find missing animations if EP2 removed animations > that existed in HL2 depending on what you are trying to accomplish. Files > in the gameinfo folder (i.e. hangover's mod folder) will have priority over > all external content as long as the |gameinfo_path| remains above all other > mounts. > > Hope this helps! > > Peter > > ------------------------------ > From: purban...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Sun, 28 Dec 2014 09:01:51 +0100 > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > Hi, > > Great info, thanks! > Some progress was made. > > So I added this to the GameConfig.txt > "Hangover" > { > "GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover" > "Hammer" > { > "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK > Base 2013 Singleplayer\bin\halflife2.fgd" > "TextureFormat" "5" > "MapFormat" "4" > "DefaultTextureScale" "0.250000" > "DefaultLightmapScale" "16" > "GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base > 2013 Singleplayer\hl2.exe" > "DefaultSolidEntity" "func_detail" > "DefaultPointEntity" "info_player_start" > "BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 > Singleplayer\bin\vbsp.exe" > "Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 > Singleplayer\bin\vvis.exe" > "Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base > 2013 Singleplayer\bin\vrad.exe" > "GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK > Base 2013 Singleplayer" > "MapDir" "C:\Hangover\mapsrc" > "BSPDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps" > "CordonTexture" "tools\toolsskybox" > "MaterialExcludeCount" "0" > } > } > > which is in: > C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 > Singleplayer\bin > > Then if I run the hammer.exe there, now it does not ask anymore which > config to start with but in the options it is set to Hangover so I guess it > uses that. > Now I can finally see my custom Hangover models in the model browser. > It looks like the ones that have custom textures are textured but the ones > that use textures from other Half Life products are just displayed with the > black-pink checker texture. > Unfortunately now every other model (which are not Hangover custom stuff > but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are still > missing and displayed as ERROR texts. > > I tried adding some more Game Data Files directory paths in the options to > the Hangover config but it did not change anything. > It adds them to the GameConfig.txt like so: > "GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 > Deathmatch\bin\base.fgd" > "GameData1" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 > Deathmatch\bin\halflife2.fgd" > "GameData2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 > Deathmatch\bin\hl2mp.fgd" > "GameData3" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life > 2\bin\base.fgd" > "GameData4" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life > 2\bin\halflife2.fgd" > "GameData5" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK > Base 2013 Singleplayer\bin\halflife2.fgd" > but after restarting Hammer and loading the same map file, all the same > stuff is still missing. > > I only have Source SDK Base 2013 Singleplayer installed now. Do I need to > install Source SDK or Source SDK Base 2006, etc. to be able to add those > directory paths? > Is that what is required? > I remember two years ago I was using the Source SDK and starting hammer > from that one. > > One more thing I tried: > if I switch the game config to EP2 inside Hammer then it tells me to > restart, then when I open the same scene the trees and logs are there but > the Hangover MOD specific models are missing. :-) > > What should I try? > Please help! > How do I make it load the models from both configs? > > Thanks, > Peter > > ------------------------------ > From: pmckeown2...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Fri, 19 Dec 2014 22:36:53 +0000 > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > Hi, > > Unless I've misread the problem, you said earlier you are starting Hammer > with the Half-Life 2: Episode 2 configuration, that seems to be what the > problem is. If you are making your own mod (with content in it's own folder > in the SourceMods folder), you will need to create a custom Hammer > configuration for it. You can do this within hammer, but the easiest way is > to go to the SDK Base 2013/bin folder of your choice, and open > GameConfig.txt . Make a copy of one of the existing configs, and paste it > within the file, and edit the paths and names to reference your mod. > Launch hammer with your game select and that should fix your missing > content problem. > > Hope this helps, apologies if I've gotten your problem wrong. Best regards. > > ------------------------------ > Date: Fri, 19 Dec 2014 12:55:24 -0600 > From: xnicho...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > This problem could be solved by allowing developers access to the closed > source filesystem dlls. > > Or valve could actually program their closed source filesystem dlls with > MASSIVE verbosity. I mean line by line verbosity so that mod developers > know exactly what is happening when steam goes through each line of > gameinfo txt. > > > gameinfo.txt ---- produces zero output. It is controlled by a blackbox > software with no output only failure messages and obviscation.. > please make it extremely verbose line by line so us developers wont have > to spend hours trying to figure it out... > > > > On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics <purban...@hotmail.com> > wrote: > > Hi, > > It's been a long time. :-) > I wasn't lazy, just working on other stuff and have pretty low motivation > for Hammer with this crap I am facing. :-( > > ------------------------------------------------------------------------ > ------------------ > I start hammer.exe from > C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 > Singleplayer\bin > with the Half-Life 2: Episode Two game configuration > than it seems like I am only missing my mod specific stuff: > > http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png > > How do I add those back? Why does it not find those? > > My gaminfo txt looks like this: > > "GameInfo" > { > name "Hangover" > game "Hangover" > title "Hangover" > type singleplayer_only > developer "Peter Urbanics" > developer_url "http://sites.google.com/site/purbanics/" > icon "icon/hangover_icon" > > // gamelogo 1 > // nodifficulty 1 // Hides the difficulty tab > nodegraph 0 // When false, prevents the engine from > creating nodegraphs. > > FileSystem > { > SteamAppId 243730 // Source SDK Base 2013 Singleplayer > SearchPaths > { > // No /custom/ folders because they can interfere with mod content and > shouldn't be in mod gameinfo. > game+mod+mod_write+default_write_path |gameinfo_path|. // Mod > gamebin |gameinfo_path|bin // Mod's Binaries > > // Base Half-Life 2 Content: ep2, episodic, hl2 > game_lv |all_source_engine_paths|hl2/hl2_lv.vpk > // game |all_source_engine_paths|ep2/ep2_english.vpk > // game |all_source_engine_paths|ep2/ep2_pak.vpk > // game |all_source_engine_paths|episodic/ep1_english.vpk > // game |all_source_engine_paths|episodic/ep1_pak.vpk > game |all_source_engine_paths|hl2/hl2_english.vpk > game |all_source_engine_paths|hl2/hl2_pak.vpk > game |all_source_engine_paths|hl2/hl2_textures.vpk > game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk > game |all_source_engine_paths|hl2/hl2_sound_misc.vpk > game |all_source_engine_paths|hl2/hl2_misc.vpk > platform |all_source_engine_paths|platform/platform_misc.vpk > > // TODO; find out what is it and why it's here > // game |all_source_engine_paths|ep2 > // game |all_source_engine_paths|episodic > game |all_source_engine_paths|hl2 > platform |all_source_engine_paths|platform > } > } > } > > ------------------------------------------------------------------------ > ----------------- > > Thanks for any ideas I should try. > Br, > Peter > > ------------------------------ > From: purban...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Sun, 5 Oct 2014 19:56:56 +0200 > > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > I think I had those lines there in the gameinfo, but I'll check that out > again then. > > Thanks, > Peter > > ------------------------------ > Date: Sun, 5 Oct 2014 01:14:34 -0500 > From: wazanato...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > You most likely just need to update your gameinfo.txt so that it mounts > hl2 episodic and ep2 content. > On Oct 4, 2014 1:59 AM, "Peter Urbanics" <purban...@hotmail.com> wrote: > > Thanks. Using your dll-s some progress has been made: > Now I can start the MOD but there are a bunch of props missing already > from the menu background. > See image: > http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png > > Then when I try to start the game it crashes. > > So I went on to start Hammer to take a look there, but the Hammer.bat under > C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 > Singleplayer\bin > just says: "\Steam\steamapps\SourceMods\hangover was unexpected at this > time." > So I start the hammer.exe and load a scene, then there again a bunch of > objects are missing. Some of them are my own models, some are ferns, etc. I > don't remember from which episode. > http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png > > ARGH!!!! :-) > > Please help, what should I try, or post here so somebody can get an idea > what could be wrong? > > I would hate to give up so close to finally releasing the MOD I worked on > so much and also to let down the people on on ModDB watching it. > Before I put the MOD to sleep 2 years ago, everything was error free, > working perfectly and now with this new SDK I can't get it to work again. > > Thanks in advance, > Peter > > ------------------------------ > Date: Sat, 20 Sep 2014 08:57:47 -0500 > From: wazanato...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > I put together an example HL2 EP2 mod for someone a few weeks ago you can > just grab the .dlls from it if you want > http://www.mediafire.com/download/7vskc88m1rqmmz4/Hl2EP2_Mod.zip Nothing > is changed in it I just compiled the singleplayer code. > > I'm not sure why .dlls are not under the EP2 folder I could have sworn > that's where they were located. If you don't want to use mine you can also > just grab them from the game itself and it should work. > > On Sat, Sep 20, 2014 at 2:29 AM, Peter Urbanics <purban...@hotmail.com> > wrote: > > Hi, > > So finally I dared to try this and got stuck going through these: > http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 > > at this point: > --------------------------------------------- > The bin folder > The bin folder is where your client and server .dll files will go from > your compiled code > Navigate to > ModSourceFolder\source-sdk-2013\sp\src\game\client\Release_mod_hl2 and copy > the client.dll and paste it into the bin folder located in your > steamapps\sourcmodes\modname > Same thing for server.dll > --------------------------------------------- > > There is no such thing as "Release_mod_hl2" and there are no client and > server .dll-s to be found there. > > By the way I did not do the setting up the code base and compiling part > in the beginning as you suggested. > > You wrote: " If you don't need to port any code just skip pretty much the > first half and copy paste the .dlls from the sdk 2013 single player folder > for ep2 instead." > > Unfortunately I did not find any dll-s there either. The only folder that > has those around there, is: > Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 > Singleplayer\sourcetest\bin > > Are those dll-s good? > Why don't I find them under ep2 as you suggested? > > Please help! > Thanks in advance, > Peter > > > ------------------------------ > From: purban...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Fri, 8 Aug 2014 06:43:52 +0200 > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > Thanks for the explanation. Sounds promising! > > Br, > Peter > > ------------------------------ > Date: Thu, 7 Aug 2014 19:01:52 -0500 > From: wazanato...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > There shouldn't be a need to convert anything, the only thing you will > need to remake for sure is the gameinfo.txt. Map files, sound files, > textures, models, etc should be fine. > > HL2, TF2, CSS, etc were all moved to the 2013 branch, users no longer are > required to own HL2 or it's episodes to play HL2 mods. Upon launching your > mod they will auto install sdk 2013 singleplayer if they don't already. > > > On Thu, Aug 7, 2014 at 7:28 AM, Peter Urbanics <purban...@hotmail.com> > wrote: > > Thanks Jesse, > > I found it: > http://steamcommunity.com/sharedfiles/filedetails/?id=232923055 > I'll try that out and let you know what happened ... soon. > > Just to make this a bit clearer for me: I have to set up a new MOD and > then copy all the content stuff from my old MOD into it? > Is this how it has to be done? Isn't there a convert or something? > And why do I need to go to this new SDK 2013 anyway, can't I just get my > old MOD working and release it for people to play who have HL2? > > Thanks, > Peter > > ------------------------------ > Date: Thu, 7 Aug 2014 06:47:20 -0500 > From: wazanato...@gmail.com > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Getting back to my MOD after 2 years > > > I have a guide on the sdk group hub page on steam for setting up a single > player mod. If you don't need to port any code just skip pretty much the > first half and copy paste the .dlls from the sdk 2013 single player folder > for ep2 instead. > On Aug 7, 2014 1:30 AM, "Peter Urbanics" <purban...@hotmail.com> wrote: > > Dear HLCoders, > > It's been exactly 2 years since I have not touched my MOD because I > decided it was finished and will release it as soon as I get the last few > graffiti and smack those on some walls. > Finally I have them, YAY! > > http://www.moddb.com/mods/hangover > > But as I feared all along a lot has changed in the Source world in two > years and now after fooling around for several days and trying various, > said to work solutions, I still can't get the MOD to run, if I manage to > start Hammer, models are missing, the VBCT compile tool does not see the > MOD, etc. > ARGH! :-( > > I'm confused now as there is so much different info out there (some > already outdated) about how to convert your MOD to Source SDK 2013 or start > Hammer differently, edit various txt files… I'm not even sure I need to > convert or what exactly I should be doing to get this back up running. I > fear I'm not seeing the forest from the tree and all this should be much > easier. > > It was a simple Orange Box MOD with no code modification. > > > *Is there anybody out there with experience in sorting this kind of crap > out?* > *Anybody willing to take a look?* > > I am so close to releasing the MOD, just need to get this sorted out. > It all worked perfectly 2 years ago, so I am sure there is not much other > crap going on in the MOD, just this SDK change needs some love to get it > running again. > > > I hope this makes sense to someone with experience in this. > It's all gray for me. I just want to design!!! > > Any help would be very much appreciated. > Thanks in advance, > Peter Urbanics > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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