Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Alfred Reynolds
The DLL provides a thunk layer from the older Steam2 based filesystem API's 
into the VPK format.

- Alfred

From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar
Sent: Wednesday, March 05, 2014 6:47 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
vpks mount when from source sdk base


Is there any additional information about the compatibility dll?  I haven't 
found anything on the dev wiki or elsewhere.   Where can it be found?

I've tried messing with the stdio dll but the engine won't start with it.
On Mar 5, 2014 5:16 PM, Netshroud 
netshr...@gmail.commailto:netshr...@gmail.com wrote:
IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the 
case that the Source SDK Base does a similar thing.

On 5 Mar 2014, at 7:55 pm, Foo Bar 
fooba...@gmail.commailto:fooba...@gmail.com wrote:


Is the Steam client loading a compatibility DLL for mounting the dependent 
VPKs?  If so, how do I use it?

Isn't file system access all handled by Source SDK Base/hl2.exe and its 
libraries?


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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread eric brown






When the 2007 SDK stopped working for my mod, I ported it to 2013.  It only 
took a few days, and I think it was worth while.  I'm not sure how extensive 
your changes are to the SDK, but WinMerge did wonders for me.
I also had issues with VPK and Steampipe, despite the fact that I'm using SDK 
2013.  I'm sure there are advantages to using them, but if they're not worth 
documenting, are they really worth your time at this point?  I have no regrets 
in distributing my mod the old way using just the mod directories + files.
If you decide to port to the 2013 SDK, I'll save you some time:  Only 
VPC-related files should be checked in to your project, since they're used to 
build the VStudio/Xcode/Makefiles that you use to build on other platforms.  
That being said, I didn't do this, and I'm still not sure how VPC works, so i 
couldn't really tell you how to use them effectively...
Best--Eric
From: alf...@valvesoftware.com
To: hlcoders@list.valvesoftware.com
Date: Thu, 6 Mar 2014 17:55:00 +
Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
vpks mount when from source sdk base









The DLL provides a thunk layer from the older Steam2 based filesystem API's 
into the VPK format.

 
- Alfred
 
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com]
On Behalf Of Foo Bar

Sent: Wednesday, March 05, 2014 6:47 PM

To: Discussion of Half-Life Programming

Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
vpks mount when from source sdk base
 
Is there any additional information about the compatibility dll?  I haven't 
found anything on the dev wiki or elsewhere.   Where can it be found?

I've tried messing with the stdio dll but the engine won't start with it.


On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote:


IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the 
case that the Source SDK Base does a similar thing.

 


On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote:







Is the Steam client loading a compatibility DLL for mounting the dependent 
VPKs?  If so, how do I use it?


 


Isn't file system access all handled by Source SDK Base/hl2.exe and its 
libraries?


 



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Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Foo Bar
I've come to the conclusion porting to 2013 is the thing to do and I've
started doing so.  I had hoped to port after releasing, but it appears it's
not to be.

I don't like the idea of including loose files for the supporting content -
like hl2 content.  Fragmentation, performance, etc are all reasons to use
VPK's IMO.

Thanks for the tip about VPC's.  I'll keep that in mind.  Winmerge is
awesome ;)

Thanks everyone for their feedback and advise.  Time to move along.

foo







On Thu, Mar 6, 2014 at 4:37 PM, eric brown eric.br...@dnbrown.net wrote:

  When the 2007 SDK stopped working for my mod, I ported it to 2013.  It
 only took a few days, and I think it was worth while.  I'm not sure how
 extensive your changes are to the SDK, but WinMerge did wonders for me.

 I also had issues with VPK and Steampipe, despite the fact that I'm using
 SDK 2013.  I'm sure there are advantages to using them, but if they're not
 worth documenting, are they really worth your time at this point?  I have
 no regrets in distributing my mod the old way using just the mod
 directories + files.

 If you decide to port to the 2013 SDK, I'll save you some time:  Only
 VPC-related files should be checked in to your project, since they're used
 to build the VStudio/Xcode/Makefiles that you use to build on other
 platforms.  That being said, I didn't do this, and I'm still not sure how
 VPC works, so i couldn't really tell you how to use them effectively...

 Best
 --Eric

 --
 From: alf...@valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Date: Thu, 6 Mar 2014 17:55:00 +

 Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk
 but vpks mount when from source sdk base

  The DLL provides a thunk layer from the older Steam2 based filesystem
 API's into the VPK format.



 - Alfred



 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Foo Bar
 *Sent:* Wednesday, March 05, 2014 6:47 PM
 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount
 vpk but vpks mount when from source sdk base


 Is there any additional information about the compatibility dll?  I
 haven't found anything on the dev wiki or elsewhere.   Where can it be
 found?
 I've tried messing with the stdio dll but the engine won't start with it.

 On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.com wrote:

 IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be
 the case that the Source SDK Base does a similar thing.



 On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.com wrote:



  Is the Steam client loading a compatibility DLL for mounting the
 dependent VPKs?  If so, how do I use it?



 Isn't file system access all handled by Source SDK Base/hl2.exe and its
 libraries?




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[hlcoders] source sdk 2006 mod on steampipe ..., and other troubles !

2014-03-06 Thread Eric BEAUSSART
Sirs, 
Steam, 2K gmes, Firaxis, Mindscape,  GameSpy, ...

As too many others, don't even think they must be coherent with themselves ! 
When you run CIVILZATION V,  and, compulsory, Steam in your computer, 
they say that there are MODS, and there is a even dedicated button in the 
Main Menu. 

Then, to use it, You must call them. But without any kind of guarantee, and 
at your own 
risks. I can understand that they don't want to fix any bugs ... 
But, since these Mods can give them almost ready made objects, they coud 
try them and 
say which ones are harmless ! 

Well, they say (Steam) that anyone can download an SDK and Modify, if not 
the Game itself, 
at least Objects of the Game. 
But they don't say Which SDK ?, and Where to find it ? ??? 
So, where could I find SDK2006 mod to Steampipe. ???
The contents of the Source SDK Base folder ??? 
So, How to Plop the gamedir inside ??? 
Because, of course, the goal is to : Update gameinfo.txt and 
steam_appid.txt, etc. !!! 
  
I learned Computers Science in 1980, then worked in computers repairs till 
1990, when 
I learned to write any kind of Softwares. 

  Then I wrote Technical Manuals and Users Manuals for Information 
Systems till 2000 ... 
Of course, I lost, since, accurate following of the latest OS, Languages, 
IDE, SDK, ... 
developments ... 
 And if I didn't know the word To Plop, I understand its meaning by the 
context ... 
I know what it is To Mount a Subprogram or a Datafile, if VPK is 
somewhat mysterious ... 
Then I understand quite well the problem below ... 

Well, for all the Modding Fanatics, If the Companies don't really care 
about Modding, 
If You want to share the pleasure of improvements in favorite Games, 

Please remind that even Computer Science Professionnals can lack some of 
Your ways of speaking and a large part of Your experience of all the tricks 
in 
running such softwares ... 

I hope one will become my Friend ... 
So, he will find some 35 years experience of myself, plus the 45 - 50 years of 
some of my friends ... ! 
If I don't know much about HalfLife creatures, I have also a much larger 
konwledge than usual in the realism fields, in Economics, Historic, 
fields, and many others. 

Well, if some here are fans of CIVILIZATION as well as HalfLife, 
please, Help ! 
Sincerely yours. 



 Message du 05/03/14 09:57
 De : Foo Bar 
 A : Discussion of Half-Life Programming 
 Copie à : 
 Objet : [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but 
 vpks mount when from source sdk base
 

Hello,


I'm working on moving an SDK2006 mod to Steampipe.  Basically, I took the 
contents of the Source SDK Base folder and plopped the gamedir inside, updated 
gameinfo.txt and steam_appid.txt, etc.  


When I try to launch it from my Steam library after installing from our 
Steamworks depot the mod runs, but isn't able to mount any VPKs from hl2 or 
platform.  I know I can manually extract the files it needs from the hl2 VPK, 
but I'd prefer not to have to do that.


Tracing it using procmon shows it trying to open VPK's as folders, and using 
|all_source_engine_paths| as part of the path component to resources its 
looking for.



However, using the exact same gamedir - it runs fine if placed into the 
sourcemods/ directory.


I've also tried running the command line I see the spawned sourcemod running 
as, it's something like:


C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base\hl2.exe -game 
sourcetest -steam -game C:\Program Files 
(x86)\Steam\SteamApps\sourcemods\themod  -gameid areallybignumber 


And I see the exact same problem.


It seems like when running a mod out of the sourcemods/ directory, Steam 
launches it in a way that allows the mod to see data from within VPKs - but 
standalone VPK's aren't supported.  


Is the Steam client loading a compatibility DLL for mounting the dependent 
VPKs?  If so, how do I use it?


Isn't file system access all handled by Source SDK Base/hl2.exe and its 
libraries?


Any ideas?



Thanks


foo


















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