Re: [hlcoders] Modding Problems

2016-05-16 Thread Jesse Oak
http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides section of the source sdk hub on steam. On Sun, May 15, 2016, 10:08 AM Gavin Isgar wrote: > I was thinking the same. The only things that are actually recognized are > maps. Thanks! But, If you don't

[hlcoders] Options Menu Playermodel Selector is Bugged

2015-09-24 Thread Jesse Oak
Hey everyone I filed this issue over a year ago on the github but no one ever had a chance to look into it yet on Valves end it seems. Right now out of the box the playermodel selector in the options menu of the multiplayer branch is bugged. Instead of setting cl_playermodel to the actual models

Re: [hlcoders] Modding Problems

2015-04-17 Thread Jesse Oak
: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14

Re: [hlcoders] Modding Problems

2015-04-17 Thread Jesse Oak
how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2

Re: [hlcoders] Modding Problems

2015-04-14 Thread Jesse Oak
...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com wrote: Yes use gcf scape and look

Re: [hlcoders] Please help me build my MOD

2015-04-14 Thread Jesse Oak
Is it just a stock hl2 mod or does it require some actual code changes? I guess what I mean is do you just need someone to compile the sdk 2013 code for you? On Apr 14, 2015 1:43 AM, Peter Urbanics purban...@hotmail.com wrote: Hi All, Is there anybody out there with wizard like MOD building

Re: [hlcoders] Modding Problems

2015-04-01 Thread Jesse Oak
Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote: I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i

Re: [hlcoders] Modding Problems

2015-03-26 Thread Jesse Oak
Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future!

Re: [hlcoders] SDK2007 and Episode 1 Content

2015-03-06 Thread Jesse Oak
You can release a 2007 mod on third party sites like moddb but my understanding is Valve requires any mod that wishes to be on steam that they be on 2013. On Mar 6, 2015 11:46 AM, Peter Urbanics purban...@hotmail.com wrote: Hi Shokunin, I don't have a solution to your problem but have

Re: [hlcoders] HL2DM vpk.exe crash

2014-12-30 Thread Jesse Oak
That doesn't mean you have to use sdk 2007. 2013 comes with assets for hl2, ep1, ep2, and hl2dm as well as allowing you to mount portal, css, tf2, dods and a few others. Every HL2 game has actually been moved to the 2013 code base. On Dec 30, 2014 6:55 AM, 3Turtles 3turt...@videotron.ca wrote:

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-28 Thread Jesse Oak
If you are missing content in hammer or in game it means the content isn't being mounted properly in gameinfo.txt On Dec 28, 2014 3:02 AM, Peter Urbanics purban...@hotmail.com wrote: Hi, Great info, thanks! Some progress was made. So I added this to the GameConfig.txt Hangover { GameDir

Re: [hlcoders] HL2DM vpk.exe crash

2014-12-26 Thread Jesse Oak
If this is for a mod based on sdk 2013 multiplayer code you could just use the vpk.exe it has On Dec 24, 2014 12:17 AM, 3Turtles 3turt...@videotron.ca wrote: vpk.exe in ..\Common\Half-Life 2 Deathmatch\bin seems to be broken (it crashes). I've tried verifying the cache (didnt find any corrupt

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-10-05 Thread Jesse Oak
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

Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Jesse Oak
Can confirm this issue as well. Mod is now crashing on map load On Oct 2, 2014 8:27 AM, Nick xnicho...@gmail.com wrote: update us every 12 hours please On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez bs.v...@gmail.com wrote: Here's a stack trace: http://codepad.org/5IUFpgD4 Here's

Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Jesse Oak
is what the players are saying. On Thu, Oct 2, 2014 at 10:15 AM, Jesse Oak wazanato...@gmail.com wrote: Can confirm this issue as well. Mod is now crashing on map load On Oct 2, 2014 8:27 AM, Nick xnicho...@gmail.com wrote: update us every 12 hours please On Wed, Oct 1, 2014 at 11:23 PM

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-09-20 Thread Jesse Oak
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

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Jesse Oak
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

Re: [hlcoders] Taking another stab at modding...

2014-08-07 Thread Jesse Oak
You are using 2013 code base right? On Aug 7, 2014 11:55 AM, Corbin Fancher blargief...@gmail.com wrote: I'm pretty new to modding and c++ in general. I understand most of the core concepts, but haven't really had any experience implementing any of it. Last time I attemped any modding, I had a

Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Jesse Oak
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

Re: [hlcoders] Playing sequence ... but there's only ... in total

2014-07-28 Thread Jesse Oak
I've seen similar errors pop up for other mods as well. I wouldn't worry too much as it doesn't seem to be anything fatal. On Jul 28, 2014 12:04 PM, Jan Hartung jan.hart...@gmx.de wrote: Hey list, We keep seeing this error message as soon as a second player joins the game, for any of the

Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-10 Thread Jesse Oak
Then go multilayer and add the single player elements back in On Jun 10, 2014 1:05 AM, Tony omega Sergi omegal...@gmail.com wrote: What if you want single player AND multiplayer? On Tue, Jun 10, 2014 at 6:12 AM, Joe Ludwig j...@valvesoftware.com wrote: This options panel will appear if

Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-09 Thread Jesse Oak
Also as a heads up default player model selector that is carried over from hl2dm is broken (returns the string model rather then the model file path). So be sure to hide that part via the .res file On Jun 9, 2014 4:13 PM, Joe Ludwig j...@valvesoftware.com wrote: This options panel will appear

Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Jesse Oak
Yes it is fine. See the new FAQ https://partner.steamgames.com/documentation/source_games On May 30, 2014 10:42 AM, Foo Bar fooba...@gmail.com wrote: Does anyone know if its permissible to use to use the ep2 content from Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod? Seems like

Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Jesse Oak
own the other games. On Sat, May 31, 2014 at 1:28 AM, Foo Bar fooba...@gmail.com wrote: Thanks Jesse. That page infers any Valve content could be distributed including cstrike and portal. I suddenly feel warm and fuzzy. On May 30, 2014 9:00 AM, Jesse Oak wazanato...@gmail.com wrote

Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Jesse Oak
, May 31, 2014 at 1:28 AM, Foo Bar fooba...@gmail.com wrote: Thanks Jesse. That page infers any Valve content could be distributed including cstrike and portal. I suddenly feel warm and fuzzy. On May 30, 2014 9:00 AM, Jesse Oak wazanato...@gmail.com wrote: Yes it is fine. See the new FAQ

Re: [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,

2014-05-13 Thread Jesse Oak
Is that what the update was about? I was trying to figure out what was in that update On May 13, 2014 11:41 AM, Joe Ludwig j...@valvesoftware.com wrote: Are you opted-in to the Upcoming branch of the SDK Base? On Friday I rolled the base back to the version it was running before 4/20. There

Re: [hlcoders] Add a text property to certain game objects

2014-05-11 Thread Jesse Oak
As far as the fgd goes you can make modifications to existing entries that are part of the base.fgd you would just have your fgd load in the base.fgd rather then include it in hammer. All you need is @include base.fgd at the top of your fgd. That way hammer knows that yours is using the base.fgd

Re: [hlcoders] Recommend books for source engine/sdk 2013?

2014-04-19 Thread Jesse Oak
So looking at example chapters from the book you are interested in I don't think I can recommend it. What the book covers are mapping things that people have already written a ton of tutorials on and it looks like it never gets into coding at all. It does cover particle editor it looks like and

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

2014-03-05 Thread Jesse Oak
I'm going to guess porting to 2013 is out of the question? On Wed, Mar 5, 2014 at 2:55 AM, Foo Bar fooba...@gmail.com wrote: 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

Re: [hlcoders] Source SDK Launch Issues

2013-10-29 Thread Jesse Oak
studiomdl.exe I'm supposed to run now? Thanks, Eric On Tue, Oct 22, 2013 at 11:22:35AM -0500, Jesse Oak wrote: Do not use the SDK launcher. If you want to map for a 2007 mod use this guide I made but comment out the stuff you do not want: http://steamcommunity.com/sharedfiles/filedetails

Re: [hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Jesse Oak
There is an RSS feed on the game hub page if you click the announcements section. On Wed, Jul 3, 2013 at 6:46 PM, Stephen Swires st...@swires.me wrote: Hi Alfred, Does Valve have RSS feeds for game hub announcements or some sort of web API? On 3 July 2013 17:14, Alfred Reynolds

Re: [hlcoders] Error on trying to create new weapon base

2013-06-08 Thread Jesse Oak
CEquipCard C_EquipeCard #endif see it? :) On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote: Was trying to create a new weapon base but I keep getting shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard' : is not a class or namespace name. The code

Re: [hlcoders] Hammer problems: Lights made Obsolete

2013-06-08 Thread Jesse Oak
Yes, they simply contain the entities one can use in their map for that game. On Sat, Jun 8, 2013 at 12:46 PM, M B playerz...@live.com wrote: So basically, they're configs from different games (e.g. Portal 2, CS:GO, etc.)? Sent from my iPod On Jun 8, 2013, at 10:34 AM, Radimir Bobev

[hlcoders] Error on trying to create new weapon base

2013-06-07 Thread Jesse Oak
Was trying to create a new weapon base but I keep getting shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard' : is not a class or namespace name. The code at the moment is nothing more then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name changes Here's

Re: [hlcoders] Slow-Mo

2013-02-17 Thread Jesse Oak
1. Use a point_servercommand entity and a func_button. 2. Have it make several changes really fast (going from .01 to .1 would be something like .02, .03, .04, etc) 3. I'm not sure I understand what you want to limit On Sat, Feb 16, 2013 at 10:06 PM, M B playerz...@live.com wrote: Hm, I'll