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
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
:
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
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
...@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
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
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
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!
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
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:
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
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
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
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
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
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
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
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
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
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
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
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
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
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
, 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
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
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
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
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
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
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
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
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
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
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
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