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

2015-01-09 Thread Tony omega Sergi
I can try, I guess.

On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics purban...@hotmail.com
wrote:

 I woke up today and instantly was like: WTF was I thinking, he can't play
 the MOD, I only sent him the maps.
 :-)
 Do you want the whole thing? Can you investigate any further with that?

 I definitely could compile this 2 years ago. I have it compiled, still
 works (just without the graffities I would like to add now) and it has also
 been tested by several testers back then.

 Could looking at the compiled maps shed some light how to fix this now_

 I remember this:
 *planes   65154/65536 1303080/1310720  (99.4%) VERY
 FULL!*
 I pretty much maxed that out.
 I learned that the hard way and had to redesign stuff and split a map into
 two parts when I came across this limitation. I initially planned too much
 to happen inside one map.

 some of this rings a bell too:
 *clip brushes automatically get converted into planes that vis ignores,
 automatically*
 But that should not be a problem, right? They just get converted and
 ignored.

 *What should I try to get this working?*
 (I added back HLCoders to the recipients, hoping somebody might have some
 idea based on your findings.)

 Br,
 Peter


 --
 Date: Fri, 9 Jan 2015 04:44:52 +0900

 Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
 From: omegal...@gmail.com
 To: purban...@hotmail.com

 Hello Peter,

 So, I had written a reply to you after analyzing one of the maps, (which
 you can see below) but.. now I believe it's not what I suspected at all,
 since none of the maps work with current generation tools, which is very
 very odd, considering the limits were actually increased at one point. I
 mean, from the report in my original reply, you can definitely see that
 there is a HUGE amount of brushes that you have marked as func_detail (and
 fyi, clip brushes don't need to be func_detail at all, that actually adds
 additional work to the compile process, clip brushes automatically get
 converted into planes that vis ignores, automatically ;))

 I'm honestly stumped. I don't know how these maps compiled before, but
 don't now, if they haven't been changed at all.

 because testing with the episode 1 and orange box vbsp.exe, gives the
 following results:
 episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf):
 Brush 3137627: num_entities == MAX_MAP_ENTITIES
 Side 5
 Texture: HANGOVER/TOOLSNODRAW_WOOD

 orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf):
 Brush 2088334: MAX_MAP_PLANES
 Side 5
 Texture: TOOLS/TOOLSNODRAW


 So, they couldn't have compiled over 2 years ago either..
 and inside the zip, the VMFS are dated 2012.

 I think you just need to remove a lot of brushes like the original error
 says (the only reason I questioned it, was because you said they compiled 2
 years ago with the old tools; but they don't, as I just tested that)

 and it may be useful, but the way that I quickly tested the old SDK was by
 using a launcher that I released, but didn't post anywhere:
 http://www.omegaowns.us/sdk2013
 I just set the sdk bin dir to the old sdk bin\ep1\bin, and
 bin\orangebox\bin respectively, then using the button command shell
 do cd content\mapsrc\hangover
 vbsp hangover_00_386.vmf



 I guess I may not have been able to help either, my appologies.
 -Tony


 original email I was writing:

 Yeah, it's as i expected, it's one (or maybe more) that are part of the
 creek visgroup that's doing it.
 It probably has some invalid carving/clipping, it's creating all the
 planes and blowing out the list.


 I figured it out by using coordon and hiding specific visgroups until I
 isolated which visgroup it's part of.
 actually first i started out by replacing the first brush that it was
 erroring on, and then realized that was a stupid thing to do.
 there is a brush entity doing it, but I don't know which brush it is.

 with no func_detail...
 brushsides   12034/65536   96272/524288   (18.4%)
 planes   31312/65536  626240/1310720  (47.8%)
 vertexes 11971/65536  143652/786432   (18.3%)

 with func_detail.. but none of the other costly stuff like the
 func_breakable etc..
 brushsides   36975/65536  295800/524288   (56.4%)
 planes   65154/65536 1303080/1310720  (99.4%) VERY FULL!
 vertexes 20663/65536  247956/786432   (31.5%)

 so, there is a brush inside func_detail that is exploding the list.

 and, here is nothing but point entities (so it doesn't leak..), and
 func_detail (using cordon):
 brushsides   29852/65536  238816/524288   (45.6%)
 planes   44436/65536  888720/1310720  (67.8%)
 vertexes 13946/65536  167352/786432   (21.3%)


 On Fri, Jan 9, 2015 at 3:02 AM, Peter Urbanics purban...@hotmail.com
 wrote:

 Hi,

 Yes, sure, thanks for taking the time to help.

 I attached the original (2 year old saves) maps so you can also check what
 changes

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

2015-01-09 Thread Peter Urbanics
Great thanks!You need the MOD source folder and the MOD folder from under 
Steam, right?
But which version should I pack and upload somewhere for you?- the 2 year old 
version that compiled back then correctly,- or the current version that now 
finally runs with the new SDK (maps and all content is untouched but maps do 
change slightly when resaved with current tools.) Only some config texts are 
new in this one so it works with the new SDK.
Br,Peter

Date: Fri, 9 Jan 2015 19:18:00 +0900
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
From: omegal...@gmail.com
To: purban...@hotmail.com
CC: hlcoders@list.valvesoftware.com

I can try, I guess.

On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics purban...@hotmail.com wrote:



I woke up today and instantly was like: WTF was I thinking, he can't play the 
MOD, I only sent him the maps.:-)Do you want the whole thing? Can you 
investigate any further with that? 
I definitely could compile this 2 years ago. I have it compiled, still works 
(just without the graffities I would like to add now) and it has also been 
tested by several testers back then.
Could looking at the compiled maps shed some light how to fix this now_
I remember this:planes   65154/65536 1303080/1310720  (99.4%) 
VERY FULL!I pretty much maxed that out.I learned that the hard way and had to 
redesign stuff and split a map into two parts when I came across this 
limitation. I initially planned too much to happen inside one map.
some of this rings a bell too:clip brushes automatically get converted into 
planes that vis ignores, automaticallyBut that should not be a problem, right? 
They just get converted and ignored.
What should I try to get this working?(I added back HLCoders to the recipients, 
hoping somebody might have some idea based on your findings.)
Br,Peter

Date: Fri, 9 Jan 2015 04:44:52 +0900
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
From: omegal...@gmail.com
To: purban...@hotmail.com

Hello Peter,

So, I had written a reply to you after analyzing one of the maps, (which you 
can see below) but.. now I believe it's not what I suspected at all, since none 
of the maps work with current generation tools, which is very very odd, 
considering the limits were actually increased at one point. I mean, from the 
report in my original reply, you can definitely see that there is a HUGE amount 
of brushes that you have marked as func_detail (and fyi, clip brushes don't 
need to be func_detail at all, that actually adds additional work to the 
compile process, clip brushes automatically get converted into planes that vis 
ignores, automatically ;))

I'm honestly stumped. I don't know how these maps compiled before, but don't 
now, if they haven't been changed at all. 

because testing with the episode 1 and orange box vbsp.exe, gives the following 
results:
episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf):
Brush 3137627: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: HANGOVER/TOOLSNODRAW_WOOD

orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf):
Brush 2088334: MAX_MAP_PLANES
Side 5
Texture: TOOLS/TOOLSNODRAW


So, they couldn't have compiled over 2 years ago either..
and inside the zip, the VMFS are dated 2012.

I think you just need to remove a lot of brushes like the original error says 
(the only reason I questioned it, was because you said they compiled 2 years 
ago with the old tools; but they don't, as I just tested that)

and it may be useful, but the way that I quickly tested the old SDK was by 
using a launcher that I released, but didn't post anywhere:
http://www.omegaowns.us/sdk2013
I just set the sdk bin dir to the old sdk bin\ep1\bin, and bin\orangebox\bin 
respectively, then using the button command shell
do cd content\mapsrc\hangover
vbsp hangover_00_386.vmf



I guess I may not have been able to help either, my appologies.
-Tony
 

original email I was writing:

Yeah, it's as i expected, it's one (or maybe more) that are part of the creek 
visgroup that's doing it.
It probably has some invalid carving/clipping, it's creating all the planes and 
blowing out the list.


I figured it out by using coordon and hiding specific visgroups until I 
isolated which visgroup it's part of.
actually first i started out by replacing the first brush that it was erroring 
on, and then realized that was a stupid thing to do.
there is a brush entity doing it, but I don't know which brush it is.

with no func_detail...
brushsides   12034/65536   96272/524288   (18.4%)
planes   31312/65536  626240/1310720  (47.8%)
vertexes 11971/65536  143652/786432   (18.3%)

with func_detail.. but none of the other costly stuff like the func_breakable 
etc..
brushsides   36975/65536  295800/524288   (56.4%)
planes   65154/65536 1303080/1310720  (99.4%) VERY FULL!
vertexes 20663/65536  247956/786432   (31.5%)

so, there is a brush inside

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

2015-01-08 Thread Peter Urbanics
I woke up today and instantly was like: WTF was I thinking, he can't play the 
MOD, I only sent him the maps.:-)Do you want the whole thing? Can you 
investigate any further with that? 
I definitely could compile this 2 years ago. I have it compiled, still works 
(just without the graffities I would like to add now) and it has also been 
tested by several testers back then.
Could looking at the compiled maps shed some light how to fix this now_
I remember this:planes   65154/65536 1303080/1310720  (99.4%) 
VERY FULL!I pretty much maxed that out.I learned that the hard way and had to 
redesign stuff and split a map into two parts when I came across this 
limitation. I initially planned too much to happen inside one map.
some of this rings a bell too:clip brushes automatically get converted into 
planes that vis ignores, automaticallyBut that should not be a problem, right? 
They just get converted and ignored.
What should I try to get this working?(I added back HLCoders to the recipients, 
hoping somebody might have some idea based on your findings.)
Br,Peter

Date: Fri, 9 Jan 2015 04:44:52 +0900
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
From: omegal...@gmail.com
To: purban...@hotmail.com

Hello Peter,

So, I had written a reply to you after analyzing one of the maps, (which you 
can see below) but.. now I believe it's not what I suspected at all, since none 
of the maps work with current generation tools, which is very very odd, 
considering the limits were actually increased at one point. I mean, from the 
report in my original reply, you can definitely see that there is a HUGE amount 
of brushes that you have marked as func_detail (and fyi, clip brushes don't 
need to be func_detail at all, that actually adds additional work to the 
compile process, clip brushes automatically get converted into planes that vis 
ignores, automatically ;))

I'm honestly stumped. I don't know how these maps compiled before, but don't 
now, if they haven't been changed at all. 

because testing with the episode 1 and orange box vbsp.exe, gives the following 
results:
episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf):
Brush 3137627: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: HANGOVER/TOOLSNODRAW_WOOD

orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf):
Brush 2088334: MAX_MAP_PLANES
Side 5
Texture: TOOLS/TOOLSNODRAW


So, they couldn't have compiled over 2 years ago either..
and inside the zip, the VMFS are dated 2012.

I think you just need to remove a lot of brushes like the original error says 
(the only reason I questioned it, was because you said they compiled 2 years 
ago with the old tools; but they don't, as I just tested that)

and it may be useful, but the way that I quickly tested the old SDK was by 
using a launcher that I released, but didn't post anywhere:
http://www.omegaowns.us/sdk2013
I just set the sdk bin dir to the old sdk bin\ep1\bin, and bin\orangebox\bin 
respectively, then using the button command shell
do cd content\mapsrc\hangover
vbsp hangover_00_386.vmf



I guess I may not have been able to help either, my appologies.
-Tony
 

original email I was writing:

Yeah, it's as i expected, it's one (or maybe more) that are part of the creek 
visgroup that's doing it.
It probably has some invalid carving/clipping, it's creating all the planes and 
blowing out the list.


I figured it out by using coordon and hiding specific visgroups until I 
isolated which visgroup it's part of.
actually first i started out by replacing the first brush that it was erroring 
on, and then realized that was a stupid thing to do.
there is a brush entity doing it, but I don't know which brush it is.

with no func_detail...
brushsides   12034/65536   96272/524288   (18.4%)
planes   31312/65536  626240/1310720  (47.8%)
vertexes 11971/65536  143652/786432   (18.3%)

with func_detail.. but none of the other costly stuff like the func_breakable 
etc..
brushsides   36975/65536  295800/524288   (56.4%)
planes   65154/65536 1303080/1310720  (99.4%) VERY FULL!
vertexes 20663/65536  247956/786432   (31.5%)

so, there is a brush inside func_detail that is exploding the list.

and, here is nothing but point entities (so it doesn't leak..), and func_detail 
(using cordon):
brushsides   29852/65536  238816/524288   (45.6%)
planes   44436/65536  888720/1310720  (67.8%)
vertexes 13946/65536  167352/786432   (21.3%)


On Fri, Jan 9, 2015 at 3:02 AM, Peter Urbanics purban...@hotmail.com wrote:



Hi,
Yes, sure, thanks for taking the time to help.
I attached the original (2 year old saves) maps so you can also check what 
changes when resaved.(I checked the difference and noticed that some things 
change in the map when I load and save them with the current Hammer version.)
Note: If you manage to compile it and want to try out then the BSPs

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

2015-01-08 Thread Peter Urbanics
Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 
texture: tools/toolsnodraw...
http://www.interlopers.net/errors/tells me that:Maximum:65536Description:Your 
map has too many brushsides, or, simpler said, too many brushes. The brush and 
brushside mentioned are simply the first one in the map that went over the 
limit.Solution:Reduce the amount of brushsides, for instance by simplifying 
existing brushes or removing some of them. Perhaps you can turn a couple of 
them into models?There is nothing wrong with the mentioned brush, it is the 
TOTAL amount of brushsides that is your problemThis error will cause your map 
to fail compiling completely
BUT WHY!These maps compiled without problem before.  (I even have the compiled 
versions to prove that.  :-)   )
Any idea what to check to find the problem that's causing this now?
Thanks in advance,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 10:55:46 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

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_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! 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_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
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() == veEvery 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

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

2015-01-08 Thread Peter Urbanics
OK, I'll check that, but are you sure?The description of the error Interlopers 
gives says:Description:Your map has too many brushsides, or, simpler said, too 
many brushes. The brush and brushside mentioned are simply the first one in the 
map that went over the limit.
Br,Peter

Date: Thu, 8 Jan 2015 23:33:26 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

it says the brush 2088334, has an issue on side 5.. 
so.. use  go to brush and fix the brush.


On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics purban...@hotmail.com wrote:



Tried compiling and I instantly get:...brush 2088334: max_map_planes side 5 
texture: tools/toolsnodraw...
http://www.interlopers.net/errors/tells me that:Maximum:65536Description:Your 
map has too many brushsides, or, simpler said, too many brushes. The brush and 
brushside mentioned are simply the first one in the map that went over the 
limit.Solution:Reduce the amount of brushsides, for instance by simplifying 
existing brushes or removing some of them. Perhaps you can turn a couple of 
them into models?There is nothing wrong with the mentioned brush, it is the 
TOTAL amount of brushsides that is your problemThis error will cause your map 
to fail compiling completely
BUT WHY!These maps compiled without problem before.  (I even have the compiled 
versions to prove that.  :-)   )
Any idea what to check to find the problem that's causing this now?
Thanks in advance,Peter
From: purban...@hotmail.com
To: hlcoders@list.valvesoftware.com
Date: Sat, 3 Jan 2015 10:55:46 +0100
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏




WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

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_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! 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_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
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() == veEvery 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

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

2015-01-08 Thread Tony omega Sergi
it says the brush 2088334, has an issue on side 5..
so.. use  go to brush and fix the brush.


On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics purban...@hotmail.com
wrote:

 Tried compiling and I instantly get:
 ...
 brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw
 ...

 http://www.interlopers.net/errors/
 tells me that:
 
 Maximum:
 65536
 Description:
 Your map has too many brushsides, or, simpler said, too many brushes. The
 brush and brushside mentioned are simply the first one in the map that went
 over the limit.
 Solution:
 Reduce the amount of brushsides, for instance by simplifying existing
 brushes or removing some of them. Perhaps you can turn a couple of them
 into models?
 There is nothing wrong with the mentioned brush, it is the TOTAL amount of
 brushsides that is your problem
 This error will cause your map to fail compiling completely
 

 BUT WHY!
 These maps compiled without problem before.  (I even have the compiled
 versions to prove that.  :-)   )

 Any idea what to check to find the problem that's causing this now?

 Thanks in advance,
 Peter

 --
 From: purban...@hotmail.com
 To: hlcoders@list.valvesoftware.com
 Date: Sat, 3 Jan 2015 10:55:46 +0100

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

 WOW!!!
 There was none. I guess that is not something new, but I did not find one
 under my backup either so I am not sure how it worked 2 years ago without
 that.

 Well, I found one under:
 C:\Hangover\sp\game\mod_hl2\cfg
 copied it to the mod's cfg folder and all is solved, had to force myself
 to stop playing it.
 :-)

 Looks like all remains is to figure out again how my pipeline for the
 decal graffities was, add them and build and release.

 THANKS Tom, Peter, pmckeown2012, wazanator01!!!

 Br,
 Peter

 --
 Date: Sat, 3 Jan 2015 18:32:26 +1000
 From: schumann@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

 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

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

2015-01-03 Thread Peter Urbanics
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_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! 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_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
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() == veEvery 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 +
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.vpkgame
|all_source_engine_paths|ep2/ep2_pak.vpkgame
|all_source_engine_paths|episodic

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

2015-01-03 Thread Tom Schumann
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 +
 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

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

2015-01-03 Thread Peter Urbanics
WOW!!!There was none. I guess that is not something new, but I did not find one 
under my backup either so I am not sure how it worked 2 years ago without that.
Well, I found one under:C:\Hangover\sp\game\mod_hl2\cfgcopied it to the mod's 
cfg folder and all is solved, had to force myself to stop playing it.:-)
Looks like all remains is to figure out again how my pipeline for the decal 
graffities was, add them and build and release.
THANKS Tom, Peter, pmckeown2012, wazanator01!!!
Br,Peter
Date: Sat, 3 Jan 2015 18:32:26 +1000
From: schumann@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏

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_DIESIMPLEERROR! models/zombie/classic.mdl 
missing ACT_DIESIMPLEERROR! 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_originAddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_originNo 
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() == veEvery 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

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

2015-01-02 Thread Peter Urbanics
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 +
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.vpkgame
|all_source_engine_paths|ep2/ep2_pak.vpkgame
|all_source_engine_paths|episodic/ep1_english.vpkgame   
|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|ep2game
|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\HangoverHammer  
  {   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd TextureFormat 
5 MapFormat 4 
DefaultTextureScale   0.25  
DefaultLightmapScale  16GameExe   
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\mapsrcBSPDir
C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps   
CordonTexture tools\toolsskybox

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

2014-12-28 Thread Peter Urbanics
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\HangoverHammer  
  {   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd TextureFormat 
5 MapFormat 4 
DefaultTextureScale   0.25  
DefaultLightmapScale  16GameExe   
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\mapsrcBSPDir
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.fgdGameData2
 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 
Deathmatch\bin\hl2mp.fgdGameData3 
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.fgdbut 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 +
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

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 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 0.25
 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 +
 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

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

2014-12-28 Thread Peter McKeown
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.vpkgame
|all_source_engine_paths|ep2/ep2_pak.vpkgame
|all_source_engine_paths|episodic/ep1_english.vpkgame   
|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|ep2game
|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\HangoverHammer  
  {   GameData0 
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\bin\halflife2.fgd TextureFormat 
5 MapFormat 4 
DefaultTextureScale   0.25  
DefaultLightmapScale  16GameExe   
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\mapsrcBSPDir
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.fgdGameData2
 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2

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

2014-12-19 Thread Nick
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

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

2014-12-19 Thread Peter McKeown
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 fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game 
configurationthan 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{ nameHangovergame  Hangover  
title   Hangover  typesingleplayer_only   
developer   Peter Urbanicsdeveloper_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.vpkgame
|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|hl2platform

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

2014-12-17 Thread Peter Urbanics
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 fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK 
Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game 
configurationthan 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{ nameHangovergame  Hangover  
title   Hangover  typesingleplayer_only   
developer   Peter Urbanicsdeveloper_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.vpkgame
|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|hl2platform
|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 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust 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

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
 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

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

2014-10-05 Thread Peter Urbanics
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 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust 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 folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate 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\modnameSame 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

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

2014-10-04 Thread Peter Urbanics
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 
underC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 
Singleplayer\binjust 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 folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate 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\modnameSame 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

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

2014-09-20 Thread Peter Urbanics



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 folderThe 
bin folder is where your client and server .dll files will go from your 
compiled codeNavigate 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\modnameSame 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

  

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visit:

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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 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

[hlcoders] Getting back to my MOD after 2 years‏

2014-08-07 Thread Peter Urbanics



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
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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 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



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visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



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

2014-08-07 Thread Peter Urbanics
Thanks Jesse,
I found it: http://steamcommunity.com/sharedfiles/filedetails/?id=232923055I'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

  

___

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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 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

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

2014-08-07 Thread Peter Urbanics
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

  

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