Answered Help Desk Questions
From Valve Developer Community
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Note: Please do not edit this page, except to add Answered Questions from the Help Desk. If you have any comments or queries about an answered question, please move it back to the Help Desk and comment there.Answered Questions
Could datacache.dll crashes be linked with missing resources?
My mod is currently plagued with frequent datacache.dll crashes. I've followed all the standard suggestions, but it still happens often on several different machines. It's a team deathmatch mod but with NPCs activated and I can't help feeling like the crashes may be due to a few resources not being found. While it runs the NPCs work and everything looks right apart from other players aren't animated. I get a few messages about animations or sounds being missing, but sounds play anyway and it doesn't stop the game immediately. I created the mod based on HL2MP but the map shows slightly differently when run in HL2MP and my mod (I get dandelions rather than brown grass). I'm using AppId 215, is there a way I can say use HL2SP resources as well? Would copying them into my mod directory be enough? Unfortunately I get no useful debug from the crash. Any help greatly appreciated. Gurtak 07:36, 31 Jul 2007 (PDT)
I have gotten this error due to many reasons yet its something terribly wrong with your map which is mainly what causes it.--Gear 05:43, 15 Aug 2007 (PDT)
- Thanks Gear. You are right, there was something wrong with the map, but we never tracked down what it was. Strange that it would work for a while and crash for no apparent reason. We started again from scratch and all works well now. I'm just glad it wasn't my code :) Gurtak 14:08, 2 Sep 2007 (PDT)
Scary isn't it?--Gear 01:11, 3 Sep 2007 (PDT)
How can I use the "City 17 from above" skybox?
Hi - I want to use the skybox from the very end of HL2, where City 17 can be seen from the top of the citadel. But using skybox names "d3_breen_01", "d3_citadel_05" etc. just causes the skybox not to be drawn at all, leading to that horrible "trails" effect. Help would be appreciated!
- Figured it out - it's not a skybox texture, it's a 3D skybox containing the city and cloud as geometry. Extracting and decompiling the final levels of Half Life 2 will show how it is done.
TF2 Capture point setup
I would like to know how to place two capture points in the map while leaving them both unlocked for capturing. To be more specific, I am interested in making a similar capture point layout as the official TF2 map "gravelpit". In gravelpit, point A and B are unlocked so that players can capture either one. So far in my exploration of the TF2 specific Hammer content, I have only discovered how to make the point layout linear; similar to the map "well" and "granary", where there is no optional capture order.
Could anyone please tell me how I would go about creating 2 or more capture points that can be captured in either order (i.e. not linear)?
Cheers.
Well sorry had to keep this to format about the italics, but for now theres no way to that yet, we might just need to wait for the SDK update.--Gear 16:59, 23 Oct 2007 (PDT)
- Check Team_control_point about team_previouspoint, . If empty, the team must own all points preceding this one. and if you want to set a specific position of each cap point on the hud check Team_control_point_master --Gectou4 00:04, 24 Oct 2007 (PDT)
I just want to say that I have found a way to create a set of control points similar to that of the map gravelpit.
To create the following:
- a set of 3 capture points (A, B, C)
- where point A and B can be captured in either order
- where C can only be capture after A & B
The map actually requires 4-6 capture points to get the main 3 functioning as required. I will explain this in terms of A, B, C, D, E.
- A, B, C are the main 3 capture points and should be set up that point C is only available once A & B are held
- A & B should be set up so that they are available to the Red team after point D is held
- A & B should be set up so that they are available to the Blue team after point E is held (skip if not required)
- Point D should default to the Red team
- Point E should default to the Blue team (skip if not required)
- Points A, B, C should be part of the same groupIndex (e.g. 0), and points D, E should be part of another group (e.g. 1)
- Points D, E should be placed outside of the map (they are control points)
Explanation:
- Point D & E provide a way to satisfy the required conditions of point A & B
- Point D & E are in a separate group so that the game ends when points A, B, C are captured
Brush Face Resizing
Is it possible to resize a single face on a brush proportionally? For example, if I want to create a cylinder with one end smaller than the other. Xiphos 16:47, 23 Oct 2007 (PDT)
Try using the Hammer Vertex Tool.--Gear 16:57, 23 Oct 2007 (PDT)
A good way is to shift-clone the brush, scale the copy to whatever size you want using Ctrl-M. Then use the Hammer Vertex Tool to match the vertices of the face you want to the resized brush's faces. So yeah, just use the tool like gear said. Sounds complicated mainly because I'm not too great at explaining things. --Darthkillyou 19:05, 23 Oct 2007 (PDT)
Wow, I wasn't aware the vertex tool could do that. Thank you.Xiphos 11:57, 24 Oct 2007 (PDT)
Custom .wav files?
I'm trying to use a custom wave file in an ambient_generic; it's a simple rainfall loop. Problem is, in the game it plays exactly once and then stops. The flag "Is NOT looped" is cleared, so it's not that; also, when I replace it with a .wav file from another mod (to test), it loops fine. The format is stereo 32-bit float, 22050Hz (identical to the wave file that works). My file is about 2.5 seconds long. Is there some other constraint I have to follow? I couldn't find anything in the wiki about what format(s) Source understands. Thanks.
Plasmadyne 11:59, 15 Sep 2007 (PDT)
- Probably you have to add "_loop" at the end of the .wav file. (i.e. myrainfallsound_loop.wav). For more information about the Sound System in Source I'll refer you to the Sound page, especially to the first external link. --Jurgen Knops 12:12, 15 Sep 2007 (PDT)
Thanks for the quick response! Unfortunately this didn't help; interestingly, the test .wav file (the one that worked) is named rumble_rain.wav, and it loops OK. I've tried changing the sample rate, precision, and even lower-casing the file name, to no avail. I've read all the links off the Sound page; what I meant about formats is that I couldn't find an entry that says "here is a list of sample rates, bit depths and file sizes that will work with Source." Possibly this doesn't exist. :) Plasmadyne 12:45, 15 Sep 2007 (PDT)
- Well, after a quick search I had found something for you. Your looping sound needs "cue-points". More information about these points can be found on VERC (http://collective.valve-erc.com/index.php?doc=1070392493-12550200) (unfortunately this info is for the GoldSrc Engine, but give it a try...), otherwise you can take a look at the VERC Forums (http://www.chatbear.com/board.plm?search=ambient+generic+loop&searchthrough=all&searchuser=&searchfrom=0&b=4989&a=search-do) (Old Source SDK forums). --Jurgen Knops 13:13, 15 Sep 2007 (PDT)
Ah, this solved it. Thanks! I would never have thought to look for that.
Assigning team points based on triggers without team member activator
We want to give team points when entities pass through a goal trigger, however I can't get the right combination of triggers to do the job. Entities could be anything, including monsters and players, but since they don't have team status they don't trigger the team score via the filter_activator_team and game_score. At present only a player walking through the trigger adds points. In short, if anything goes through goal A, team A scores, and the same for goal B and team B. Thanks. Gurtak 10:04, 23 Jul 2007 (PDT)
- Well turns it wasn't that difficult to create a custom team point entity for the goals. I was just hesitant about jumping straight into changing code. If anyone else wants this entity let me know, otherwise I'll move this to answered in the near future. Gurtak 07:08, 31 Jul 2007 (PDT)
Will not compile
FIXED:Did not know about user32.lib. That should really be put in a more obvious place. Elspin 19:44, 6 Jun 2007 (PST)
Weapon handoff?
I'm trying to have an NPC hand a weapon to the player. The goal is to have an armed npc_citizen (for example) who meets the player, goes through a short sequence, and holds out the weapon for the player to take. I know this is possible because Odessa does it in HL2 with the rocket launcher. I can muddle through the rest of the choreography but this bit has me stumped. What's the general procedure for scripting weapon pickups/handoffs? There are inputs listed in npc_citizen for e.g. GiveWeapon but no obvious way to get rid of weapons... At this point I've been through all the SDK docs and can't even find a way to convince an NPC to drop their weapon on the ground.
Plasmadyne 01:20, 18 May 2007 (PDT)
I think they used a weapon_rpg with the "Player only" flag checked, and built animations around it. See the commentary in Ep1 when Barney gives you the crowbar. --Gman003 08:38, 21 May 2007 (PDT)
OK, thanks... I think I have an outline now.
Plasmadyne 14:00, 27 May 2007 (PDT)
Exporting from XSI Foundation 6.0
I'm pretty new to modeling and trying to learn. I have a copy of XSI Foundation 6.0 (yes its legal if that matters). The Valve plugin doesn't seem to work (the ValveSource menu wasn't added to the toolbar). I put the file directly into the /addons folder. I suppose I could get a copy of the mod tool and move my files over when I'm ready to export, but I was wondering if there were any other options. Maybe I'm installing the addon wrong? Maybe it shows up somewhere else in the full versions of XSI? Pre-emptive thank you! -Mrhappy 01:20, 26 Mar 2007 (PDT)
- As noted here, the addon included with the SDK does not work in XSI 5. I'm guessing, and hoping, that the addon on the page there also works for XSI 6. Worth a shot anyway. --Daedalus 19:13, 26 Mar 2007 (PDT)
- Thanks a lot, I'm pretty sure it's working properly now. Moving to answered -Mrhappy 19:30, 10 Apr 2007 (PDT)
Problems with Engine / Map
I'm not sure if this is an error in the engine or a map, but every time I try to run a certain map, I get the following error:
13/ - func_brush: UTIL_SetModel: not precached: *3
hl2.exe then crashes to desktop. This only affects one map. I can provide the .vmf if needed.
--Gman003 15:39, 12 May 2007 (PDT)
Fixed, it was the skybox. Accidentally tied it to a func_brush.
--Gman003 17:48, 12 May 2007 (PDT)
Half-Life 2 Episode 1 "tree_pine" models
I'm fairly new to SDK's Hammer Editor & am currently trying my hand at mapping for Half-Life 2 Deathmatch. My particular map is of the outside variety in a mountain setting. I need evergreen trees to make it believable (no evergreen models available in Half-Life 2). I did notice just before the end of Episode 1 (in "ep1_c17_06.bsp"), there are evergreen trees. So with my GCF Scape I searched the "episode 1 shared.gcf" file & found them (six models altogether). I extracted the models to "hl2mp\models\episode1pines" & extracted the materials to "hl2mp\materials\models\episode1pines". However, the models don't appear in my map. I'm pretty sure it has to do with the fact that there were only two ".vmt" (material) & two ".vtf" (texture) files, but none with the same names as the models. Don't I need six ".vmt" & six ".vtf" files with the same names of the models? These models are awesome & are exactly what I'm looking for. Any help with this will be greatly appreciated. Thanks!
P.S. I have also used bspzip.exe to extract embedded files within "ep1_c17_06.bsp" thinking the files I need may be there. No luck with that either. How can the game render these models if the necessary files aren't in "episode 1 shared.gcf" or "ep1_c17_06.bsp"? Is there another place I can look for these material & texture files?--YPE 19:18, 26 Mar 2007 (PDT)
- There's nothing wrong with your models. You placed them in the wrong folder.
- E.g. If they came from: episodic/models/prop_foliage/ in the episodic folder, THEY HAVE TO BE IN hl2mp/models/props_foliage, and the same goes for the materials. It's just how the .mdl system works.--Sortie 00:07, 30 Mar 2007 (PDT)
- Thank you Sortie! I didn't realize the importance of keeping the directory intact. I moved the models to the "hl2mp\models\props_foliage" & the materials/textures to "hl2mp\materials\models\props_foliage". The models became visible when placed in my map. Now the only problem I have is feeling like a dork for putting them into the folder I created. I will give you due credit for helping me with the evergreen trees if I ever release my map. It's looking much better already! --YPE 16:58, 30 Mar 2007 (PDT)
Wait one minute i think he is wrong, you're creating the maps in hammer and want to include the props in your map correct, but you need to first extract the files to the Sourcesdk folder in the models and materials path for instance like this: c\programfiles\steam\steamies\username\sourcesdk_content\materials. Same goes for the the models but instead into the models folder. Sorry but the information he gave you is wrong once you place the props in that folder and materials you can then use them in Hammer. The game you design for also depends on the available content! However it being a mp map you can pack the textures and models so servers can have the players download them. Ive made sourceforts map and I've use ep 1 content on them so i think i would know pretty well on that one so its not bad or anything but thats what you need to do. It needs to be placed within hammmer so when compiled it will show up in the map.--Gear 17:06, 30 Mar 2007 (PDT)
Also on one last note I cant wait to see your map sounds great is it gonna look like this maybe a bit?:
- Gear, I can totally understand what you're saying. However, the information Sortie has given worked 100%. There is no need for duplicating the tree models into the "sourcesdk_content" directory. I did a compilation & the evergreen trees did show in-game. Thank you too, Gear, for bringing to my attention the "sourcesdk_content" directory. It may very well come in handy. As for what my map will look like, I'm not sure exactly, for I am not finished yet. But I can say that it will look completely different from the screenshot you posted. Hopefully, with luck, it will look a bit more like the opening scenes in the original "Half-Life 2: Episode 2 Trailer". That's my goal anyway. It may not look as good as what Valve has created, But I'm going to give it a shot. I am paying a lot of attention to detail. Who knows!
P.S. I will move this to the "Answered Questions" section in a few days (so Sortie & Gear know that it has been answered).--YPE 17:51, 30 Mar 2007 (PDT)
Sounds fantastic cant wait send me a copy when you're done I'll beta test it you hahah if thats okay i was just wondering with he hammer thing due to you need to place the props first in the map before its compiled but I'm glad it worked good luck!--Gear 17:54, 4 Apr 2007 (PDT)
- Well, Gear's idea might work, but I guess it'll only work inside hammer. By putting it into the game/mods own folder, it's 100% secure it works, and simpler to release the map.
- Thank you once again guys, I really appreciate the help you've given me. I certainly know where to go if i need help in the future! Peace... --YPE 15:42, 7 Apr 2007 (PDT)
Programming error
Every time I launch my mod, it works fine until I load a map. About 2/3 of the way through, I get "First-chance exception at 0x22b6d476 (server.dll) in hl2.exe: 0xC0000005: Access violation reading location 0x0000002c. Unhandled exception at 0x22b6d476 (server.dll) in hl2.exe: 0xC0000005: Access violation reading location 0x0000002c." Anyone know what that is? --Gman003 18:28, 19 Mar 2007 (PDT)
- Hope you don't mind, but I moved that log to a different page since it was so long.
- As to your question, it looks as though you've built the game in the Debug release, have you? If so, clean your solution (it's in the Build menu), set your configuration to Release (it should be on the toolbar somewhere, a dropdown list that currently shows Debug), and then build your solution again. --Daedalus 20:26, 19 Mar 2007 (PDT)
- No problem. And yes, it is a debug release, but that shouldn't affect it. I'll try rebuilding as release --Gman003 08:05, 20 Mar 2007 (PDT).
- You'd think it wouldn't effect it, but I've been unable to use the SDK at all in Debug release, usually end up with errors I can't see. Release has been working fine for a long time for me though. Let me know how it goes. --Daedalus 14:08, 20 Mar 2007 (PDT)
- That seems to fix it. --Gman003 07:54, 23 Mar 2007 (PDT)
Wacked animations
For some reason my animations are all lagged out (on default weapons in a ep1: sp mod code base), this has happened between compiles, and I changed no code. - Links to videos - NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA --Amckern 16:13, 2 Nov 2006 (PST)
Hammer: %1 is not a valid Win32 Application
Whenever I try to load Hammer to edit either a mod I created or HL2, I get the above error. I tried resetting the game configuration and also deleting/reinstalling the SDK. No dice. I'll keep trying other stuff to get it working. If I do, then I'll answer my own question I guess :D Daemon Jax 15:46, 15 Mar 2007 (PDT)
A: Using a direct shortcut to hammer solves this problem. I found out how to do this at http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues Daemon Jax 16:14, 15 Mar 2007 (PDT)
HudMsg Error
When ever I run my level, I receive DLL_MessageEnd: Refusing to send user message HudMsg of 335 bytes to client, user message size limit is 255 byte. What can i do to get rid of it? Is it because i have to many ents initializing at map load, or is it something more low level? --Amckern 16:09, 23 Nov 2006 (PST)
Steamappid's, engine updates, and .dll's
I used to think I understood the way the engine updates and how mods access new code, but the more I read, the less I do. Also, I am not a programmer.
Using steamappid 215 is supposed to allow your mod to update in 'lockstep' with source engine updates. I am unclear if this means
- when you use the create a mod function the source code provided is the latest source code. this source code is updated when the source engine updates? Or client and server dll's are updated whenever steam updates, which would make no sense it would destroy custom code.
- I noticed there are many .dll's in the base source engine 2.gcf but that client.dll and server.dll are missing. As far as I can tell they only show up (besides in actual games) in base source engine.gcf/sourcetest/bin What confuses me is that this is the directory for the video stress test, and that the client.dll and server.dll weren't updated. I'm guessing that these other dll's are what update when the engine updates, and that the source code for them is unavailable without a license.
- I assumed that the engine only updated when a new episode/game is released, meaning that there has only been two updates (source base and source base 2), but this kinda doesn't make sense for two reasons:
- When compiling under Episode 1 (actually I haven't done this only read it) you do not need the -novirtualmesh parameter for displacements to collide with physics objects. However, under steamappid 215 you do which is either the same or a later code base, the later of which means (to me) that either the bug cropped up then, although I read it was present pre-ep1 and fixed (didn't get back into mapping till hl2:ep1) or that the bug only came up with a later code base, and once again, I thought the latest code base was the ep1, one.
- Steamappid 212 exists, which is the steamappid for base source engine 2. Now, as I understand it the code base only updates with a new episode/SP game. This implies that 213 will be for ep2 and 214 for ep3. Now, since they are released so far apart it doesn't make sense for steamappid to exist unless the codebase is updated between games using the non client and server dll's, which would retroactively effect steamappid 215 games, which may actually be bad (for example HDR on certain specular shaders is bad) This only makes sense if the codebase updates routinely, between games, but is not applied retroactively even when steamappid 215 is used. But, as far as I know it, the .gcf's are never modified, new ones created yes, but not modified, and the latest one is source sdk base 2.
I probably overthought/overtyped this. I'm sure its really simple, but I haven't seen a simple explanation anywhere. Anyone got one for me? Exactly how are standard-valve-made code updates applied to mods dynamically and when? --Mrhappy 00:38, 2 Feb 2007 (PST)
- There are two levels of code: engine code and game code. Engine code is updated in lock step for the SDK Base, that is, all engine updates immediately apply to mods; game code is updated when the game it's derived from changed, which isn't as often (look at the last HL2DM update!). Game code updates come as source code that must be merged into the mod's source (if the mod wants to use them).
- Engine code is in
base source engine 2.gcf. Game code (client.dll and server.dll) is in the game's cache. The two DLLs are in the sdk base cache not because it's a stress test, but because they are the default, pre-compiled files that will be used if you are making a mod without custom code (like MINERVA). Source will see that you don't have code of your own and fall back to whatever's in the SDK Base cache. The same applies to all files. - Valve update Source all the time.
- -novirtualmesh is for backwards-compatibility with older maps, AFAIK. Without it you'd need to recompile every map with a displacement in it.
- The only reason there is a separate "source engine 2" GCF is because of content issues between HL2 and Ep1. If it weren't for that, there would just be the one
source engine.gcf. I would be very surprised if a third instance of Source were to crop up when Ep2 is released.
- --TomEdwards 03:17, 2 Feb 2007 (PST)
Ok that makes sense, thank you! (I need to stop tying my brain in knots on stupid things like this.) Mrhappy 20:13, 2 Feb 2007 (PST)
HL2 in Outer Space?
Hello, I have been tearing at HL2 SDK for a while now trying to get a MOD to go into outer space as well as normal mode. I've done many things just short of completely breaking steam :P "sv_gravity 0" gives the no gravity effect, but you cant move. My guess is it's extremely simple or extremely hard. either way I desire to see HL2 in space! Anyone out there have a strategy or tutorial for making a space age level?
--Sir_BigOne 07:28, 25 Mar 2007 (PDT)
You can try creating a new class (cpp file) in the src/dlls directory:
Put this code in a cpp file in src/dlls (i.e. setPlayerPosition.cpp)
#include "cbase.h"
#include "convar.h"
void SetUserPosition( void ){
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if(pPlayer != NULL && (engine->Cmd_Argc() == 3)){
float x = atof(engine->Cmd_Argv(1)); //Get x coord
float y = atof(engine->Cmd_Argv(2)); //Get y coord
float z = atof(engine->Cmd_Argv(3)); //Get z coord
Vector pos;
pos = pPlayer->GetAbsOrigin(); //Get player position
pos.x = x;
pos.y = y;
pos.z = z;
pPlayer->SetAbsOrigin(pos); //Set player position
}
}
static ConCommand set_user_position( "set_user_position", SetUserPosition, "Set the user's position (x,y,z)", 0 );
Compile it.
Now you can use the console command set_user_position(0,0,0) to move the player
To do the outer space jetpack, modify this code to increment x,y, or z everytime the command is called. Then bind a keyboard key to the command (using config.cfg)
You can also hack around in in_main.cpp in the src/cl_dll directory. This is where many of the input controls are handled. BE CAREFUL AND BACK UP FILES SO YOU DON'T BREAK YOUR MOD.
Good Luck.
--Steve Henderson 14:41, 27 Mar 2007 (PDT)
MY hammer crashes when I load a blank map NOT COMPILE I have tried reinstalling sdk base and source twice and I am stumped on what to do so can someone please help me Its says this is the error report (C:\DOCUME~1\SEANRA~1\LOCALS~1\Temp\9e03_appcompat.txt) and I cannot find that file
--Sean 14:41, 16 Apr 2007 (PDT)
My take on it
- It's really going to depend on what you are trying to accomplish. From the sound of it variable-gravity is one thing you want. You could use Trigger_gravity (IRCC) in your maps, which would allow you to make sections of the map have different levels of gravity. This has the benefit of being a mapping-only solution, which means that no further re-coding needs to be done.
- The thing to remember (whether you hard-code,use sv_gravity, or trigger_gravity) is that gravity is what helps people walk, but putting some friction between them and the floor. As a result, the player will probably still need some form of propulsion to move around in the null-gravity sections (such as the jetpack mod above). Oh, and I'm aware that I'm answering a very old question, but I just wanted to make sure that people know what options they have. Hectate 06:11, 22 Oct 2007 (PDT)
"func_buyzone" does not exist in entities.
What might be the reason of this? Should I put a buyzone from somewhere else than from the entities menu? Because of this, there is no buyzone in my map, and that's the real problem. --Esa94 06:46, 18 Jun 2007 (PDT)
The func_buyzone entity is a brushbased entity, make sure you're doing "Tie to entity" while having the brush selected. Also make sure the configuration is CS: Source, and that the fgd is properly set. Solokiller 06:51, 18 Jun 2007 (PDT)
Okay, so I make a brush... There. Editing its size... Done too. Now it's tied to buyzone. Now just texturize it... There. Adding team value, cloning, changing team value... All done. Saving, and now (finally) testing. Works perfectly! Thanks a lot.--Esa94 11:35, 18 Jun 2007 (PDT)
HELP!!! NONRESPONSIVE BRUSHES!!!!!
There are four brushes in my map that simply REFUSE to be:
- Re-textured
- Deleted
However:
- If I try to move them, the brushes simply make copies of themselves and make the copies move instead.
- Resizing gives me the same effect as the above. (Except the brush copy is resized, and not moved)
- If I Shift-clone them, the copies work just fine!
They have no properties, because they are simply world brushes. Please Help!!!!! --Darthkillyou 20:22, 25 Jul 2007 (PDT)
Oops... It seems that I made many different copies of the same brushes over and over again... right on top of each other. NEVER DO THIS IF YOU CAN HELP IT. I guess I need to be more careful next time. :D --Darthkillyou 16:27, 31 Jul 2007 (PDT)
No func_buyzone
Guys, help please! I can't find func_buyzone in my entities menu! SDK is set to CS:S, my CS:S and SDK are valid and licensed. What the heck?
You have to make a brush first then convert it to an entity with CTRL + T
Or you can press the 'To Entity' button if you would like and next please place the questions in the help desk to get them answered faster thats where everybody looks really more rather than the talk page.--Gear 18:07, 4 Apr 2007 (PDT)
How to edit maps that come with the game
how do you edit the maps that come with team fort 2? --Ferretboy54 23:31, 17 Nov 2007 (GMT)
Simple! (I've done it) get VMEX. it is a BSP decompiler. select the BSP in VMEX and it converts it to the Hammer file type. -- Octoplasma 03:27, 27 Nov 2007 (GMT)
How do you add old games like half life 2 back into the sdk games list
I want to mod for half life 2 but only orange box shows up. --Octoplasma 19:27, 26 Nov 2007 (PST)
You need the Half Life 2 Game Itself.--Gear 23:35, 26 Nov 2007 (PST)
- I'm pretty sure you have to set -ep1 (EDIT: Not Correct, read below!) in the Launch Options of Source SDK. --volt 23:50, 26 Nov 2007 (PST)
- Yeah true, but you still require Half Life 2, for the original GCF, and hi volt.--Gear 23:56, 26 Nov 2007 (PST)
Hi gear. If he has the orange box, he has HL2. It's in the package. And the command you are looking to add into the command line is -engine ep1, excerpt from the Source SDK Release Notes.--volt 23:59, 26 Nov 2007 (PST)
- Oh yeah Durrrh @ me, sorry about that, lol feel like an idiot now.--Gear 05:59, 27 Nov 2007 (PST)
Hammer loads map in bad server
When I try to test a simple map by hitting F9 in hammer, it compiles fine, opens cs source fine (it's set up to the defaults for cstrike) and begins my map. The console shows no significant errors.. it can't download the dynamic pricing list or something and it can't find jingle.wav but those are the only errors. Then after about a second, the server shuts down saying "Server shutting down..." My map works perfectly if I just open counter strike through steam and manually do Create Server for it, but when hammer loads CS the server immediately shuts down. If I try to do Create Server for my map in a CS that's been opened by the hammer compiler, it takes 2 or 3 tries before it works. This is all very weird and quite inconvenient for testing. Can anyone help? --Froth 20:32, 25 Jul 2007 (PDT)
Sometimes that tends to happen even with normal games. Hammer places the bsp file within the map folder in css. Simply click the "don't run game after compiling" button, Once the hammer is finished compiling then open up css yourself and type map "your map name here" and thats all to it.
Thats just mainly a work around yet i don't know if any others exist.--Gear 20:37, 25 Jul 2007 (PDT)
- Well when I discovered CS:S about two and a half years ago I didn't actually own it.. I played with bots on the default maps for more than 4 months before I got bored and actually bought the game (and of course I'm very glad that I did- I've been playing heavily ever since). This inexplicable server shutting down message has never happened to me before even in that whole time of hosting my own games, yet it happens every single time when launching from hammer. Is there any way of actually fixing it rather than launching it separately? --Froth 21:51, 25 Jul 2007 (PDT)
Like i said no there is no other way unless you are too lazy to open it yourself i mean its really not that hard to be honest.--Gear 12:33, 26 Jul 2007 (PDT)
More than 32 chapters in the chapter menu in a HL2 mod?
If you add more than 32 chapters to your mod, chapters 4, 5, 6, 7, 8 and 9 vanish from the menu and any chapters over 32 are left out. Is there any way to increase the 32 chapter limit?
Here is a some more information, following tests to explore the problem:
- For every chapter over 32, 1 chapter between 4 and 9 is removed.
- The remaining chapters are shifted down, and anything that's still left over after 32 is dropped.
- Therefore if you have 40 chapters, you lose six chapters (4 to 9 inclusive), as well as the left over 39 and 40.
- If you have 36 chapters, you lose 4 chapters (6 to 9 inclusive) but nothing is left over.
- If you have 33 chapters, you just lose chapter 9.
The system is entirely governed by the contents of the cfg folder. The presence of the chapter1.cfg, chapter2.cfg etc. files in the cfg folder is what tells the new game menu to add chapters. The modname_english.txt file in the resources folder only gives those chapters a name, and the textures in the vgui folder only give them a picture. The chapter#.cfg's can be numbered in any way, using any combination of letters and numbers (such as valve's use of 9a for Entanglement), but it all makes no difference, as long as there are not more than 32 in total.
Can this limit of 32 be fixed or worked around?--Fitzroy doll 12:17, 15 May 2007 (PDT)
Sadly no, 32 is really the limit or at least as high as it will go so truly the only work around is really decreasing the number of Chapters your mod contains. Besides there is really no reason to have more than 32 chapters unless of course if your mod has over 100 maps or is really, really long. Either way just try to work out more maps in one chapter and decrease the number of chapters in total.--Gear 13:35, 8 Jul 2007 (PDT)
- I understand. I am using the chapter menu in a somewhat unusual fashion, which is as a map browser similar to CS:S, but with images and titles. This is for the mod CSS SCI FI (http://www.amphibian.myzen.co.uk/css_sci_fi/) which features 27 scripted maps for use with SMOD. Each of those 27 is a unique game, and the maps are not linked, so the only way to access each map is through an individual chapter, as shown here (http://www.amphibian.myzen.co.uk/css_sci_fi_config/screen10.htm). My solution has been to include an option in the SMOD Configuration Utility which I made that allows the user to switch chapter menus. This works, but of course it would be much better if all the chapters could be displayed together, without having to switch. --Fitzroy doll 07:51, 9 Jul 2007 (PDT)
Ah yes okay hahahaha you should've mentioned that earlier! It is okay though. Well hmmmm...... perhaps you can create a menu rather than a simple new game chapter start. Perhaps a menu that contains each map and the chapter name without the image. More or less a bit like Garry's Mod 10. Yet I'm a bit rusty on doing that. I do know though, that there is a guide to creating vgui menus on the main screen through certain key pressing and whatnot, so maybe that might work better.--Gear 13:56, 9 Jul 2007 (PDT)
Problems for debugging at VS 2005 express edition
Hi,I have the Microsoft Visual C++ 2005 Express Edition and I made all the changes that the tutorial (Compiling under VS2005) showed to me (like adjusting the directX files and the platform SDK files that I downloaded ) but when I'm trying to debug and I "start a new instance" the VS 2005 Express Edition start debugging and an error stop debugging my solution. Here is the the entire Debug process:
'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\hl2.exe', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\user32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\imm32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\launcher.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ole32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\vstdlib.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\tier0.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\FileSystem_Steam.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\shell32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\Steam.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\version.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\mswsock.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\comctl32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\comctl32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Arquivos comuns\Symantec Shared\AntiSpam\ASOEHOOK.DLL', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msvcr71.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\MSCTF.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Alwil Software\Avast4\AhJsctNs.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\datamodel.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\parsifal.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\dmserializers.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\datacache.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\inputsystem.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\Syncor11.dll', Symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\MaterialSystem.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\StudioRender.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\vphysics.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\valve_avi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\avifil32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msacm32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msvfw32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\vguimatsurface.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\oleaut32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\vgui2.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\engine.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wininet.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\normaliz.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\iertutil.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\steam_api.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\shaderapidx9.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d9.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d8thk.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\dnsapi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\winrnr.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wldap32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\rasadhlp.dll', No symbols loaded. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012dbc4.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012db9c.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CRuntimeError at memory location 0x0012ddc0.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: common::CNamedArgsUndefinedNameException at memory location 0x0012dbe0.. 'hl2.exe': Loaded 'C:\WINDOWS\system32\dinput.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\hid.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wintrust.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\crypt32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msasn1.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\imagehlp.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\mscat32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\xpsp2res.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\WINDOWS\system32\rsaenh.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\userenv.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\secur32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\netapi32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\cryptnet.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\winhttp.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\sensapi.dll', No symbols loaded. 'hl2.exe': Unloaded 'C:\WINDOWS\system32\mscat32.dll' 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\stdshader_dbg.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\stdshader_dx6.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\stdshader_dx7.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\stdshader_dx8.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\stdshader_dx9.dll', Binary was not built with debug information. cpu speed 1599 MHz AMD 1023 MB of system RAM 'hl2.exe': Loaded 'C:\WINDOWS\system32\clbcatq.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\comres.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wbem\wbemprox.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wbem\wbemcomn.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wbem\wbemsvc.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wbem\fastprox.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\msvcp60.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\ntdsapi.dll', No symbols loaded. cpu speed 1599 MHz AMD 1023 MB of system RAM 'hl2.exe': Loaded 'C:\WINDOWS\system32\kbdus.dll', No symbols loaded. 'hl2.exe': Unloaded 'C:\WINDOWS\system32\kbdus.dll' 'hl2.exe': Loaded 'C:\WINDOWS\system32\mscat32.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\wdmaud.drv', No symbols loaded. 'hl2.exe': Unloaded 'C:\WINDOWS\system32\wdmaud.drv' 'hl2.exe': Loaded 'C:\WINDOWS\system32\wdmaud.drv', No symbols loaded. 'hl2.exe': Unloaded 'C:\WINDOWS\system32\mscat32.dll' 'hl2.exe': Loaded 'C:\WINDOWS\system32\msacm32.drv', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\midimap.dll', No symbols loaded. 'hl2.exe': Loaded 'C:\WINDOWS\system32\mcicda.dll', No symbols loaded. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: Grid::CFs::CEndOfFileException at memory location 0x0012dd50.. First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception: Grid::CFs::CEndOfFileException at memory location 0x0012e044.. 'hl2.exe': Loaded 'C:\Arquivos de programas\Valve\Steam\SteamApps\trackthetracker\sourcesdk\bin\unicode.dll', Binary was not built with debug information. 'hl2.exe': Loaded 'C:\WINDOWS\system32\MSCTFIME.IME', No symbols loaded. Can't find background image 'materials/console/background01.vtf' First-chance exception at 0x0dbe0a3a in hl2.exe: 0xC0000005: Access violation reading location 0x00000000. Unhandled exception at 0x0dbe0a3a in hl2.exe: 0xC0000005: Access violation reading location 0x00000000. The program '[1876] hl2.exe: Native' has exited with code 0 (0x0).
- (THE LINES THAT ARE IN BOLD TEXT -right up here- ARE THE MAIN ERROR THAT STOPS THE WHOLE PROCESS)
- Can someone give me a help? Please if u read this debug process and found some error that u already know how to fix it please tell me!! (And sorry everyone for taking a big piece of the Help desk)
- Well I know the error but fixing its up to you, your system is throwing an exception because its trying to do something that doesn't make sense, your programs catching it and trying to handle it to stop it crashing the game. The reason the system is throwing an exception is because your trying to access a location that doesn't exist, your trying to use a null pointer (0x00000000) which is a no no as it doesn't point to anything. Figure out whats not being initialized or prevent your access of 0 and it'll be fine. Figuring out when your accessing 0 is your job. (and if you don't understand the programming I'm talking about its time to go back to basics) --Angry Beaver 19:37, 25 Dec 2006 (PST)
- Hey thanks for the help! I'm not really an expert about programming...I just know some things...So can u tell me the way that i must go to fix this problem? Ah, and another curious thing: I didn't change anything in the code yet (its original yet) so why is this error happening?is the code for VS 2005 Express Edition (I'm talking about that solution Game_HL2-2005) unacceptable?
- Hey Angry Beaver just forget about it, i made it! The problem was that i was working into the Debug HL2 and the right way is working at Release HL2. Ok just one more question ..why i cant work into the Debug HL2? u know why? plz tell me...
--Track 11:07 PM (GMT) 25, DECEMBER, 2006
How can I make a tv screen?
Hey guys i would like to create a tv screen for the tv monitor that I've placed in my map but how can a create it? Ok I selected the prop_physics and then I selected the skin for the tv_monitor_screen but it has no prop data...so when i run the map the tv screen shows nothing...I know that i need to create a prop data but no tutorial that I've found here tells me how to create this screen (what commands i need to write on the prop data)so can anyone help ? i will appreciate if someone could just tell where i can find this "tutorial", thanks --Track02:46 (GMT) , 26 Dec 2006
- See func_monitor—ts2do 21:25, 26 Dec 2006 (PST)
- See point_camera too! (does anyone know if there's a tutorial for this?) -Bit Mage 09:19, 27 Dec 2006 (PST)
- Thanks!
keyframe_rope not moving with parent, spawning at world origin
I have a keyframe_rope parented to a func_physbox. I have a phys_lengthconstraint where entity 1 is the func_physbox, and the blue ball is at the center of the move_rope that corresponds to the keyframe_rope. In-game, the constraint successfully works on the physbox, but the ropes do not move with the physbox and are stretched to the world origin. Any ideas? - Noclip 17:40, 5 Dec 2006 (PST)
- Either your Keyframe_rope has a NextKey set to a non-existing keyframe, or its Dangling keyvalue is on True. At least, once I had a similar problem, and those solved it. --uoz 23:55, 5 Dec 2006 (PST)
- Nope, neither of those are set incorrectly. The rope seems to be completely ignoring the keyframe when I parent the keyframe_rope to the physbox. - Noclip 07:14, 6 Dec 2006 (PST)
- Ok, then try to set Entity 2 of the phys_lengthconstraint as the name of your func_physbox, move the 'blue ball' to its baricenter and leave Entity 1 blank. Place the phys_lengthconstraint at the same position as the uppest keyframe_rope (or move_rope, if that is the case). It works for me. On a lighter note, be sure that your rope is properly set (starting from a move_rope and going on with keyframe_rope(s)) and you may want to check the Auto Resize flag on for all the *_rope entities. Hope this help. --uoz 08:09, 6 Dec 2006 (PST)
- Ugh. Still no luck. I've tried deleting the whole thing and starting from scratch, but even that doesn't help. - Noclip 20:22, 6 Dec 2006 (PST)
- Ok, then try to set Entity 2 of the phys_lengthconstraint as the name of your func_physbox, move the 'blue ball' to its baricenter and leave Entity 1 blank. Place the phys_lengthconstraint at the same position as the uppest keyframe_rope (or move_rope, if that is the case). It works for me. On a lighter note, be sure that your rope is properly set (starting from a move_rope and going on with keyframe_rope(s)) and you may want to check the Auto Resize flag on for all the *_rope entities. Hope this help. --uoz 08:09, 6 Dec 2006 (PST)
- Nope, neither of those are set incorrectly. The rope seems to be completely ignoring the keyframe when I parent the keyframe_rope to the physbox. - Noclip 07:14, 6 Dec 2006 (PST)
I've found a solution on that other Source modding wiki. If anyone else is having this problem, unparent the keyframe_rope from the physbox. Add a logic_measure_movement entity with the following settings:
Entity to Measure -(physbox) Measure Reference -(move_rope) Entity to Move - (keyframe_rope) Movement Reference - (keyframe_rope)
And you have a fully functioning rope. - Noclip 16:36, 7 Dec 2006 (PST)
Flight Sim?
Is is at all possible to edit the source engine in such a way that it could be a flight sim instead of a FPS?
Thanks,
Kevin
If by "modify" you mean a total conversion of the engine into a flight sim engine, with calculations of air turbulence and flap angles, then yes, it is possible. A flight simulator (and not just a flight combat game) is always a complicated thing to program though, so regardless of what engine you use, it won't be that easy.
If you really meant an easy way to turn things into a flight combat game, first person or third person, then I don't see why not. Try putting a thruster entity beneath a platform, and activate it while the player is standing on it (so that it carries the player upward) for a cheap "flying machine". Putting several thrusters on it, and changing the code to make them respond to keyboard control, shouldn't be too hard. --Andreasen 16:13, 30 Nov 2006 (PST)
Npc_citizens don't talk
I'm working on a small singleplayer mod. Everything's fine, but since the August '06 SDK update, I'm not able to get the npc_citizens to talk anymore. If I run my mod with SteamAppID 220 (moving away the customized dlls from the bin dir) they speak and act as expected, while if I use SteamAppID 215 (with my custom dlls, but I didn't touched a single line of code that deals with them) they're mute (and from time to time they pose in their "Idle" posture). Here's a list of the things I've tried to solve this issue:
- I've tried to force their behaviour using an Ai_speechfilter, but it didn't work.
- I've moved away any script file from scripts\talker dir. Nothing happened.
- I've tried to replace the old script\talker\npc_citizen.txt and script\talker\npc_citizen_commandermode.txt with the new ones extracted from the episode 1 gfcs. No luck.
- I've run the mod with any possible combination of Don'tUseSpeechSemaphore setting. Wasted time.
Note that when I ran the mod with custom dlls AND SteamAppID 220 (before August), everything was fine. --uoz 01:39, 1 Nov 2006 (PST)
- Hey, guess I'll answer that myself after all. This is a temporary issue with sourcesdkbase, that will be fixed soon or later directly by Valve. Meanwhile, you may want to apply an hotfix to the code, mounting content like explained here. Whole story on Verc Forums (http://www.chatbear.com/unity2/4991/343,1163252116,31533/1014240?v=flatold). --uoz 01:16, 3 Dec 2006 (PST)
StudioMdl.exe Error
I was trying to compile a model, but studiomdl.exe keeps giving me this error:
ERROR: Can't load MaterialSystem.dll
So then it aborts processing of the model. Does anyone know what's causing this or how to fix it? --Font38 18:27, 30 Nov 2006 (PST)
Ok, I downloaded the GuiStudioMdl utility and tried it and surprisingly it worked. So I looked at the command line it generated to call studiomdl.exe. Here it is:
studiomdl.exe -game "c:\program files\valve\steam\steamapps\SourceMods\DeepBlue" "C:\Program Files\Valve\Steam\SteamApps\megafont\sourcesdk_content\DeepBlue\modelsrc\PalmTree.qc"
The problem was that I didn't include the -game command line argument to tell studiomdl.exe which game I was compiling the model for. I didn't do that because the tutorial on this site about compiling models didn't even show that command line argument in the example. I also had to edit my .smd file a little bit too because in there the texture filenames had the wrong file extension too.
Where is SDK?
I have trouble locating sdk i purchased the copy and went online 2 download, it finished an searched everywhere for it its not on any of the cds or in the downloaded folder is it a separate download from steam? please help.
Right click on steam's tray icon, then click the tools tab at the top...click Source SDK, then install in the bottom left corner. When it installs click the launch button which should be where the install button was before.
Func_Door: Start Sound Problem
I was working on a mod map in which I have a func_door that slides open. There are 4 of these doors in the map. They all have the same move sound (Doors.Move17) as they are identical types of doors, but they all have the same problem. When the door opens, the move sound is just a bunch of jumbly garbled noise. However, the stop sound works fine. I tried changing the move sound to Doors.Move18 to see if it had to do just with that sound, but the problem still occurred. Both move sounds work fine when previewed in Hammer. The mod is using app ID 215 like you're supposed to unless you have a good reason to use another. Next, I tried temporarily changing the app ID of the mod to 220 for HL2 and ran the map again (without recompiling). After doing this, the sound problem no longer occurred. Does anyone know what the cause of this is or if there's a fix?
Thanks
Mike Font38 15:04, 21 Nov 2006 (PST)
- Try to use the raw sound file in place of the game sound--uoz 03:55, 22 Nov 2006 (PST)
- Awesome, that fixed the problem! Thanks for your help!--Font38 17:10, 22 Nov 2006 (PST)
Hide .SVN folders in hammer texture browser?
How do you hide .SVN folders from the texture browser in hammer, and model viewer? Screenshot - [1] (http://i10.tinypic.com/302yogw.png) --Amckern 18:18, 28 Sep 2006 (PDT)
- You can add an exception in the Options dialog for each folder, but its tedious and a pain to do. I think this has been listed as a bug in the tracker, so hopefully we will get a patch soon to fix it. Wraiyth 22:41, 28 Sep 2006 (PDT)
Node graph
I know this is a complete newbie question, despite the fact that I've been using SDK for a few months now. I can't get my head around this "Node Graph Out of date" thing. I can build things, I know how to use a few more entities thanks to this and a few other SDK sites; but no website can clearly explain why this node graph notice pops up once I've compiled a map. So could someone tell me what this means and how to fix it? (Also, when I put furniture in a map with prop_physics, when I test it out the furniture is lying where it's not supposed to be or is turned upside down etc, with the rest of the furniture. E.G: If I put a monitor, keyboard, plant, on a desk, once compiled the desk would be on it's side the monitor next to it etc. Is this because of the Node Graph thing? Or is it a completely different problem?) Thanks. MKM92 13:50, 4 Nov 2006 (PST)
- There 2 different issues.
- Node Graph: This is easy to get rid of. Place an NPC and an info_node into your map. Run it once. As long as you don't modify it, it'll never come back. Its simply telling you that the its building the AI's movement and interaction info. with no info_nodes it tells you every time you start up. with info_nodes and an npc it tells you once. Until you replace the files
- Moving Objects: This is not so easy to fix. Its simply the placement of your prop_physics, part of them probably microscopic is in another object. So to fix the penetration error source moves the object out of the other one, seeing as this happens in game you end up with momentum and gravity throwing the object round too. Thus it ends up somewhere its not supposed to be. Improving the placement will probably fix it 9/10 but the quicker way to do it is to turn on the flag that freezes it in place until it receives some form of physics interaction (not disable motion, the other one. Id say if i had Hammer in front of me). the only issue is your placements gotta be perfect, as it may make the object look like its floating or as soon as you enable physics it could start trying to fix the penetration error and throw it around.--Angry Beaver 09:03, 5 Nov 2006 (PST)
- The Objects are working now and the nodegraph sign is gone. That's the first time that's ever happened! Thanks. MKM92 11:47, 6 Nov 2006 (PST)
3D view in Hammer doesn't render
I'm using Hammer on my new tablet pc, everything works fine except nothing shows up in the 3D view, not even the axis lines.
System Specs are: 2.0 GhZ Core 2 duo, 2 Gb 667 mhZ DDR2 Ram, ATI Radeon 1400 w/ 64 mb dedicated ram
I've tried reinstalling the SDK
Anything else I can do? Mrhappy 19:03, 19 Nov 2006 (PST)
Just basic tech support question: Have you tried placing a camera? —Kateye 19:09, 19 Nov 2006 (PST)
Well, that worked. Never used or had to use a camera before, kind of annoying to have to do that with every new map, but oh well now I can map on the go. Thanks a lot Kateye, really appreciate your help. Moving this to answered. --Mrhappy 10:57, 20 Nov 2006 (PST)
Map destroyed
I was creating a map, and after testing it a few times, I open hammer to find this error:For your information, 976 solid(s) were not loaded due to errors in this file. After that error my map opens, but there is a giant white thing that looks like a spider web covering my map.
- Open the .vmx file or one of the autosave files from c:\hammerautosaves --Amckern 07:14, 11 Nov 2006 (PST)
Debug crashes
Trying to follow the guide here (http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code), but running into some issues. I get a bunch of the "entry point not found" errors using the "old" paths and then the game will finally launch. However, if I use the "new" paths mentioned (C:\Program Files\Steam\SteamApps\geekguy\sourcesdk\hl2.exe) I get a "can't find background image 'materials/console/background01.vtf' error then a crash which looks like a pointer moved off to NULL. Googling the error only brings up threads about people trying to pirate the game. Do I need to set debug options for the "hl" project too? Can someone explain to me the two projects (client and hl) and what they are? Any solutions to the crash? Thanks in advance. Crypticgeek 21:05, 16 Sep 2006 (PDT)
- Hi, you will need to make a new .vmt and .vtf with modname_background01 as the files name. You can either extract the original background textures from the GCF, and rename them, or make your own with vtf edit. --Amckern 18:11, 28 Sep 2006 (PDT)
Counter-Strike Source mod?
I believe I've read that it is possible to make a mod for CS:S. How do you start? It's not in the SDK's Make a Mod menu. Thelonesoldier 00:25, 9 Nov 2006 (PST)
- You can NOT make a mod for cs:s, you can make maps, or use sever plugins like mani. --Amckern 07:26, 11 Nov 2006 (PST)
Graphic Error During Test
I'm having trouble testing my maps due to an error with the graphics that I've only experienced while testing maps. Basically what will happen is I'll run my map in Half Life 2, and then after about 30 seconds the entire map will go black (as if it were night time) in game. The flashlight will add light to certain areas, but others won't be effected by this. If I enter in sv_cheats 1 and do impulse 101 the problem will correct itself and the lighting will be restored. On the occasion entering impulse 101 won't, and I'll have to tab out, which crashes Hammer and gives me a memory error. Any ideas?
Edit: I'm a huge newb and had my refresh rate set too low.
---Bill 13:14, 30 Nov 2006 (PST)
What do I do next?
Ok I'm working on an HL2 single player map. I've compiled it no problem. my question is how do i play the compiled map. i started up HL2 and looked around for something that would let me select the compiled map but i found nothing. what do i need to do to play a HL2 single player map i compiled? Twiggyzippo 22:32, 31 Oct 2006 (PST)twiggyzippo
well lets see. When you compile a map Hammer automatically places the map in a folder. Look under tools/options in Hammer ad find where it says put compiled maps here:. Also when yo compile our map it creates a BSP. so when in the console type map (name of map goes here) or you can keep pressing the down arrow key to scroll through existing BSP's. However when you compile the map loads up so that doesn't make any sense that it didn't. Unless you checked "don't run map after compiling"--Gear 22:58, 31 Oct 2006 (PST)
func_tank question
I have a multiplayer map that uses 1 or more (about 5 or 6) func_tanks. None of them seem to fire any bullets, but I can turn them around on me and kill myself with them. I get an error in the console, at times, times I can't pinpoint. I think it's either when a bullet hits me or is fired, but the error is "Master was null or not a master!". It also doesn't have any sound, and I've been asking around for a few days. Func_tankrockets and func_tankpulselasers seem to work fine though. Any help would be ENORMOUSLY appreciated, thanks. --Eaglebird
Also, it doesn't work with(or in, rather) any other mods/games. Same problems. I'm going to try finding an instance where it worked, if at all, in multiplayer, and move it over to a new map and see what, if any, the problem is. --Eaglebird
- Take a look at func_tank - it does not work in HL2:DM.
Animation Help
Help me please, I am not an animator, but I am trying to get an animation i did for a weapon to work. I don't know if my problem is in my .qc or if the problem is in the .smd, or something else. In my qc I have $modelname weapons/v_crossbow.mdl $body studio "v_crossbow.smd" $origin 0 0 68 $cdmaterials "mytex" $scale 50 $surfaceprop "weapon" $sequence idle01 "v_crossbow.smd" fps 1 $sequence fire "test2" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 I have a test2.smd animation for the fire sequence, but when I compile the weapon, then load it up in the game, when I shoot, it disappears, what should I do? Thanks, Cubedude 11:56, 22 Apr 2006 (PDT)
- Check it in HLMV, if the animation plays correctly. If it does, it might be related that the reload animation is played after the crossbow is fired and/or an animation with the bolt missing is loaded. Of course you can use your test2 animation for that, however make sure you trigger the same events as in the original .qc, otherwise similar problems might appear...
Note: A viewmodel doesn't need $surfaceprop. --Vaarscha 14:15, 22 Apr 2006 (PDT)
- For some reason I didn't think of that, Thanks. Cubedude 15:55, 22 Apr 2006 (PDT)
- The problem was that I had the bones Max Influences set to high, and the engine didn't support it. Cubedude 13:40, 28 Jul 2006 (PDT)
Shooting Allies
What's the easiest way to make a map where you will be able to shoot rebels? Let me specify: I can make them shoot at me but I can't shoot back because I can't hurt my "friends". How do I disable this "god mode" of theirs? --Andreasen 06:49, 7 Apr 2006 (PDT)
- Have you tried hurting them by taunting them, calling them fat and so on? ... Alternatively, for a less psychological route - is there some 'reciprocal' flag for the ai_relationship thingy? —Cargo Cult (info, talk) 10:59, 7 Apr 2006 (PDT)
- Oh, there's an entity for these things? :) I changed their relationship through a relation input into the NPC directly. Thanks. :) --Andreasen 02:18, 8 Apr 2006 (PDT)
Selling your MOD
If a team makes a professional modification using the HL2 SDK, is it able to sell it through Steam as opposed to offering it as a free third-party product? Or do Valve make the calls on these ones, forcing the developers to hope to God that Valve will see, like and sell the modification? --Janzak 08:00, 17 Feb 2006 (PST)
- I'm fairly sure that Valve would make the call about what goes on Steam; note that this is no different to the problem faced by console developers who need to get their games approved by Sony/MS/Ninty before they can even release their game let alone charge for it. --Superpig 19:45, 06 Mar 2006 (GMT)
- You do not own the engine, you need to pay VALVe for the engine (called licensing). Either that or VALVe buys the modification off of you and then takes full ownership of it. View the Source Engine Licensing page. --Steamfraiser 07:55, 22 Mar 2006 (PST)
Vanishing Source SDK Mod Settings
I had a setting for my mod in the source sdk list, but after the last update it has vanished. I can't select my mod on the drop-down list at the bottom any more. How can I add it back in? Thanks. - RodeoClown 00:35, 22 Mar 2006 (PST)
- Found Talk:Removing_Game_Configurations, which shows which file to remove the mod details from (GameConfig.txt in your sourcesdk\bin folder). I followed this in reverse (copied the Half-life 2 section, renamed) to add my mod back in - just setting details where necessary.- RodeoClown 14:04, 22 Mar 2006 (PST)
- I think there's also a vconfig tool or something for doing it graphically - it's useful for adding things which aren't quite full mods, like my own MINERVA. It's in the same directory as the rest of the Source SDK executables, anyway. —Cargo Cult (info, talk) 14:49, 22 Mar 2006 (PST)
Model recompiling
I used the latest version of mdldecompiler to decompile models/Humans/Group01/male_09.mdl. The face appears fine in editors (MilkShape 3D & gmax) but the problem occurs when I recompile it. The facemap goes crazy.—ts2do 16:59, 26 Feb 2006 (PST)
- Try recompiling the texture. Check out this link (http://www.chaosincarnate.net/bbs/viewtopic.php?t=139). -- Sodabus 20:56, 26 Feb 2006 (PST)
- This might not help much but a human model has two textures, one for the body and one for the face. The problem seems to be that the model only uses the body texture. --Deadity 04:10, 27 Feb 2006 (PST)
- Problem's been solved already...Now I need help getting eyelids working—ts2do 06:56, 28 Feb 2006 (PST)
- (Bump)—ts2do 17:35, 2 Mar 2006 (PST)
- I did a quick copy of the eyelid data from
%sdkcontent%\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_sdk.qcand got some of the eyelid flexes moving. I've barely done any eyelid work before, so I don't think I can help you any further. -- Sodabus 08:01, 3 Mar 2006 (PST)- Problem solved...it seems mdldecompiler messes up the referenced frames for each position of the eyelids—ts2do 18:40, 4 Mar 2006 (PST)
- I did a quick copy of the eyelid data from
- This might not help much but a human model has two textures, one for the body and one for the face. The problem seems to be that the model only uses the body texture. --Deadity 04:10, 27 Feb 2006 (PST)
Here's the fix:
eyelid upper_right "soldier_expressions" lowerer 1 -0.218500 neutral10 0.166800 raiser12 0.265000 split 0.1 eyeball righteye eyelid lower_right "soldier_expressions" lowerer23 -0.301000 neutral20 -0.211900 raiser24 -0.040300 split 0.1 eyeball righteye eyelid upper_left "soldier_expressions" lowerer 3 -0.218500 neutral31 0.166800 raiser34 0.265000 split -0.1 eyeball lefteye eyelid lower_left "soldier_expressions" lowerer41 -0.301000 neutral40 -0.211900 raiser42 -0.040300 split -0.1 eyeball lefteye
—ts2do 19:48, 18 Mar 2006 (PST)
DoD models in Counter-Strike
Would it be ok to use Day of Defeat models in Counter-Strike: Source, by compiling them in the cstrike folder.--Deadity 05:11, 20 Feb 2006 (PST)
- You must receive permission directly from Valve. If you include DOD:S content in CS:S and share your work you have directly violated the Steam E.U.L.A. by bypassing Steam to distribute Steam specific content. --wisemx 04:43, 27 Feb 2006 (PST)
- Hold your horses dude, I haven't violated anything. I'm just asking.--Deadity 06:56, 27 Feb 2006 (PST)
- There are two issues here... 1) Is it possible to use DoD models in CS:S? Tech details of this question is, yes it's possible. 2) The other issue here is "Should you", and the answer to that is, like Deadity said, No It violates EULA's from valve. While you can get permission to do so, I wouldn't count on it. --Grash 08:30, 9 Dec 2007 (PST)
Metal Grate Texture Problem
I have a brush that has a metal grate texture on it. When I compile and run the map, the grate appears as though no light is falling on it. It is just black (except for the transparent areas which are fine). I tried a different grate texture on the brush and had the same problem. The texture I am using is metal/metalgrate013b. I went to the forums first to look and see if anyone else had my problem, but that site isn't working. Anyway, does anyone know what the problem is and how to fix it? --Font38 20:46, 17 Jan 2006 (PST)
- The problem was that the brush in question was a func_wall entity for some reason. So I deleted and reconstructed the brush, along with the other 2 brushes that make up my small metal grate bridge that crosses over a small water channel. After doing this, the metal grate brushes render properly when I compile and run the map.--Font38
- If a brush renders completely black like that, you should assume that the brush is bound to an entity and that entity's the color keyvalue is set to
0 0 0and therefore is black.—ts2do
- If a brush renders completely black like that, you should assume that the brush is bound to an entity and that entity's the color keyvalue is set to
Transparency in models
I've created a mesh which requires a part of it to be semi-opaque. The vtf has an appropriate alpha map (white for the bulk of the model, grey for the "window".) The associated .vmt file has the translucency flag set. The issue is that, while the window area is correctly semi-opaque, parts of the mesh are visible through itself. It's not semi-opaque, because other objects aren't visible through it. I've checked and re-checked both the mesh and the material, and can't see any obvious issues - is there some kind of inherent problem with semi-opaque meshes? --PiMuRho 09:10, 23 Jan 2006 (PST) The issue of rendering translucent materials has been addressed as a hardware issue...if you try using alphatest (boolean transparency) it will render fine if I understand what you're saying...it may not be what you want but it will help identify the issue—ts2do 20:33, 23 Jan 2006 (PST) Yes, the problem goes away if add $alphatest to the VMT, but then it no longer renders the window at all. I've come to the conclusion that you can't have transparent sections on models using $translucent. Instead, I split the mesh into two parts - main bulk and window - and did it that way. --PiMuRho 23:26, 23 Jan 2006 (PST)
Disappearing Models
I've got sliding doors in my current map, and I just went through and replaced each pair with prop_dynamics. Now, when they open, some of the doors turn invisible just before they reach their fully open position. The bizarre thing is that it only happens on sets of doors that are aligned on the X axis. Y-aligned sets are fine. Sometimes it affects one door, other times two. I've copied from the working sets, rebuilt from scratch, rebuilt the models even, and it still does it. I've run out of things to try now. Help! --PiMuRho 01:46, 25 Jan 2006 (PST)
- Still not entirely sure why it was only affecting certain doors, but moving the model origins to the inner edge of the doors from the centre fixed it. --PiMuRho 12:14, 25 Jan 2006 (PST)
How do I make a working floor?
Hi, I've created a house (http://jupix.info/house.png) for a single player map I'm creating. However, now that I've placed some items in there with item_item_crate and prop_physics, a bed and a shelf for example, I've noticed that the floor (a basic cube brush) doesn't appear solid, all the props go straight through it. This also appears to be the case with the ground outside the house, which is a grass-textured brush above a skybox-brush (the skybox helps me see more clearly what parts of the ground I've already done and what I haven't - yes, I'm going to delete the skybox when the map is done). I also get loads of Infinite values from vphysics! in the console when the map has fully loaded, and CPU usage is constantly 100 % until finally after some interaction with the items HL2 crashes. Have I made some obvious mistake somewhere? Alt+P says no problems and no leaks are found while compiling. Thanks, Jupix 09:13, 29 Jan 2006 (PST)
- Try hovering your physics prop above the ground a few inches as well as checking the compile log for errors—ts2do 10:09, 29 Jan 2006 (PST)
- All right, I did that for the items I have in the map, and it helped for the most critical ones of my problems. I no longer get Infinite values from vphysics! and CPU usage is normal. However, I still experience the odd behavior of the wall brushes. I created a room just to test it and a mattress in an empty room just goes through the floor (and the walls and the ceiling) like it wasn't there. However, the edge next to the void seems solid. Is there some setting for the brush I should be looking for? Do I need to tell Hammer somehow that I want a solid brush? Or is this still likely to be a problem with overlap? Jupix 12:26, 29 Jan 2006 (PST)
- Send me your VMF tsdodo@gmail.com (mailto:tsdodo@gmail.com)—ts2do 12:29, 29 Jan 2006 (PST)
- You've got mail :) Jupix 12:37, 29 Jan 2006 (PST)
- Send me your VMF tsdodo@gmail.com (mailto:tsdodo@gmail.com)—ts2do 12:29, 29 Jan 2006 (PST)
- All right, I did that for the items I have in the map, and it helped for the most critical ones of my problems. I no longer get Infinite values from vphysics! and CPU usage is normal. However, I still experience the odd behavior of the wall brushes. I created a room just to test it and a mattress in an empty room just goes through the floor (and the walls and the ceiling) like it wasn't there. However, the edge next to the void seems solid. Is there some setting for the brush I should be looking for? Do I need to tell Hammer somehow that I want a solid brush? Or is this still likely to be a problem with overlap? Jupix 12:26, 29 Jan 2006 (PST)
You need to use prop_ragdoll for the mattress—ts2do 13:06, 29 Jan 2006 (PST)
- Ah, of course. Thanks. Jupix 13:14, 29 Jan 2006 (PST)
So everyone else knows what is going on here. Ragdolls won't collide with brush entities, because ragdolls are calculated clientside. This is an optimization tradeoff that Valve made. --Spektre1 02:46, 30 Jan 2006 (PST)
2D Grid Problem
I just updated half life 2 and hammer, but when I went to use hammer the 2D grids were really screwed up. I would be so grateful if somebody could help me with this problem. thanks. Cubedude 16:41, 2 Feb 2006 (PST)
- For a screenshot of this problem, see User_talk:Cubedude.
I just needed to update my graphics card. Thanks AndreasonCubedude 17:05, 7 Feb 2006 (PST)
Custom Stuff
I read the tutorial about BSPZip. I injected a file (in this case, a .wav I was going to use for music). So the file is in the BSP (I used -dir to make sure), but now, how do I make it show up in the sounds list? Could it be that I was using env_message instead of something else?
- Make sure you are viewing Raw sound types (http://www.akilling.org/akg/tutorials/wiseCustomSound.asp). --wisemx 08:30, 1 Feb 2006 (PST)
Generating output when player uses a locked door
I'd like to trigger an event when a player tries to open a door but finds that it's locked. Unfortunately, it appears func_door, func_door_rotating and prop_door_rotating only fire outputs when they are unlocked and opening or closing, so it doesn't seem like I can just use the Entity I/O System as normal.
I have an idea or two for how I might hack my way around this: at the moment I'm thinking about a dummy, invisible, silent, unlocked door, on top of the real locked door, that the player will successfully open and so trigger the event.
Though that'll probably work, I wondered if anyone else had any other suggestions for less hacky ways of doing it?
I'd be up for tweaking the code to hook up the use() input on the door entities to an OnUse output, but I'm not really keen on wading around in the SDK for hours just to find where to add what is presumably one or two lines of code. If someone were to point me to the right file(s) and/or lines of code, that would be very helpful. Other non-coding suggestions are very welcome too. (Just to clarify, this is for HL2 singleplayer.)
TIA. Giles 02:54, 26 Feb 2006 (PST)
- Well if you're not willing to do a simple search for doors and outputs, you shouldn't be a developer!—ts2do 11:27, 26 Feb 2006 (PST)
- I'm not sure, when you say search, if you mean through the SDK code or in the Wiki. If the latter, I didn't find any appropriate info under any of the door entity entries; if you meant the former, then hey, my only defense is that I'm wearing my mapper hat today and not my coder one. :)
- I've got it, It's kinda like what you said "hacking around" But it works. What I did was I made a locked func_door_rot and then created a func_button that was also locked and invisible and as big as the door. I put the button just a unit or two in front of the door and I put an OnUseLocked output to trigger what ever I needed to, then I used the OnUseLocked Kill "Button" which i named the button. to get rid of the button. I also used a locked sound for the button so when you went to use the door "but actually used the invisible button" It sounded like a locked door. Hope this helped. If you want me to email you this map then email me at dennis@dkode.tk Cubedude 14:31, 26 Feb 2006 (PST)
- I'm interested to see if anyone pops up with any other suggestions, but if they don't, I'll move this to answered in 24 hours or so. Thanks Cubedude. Giles 15:20, 26 Feb 2006 (PST)
Missing File?
I am new to this, so feel free to shove my ignorance in my face, but when I try to compile my map in Hammer, I get an error window, saying
"Unable to load c:\program files\valve\steam\steamapps\(my username)\half-life 2 deathmatch\bin\filesystem_steam.dll"
after the Compile Process Window says
** Executing...
** Command: "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\nobody09\half-life 2<br>
deathmatch\hl2mp" +map "dm_test"
which I guess, is what it says before it runs the map. I have searched for filesystem_steam.dll in the specified location, but it's not there. Does anybody else not have this file, or do I just need to reinstall HL2DM, or is this some other problem? --Nobody 2:05 PM, 14 Mar 2006 (CST)
- The problem seems to have fixed itself- I finished the level, and after the steam platform update today , it seems to work, and the file (filesystem_steam.dll) is there. --Nobody 6:33 PM, 15 Mar 2006 (CST)
If you start playing a normal HL2DM game and go back to SDK, it is also fixed. This works also by the same Problems with CSS, DOD or HL2.
Func_movelinear parentage
So I've got a func_tracktrain that follows a series of path_tracks in order to make the top section of a moving crane. This all works swimmingly. Now I want a lower part for the crane that can raise and descend in order to pick things up. I've created this with a func_movelinear (and some ropes for effect). It moves a total of 224 units straight down when fully extended. When it's not parented to the train, it works fine - it descends and raises as you would expect. However, as soon as I parent it to the train, using the "open" input that would usually lower the crane causes it instead to go upwards and along a negative X axis. I initially thought that some weirdness was causing it to move to the world origin (0,0,0), but it's nowhere near. In fact, it appears to be moving 448 units (twice the movement amount set in the func_movelinear properties) along the x axis. Help? --PiMuRho 08:53, 13 Apr 2006 (PDT)
- It looks like specific engine weirdness. I used a second func_tracktrain parented to the original instead --PiMuRho 00:55, 15 Apr 2006 (PDT)
Cinema 4D
I was wondering if you know of any support for Maxon's Cinema 4D in the source, source code? The reason is, we are looking at using some of the attachments in C4D in hl2, but don't know if we have to make attachments in the engine to mimic that of our c4d model, or if we can export directly into source? --Amckern 20:02, 8 Oct 2006 (PDT)
- I've asked around and unfortunately we don't support Cinema 4D. I'm afraid that you will need to duplicate the attachments. I'm going to download an evaluation copy of Cinema 4D so that I can see what format it uses for models. Maybe we'll write some sort of converter some day. :) -Mike
- I've gotten Wolf together with some of the best c4d C.O.F.F.E.E. writers to create an smd (and hopefully vtf for bodypaint) exporter for Cinema 4D. More details here; http://www.3dattack.net/forum/showthread.php?t=6517 --nirrad 04:25, 21 Oct 2006 (PDT)
Strange Box
What's going on here (http://img82.imageshack.us/img82/9071/untitled1de1.png)? all my debug settings are correct... --Amckern 23:29, 28 Mar 2006 (PST)
I get that error when my debug settings are either blank or point to an .exe that doesn't exist. I would double-check to make sure you've set them correctly. --O 04:27, 12 Jul 2006 (PDT)
Can't finish Mod
The update gave me some weird error that says couldn't load library client when I try to open the Half Life 2 Mod program and because of that when i compile my maps they wont work or at least the program wont work how do I fix that I already tried changing the steam ID to 215 but I guess that doesn't work then. On top of that I have an error that happens when I compile my map. When the compile process is about to open Half Life 2 an error occurs. It states:MountAppFilesystem 0 failed: SteamMountAppFilesystem (215,19,0x123fd74) failed with error 21: A different version of this FS is already in use. And thats the error. Need some serious help with this - can't figure it out. Thanks.MrTwoVideoCards 10:10 Aug,4 2006 (PDT)
Never mind, problem solved (http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#Error_when_running_maps_from_within_a_mod_.28Since_8.2F4.2F2006.29). Just had to change the game directory from Half Life 2 to Steam.dir and load it off Source sdk base. If anybody has had this problem as well, check the Source SDK FAQ (http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#Error_when_running_maps_from_within_a_mod_.28Since_8.2F4.2F2006.29). It has this error report and a way to fix it.---MrTwoVideoCards<
