Talk:My First Mod

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Crash with Virgin Mod

Hi, I create a HL2DM Mod just like all the documentation tells me, the files are created, and I can open, modify and compile the solution in VS2003. BUT... A virgin mod, compiled using the 'release' setting, with not a single line of code changed, crashes when I Select 'Create Server' and click OK/Go to create the server and start playing. It crashes to the desktop with a memory location addressing error (memory could not be read or written to at some location).

-- I am also having this exact problem. No maps are in the directory, and if you click the "game" tab it is blank. Also the options panel is blank for multiplayer setup. What is the issue here? -Draconis

Please, surely this is not normal!?

Missing step?

I think there may be a missing step in these instructions. Having followed them slavishly, everything works fine until I try to run the mod at which point the console appears with the error "Unable to load maplist.txt" (and other resources). I've found other references to this problem in forums, so either there's a missing step here, or a few of us are making the same mistake that perhaps needs to be dealt with here.

One possible explanation I've found refers to the default HL2 server.dll being loaded at runtime, instead of the mod's version. Is this a build configuration issue?

I'm not after a personal response - I'm hoping to prompt an experienced developer to amend the "My First Mod" article. —Prlsmith

Since the mod has no content yet, it's acceptable for it to do that. Ignore the error. You can create a maplist.txt if you like, or just run map mapname in the console. Eventually you'll need to add content. See Adding chapters to your mod for how to add maps (although it's probably more information than you want). I'll try to fix up the article soon. —Maven (talk) 09:45, 23 Oct 2005 (PDT)
You're right, I just got spooked by the errors. Your changes to the article are fine. Thanks Maven. —Prlsmith 19:30, 27 Oct 2005 (UTC)

I found Visuall c++ 2005 express edition and an article about how valve suggests this as the best environment for creating mods. If anyone else wants to download it here is the link:


Help! I've also followed this tutorial.. get the exact same error.. but I _can't_ just run "map 'mapname'". Also, when I go to newgame, it's totally blank. When I do "maps *", it's blank. Whenever I do "map 'mapname'" for standards maps (ie the one suggested), it says it can't be found. When I do "maps ", as it says in the tutorial.. nothing happens. How have I screwed up? -Clb

I have the exact same problem as Clb. Following this tutorial to the letter leaves one with no maps from which to choose when testing the mod. Please help. Do you need to do something else before or after this tutorial to have maps available?

If you type into the console "map" and it wont show options underneath you probably have no maps! in your mods map folders.
Try to use hammer and create a simple map and compile it. Try it again. If it doesn't work try to run it from Hammer automaticaly after the compilation. -- Rotzi 18:29, 11 Aug 2006 (PDT)

Actually I did have several maps in my /maps directory. Someone suggested putting a maplist.txt in the root for the game and that seemed to have solved my problem. Any bsp's I add are visible in-game now. Thanks  :)

I also get the same problem as Clb. Is it normal that when you "Create a Mod..." based on Half-Life Single Player that no maps (.bsp files) are placed in the mods Maps folder? The tutorial seems to suggest that a newly created HL2 single player mod will have access to HL2 maps - is this not the case? Is this something to do with the latest SDK release maybe?

I am very dissapointed by the support valve provides so far. Followed the tutorial coulnd't find files. There were no maps in my mod. Hammer doesn't startup at all as it cannot find steam.dll After searching the net for a few hours I found GCFScape which you can use to extract maps from the original Halflife2. Still not working. Come on guys, I'm an expert C++ programmer, I could have used this time to create nice mods rather than figuring & puzzling out how you intended things should work. I did invest $60 in this SDK but I'm regretting it already. Vavle People get your act together! This is unprofessional & very discouraging for people wanting to build mods. --eelke

I find that odd TBH. Unless you went with the empty code your mod will be based off eithier HL2DM or HL2 and include all of its content. Theres also reems of development exmaples to be found in the <email>/sourcesdk_content section. As for the Hammer not starting ensure that you run the game once before you try loading that game into Hammer. Sometimes its dependant on files that are only generated after you run Hammer once. --Angry Beaver 15:37, 25 Sep 2006 (PDT)
You should try it. Seriously the maps dirs and everything is empty. What's the difference between source SDK & source SDK BASE? if you copy steam.dll to the directory where hammer.exe resides at least you can start hammer --eelke

Suggested c++ Environment

http://msdn.microsoft.com/vstudio/express/visualc/

if you use this, follow this for it to work with the hl2 SDK
http://www.chatbear.com/board.plm?a=viewthread&t=104,1102070328,6443&id=741090&b=4991&v=flatold
PanFrie

First MultiPlayer Mod

I followed all of these steps, with the exception of using Half-Life 2 Multiplayer. When I try to launch a map using "map <mapname>" I get "STEAM validation rejected." Is the map launching different for multiplayer?

Azound 23:46, 15 Jan 2006 (PST)

it's a common error with mp mods...run with sv_lan 1—ts2do talk 14:46, 16 Jan 2006 (PST)

another fix for this is instead of opening your console and typing "map <mapname>", click on the "start server" button and it should work...


I follow the steps exactly but the RPG doesnt seem to slow down, even at 50. Also, I did not find a weapon_rpg.cpp in the hl2mp_dll folder, only in the hl2_dll folder, and when I build, after the first time, even if i change the file it doesnt seem to rebuild weapon_rpg.cpp... Is it not included? I cant find it on the class view either.

Thanks, Philippe

Compiling under VS2005

I did this, to the letter, but with microsoft visual c++ 2005 express edition, and when it compiled it gave me a good bit of errors some complaining of not being able to convert const char * to char *, and "cannot open file '.\release_hl2\AI_Activity.sbr':"

because of this i do not believe that it compiled at all, and there is no bin folder in my mod directory and running the mod and using rocket launcher yields no change as i expected.

any help would be very appreciated thanks,azraiel

yea, im getting this exact same error, when i opened the game_sdk it needed to convert it. im using microsoft visual c++ 2005 express, but i cant run my mod whatsoever, when i try to i get "could not load library client" as an error.
PanFrie
same here... any solution yet?!
AssA
that didn't work for me... got myself a .NET 2003 copy... works fine there...
Please refer to Compiling_under_VS2005 and its Talk:Compiling under VS2005 to help fix that. I didn't succeed yet, but it seems some people did... Does not work neither with VS Studio 05 nor with Express Edition for me :(
User:Rotzi

Help

doesn't seem to work when you make a multi player deathmatch game i've tryed and all i get is a user varification declined error said something about the listenserver.cgf file

so if anyone know how or why this is happening it might be usefull to finish this tutorial right because rite now it's not good.-User:Group437

Are you recieving STEAM validation rejected error?—ts2do 20:34, 14 Feb 2006 (PST)

Write- protected directories

Do not hit me too much- I am but a pixel pusher.

I've created custom mod (HL2 MP)- everything went well, directories were built and content copied. Working with content I encountered weird problem- when it comes to maps everything works well but when it comes to models and materials- entire directory under "\SourceMods" is write protected and no matter how much I try I can not move around it. Any ideas would be apreciated

Shutdown Steam? ;P
I know that you can't open the gcfs when steam is running... so... that would be the most simple reason possible... User:Rotzi

Rocket Speed

Heh, that's one of the first things I changed too. Of course, I made it into a cvar so I could change it in-game. (After making sure all the define's usages were dynamic). Fun!