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[[Category:Help]]
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{{messagebox
{|align="right" width="50%"
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|text = Please visit the [http://forums.steampowered.com/forums/forumdisplay.php?f=191 Source SDK Forums] for asking questions regarding the Source SDK.<br>
|__TOC__
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This page is locked from editing and is here for archive purposes.
|}
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|image = [[File:45px-Padlock.svg.png|45px|link=]]
Got a question that is not answered in the [[Source SDK FAQ]]? Ask it here! Any sort of SDK question should be posted here. After they get answered, move them to the "Answered" portion of the page.
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}}
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[[Category:Protected pages]]
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{{toc-right}}
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<!--
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Have a question that is not covered here on the VDC or answered in the [[Source SDK FAQ]]? Have you tried asking in the [http://forums.steampowered.com/forums/forumdisplay.php?f=191 SDK Help Forums] or the [http://www.chatbear.com/unity2/390/unityhome?v=flatold Valve-ERC Chatbear Forums] and still not received an answer? If so, you can try asking it here. While any sort of SDK related question may be posted here, it could be several days before you receive an answer. ''After your question gets answered, please make sure to move it to the "Answered" portion of the page.''
  
 
== Suggestions before asking a question ==
 
== Suggestions before asking a question ==
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* Check '''[[Help Desk#Answered Questions|Answered Questions]]''' at the bottom of this page.
 
* Check '''[[Help Desk#Answered Questions|Answered Questions]]''' at the bottom of this page.
 
* Search the official '''[http://forums.steampowered.com/forums/forumdisplay.php?f=191 Steam SDK Forum]''' for an answer to your question.
 
* Search the official '''[http://forums.steampowered.com/forums/forumdisplay.php?f=191 Steam SDK Forum]''' for an answer to your question.
* Ask in the '''[irc://irc.freenode.net/sourcesdk #sourcesdk]''' channel on irc.freenode.net (unofficial)
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* Search the '''[http://www.chatbear.com/unity2/390/unityhome?v=flatold Valve-ERC Chatbear Forums]''' for an answer to your question.
 +
* Ask on the '''[[Valve Mailing List]]''' for help on a specific topic.
  
 
===Asking a question===
 
===Asking a question===
*'''Be specific''' and clear as possible.
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*'''Be specific''' and clear as possible (eg: which  tool / game / mod you're working with and what it is you aim to accomplish).
 
*Please '''sign your question''' (end it with <code><nowiki>~~~~</nowiki></code>). This will help us direct follow-ups to you directly.
 
*Please '''sign your question''' (end it with <code><nowiki>~~~~</nowiki></code>). This will help us direct follow-ups to you directly.
 
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*'''Be patient'''. It may be several hours, if not several days (or weeks) before you question gets answered.
 
*'''Check back for answers.''' We will not put answers in your talk page unless it is specific to you.
 
*'''Check back for answers.''' We will not put answers in your talk page unless it is specific to you.
 
*'''Use common sense.''' Hopefully, this won't require much more explanation.
 
*'''Use common sense.''' Hopefully, this won't require much more explanation.
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* Ask your question at:
 
* Ask your question at:
  
English Sites:<br>
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English Sites:
[http://forums.steampowered.com/forums/forumdisplay.php?f=191 The Official Steam SDK Forum]<br />
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*[http://forums.steampowered.com/forums/forumdisplay.php?f=191 The Official Steam SDK Forum]
[http://www.interlopers.net/forum/ Interlopers Forums]<br />
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*[http://www.interlopers.net/forum/ Interlopers Forums]
[http://www.halflife2.net/forums HalfLife2.net]<br />
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*[http://www.halflife2.net/forums HalfLife2.net]
[http://sdknuts.net/netshout/shoutbox.aspx SDK Nuts '''Shoutbox''']<br />
 
  
French Sites:<br>
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French Sites:
[http://www.halflifedesign.net/board/ Half-Life Design]<br>
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*[http://www.halflifedesign.net/smf/ Half-Life Design]
[http://www.game-lab.com/phpBB2/ Game Lab]<br>
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*[http://www.game-lab.com/phpBB2/ Game Lab]
[http://www.mapping-area.com/forum/ Mapping-Area]<br>
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*[http://www.mapping-area.com/forum/ Mapping-Area]
  
Other:<br>
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Other:
[[Mapping_Sites|List of Mapping Sites]]<br>
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*[[Mapping_Sites|List of Mapping Sites]]
[[Modeling_Sites|List of Modeling Sites]]<br>
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*[[Modeling_Sites|List of Modeling Sites]]
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*[[Modding Sites|List of Modding Sites]]
  
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IRC:
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*irc.gamesurge.net
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**[irc://irc.gamesurge.net/sourcesdk #mapping] channel
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**[irc://irc.gamesurge.net/sourcesdk #hlcoders] channel
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**[irc://irc.gamesurge.net/sourcesdk #hlserveradmins] channel
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<!-- this irc channel is usually empty * Ask in the '''[irc://irc.freenode.net/sourcesdk #sourcesdk]''' channel on irc.freenode.net (unofficial) -->
  
 
In Order to Better answer your Question along with optimization towards the page and for length needs, sections have now been added. If you have a certain problem under a topic then place in under the correct category. Not only Will this help with page length but also organization.
 
In Order to Better answer your Question along with optimization towards the page and for length needs, sections have now been added. If you have a certain problem under a topic then place in under the correct category. Not only Will this help with page length but also organization.
 
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-->
 
== Level Design Issues ==
 
== Level Design Issues ==
  
===Hammer crashes when I attempt to apply the texture tools/toolstrigger===
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===2D Viewports and selected objects in 3D Viewports Are black===
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Due to a recent update to the Hammer version for Orange box, it appears that the black view-port plague has returned for the time being. --[[User:Bunni|Bunni]] 13:09, 30 April 2010 (EST)
  
If I select a large, solid brush, a single, grouped box, and attempt to apply this texture, I get an error and crash. I'm attempting to make a spawn zone, but I can't apply the texture to brush. Is the brush wrongly designed?
 
  
=== Hammer closes when i am done setting it up!===
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===Sentries With Infinite Ammo===
I don't know what is wrong with hammer, but it keeps crashing when i am done configuring it! --[[User:Gmodisawesome879|Gmodisawesome879]] 14:04, 30 Dec 2007 (PST)
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In my TF2 map, I have a team-specific area guarded by pre-placed sentry guns, not upgradable, not destroyable. Though, after a while they run out of ammo, and I can't find a way to effectively refuel them. Any help? --[[User:XutaWoo|XutaWoo]] 20:19, 15 June 2009 (UTC)
  
=== WARNING: msg overflowed for player ===
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:I suggest you try to determine when the sentry runs out of ammo, and with a few triggers/relays/spawners, remove the old and restore it with a new one. One way to do this would be to have the sentry as a template, output the number of shots it's taken, and have a counter count them. When it gets past X number of bullets, replace the sentry and reset the counter. [[User:Eaglebird|Eaglebird]] 23:46, 3 May 2010 (UTC)
I am completely baffled as to why this message appears in my game console. I have come to a few assumptions but I'm not entirely positive whats happening. From what I've tried, it seems that having too many func_door's in your level makes this message appear. I have 24 of them spread across a 3 round map. It would be fine if it were just one warning, its not, it floods my console and eventually kicks me out of the level with the error message of "Disconnect: ERROR! Reliable snaphsot overflow..".(<- copied directly from my console) One might suggest removing doors but as far as my level design goes, I'm hard pressed to do so because of how I want players to flow through the level. I'm not sure if its having too many doors or not but a more detailed explanation as to why this happens will help me and others in the future ever receive it again. Thanks.
 
  
Update: I made the warning message disappear by removing some Prop_dynamics as well. This doesn't always work however, thats the source of my confusion. It seems to be a combination of things that cause this error to occur.
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===Corrupted Text===
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In the 2D views I get corrupted text with my Radeon HD 4770, apparently it happens with other 4000 series Radeon HDs as well. This is a bug Valve NEEDS to fix, it is nearly impossible to use Hammer with this bug, it may not look like much in the screenshot, though it sure is a huge issue when creating brushes!
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http://i206.photobucket.com/albums/bb271/benjgvps/HammerText.png
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:Try to enable antialiasing. [[User:SiPlus|SiPlus]] 16:35, 11 May 2010 (UTC)
  
===VMF files not appearing correctly in Hammer===
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===One-Sided Bulletproof Glass===
 +
I am making a TF2 map and am trying to make a pane of glass that accepts bullets from one side but blocks them on the other. I tried using a displacement. It didn't work and let bullets through on either side, but it did allow me to walk through it on one side and blocked me on the other. I also tried putting the "toolsblockbullets" texture on the blocking side to no avail.
 +
What should I do? --[[User:Lank|Lank]] 08:15, 5 May 2009 (UTC)
  
I have a problem with my vmf files appearing incorrectly in the Hammer Editor. This problem began after Valve updated the SDK to include the Orange Box games. When I opened the SDK for the first time after the update, I noticed that the "Current Game" was Half-Life 2: Episode 2. I originally had it set to Half-Life 2 Deathmatch. Then I noticed all of my Hammer configuration settings for Half-Life 2 Deathmatch were gone & replaced with Half-Life 2: Episode 2 settings (thank you very much Valve Software). This didn't set well with me as I knew I then had to reconfigure Hammer for Half-Life 2 Deathmatch once again. So I followed the tutorial [[Hammer_Manual_Configuration|HERE]] & reconfigured my Hammer Editor. I can now view my .vmf files, but they look corrupted. Here's a [http://www.myownplaceinspace.com/hammer/hammer_after_orangebox_update.bmp SCREENSHOT] of it. I also noticed after reconfiguring it, the SDK doesn't "copy the files" when opened like it did before. Maybe I did something wrong, not sure. Here are my [http://www.myownplaceinspace.com/hammer/hammer_configuration.bmp CURRENT HAMMER CONFIGURATIONS].  I also tried creating a new brush in a new map & that just crashes the Hammer Editor. I was well on my way to making a decent looking map as you can see [http://www.myownplaceinspace.com/ HERE]. I'm hoping at this point that it's my configuration of Hammer. At least that can be fixed. I spent many hours on what I have created & it makes me sad & angry that this is happening. Any help with this will be greatly appreciated. Thank you. --[[User:YPE|YPE]] 19:50, 12 Nov 2007 (PST)
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:I would have suggested the brush with one sided labelled as bullet-proof, but I'm not sure. Did you use it on a world brush, and not an entity? That may make a difference. Finally, if you only want to bulletproof one side, put the bullet-proof brush on that side of the glass, and tie the glass to an entity; when the glass breaks, have it remove the bullet proofing so that bullets can fly freely. Otherwise you should probably start looking into a way to alter what you're expecting, because I think what you're expecting might be somewhat of a tall order. [[User:Eaglebird|Eaglebird]] 23:46, 3 May 2010 (UTC)
  
:Update: I took another look at where files are located in the sourcesdk folder & discovered that there are two hl2mp.fgd files, two vbsp.exe files, two vrad.exe files & two vvis.exe files. One of each in the "sourcesdk\bin\ep1\bin" directory & one of each in the "sourcesdk\bin\orangebox\bin" directory. So I reconfigured my Hammer again to use the "ep1" directory instead of the "orangebox" directory & applied the changes. However, the messages screen within hammer are still pointing to the "orangebox" directory as you can see [http://www.myownplaceinspace.com/hammer/hammer_configuration2.bmp HERE] with no changes in how my Hammer Editor is behaving. What's going on here? Did Valve Software goof on the SDK update? --[[User:YPE|YPE]] 15:27, 13 Nov 2007 (PST)
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===Unknown detail type===
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when I compile my map I get this error, My map still works btw.
  
:Update 2: PROBLEM SOLVED. Take a look here: [http://developer.valvesoftware.com/wiki/Help_desk#Cant_use_SDK_suddenly Cant_use_SDK_suddenly]. Sorry, didn't see that until now. Thank you [[User:Woody666|Woody]]! I don't know how you knew do to that, but it works great! Everything is back to normal & I can continue with my HL2DM map. :) I would like to leave this here for maybe a week or so, so others may be helped. Peace... --[[User:YPE|YPE]] 17:28, 13 Nov 2007 (PST)
 
  
=== TF2 Capture Rounds ===
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Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
  
Has anyone found out how to create multiple capture point rounds in TF2.  I can get it working with just 1 round, however when I create 2 or more, the game will freeze at the end of the first capture round.  I assume I am missing something regarding the transition, however I don't know what and I'm tired of watching the game crash.
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I made my map using the ep1 engine configed for hl2:dm but I'm compiling using the orange box engine configed for HL2:EP2.
 +
:It's most likely that this texture was in episode 1 but not in episode 2,or set on diffrent names,try searching the map for blank textures,and change it to a new texture.[[User:TryRestart|TryRestart]] 06:45, 19 June 2009 (UTC)
  
Anyone got any input to this situation?
 
  
 +
===Selecting One Side of a Hollow Figure===
 +
When I need to make a figure with 5 sides in Hammer, I use the 'lazy man's' way to make it: I make a hollow cube and then delete the top. I thought it was ctrl+mouse click (I have done it before) to select the top, but it doesn't seem to be working. Thank you in advance. [[User:Crazyking|Crazyking]] 20:33, 14 July 2009 (UTC)Crazyking
  
=== Post-compile drawing bug? ===
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Click it, press Ctrl+U (Ungroup) then click it again. [[User:Zeph|Zeph]]
  
After I test my TF2 map, Hammer can't refresh its display windows. In other words, I can modify things in my map, but I can't see them being changed. I can refresh each window by changing their perspective, but it only shows things BEFORE I tested the map. The only way around this is to close hammer and re-open it, rather inconvenient. Has anyone seen this before? [[User:Xiphos|Xiphos]] 20:38, 25 Oct 2007 (PDT)
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:Alternatively you could just make a four-sided spike which will create a five-sided brush. [[User:Eaglebird|Eaglebird]] 23:46, 3 May 2010 (UTC)
  
Odd, i test out my map with Hammer open, but usually minimized. try that, or even not having Tf2 open when the compile has finished.--[[User:MrTwoVideoCards|Gear]] 22:23, 25 Oct 2007 (PDT)
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===TF2: Both Teams Spawn In One Team's Set of Spawn Points===
  
 +
Please note: This is not my first map, but this is the first time seeing this problem.
  
 +
I have been making a payload map for TF2 and recently began adding in the respawns and info_player_teamspawn entities. Everything was fine, I even used the "Creating a Spawnroom" tutorial here to guide me. However, once I began testing it, both teams would spawn in one team's respawn and in their spawnpoints. Believe me, I have double checked every entity for anything wrong and I don't see it. I have also deleted the func_respawnroom and info_player_teamspawn entities and started over with no difference. Here's the specifics:
  
=== CS:S Locks up when I try to run my map ===
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-16 players in each spawn room
  
When I try to run my map from Hammer (or in-game as well), the console will pop up until the point where it says "execing valve.rc" then the screen goes black and I get the message "hl2.exe has encountered a problem and needs to close." Blah. This happened only very recently... I tried deleting all of the models I just put in the map, but that didn't fix it. The only other thing I can think of is that I used Alt-P to fix my func_breakablesurf glass surfaces, which had an undefined limit at "lowerleft". Anyone got any ideas?
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-Each spawn room is in a different area and the two func_spawnrooms do not touch each other
  
Run your map from the game.  Open the console and type map <mapname> --[[User:Mrhappy|Mrhappy]] 23:16, 14 Oct 2007 (PDT)
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-There is a func_spawnroom textured with trigger which surrounds each spawn room which contain the info_player_teamspawn entities
  
(Different User to Question)I tried that but it didnt work still, it kept coming up with same error, if you have any more ideas that  may work, please let me know, THE ERROR'S ANNOYING.  Fl4M3Z
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-The spawning entities in Blu's spawn are set to team Blu
  
=== VRAD.EXE Error! Please Help! ===
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-The spawning entities in Red's spawn are set to team Red
  
OK. This error is getting me crazy. I will get straight to the point.
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-The func_respawnroom around the Blu base is set to team Blu and is not set to start disabled
Every time I compile my map everything goes perfectly well and fine. But when it reaches the vrad.exe section, An an ERROR window pop-up saying the file encountered an error and needs to close. My map runs perfectly but because no vrad file was detected, my map is all bright.
 
 
 
NOTE:
 
I already Re-Installed Source SDK.
 
I already tried clicking on the "Reset Game Configurations"
 
I Already tried cliking on "Refesh SDK content"
 
And everything works! But the vrad.exe is still not responding.
 
 
 
 
 
Here is the Compile Log + Error Message.
 
 
 
 
 
** Executing...
 
** Command: "d:\program files\steam\steamapps\enrique_rueda\sourcesdk\bin\vbsp.exe"
 
** Parameters: -game "d:\program files\steam\steamapps\enrique_rueda\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2"
 
  
Valve Software - vbsp.exe (Aug  4 2006)
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-The func_respawnroom around the Red base is set to team Red and is not set to start disabled
1 threads
 
materialPath: d:\program files\steam\steamapps\enrique_rueda\counter-strike source\cstrike\materials
 
Loading D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.vmf
 
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
 
fixing up env_cubemap materials on brush sides...
 
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
 
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
 
Processing areas...done (0)
 
Building Faces...done (0)
 
FixTjuncs...
 
PruneNodes...
 
WriteBSP...
 
done (2)
 
writing D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.prt...done (0)
 
Creating default cubemaps for env_cubemap using skybox materials:
 
skybox/sky_borealis01*.vmt
 
Run buildcubemaps in the engine to get the correct cube maps.
 
  
No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
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-The info_player_teamspawn entities in both spawns are not set to start disabled
Can't load skybox file skybox/sky_borealis01 to build the default cubemap!
 
Finding displacement neighbors...
 
Finding lightmap sample positions...
 
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
 
Building Physics collision data...
 
done (1) (193295 bytes)
 
Error! prop_static using model "models/props_c17/furnituretable002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
 
Error loading studio model "models/props_c17/furnituretable002a.mdl"!
 
Error! prop_static using model "models/props_c17/furniturechair001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
 
Error loading studio model "models/props_c17/furniturechair001a.mdl"!
 
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
 
Compacting texture/material tables...
 
Reduced 274 texinfos to 186
 
Reduced 19 texdatas to 18 (479 bytes to 461)
 
Writing D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.bsp
 
4 seconds elapsed
 
  
** Executing...
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-The info_player_teamspawn entities in both spawns are well off the ground
** Command: "d:\program files\steam\steamapps\enrique_rueda\sourcesdk\bin\vvis.exe"
 
** Parameters: -game "d:\program files\steam\steamapps\enrique_rueda\counter-strike source\cstrike" -fast "D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2"
 
  
Valve Software - vvis.exe (May 22 2006)
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-Alt+P does not find anything wrong that is related to this
fastvis = true
 
1 threads
 
reading d:\program files\steam\steamapps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.bsp
 
reading d:\program files\steam\steamapps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.prt
 
937 portalclusters
 
2659 numportals
 
BasePortalVis:      0...1...2...3...4...5...6...7...8...9...10 (5)
 
Optimized: 26874 visible clusters (0.00%)
 
Total clusters visible: 489131
 
Average clusters visible: 522
 
Building PAS...
 
Average clusters audible: 928
 
visdatasize:223779  compressed from 224880
 
writing d:\program files\steam\steamapps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.bsp
 
5 seconds elapsed
 
  
** Executing...
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Just recently, I have reset the game configurations on the SDK Menu with no difference in the level. Also, I tried deleting all entities related to spawning and copied what was left to a new map, gave it a new name, added two info_player_teamspawns (one set for Red and one set for Blu) without adding a func_respawnroom, compiled but it did not fix the problem. Finally, it seems that whichever team's spawn points are set up first, those are the ones that both teams spawn in.
** Command: "d:\program files\steam\steamapps\enrique_rueda\sourcesdk\bin\vrad.exe"
 
** Parameters:  -game "d:\program files\steam\steamapps\enrique_rueda\counter-strike source\cstrike" -noextra "D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2"
 
  
Valve Software - vrad.exe SSE (May 22 2006)
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I can't imagine what's wrong and I would appreciate any help that would allow the two teams to spawn in their respective spawns.
----- Radiosity Simulator ----
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[[User:Gcone81|Gcone81]] 02:33, 11 March 2009 (UTC)
1 threads
 
[Reading texlights from 'lights.rad']
 
[1 texlights parsed from 'lights.rad']
 
  
Loading d:\program files\steam\steamapps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.bsp
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=== Gman_overwatch and Breencast Jumbotron, tv, ect. prefabs ===
46347 faces
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Is there any way you guys could write step by step tutorials on to make these work in hammer? cause what you have now confuses the hell out of me!
2435518 square feet [350714720.00 square inches]
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Antlion
1 displacements
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:It's all in the targets and names. You will need to rename and re-target many items to make them work, unfortunatley. Sorry I could'nt help more. --[[User:JeffMOD|JeffMOD]] 14:07, 28 February 2009 (UTC)
61793 square feet [8898308.00 square inches]
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::A little more info on this would be nice. I'm using the un altered VMF included with SourceSDK, trainstation02. All jumbotron monitor textures are not there when I play the map. All you see is the actual monitor themselves. Any ideas how to get this working?
46347 patches before subdivision
 
  
http://img02.picoodle.com/img/img02/7/1/5/f_vraderroi_78cam_35a348f8.jpg
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=== UDP variable ===
  
** Executing...
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Is there any way to use an external variable (via UDP) in source engine?
** Command: Copy File
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For exemple I'd like to use a variable that I send in a udp port as a rotation angle for an object.
** Parameters: "D:\Program Files\Steam\SteamApps\enrique_rueda\sourcesdk_content\cstrike\mapsrc\dm_overlordMOD2.bsp" "d:\program files\steam\steamapps\enrique_rueda\counter-strike source\cstrike\maps\dm_overlordMOD2.bsp"
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Is that possible without C++ programming?
 +
ThanX.
  
 +
=== making custom decals ===
  
** Executing...
+
i am currently working on a map for my clan. i have adobe and it shows in the tutorials that i can make custom decals. i used adobe cs3 for this. i get to the part of making it then i cant figure out how to make it into a decal or material or texture to make it appear in the map. any help pls.  
** Command: "d:\program files\steam\steamapps\enrique_rueda\counter-strike source\hl2.exe"
+
also if anyone knows how to like cut out a section of a block to make a square insert type thing
** Parameters: -game "d:\program files\steam\steamapps\enrique_rueda\counter-strike source\cstrike"  +map "dm_overlordMOD2"
+
Thanks--[[User:443754|443754]] 10:09, 14 Sep 2008 (PDT) 443754
  
--XxLeXuSxX
+
: I'm having the same problem. I'm trying to use a custom decal / overlay but can't get it to work without work-arounds that fail epicly ... the overlay is visible through walls, and looks glow in the dark, plus, it's actually a translated spray paint tag, not the decal I created with VTFedit, using the Wiki's directions.. I asked for help here, [http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083 http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083] , but still haven't gotten help. [[User:Rhesusmonkeyboy|Rhesusmonkeyboy]] 00:29, 11 July 2009 (UTC)
  
:Well my friend i am in the same boat as you truly i do not know how to fix this and on top of that my maps take about 3 Hours to compile so just imagine having to re-freackin-compile the same map due to that error. I don't know what causes it but if I'm correct its the update that was released. I guess for now all we can do is wait for the new update but hey good luck with your maps and yes its really driving me crazy too.--[[User:MrTwoVideoCards|Gear]] 01:27, 17 Jan 2007 (PST)
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===Water not working===
 +
The texture of the water on top is fine, but in the game when I go under the water it is white everywhere. What's wrong?
 +
<code><nowiki>muddybunny August 14</nowiki></code>
  
::First, you have these errors:
+
===Stuff showing through the skybox===
Error! prop_static using model "models/props_c17/furnituretable002a.mdl", which must be used on a dynamic entity (i.e. prop_physics).
+
I've scoured the wiki and the SDK forums for this, but I've found nothing.
Deleted.
+
Working on a map that uses a 3d skybox. For some reason, the main part of the map is showing up off in the distance. In addition, parts of the level show up when looking down through the skybox texture surrounding the level. I've checked for leaks over and over, but there are none.
Error loading studio model "models/props_c17/furnituretable002a.mdl"!
+
Here are some images to show you what I mean:
Error! prop_static using model "models/props_c17/furniturechair001a.mdl", which must be used on a dynamic entity (i.e. prop_physics).
+
[http://i246.photobucket.com/albums/gg86/InquisitorSaturn/ctf_drainage_reborn_v20002.jpg]
Deleted.
+
[http://i246.photobucket.com/albums/gg86/InquisitorSaturn/ctf_drainage_reborn_v20003.jpg]
Error loading studio model "models/props_c17/furniturechair001a.mdl"!
+
[[User:InquisitorSaturn|InquisitorSaturn]] 22:34, 3 Aug 2008 (PDT --
::so, to start, just try to properly fix them.
+
:Are you sure you put the sky_camera in the skybox and not the playable area of the map? --[[User:Redryder|Redryder]] 08:46, 1 Oct 2008 (PDT)
::Then, to be sure that the problem is with rad.exe and not your map, just try to make a simple map and compile it. If it works, then try to [[Isolation_method|cordon-compile]] your map and check if and where you get errors. It's a long process, but generally not a worthless one. Good luck. ----[[User:Germano Guerrini|uoz]] 04:18, 17 Jan 2007 (PST)
 
  
Thats true but as it turns out those errors really don't cause that kind of crash because its not vrad that turns itself off but it crashes and thats a bit of a problem with larger maps however in a ecent forum i cant remeber which one but its due to some certain material or one another and thats quite odd however yes im sorry i should of looked at his log more carefully to see for any errors though i know this error and or crash is somewhat caused by Ts2do FGD update. Every since i applyed that FGD i have been having a problem. There might be an error in the code. Therefore effectng a certain model or material which if in your map can cause the crash.--[[User:MrTwoVideoCards|Gear]] 13:57, 17 Jan 2007 (PST)
+
===HL2: EP1 Translation===
 +
Hello. I am translating Half-Life 2: Episode One to czech language, but I met several problems with fonts when I use special letters. There are links for two cases...
  
I also hat the problem that vrad crashed immediately without any debug info. It also crashed when just double-clicking the binary in explorer. I think that the problem is that vrad uses the SSE extended instruction set of your CPU and will crash if you have a CPU without SSE. I have an AMD Athlon 1400, meaning that my CPU lacks SSE. I think that you need at least an Athlon XP or some newer Duron in order to have SSE. --[[User:Oxygene|Oxygene]] 03:32, 24 Sep 2007 (PDT)
+
[http://img210.imageshack.us/img210/3626/ep1c1700a0003sy6.jpg Picture 1]
 +
There is letter "ž". It looks more bold then others and because it is taller than any other letters, it begins on top aligned with "U" and ends below others.
  
If you think this then why put it up on the VRAD page? needs to be solid information. As for your cpu
+
[http://img148.imageshack.us/img148/7929/ep1c17000001rc9.jpg Picture 2]
, you need a ne
+
There is letter "e", which is not bold and looks, like it would need to eat something...
w one, and that shall solve all problems. I am moving this question later to the help desk rather than the talk page. Thats really where it belongs.--[[User:MrTwoVideoCards|Gear]] 03:36, 24 Sep 2007 (PDT)
 
  
 +
I don't really know what to do, because HL2 is using Windows native fonts and they are working properly outside of the game.--[[User:Paar|Paar]] 02:30, 29 May 2008 (PDT)
  
=== I cant get my maps to run ===
+
===Hammer compiles/plays earlier version of map===
 +
Basically, when I save and run the map I am creating for CS:S, the in-game map is only half-built (as if it's loading an autosave of it or something). Saving the map and closing/reopening SDK sometimes gets it to run the actual current version of the map, but sometimes it doesnt. I've tried deleting autosaves and earlier manual saves of the map, but it still happens. Arf.
 +
alphaignus 12:36, 11 May 2008 (PDT)
 +
:This is odd, are you sure its not updating the map during compile, whats your compile dialog say? I mean your whole compile, its fine to paste it here.--[[User:MrTwoVideoCards|Gear]] 21:29, 11 May 2008 (PDT)
 +
Figured it out, just has BSP turned off.--[[User:Alphaignus|Alphaignus]] 20:40, 12 May 2008 (PDT)
 +
:I have the same problem.  How do you turn BSP on?
  
No matter what I try..I just cant get CS: S To run my maps..when I choose the map..and click run, Nothing happens.
+
I Also have the same problem but my BSP is on normal.
  
I don't use cs:s but are you sure your Maps are in the proper folders and are you sure that you didn't place them anywhere else?--[[User:MrTwoVideoCards|Gear]] 19:21, 29 Oct 2006 (PST)
+
I think all of our problems are that certain entities/brushes/translations wont load.  In the compile box these sorta things happen: Error! To use model "models/w_models/weapons/w_pistol_1911.mdl"
 +
      with prop_static, it must be compiled with $staticprop!
 +
Error! prop_static using model "models/props_junk/cardboard_box05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
 +
Error loading studio model "models/props_junk/cardboard_box05.mdl"!
 +
By the looks of it, certain models only work with certain entity types.
  
===Can't run rad or vvis, and ground doesn't block objects.===
+
===HEV suit required?===
Cant run vrad: it says"planes+fakeplanes=max planes" How i can run rad? --[[User:Oskutin|Oskutin]] (Question moved here.)
 
  
My ground doesnt block objects. I cant run vvis. It says there are too much portals... --[[User:Oskutin|Oskutin]] (Question moved here.)
+
I can't seem to find anything about this on the web anywhere. So here goes.
  
 +
Can you make a basic, playable mod without giving the player the HEV suit? By playable, I mean can you give the player health and multiple weapons, and the ability to switch between weapons?
  
===Detail Sprites Gone Screwy===
+
So far what I am seeing is that if I spawn the player without no suit, the player will be invincible and have no health HUD.  
While testing my map on a couple different computers, I noticed that sometimes the detailsprites get stretched and tilted down.
 
So far, this only happens on two computers, one is running an 8800GTX and the other (a laptop) a radeon mobility x1400.
 
You can see an image
 
here: http://i136.photobucket.com/al
 
bums/q192/MrHappy_photos/help.jpg
 
  
 +
Also, I can place multiple weapons in the game world, but they overwrite each other when the player picks them up.
  
--[[User:Mrhappy|Mrhappy]] 18:23, 12 Sep 2007 (PDT)
+
Would code changes be required to make a mod with no HEV suit, or is it configurable?--[[User:Clee|Clee]] 17:50, 27 Apr 2008 (PDT)
  
 +
:No, you are '''not''' invincible. You will most definitely die if you take enough damage. The weapons "cancel each other out" because it is impossible to switch between them without the suit selection system. Switching between them would require the use of the concommand "use weapon_[weaponnamegoeshere]". Also, without the use of skins, the player hands would look like they are wearing the suit gloves, which would cause some continuity problems. I'm not a coder, but you could probably figure out how to resolve all these problems by modifying some code somewhere. So to answer your question, yes, a basic, playable mod is definitely possible without the suit, but the mod in question won't be very interesting. --[[User:Darthkillyou|Darthkillyou]] 18:49, 3 May 2008 (PDT)
 +
::Use the suit, give the arms a different texture, and add in a new HUD if you'd like, thats the best possible way, but the suit is mostly always needed.--[[User:MrTwoVideoCards|Gear]] 19:29, 3 May 2008 (PDT)
  
I think the command is cl_detail_sway or something like that. Have it set at 0. --[[User:Frostbite|Frostbite]] 12:21, 15 Sep 2007 (PDT)
+
:You can make the player spawn with the suit and just replace the intro sound, however. --[[User:JeffMOD|JeffMOD]] 14:07, 28 February 2009 (UTC)
  
Tried that tonight, didn't work. Also tried changing the detailOrientation from 0 to 2. Here is the entry from my detail.vbsp:
+
:There is another problem if the player doesn't wear HEV suit. He can't drown. I don't know if this problem still exists in the Orange Box engine, but in HL2 it's not fixed.--[[User:Tapir|Tapir]] 15:46, 26 June 2009 (UTC)
 +
:Clear scripts\hudlayout.res. [[User:SiPlus|SiPlus]] 16:36, 11 May 2010 (UTC)
  
bsg_algea
+
===sawblade or harpoon type model===
{
+
I want to make a model like the sawblade, that when picked up it rotates to a specific direction, and if launched, it sticks into the wall. How would I do this?
"density" "450.0"
+
:Decompile sawblade and read QC. [[User:SiPlus|SiPlus]] 16:37, 11 May 2010 (UTC)
  
Group1
+
===All brushes are totally black===
{
 
"alpha" "1"
 
}
 
  
Group3
+
After compiling and running my map, all of the brushes are completely black.  The only things I can see are the two prop_physics and a prop_static, which is a lamp with a light source over it.  The light is illuminating the props, but nothing else.  This was not occurring until I fixed a previous problem I was having, which was that my props were being deleted--they were the wrong type of props for their respective models.  The first time I compiled and ran the map after fixing that issue, this new one occurred.  It does not appear to be the VertexLitGeneric issue detailed in a previous question on this page.  I can't find anything fishy in the compile log.
{
 
"alpha" "0.5"
 
}
 
  
Group4
+
Thanks for any help. [[User:Chrisremo|Chrisremo]] 11:27, 14 Mar 2008 (PDT)
{
+
:Very strange... no console errors either? Try removing the props and see what happens... --[[User:Darthkillyou|Darthkillyou]] 19:59, 10 Apr 2008 (PDT)
"alpha" "0.3"
 
Model1
 
{
 
"sprite" "144 288 128 128 512"
 
"spritesize" "0.5 0.0 38 38"
 
"spriterandomscale" "0.2"
 
"amount" "0.4"
 
"detailOrientation" "2"
 
}
 
  
}
+
===Map has serious compiling issues===
  
Group5
+
I have a big problem with compiling my map, which I really hope not to lose. It's a compiling error. One time I was compiling my map, and vrad crashed (twice, since I was compiling with HDR), so when it ran, the whole map was really messed up, as if there are closed areaportals everywhere (something with visleaves?). Every time I try recompiling the map after the crashes, it has the same results, and changes I've made to the map don't apply. When I delete the .bsp and try recompiling, it gives me an error saying that it can't find some file. There's already a solution to this problem on the Wiki which I have tried, but still hasn't fixed anything.
{
 
"alpha" "0.0"
 
Model1
 
{
 
"sprite_shape" "tri"
 
"sprite" "144 144 128 128 512" 
 
"spritesize" "0.5 0.0 40 60"
 
"spriterandomscale" "0.2"
 
"amount" "0.6"
 
"detailOrientation" "0"
 
"shape_angle" "25" //degrees of tip/flare
 
"shape_size" "0.025"
 
"sway" "0.4"
 
 
}
 
Model2
 
{
 
"sprite_shape" "tri"
 
"sprite" "280 140 128 128 512"
 
"spritesize" "0.5 0.0 50 60"
 
"spriterandomscale" "0.2"
 
"amount" "0.2"
 
"detailOrientation" ""
 
"shape_angle" "10" //degrees of tip/flare
 
"shape_size" "0.025"
 
"sway" "0.6"
 
 
 
}
 
Model3
 
{
 
"sprite_shape" "tri"
 
"sprite" "290 280 128 128 512"
 
"spritesize" "0.5 0.0 90 90"
 
"spriterandomscale" "0.2"
 
"amount" "0.3"
 
"detailOrientation" "2"
 
"shape_angle" "25" //degrees of tip/flare
 
"shape_size" "0.025"
 
"sway" "0.6"
 
 
}
 
  
}
+
Many thanks to those who try to help me with this problem, as this is quite urgent.
}
 
  
Also, they only convert to that position when you walk over them it seems. --[[User:Mrhappy|Mrhappy]] 23:20, 14 Oct 2007 (PDT)
+
Edit: I've tried everything I could think of to fix this problem, with no results. I've tried:
 +
*Reinstalling Source SDK
 +
*Refreshing SDK content
 +
*Reset Game Configurations
 +
*Checked for leaks (have none)
  
===Hammer loads map in bad server===
+
[[User:Scruffy321|Scruffy321]] 00:24, 14 Mar 2008 (PDT)
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? --[[User:Froth|Froth]] 20:32, 25 Jul 2007 (PDT)
+
:Alrighty, paste your compile log here!, I'm pretty sure I know what the problem is already, but I just want to be sure.--[[User:MrTwoVideoCards|Gear]] 17:43, 31 Mar 2008 (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.
+
Yeah im getting this same issue, except i put the "Run Vis" and "Run RaD" on FAST, when i did that an error box came up saying:
 +
vpsp.exe - Application Error
 +
"The instrucion at "0x09abe5a5" referenced memory at "0x000000008". The memory could not be "read".
 +
This is quite an inconvenience as i would not want to start my map all over again, i have copied and pasted the map into a new vmf. however the same error comes up.
 +
Scruffy what do you think the problem is?
  
Thats just mainly a work around yet i don't know if any others exist.--[[User:MrTwoVideoCards|Gear]] 20:37, 25 Jul 2007 (PDT)
+
=== Model scaling? ===
: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? --[[User:Froth|Froth]] 21:51, 25 Jul 2007 (PDT)
 
  
 +
Hey, I'm currently working on a map for CS source. I would prefer to use a model over a brush for a large fan, but the only fan available is the small, 6-blade vent fan. I would be more than happy to use it if it were bigger.
 +
My question is, is it possible to scale it? Is it easy (Can I do it without a big software package like XSI)? and, furthermore, would it be illegal considering it's not moving in-between game packages (it will stay in CS:S)?
 +
I used the big, 8-blade portal fan for a bit, but for a few reasons, it's not quite what I'd like..
 +
Thanks, [[User:Eaglebird|Eaglebird]] 13:17, 6 Feb 2008 (PST)
  
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.--[[User:MrTwoVideoCards|Gear]] 12:33, 26 Jul 2007 (PDT)
+
Also on that note, would anyone know why phys_motor and func_rotate create a somewhat spastic rotation in CS:S? It seems to be rotating, but it also jerks at a pretty definite interval. [[User:Eaglebird|Eaglebird]] 13:30, 6 Feb 2008 (PST)
  
===Can't load bsppack.dll===
+
=== Error in sdk_faceposer.vmf map ===
Sometimes after I build cube maps in a map I get this error in the console. It means that although the cubemaps have been built and are in-memory they aren't written to the BSP, and that my mouse won't work until I restart the game! I get the error often, but not all the time. --[[user:TomEdwards|TomEdwards]] 11:20, 25 Jul 2007 (PDT)
 
:Sometimes the game just crashes too. --[[user:TomEdwards|TomEdwards]] 11:40, 25 Jul 2007 (PDT)
 
  
 +
When I test run the map, there are no scripts or speech for any of the NPCs.
 +
For example, when I move to a place on the map where a script starts, I receive a 'Scene 'scenes\ChoreoExamples\sdk_barney1.vcd' missing!' or another vcd. I know I put in the missing files in the correct folder as directed. Yet the program does not acknowledge this.
 +
:Don't you just love how valve has to make us figure out how to get their examples working? We'll just have to wait for them to get it working and include the correct file.
  
Thats quite odd perhaps are there any cubemaps that are within a special volume? Mainly I have noticed this error when a cubemap is placed within a env_fire entity or a trigger_transition which causes the cubemap to become unreadable. An odd error to at that.--[[User:MrTwoVideoCards|Gear]] 11:58, 25 Jul 2007 (PDT)
+
=== WARNING: msg overflowed for player ===
 +
I am completely baffled as to why this message appears in my game console. I have come to a few assumptions but I'm not entirely positive whats happening. From what I've tried, it seems that having too many func_door's in your level makes this message appear. I have 24 of them spread across a 3 round map. It would be fine if it were just one warning, its not, it floods my console and eventually kicks me out of the level with the error message of "Disconnect: ERROR! Reliable snaphsot overflow..".(<- copied directly from my console) One might suggest removing doors but as far as my level design goes, I'm hard pressed to do so because of how I want players to flow through the level. I'm not sure if its having too many doors or not but a more detailed explanation as to why this happens will help me and others in the future ever receive it again. Thanks.
  
 +
Update: I made the warning message disappear by removing some Prop_dynamics as well. This doesn't always work however, thats the source of my confusion. It seems to be a combination of things that cause this error to occur.
  
 +
:Can you post a log of what message is 'overflowing'? Along with that, could you post a compile log? [[User:Eaglebird|Eaglebird]] 19:35, 9 Feb 2008 (PST)
  
===Host_EndGame: Map coordinate extents are too large!!===
+
===Can't run rad or vvis, and ground doesn't block objects.===
I'm starting off trying to learn to map with Source. I compiled my test map in Hammer, then tried to run it and got this error message. A quick search told me that this meant I had an entity outside the hammer grid, and to use the hammer error check (alt-P) and fix any problems shown. The only error it gave me was a missing player start, so I created one saved again, and tried to play, and got the same error. My map is small, in the dead center of the grid, and the error check isn't reporting any problems at all.... What is wrong? [[User:Jetsetlemmingq|Jetsetlemmingq]] 17:06, 15 Jul 2007 (PDT)
+
Cant run vrad: it says"planes+fakeplanes=max planes" How i can run rad? --[[User:Oskutin|Oskutin]] (Question moved here.)
 
 
:Well, I've had that problem once before also, except the problem showed up in the "check for problems" box. It seemed that there was an invisible, useless and undeletable brush in the middle of the map that had an error. Try checking for problems again. If that doesn't work, the simplest solution would be to load the last working autosave file. --[[User:Darthkillyou|Darthkillyou]] 10:50, 28 Jul 2007 (PDT)
 
 
 
Hmm dky is right however one of the main reasons that cause this is a super huge brush either that nor the map may be way too large.--[[User:MrTwoVideoCards|Gear]] 16:46, 28 Jul 2007 (PDT)
 
 
 
Oh, right... I remember that I fixed the problem simply by restarting Hammer. It, for my "Information, Hammer didn't load 1 solid(s) due to errors in the file." --[[User:Darthkillyou|Darthkillyou]] 07:04, 14 Aug 2007 (PDT)
 
 
 
 
 
===Response Contexts===
 
It's my understanding that specific response contexts do not need to be pre-defined per NPC unless you want more specific control, and that without any work the set of HL2 response contexts will be fired in response to AI requests simply when your play and certain events occur.  A friend of mine is having a problem where the contexts never fire, even when the player +USE's an NPC.  The original question/thread on interlopers is here: http://www.interlopers.net/forum/viewtopic.php?t=17778  I have noticed this at times in my own maps, however the problem seems to come and go.  I haven't found much information on specifically using the system except in the pages here, however, as another user stated, that is more of an information dump than anything useful for trouble shooting or tutorial wise.  Thanks for your time. [[User:Mrhappy|Mrhappy]] 16:13, 30 Jun 2007 (PDT)
 
 
 
 
 
Odd yet it might not be able to find the choro files. You might want to try adding in a speech filter entity that will allow you to control when and how much the npc will talk or idle respond. Sometimes NPCs tend ot have "locked" behavior. Mainly due to when they are used by scripted sequences.--[[User:MrTwoVideoCards|Gear]] 05:48, 15 Aug 2007 (PDT)
 
 
 
===entity help needed===
 
in hammer i want to make a end to my level to do that 6 things has to be uses before it ends but how do i do that? if i use one thing  the level ends right away without pushing the other 5 buttons! what entity do i have to use, and how to install it?
 
--[[User:Killermans|Killermans]] 04:40, 24 Jun 2007 (PDT)
 
::Make a math_counter entity.  Set it's "Maximum Legal Value" keyvalue to 6.  On each of the event's use an output that targets the math_counter with the "Add" input and a parameter override of 1.  Set an output on the math_counter with "My Output Named" set to "OnHitMax" that targets and triggers your level change. [[User:Mrhappy|Mrhappy]] 16:07, 30 Jun 2007 (PDT)
 
 
 
 
 
 
 
===Vrad has an error===
 
Everytime I compile a medium sized map in Hammer (to run it, not as a final compile), an error appears saying that Vrad "had a problem" and had to disabled.  The map runs, but then there is no HDR ligting.
 
[[User:Ace14790|ace14790]] 14:33, 5 Jun 2007 (PDT)
 
 
 
Currently some people have been experiencing this crash as well. VRAD randomly closes out and causes the HDR compile part of the process to stop. The odd thing is even after windows reports the error the compile process still keeps going sometimes yet even though does not compile correctly. There really is no fix for this at all until the next engine update. For now just simply re-compile your map and hope it doesn't crash again. However certain things do cause this crash to happen and that is mainly compiling havng Vrad set to fast.--[[User:MrTwoVideoCards|Gear]] 13:23, 8 Jul 2007 (PDT)
 
 
 
===Problem with HDR lighting in custom maps===
 
 
 
I cannot use HDR lighting when running custom maps made in Hammer. I have to uncheck HDR when running a map or there are problems with lighting on the map. When I start a map with HDR enabled I receive the following message:
 
"custom hdr cubemap "materials/environment maps/borealis_003.hdr.vtf": can't be found on disk.This really should have an HDR version but I will tryfalling back to the non-hdr one.
 
Signon traffic "CLIENT":  incoming 32.417 Kb, outgoing 715 bytes"
 
 
 
What can I do to resolve this issue with HDR lighting?
 
 
 
[[User:Tom11235|Tom11235]] 16:01, 27 May 2007 (PDT)
 
::That warning appears when you compile HDR lightmaps for a map that doesn't use a proper [[HDR_Skybox_Creation|HDR skybox]]. HDR is not an option you can simply set in the video panel. Read the article above for further explanation. --[[User:Germano Guerrini|uoz]] 12:29, 8 Jun 2007 (PDT)
 
 
 
Yeah uoz is right, however the skybox material won't really cause any problems if still used. Mainly the compile process just reports that because the selected sky base material does not have any HDR parameters, So don't worry about it as long as you build cubemaps you will be fine.--[[User:MrTwoVideoCards|Gear]] 13:52, 8 Jul 2007 (PDT)
 
 
 
===Compile error: "Error trying to allocate X bytes."===
 
I'm in the process of creating a map but I run into an error when compiling it. "Error trying to allocate 18840 bytes." comes up during the BuildVisLeafs process, after the "3" to be exact. When I run the map, there are no lightmaps, despite the fact that the BuildFacelights portion went without a hitch. Save for a number of "WARNING: Too many light styles on *Coordinates*." I'm not sure if this has anything to do with the previous error, as I've been getting those warnings since before I encountered the "Error trying to allocate 18840 bytes." Still, help would be appreciated, for both errors. I'm not sure if it's worth mentioning that if I choose not to have neither VIS or RAD when I compile, the filesize is nearly half that of when I compile with RAD and VIS, yet I get, apparently, the same results. I compile it using a fast VIS calculation and a normal RAD. I doubt it's a problem with my memory, as I've got 1532 MB's. Again, help would be appreciated.
 
 
 
[[User:Squadila|Squadila]] 18:40, 15 May 2007 (PDT)
 
 
 
Seems to be using up too much memory. Even a gig and a half won't work if you have too many lights on one face. The errors are probably related, so I would cut down on the number of named lights.
 
 
 
 
 
Named Lights has nothing to do with it its just simply lights on directed on towards one single face or other words brush. Names really don't cause errors although you shouldn't have to name all of your lights just the ones that require naming for the use of reference to other entity's or even simple outputs and inputs, triggers, etc,. Even if its two lights casted upon one face that can still cause an error namely also if the lights have adjusted appearances like strobe or flicker or even pulse. Try cutting down on that especially if they are [[light_dynamic]].--[[User:MrTwoVideoCards|Gear]] 17:06, 23 May 2007 (PDT)
 
 
 
 
 
===Error: "The command failed. Windows reported the error: "the system cannot find the file specified" while compiling.===
 
 
 
When i want to compile the map, Hammer gives me an error. the error is:
 
"The command failed. Windows reported the error: "the system cannot find the file specified".
 
 
 
i don't know why it is, i checked if the file is there, i tried to disable the VIS and RAD compiling but it gives me the error all the time.
 
Also did i tried to refresh SDK Content and Reset the Game Configs, but it didn't work
 
someone knows what the problem can be?
 
 
 
anyone????
 
 
 
I have the same problem, as i seee no one has an answer but some help would be nice:)
 
 
 
i had the same problem but it was an error in my map u probably saved under another name and got that error. how dit i fixed it? easy i used the last compiled file of my level and decompiled it whit vmex.
 
and the level was ready to edit. this is maybe your problem.
 
--[[User:Killermans|Killermans]] 04:51, 24 Jun 2007 (PDT)
 
 
 
This error is mainly caused when the compile program can not locate the BSP file which is truly strange. I have gathered some information about it in the sdk faqs and this is what has turned up:
 
 
 
This error appears when the map compile has failed due to an error, or the current game configuration is not set up correctly.
 
 
 
Check the error log in the Hammer Process Window to make sure there are no other errors that may have caused the compile to fail. If a compile fails, no .BSP file for the map is written, and the game will not launch correctly.
 
 
 
If there are no other compile errors, you can try to reset the Source SDK game configuration
 
 
 
I know not really to helpful but thats about it so hopefully this will help you out and good luck!--[[User:MrTwoVideoCards|Gear]] 13:40, 8 Jul 2007 (PDT)
 
 
 
===Light errors===
 
Ok, so ive made a small map and added lights to it, but each time the freeze time runs out the lights die and i can only see a red glow on myself but not on any objects. If this doesnt happen its normally when i leave the spawning room that the lights die. Do i need a skybox for the lights to work? (i don't know, im new to SDK) Any help would be appreciated
 
[[User:sabre05]]
 
 
 
===Skybox===
 
ok so when i make a sky box and texture it the Maps textured become transparent and show only the textures on the box.... HALP MEH
 
 
 
Maybe a little more specific.--[[User:MrTwoVideoCards|Gear]] 05:51, 15 Aug 2007 (PDT)
 
 
 
Wait... What??? From what I can read, you tried to make a skybox, and then you textured it, and then something became transparent, and then you could only see the skybox??? --[[User:Darthkillyou|Darthkillyou]] 14:41, 16 Dec 2007 (PST)
 
 
 
===3d Skybox probs in Portal===
 
Ok - for starters, sorry if this is in the wrong place, as I'm new to this forum.
 
 
 
My 3d Skybox looks fantastic in my level, so long as you don't look at it through a portal. If you do, the skybox contents take precedence over the map's main contents and it looks really odd. 
 
Here are a couple examples:
 
This first image is taken of the portal (I'm looking through the portal):
 
[http://i9.tinypic.com/8fb234j.jpg Strange 1a]
 
 
 
This image is of the same location, but I stepped through the portal so you aren't looking through the portal:
 
[http://i19.tinypic.com/6sur68k.jpg Strange 1b]
 
 
 
The below series of images shows me getting slowly closer to a portal, then stepping through:
 
 
 
[http://i3.tinypic.com/85cqcqp.jpg Strange 2a]
 
[http://i9.tinypic.com/6jkid6q.jpg Strange 2b]
 
[http://i3.tinypic.com/6pstlyt.jpg Strange 2c]
 
[http://i4.tinypic.com/6pyu3q8.jpg Strange 2d]
 
 
 
I'm not sure if this is something I did wrong or if it's a problem with the game engine.  Any help would be greatly appreciated!!
 
---[[User:RigorMortis|RigorMortis]] 16:57, 1 Jan 2008 (PST)
 
 
 
===Level Transition Freeze-Up===
 
 
 
I've built two levels and set up my level transitions from what I gather, properly.  The landmark entities both have cooresponding names, and are in the same place, and the trigger is set up right and seems to activate the transition fine.  However, once it starts the load, it never finishes and the game hangs up.  Any ideas?  [[User:ElecHeadMatt|ElecHeadMatt]] 15:18, 28 Jul 2007 (PDT)
 
 
 
Could be perhaps a problem with the map thats trying to be loaded. Consult that map first and see if it freezes on normal loading of that single map.--[[User:MrTwoVideoCards|Gear]] 16:45, 28 Jul 2007 (PDT)
 
 
 
No dice, both levels load just fine, and don't seem to have any bugs or errors when loading.  [[User:ElecHeadMatt|ElecHeadMatt]] 10:11, 29 Jul 2007 (PDT)
 
 
 
Funny thing is that happened to me yesterday. A level change occurred and well the game took a really long time to load. Sat there for ten minutes. Apparently the cause is when you place your mod or edit it over an existing version of your mod. Try to restart steam. That fixed it for me.--[[User:MrTwoVideoCards|Gear]] 14:59, 29 Jul 2007 (PDT)
 
 
 
- I had a similar problem not long ago.  You said "trigger," as in just one.  Do both of your maps have a trigger_changemap set to get to the other one?  If not, this is your problem.  You can see what error the game gave you by going to the command console (~) and looking at the last error reported before the engine dumped you out, and that should give you a pretty big hint on what the real problem is (that is, if this doesn't fix it).
 
 
 
===Hammer Closes Without Warning===
 
 
 
I'm trying to make a map with several different planets. Every time I make a spherical brush and try to make it hollow hammer closes without warning. This dosent do this with any other brush and I've attempted to make the brush different sizes. I've even completely uninstalled and reinstalled Hammer but it does the same thing only faster.
 
 
 
Help would be greatly appreciated,
 
[[User:Justible|Justible]] 11:44, 6 Sep 2007 (PDT)
 
 
 
 
 
Considering it is a planet it might be taking up way to much memory, therefore causing windows to close Hammer. Try avoiding this for right now.--[[User:MrTwoVideoCards|Gear]] 21:51, 6 Sep 2007 (PDT)
 
 
 
 
 
===Dynamic light spreads through opaque objects===
 
I guess this is source engine issue. But fixing of it is important for my mod, because I use a dynamically allocated fire with light (by flame thrower). It looks ugly, when light spreads through the walls, especially in dark places, but if I remove the light at all, it looks even worse (fire without light).
 
--[[User:M0RTARI0N|M0RTARI0N]] 03:23, 19 Sep 2007 (PDT)
 
 
 
 
 
 
 
===Is it possible to have ragdolls clip against movable brush entities?===
 
 
 
Hi there - I want, if it's possible, to have rocket-silo-style flat doors that open in my level. However, while living NPCs can happily stand on these, ragdolls just fall straight through. I read somewhere that ragdolls can't clip on brush entities, but I've also seen ragdolls working just fine in lifts etc. in the offical Half Life levels.
 
 
 
Help would be much appreciated!
 
 
 
[[User:Undermind-Mike|Undermind-Mike]] 19:12, 25 Oct 2007 (PDT)
 
 
 
 
 
Did you think that maybe it affects only doors? And what game is the map for?
 
  
--[[User:Esa94|Esa94]] 05:30, 11 Nov 2007 (PST)
+
My ground doesn't block objects. I cant run vvis. It says there are too much portals... --[[User:Oskutin|Oskutin]] (Question moved here.)
  
 +
:Could you post a compile log of vbsp.exe? [[User:Eaglebird|Eaglebird]] 19:41, 9 Feb 2008 (PST)
  
 +
::Old question, I'm guessing this should be removed. --[[User:Tgp1994|Tgp1994]] 17:30, 4 August 2009 (UTC)
  
 
===Opening Model Browser crashes Hammer instantly===
 
===Opening Model Browser crashes Hammer instantly===
Line 511: Line 283:
 
--[[User:toxic118|Toxic118]] 13:38 Cst. 27 Dec. 2007
 
--[[User:toxic118|Toxic118]] 13:38 Cst. 27 Dec. 2007
  
=== No 'func_ ' entities!!! ===
+
Strange, I'm only having the issue with Half-Life 2, everything else works fine including ep2 engine. I don't even receive an error though. Hammer just closes by itself. {{unsigned|Epyonxl}}
  
I am having some trouble with the SourceSDK. After installing, I was attempting to create a map using the Hammers editor, but all of the 'func_' entities are missing.  As a matter of fact I only have 3 'func_' entities.  I was trying to locate the func_respawnroom, but the only func entities I have are 'func_fish_pool', 'func_ladderendpoint' and 'func_useableladder'.
+
Um... Now, it seems that all game configurations (HL2 being the stubborn one and not included) now work with the model browser. Arrght! Updates aren't changing anything! (I know, this isn't helping to solve the problem.) --[[User:Darthkillyou|Darthkillyou]] 18:43, 17 Feb 2008 (PST)
  
Does anyone have any idea why I do not have all the appropriate entities?  Or why this might be happening?  Thank you. --[[User:PhantomDevlpr|PhantomDevlpr]] 07:13, 17 Nov 2007 (PST)
+
I had this problem when I put invlaid models in the models directory. try putting all models you put in the directory in a new folder. Or you could do what I did and removed those models. this also counts for any of your mods and their subdirectoriees
  
Most "func" entities are brush entities. Create a normal brush, select it and press CTRL-T. Then choose the appropriate "func" entity from the drop-down box. --[[User:Darthkillyou|Darthkillyou]] 14:24, 17 Nov 2007 (PST)
+
===Referenced Memory / Overflowed CClientRenderablelist===
  
=== brushes are correct but don't light up ===
+
So, I have rebuilt my map due to a T-Junction issue that did not seem to want to die and have everything nice and clean. It compiles and everything. =) The issue is that once I start the map up, and then start to move the character around it crashes. I get the Error:
  
i made the brushes in my mod correctly but when i play the map the lightmap only lights up models and not the brushes but the flashlight does light it up. how can i fix it? if anyone can help then i would be able to finish the mod but if i can't get the lightmap to work then the entire mod will be areas with no light but the flashlight.(btw this is the very first mod i've ever made and also the first map) (new to hammer editor and have no idea of how to record my voice for the mod)--[[User:saleskital|Saleskital]]
+
Team Fortress2: hl2.exe - Application Error
 +
The instruction at "0x00010101" referneced memory at "0x08fa170f:". The memory could not be "written".  
  
===Working with Google SketchUp?===
+
Also, just with the character sitting there I will get the Error: "Warning: overflowed CClientRenderablesList group 7" which I have had no luck finding any information on.  
Is there any way to integrate the Valve SDK level designer (I think it's called Hammer?) and Google SketchUp?  I've already designed a building in SketchUp and I'd like to bring it into the Valve SDK and put it into a skybox, sitting on the ground. Is this possible?  Does any other 3D modeling software work with the Valve SDK?  I can export SketchUp into an AutoCad format, would that help? [[User:Banaticus|Banaticus -- BAH]] 01:44, 9 Jan 2008 (PST)
 
  
== Face Poser System ==
+
I have been lucky enough to get to the door in my spawn room a few times and when it opens, a large amount of the brushes are missing from my map. I already looked into leaks and such, but have been unsuccessful in finding any. I compiled it with no VIS or RAD as well as with VIS and RAD enabled and compiled normally. The one trick I figured out is that if I walk out of the spawn room backwards, it renders everything. Once I turn around, I can see the level but every so often if I move my camera it will once again blink out most of my brushes and then crash again. One other strange thing I noticed was that when I did compile it with the VIS and RAD enabled, the textures on the brushes would change color was I moved my camera. Not sure if that has anything to do with this.
  
===Making NPCs completely still during a scene===
+
Anywho, any help would be greatly appreciated. I have been looking all over for a few days now and have only found a headache. Thanks for anything you guys are able to offer for assistance. [[User:Titanoverlor|Titanoverlor]] 17:14, 27 Sep 2008 (PDT)
Whenever I have tried to implement a scene, NPCs seem to display a lot of "idle" behavior that I would expect to be cancelled out. They will glance around at nearby things and often will turn to the player even when their flags mark them to ignore him. What I basically want to know is, how can I make the player COMPLETELY non-noticed by the NPCs? (for a scene in which he's not supposed to be there) --[[User:Katana314|Katana314]] 20:29, 30 Dec 2007 (PST)
 
  
===Face Poser and Model Viewer crash on launch in widescreen resolutions===
+
===Attaching a constraint from func_door to prop_physics===
Having tried to load Faceposer several times it will crash having opened and laid out all the panels, the model viewer just crashes on load. I tested this on a none widescreen monitor (or using 1024 by 768) and the faceposer application opens. A small bug i know but did not see a road map for fixing this (or it registered as a bug) i have reinstalled and looked at [http://forums.steampowered.com/forums/showthread.php?t=562221&highlight=faceposer this thread] but no joy. My default resolution is 1280 by 720 and fails every time.
 
--[[User:Packetburner|Packetburner]] 10:20, 7 Sep 2007 (PDT)
 
  
===Performance warning: Mark bone===
+
Right, I have some problems adding a invisible rope constraint from a func_door to a prop_physics. I couldn't find any tutorials about how to do that but yet I know its possible
  
I've been banging my head trying to fox this console error problem for ages now. All the answers i have found says to use $bonemerge to fix it. But this only fixed my problems for the firstperson stuff. The thirdperson errors are still there. The developer console is totally spammed with this error.[[User:Drakir|Drakir]] 15:29, 22 Apr 2007 (PDT)
+
[[User:Christoffer395|Christoffer395]] 18:54, 16 Jan 2009
  
Mainly this tends to happen a lot when certain things are used on incorrect attachments on an npc. Mainly theres truely not a fix to it unless you really re-edit the code for the npc or even player attachments toward the bone points. Mainly its not a serious error but just that the engine has no existing attachment points where the weapon currently is attached towards. In other words in an arm there is about 3 points. Shoulder, Hand, and Wrist therefore if the weapon or model is just pasted toward another area not reconized or where no attachment point exist then the error is casued. Mainly you might need to rework some attachments on the model that is currently being used.--[[User:MrTwoVideoCards|Gear]] 13:30, 8 Jul 2007 (PDT)
+
===Launcher DLL Error===
  
===Musically Controlled Facial Animation?===
+
:I finally finished making my first level when I try to run it at the very end a error comes up saying <Failed to load the Launcher DLL: the specified module could not be found>. I don't know what this means and I realy hope I don't have to redo the level. Also when I try to run a level I know that works the same error comes up.
I need to develop an application that displays a 3D facial model whose expression is controlled by and reflects the "feel" of music currently playing. Is it possible to do this using FacePoser?  Basicaly, is it possible to change/trigger facial expressions through the use of sound or music?
 
Thanks,
 
Lobrien9[[User:Lobrien9|Lobrien9]] 11:18, 17 Sep 2007 (PDT)
 
  
== XSI, studiomdl and Modeling ==
+
[[User:Glitcher007|Glitcher007]] 7:59, 17 Feb 2009
  
===Error: Missing frame start<61> - Any solutions??===
+
==="PortalFlow's===
  
I'm trying to compile a custom character model in Half-Life 2 and I keep getting this error message:  
+
Whenever I try to compile my map, it works perfectly fine with no errors until it gets to the "BasePortalVis" part (actually the part after with the PortalFlow, whatever that is).  The map is taking a rediculously long time to compile, and it's not even that big of a map.  It takes about 45 minutes to compile a map that's about half the size of gm_construct, and it's not even that detailed.  I compiled it once and that's how long it took... every other time i've tried I've gotten impatient and had to end the program; which ends up makin my computer "esplode".  I don't know what's wrong but i might have an idea.  I couldn't get my 3D skybox to work, so i just resized it back to normal size (from 1/16 back to 1/1) and put it around the edge of my map.  There are no leaks, and i got rid of the skycamera entity.  I'm not sure if that has anythign to do with it, but it was compiling fine before and now it isn't.  That probably doesn't have anything to do with it, but hey i don't know what a "PortalFlow" is anyways...
 +
Help! =(
 +
[[User:Baconwrangler|Baconwrangler]] 17:49, 8 April 2009 (UTC)
 +
===Metropolice Don't type on the monitor keyboard===
  
ERROR: Missing frame start<61> : 0.000000  0.000000 0.000000 1.570796 (etc .)
+
Well,I made two prop_static entities,one was a combine monitor,another the interface/keyboard.I made a metropolice facing it,and when I ran my map,the metropolice was not typing on it.I figured out i have to make it programmed,however I searched this whole website,but did not find help.Can anybody tell me how to make npc's do something?
  
Screenshot:
+
== Face Poser System ==
http://i168.photobucket.com/albums/u179/Noesis_Interactive/Screenshot_1_edit.jpg
 
  
 +
===Their Lips are Sealed===
 +
I have done everthing correctly i loaded a model "Male_07" and loaded sound and it says extraction sucess full i clicked commit extraction, played my sound.........it played, but mr 7's mouth didn't move. i tried with g-man, barney and kliener. nothing HELP!
  
The confusing part is that there shouldn't even be a frame 61 because the timeline was only 40 frames long. I've looked around for a solution but have not yet been able to find one. Any ideas, suggestions, or fixes would be GREATLY appreciated!!! Thanks.
+
===Making NPCs completely still during a scene===
--[[User benmears]]
+
Whenever I have tried to implement a scene, NPCs seem to display a lot of "idle" behavior that I would expect to be cancelled out. They will glance around at nearby things and often will turn to the player even when their flags mark them to ignore him. What I basically want to know is, how can I make the player COMPLETELY non-noticed by the NPCs? (for a scene in which he's not supposed to be there) --[[User:Katana314|Katana314]] 20:29, 30 Dec 2007 (PST)
:You could simply edit Skeleton_idle.smd and remove the offending frames or whatever....it's a text file&mdash;'''[[User:Ts2do|ts2do]]''' 20:48, 4 Oct 2007 (PDT)
 
::It's been established elsewhere that 61 is an error code, not frame number. --[[user:TomEdwards|TomEdwards]] 08:45, 25 Nov 2007 (PST)
 
:::'''Fixed!''' XSI 6 starts animations at frame -2, which is causing this issue. You can fix it by editing box to the left of the animation timeline to read 0. :-) --[[user:TomEdwards|TomEdwards]] 11:34, 25 Nov 2007 (PST)
 
  
I'm getting exactly the same error with a completely different model:
+
===Face Poser crashes on startup===
 +
Earlier today, I was having trouble getting my custom .wav files to play correctly in the choreography timeline. I quickly found out that they were simply in the incorrect directory. I fixed the problem, and went into Garry's Mod to see if my creations had worked. They worked just fine, so I took a break from the project and left for a while. A few hours later, I came back, fired up Source SDK and entered Face Poser, but it immediately crashed, which baffled me because the program had been working only a few short hours earlier, and nothing had changed since I'd last used it. I googled the problem, but all of the solutions I found (there weren't many) did nothing to solve the problem. The only thing that gave me different results was going into steam/steamapps/<username>/SourceSDK/bin/ep1/bin/hlfaceposer.exe and running it while Source SDK was not open. The difference was that instead of crashing right off the bat, a "FATAL ERROR" window popped up with the message "Unexpected token ignorePhonemes," and then it would crash. I searched that particular phrase on google, and absolutely nothing came up. I tried a few other phrases, but nothing matched my problem, or even was related; none of the links that returned were related to Source SDK, or to Valve or Steam or even to video games, for that matter.
 +
--[[User:ChevyJackson|ChevyJackson]] 15:17, 17 April 2008
  
http://steamreview.org/external/vdc/missingframestart61.png
+
===Cannot lipsync in Face poser===
 +
I just learned about lipsyncing in Face poser, so I thought I would try it on some simple sound files.  Face poser was able to play the sound, but when I clicked re-extract and typed in the words, I got the message "Last Extraction Result: an error occured during extaraction."  The thing is, I did not see any problem.  Face poser lined up the words perfectly with the sound file.  It just would not let me proceed from there. I run Windows Vista Home Premium 64-bit edition if that might affect it.
  
The QC is simply:
+
--[[User:Gamer_Z.|Gamer_Z.]] 22:03, 12 February 2009 (EST)
  
$modelname Police_animations.mdl
+
Unfortunatly Vista can't facepose since it has a speech sdk built into it which is too advanced for Source SDK. You can however edit the phonemes manually
 
$includemodel "player\male_anims.mdl"
 
$cd "C:\Program Files\Steam\steamapps\SourceMods\testmod\modelsrc\Police_XSI"
 
 
$sequence hipswave "handships.smd" frame 0 80 fps 30
 
  
It's to do with the custom SMD, as there are no errors if I compile with that line commented out. And since the numbers are all exactly the same as benmear's, I'd say it was something specific to ValveBiped. --[[user:TomEdwards|TomEdwards]] 08:37, 25 Nov 2007 (PST)
+
--[[User:SharpDagger|SharpDagger]] 16:39, 2 June 2009 (UTC)
  
'''Fixed!''' XSI 6 starts animations at frame -2, which is causing this issue. You can fix it by editing box to the left of the animation timeline to read 0. :-) --[[user:TomEdwards|TomEdwards]] 11:34, 25 Nov 2007 (PST)
+
== XSI, studiomdl and Modeling ==
 +
===MDL File Format===
 +
Hey, does anyone know if the MDL file format has been published by valve or otherwise made available to the community? I'm looking to write a program that can dynamically generate simple shape models from a set of dimensions. I think the easiest way to do it is just to assemble an mdl file from scratch, which is why I need the file format. If anyone has a better idea on how to generate a model file, I'd love to hear it.
 +
--[[User:JeremyA|JeremyA]] 22:36, 3 July 2009 (UTC)
  
== C++ And Scripting ==
+
===Source -> blender units ratio?===
 +
So,I just wanted to ask, how much source units make one unit in blender? I need this knowledge to start modeling in Blender, as this is not told in anywhere. I also would want to know, how to export the textures from blender with the plugin, should I UV map them and make the texturing mode get the UV's? I'll make it more clear if asked.
 +
--[[User:Esa94|Esa94]] 05:21, 28 Jan 2008 (PST)
  
===CThread Usage===
 
  
I am working on a University project using a motion controller as a means to control a prototype game using the Source engine... please see this question as an act of my desperation!
 
  
I am looking for a way to continuously grab some data for use in my mod from a socket (the motion controller data is already being sent via a socket).  I thought that running my own thread would be a way to acheive this... I have created my own class CThreadTest which extends CThread (in threadtools.h).
 
  
  
Here is my code:
 
  
[http://pastebin.com/f7280e284 threadtest.cpp]
 
  
[http://pastebin.com/f523a5b1c threadtest.h]
 
  
The call is on line 21 - within C_BasePlayer::Spawn() - here: [http://pastebin.com/f670090ad c_baseplayer.cpp]
 
  
 +
===Error compiling a modded smds===
 +
I have modded a smd to be a "mudkip". However, I am unable to compile on my computer. Can anyone help? I have uploaded the files here: https://www.yousendit.com/download/TTdGanZ0bThqY28wTVE9PQ if anyone needs to look at them. Please help, as this is an urgent project. Thanks.
  
My thread starts, runs and within the overridden Run() function enters a while loop which completes a simple 'test' (printing out to the console every second for X times) and finishes. My thread class is a singleton and I am starting the thread in the CBasePlayer::Spawn() function. However, when I load a map, my thread starts but the game world does not load until the thread has completed, suggesting to me that the thread is not running in parallel / concurrently with the game code.
 
  
Any help or advice would be greatly appreciated as I haven't had much luck searching the web, forums or asking experienced (HL2) coders.  Perhaps another method to acheive my aim is a possibility?  Please bare in mind I'm a fairly novice programmer =)
 
  
Kind regards,
 
  
[[User:Obli|Obli]] 09:42, 3 Dec 2007 (PST)
 
  
---
 
  
EDIT: My thread was running all along (!).  I was incorrect to instantiate and run my thread in C_BasePlayer::Spawn().
 
  
As a test to determine if my thread was working I created it 10 seconds in to the game using:
 
  
  if(gpGlobals->curtime > 10.0)
 
  {
 
      CThreadTest::GetInstance();
 
  }
 
  
...and it runs fine!
 
  
If any official word regarding the use of CThread surfaces, I would still be interested to hear =)
 
Now, on to using sockets...!
 
  
--[[User:Obli|Obli]] 15:50, 6 Dec 2007 (PST)
 
  
===Weapon editing===
+
===Help please on 'Cutting constaints'===
Is there any way that I can increase the explosive radius of grenades in a hl2:deathmatch custom map?
+
Hey- Ive been trying to import models into XSI modtool6, like VMF brushes, and 3DS MAX scene files. I followed some tutorials from the Valve dev wiki, and it says when you inport them into XSI, for them to be exportable i need to cut constraints. Because in the explorer it shows it still having the VMF or 3DS MAX scene roots inside the xsi scene root, so it means i have 1 scene root inside another, so i need to delete the 3ds or vmf roots so i only have the XSI one, but how do i 'cut' them?
  
-modartist-
+
On the wiki it says 'click on the' etc. But that was a older version, and now the buttons are moved, so i cannot follow properly as the buttons are in different places :(
  
All this is within scripting, you might need to do that.--[[User:MrTwoVideoCards|Gear]] 21:09, 16 Sep 2007 (PDT)
+
Can anyone tell me where i can find the 'cut constraints' button in XSI Modtool 6 please? --[[User:Craziestdan|Dan.s]] 00:21, 18 Jul 2008 (GMT)
  
  
===Changing Ammo used===
 
  
I want to change the shotgun to shoot pistol ammo. How do i do this?
+
===Hollow Collision Mesh===
 +
I've been making a model, in 3DS Max, made a simple collision mesh, exported it, compiled it, and then opened up the SDK model viewer to look at it. I checked the collision mesh, and it looked nothing like what I wanted. Here is a picture of the object and it's collision mesh. [http://i220.photobucket.com/albums/dd175/CMDBob/meshandcollisionmeshpicture.png My mesh and collision mes] I am exporting it from Max, using the max SMD exporter, so might that be the problem. Any help would be appreciated. --[[User:CMDBob|CMDBob]] 12:10, 26 Sep 2008 (PDT)
  
-ferretboy54-
 
  
Exactly same for you as well. its all within scripting.--[[User:MrTwoVideoCards|Gear]] 21:10, 16 Sep 2007 (PDT)
 
  
Could you explain how i do that? -ferreboy54-
+
===Documentation on Valve´s SMD Exporter for Maya===
 +
Would be great to have a more detailed description for exporting with Maya!
 +
Amazing-couln´t find anything in this regard; must have been overlooking it all the time...
 +
Can anyone please help?[[User:Ruediman|Ruediman]] 00:09, 29 January 2009 (UTC)
 +
:Well, I guess the answer is to use XSI Mod tool, which I think is from the same people. Valve has their own plugin for XSI, and it's straightforward. --[[User:Tgp1994|Tgp1994]] 03:21, 4 August 2009 (UTC)
  
 +
== C++ And Scripting ==
 +
===Broken Path Corners===
 +
I'm working with OB code (SDK Base 2007), you should be able to replicate this with an HL2 SP Mod, or probably even with HL2 itself.
  
You might have to look at a few things yet im not to sure, might want to get more help, ill see if anyone else knows for you.--[[User:MrTwoVideoCards|Gear]] 08:38, 17 Sep 2007 (PDT)
+
*1. In Hammer, set up a path of 3 path_corners (path1, path2, path3).
 +
*2. Have path1->path2, path2->path3, path3->path2
 +
*3. For path1, add the output OnPass: path2.SetNextPathCorner(path3)
 +
*4. For path3, add the output OnPass: path2.SetNextPathCorner(path1)
 +
*5. Add the NPC of your choice and set their target pathcorner to path1
 +
*6. Compile and run.
  
Well, if you are talking about singleplayer, ypu have to go to C:\%your_directory%\Steam\steamapps\%your_account%\half-life 2\hl2\scripts\weapon_buckshot.txt (if directory doesnt exsists, extract it fron gcf archive) and there change type of ammo. Don't forget to change the ammo in weapon_pistol.txt to shotgun's ammo or it wouldn't work properly.--[[User:1BloodYDoG1|1BloodYDoG1]] 11:08, 14 Nov 2007 (PST)
+
I expected the NPC to move like so: path1->path2->path3->path2->path1->...
  
Thanks
+
However the NPC seems to move like this: path1->path2->path3->path2->path3->path2->path1->path2->path1->...
FERRET
 
  
===Two scipting problems===
+
This one falls somewhere between level design and coding. The level design solution is to add another path_corner on the way back, but there should be a way to fix this in the code too. I believe the bug lies in ai_navigator.cpp (C_AINavigator::AdvancePath, DoFindPathToPathCorner), perhaps because the SetNextPathCorner input is handled on a different thread and so it's not actually executed immediately/in time, but I haven't been able to fix it without the NPC behaving oddly (facing the wrong direction as he/she/it moves). --[[User:Eroder|eroder]] 10:47, 27 June 2009 (UTC)
  
First, the MOTD simply does not show up on my server. Also having a similar problem with an MP mod I'm working on, in which only the first character shows up.
+
===Client.dll Crash===
 +
Hey. I'm currently working with the new SDK beta source code. I thought it would be an interesting idea to replace all the sdk source files with versions of my own, to make editing them easier in the future. Essentially I wanted to create my own API to replace the existing sdk API. To see if this would work, I pretty much copied all the files that had sdk in the name, renamed them, and changed all references to "sdk" whatever in each source file. Then I removed all the old sdk files from the projects. After a bunch of effort, I got the game to compile again. However, now when I try to create a game, the client.dll crashes at the "Loading Resources" step. I really don't know why this is happening because I am entirely sure I didn't damage anything when I went on my renaming spree. The game was able to run fine and load maps properly before I did this. It crashes even with HL2DM maps so I don't think it's because the maps I'm loading reference sdk-based entities... Has anyone else had any success doing what I'm trying to do?
 +
--[[User:JeremyA|JeremyA]] 15:08, 31 May 2009 (UTC)
  
Second, as usual the death notices are not working properly in my MP mod. Since there are custom weapon icons (which I do have working) I figured I'd just set up a new entry in clientscheme.res for them. So, under the HL2MPDeathType entry I have:
+
:Okay so I fixed the crash, there was a bad pointer. Now I've got a DT error when I try to load a map. It says that there's no RecvTable for DT_WaterBullets or somesuch, yet the CWaterBullets class is a server class only. There should be no need for a RecvTable right? Everything looks like it's as it should be. I can't imagine why what I've been doing would affect the engine core.
 +
:--[[User:JeremyA|JeremyA]] 23:50, 18 June 2009 (UTC)
  
<pre>
+
::Gahhh. I found the problem. Evidently there are some classes missing from the BETA of the Source SDK that just ended. I guess I'll have to migrate my changes over to the latest version...
"BSGCFTypeDeath"
+
::--[[User:JeremyA|JeremyA]] 17:50, 27 June 2009 (UTC)
{
 
  "1"
 
  {
 
"name"  "bsgcficons" // csd.ttf
 
"tall"  "32"
 
"weight" "0"
 
"additive" "1"
 
"antialias" "1"
 
  }
 
}
 
</pre>
 
  
and of course in the custom font declarations I have
+
===Build and Setup Erros===
  "3" "resource/bsgcficons.ttf"
+
Hey. To date I've correctly set up two HL2MP source code things correctly, so that I could edit and build the HL2DM source. Recently, I had to reinstall windows and VSE2005. I copied my steam files and mod files over from the previous installation. Anyway, now I'm trying to create a third HL2DM codebase and I've run into a problem. On the first build I get the following errors:
 +
<code>Error 1 error LNK2019: unresolved external symbol __imp__LoadImageA@24 referenced in function "private: void __thiscall CLCD::ParseIconMappings(class KeyValues *)" (?ParseIconMappings@CLCD@@AAEXPAVKeyValues@@@Z) hud_lcd.obj
 +
Error 2 error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ) in_mouse.obj
 +
Error 3 fatal error LNK1120: 2 unresolved externals h:\Source Modding\TestMod02\src\game\client\Debug_hl2mp\Client.dll 1
 +
Error 4 error LNK2019: unresolved external symbol __imp__MessageBoxA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj
 +
Error 5 error LNK2019: unresolved external symbol __imp__SendMessageA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj
 +
Error 6 error LNK2019: unresolved external symbol __imp__FindWindowA@8 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj
 +
Error 7 error LNK2019: unresolved external symbol __imp__wsprintfA referenced in function "public: virtual bool __thiscall CRegistry::DirectInit(char const *)" (?DirectInit@CRegistry@@UAE_NPBD@Z) registry.obj
 +
Error 8 fatal error LNK1120: 4 unresolved externals h:\Source Modding\TestMod02\src\game\server\Debug_hl2mp\Server.dll 1 </code>
 +
Does anyone know what's going on? I'm pretty stumped. I'll probably try messing with a few things or creating a new codebase...
 +
--[[User:JeremyA|JeremyA]] 03:39, 3 May 2009 (UTC)
  
Then I went to mod_textures.txt and set the appropriate weapons to BSGCFTypeDeath, like this:
+
:Ah, I figured it out. I forgot to include user32.lib in the linker include things. Nevermind :P
 +
:--[[User:JeremyA|JeremyA]] 18:59, 10 May 2009 (UTC)
  
<pre>
+
===Beam Weapons / Stalker Laser Beam===
"death_smg1"
+
Hey. I'm looking to create weapons in HL2/HL2DM that fire a beam model that spans from the weapon muzzle in a straight line to the target point. I've taken a good look at the npc_stalker code to try to figure out how valve does it but I honestly can't make heads or tails of some of it. I'm wondering if anyone else has tried this before and can point me in the right direction for getting this to work. As near as I can tell, the weapon I create will need all sorts of functions to control the placement/angle/length of the beam model. I'm also unsure if I can inherit the weapon class from CBaseHL2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ stuff rather quickly. Thanks in advance for any help anyone is able to provide!
{
+
--[[User:JeremyA|JeremyA]] 17:05, 14 March 2009 (UTC)
"font" "BSGCFTypeDeath"
 
"character" "/"
 
}
 
</pre>
 
  
Well, I'm still getting the error where the icon shows up as the character it is assigned to.  There is nothing wrong with my font file, the icon shows up properly in the buckets and loadouts.
+
:I would recommend that you read the following files in the source source code, it should help you see a few possible way of doing this. <p><del>First, check out the util.h file for the declaration of UTIL_Beam, it creates a simple beam.</del></p><p>Take a look at beam_shared.cpp and beam_shared.h, it define both client side and server side functions and methods. Env_Laser.h is also a good starting point, I guess.</p><p>And you should think about what you want to do, is the beam going to damage entity, or is it only a laser pointer? Simply drawing the beam is one thing but damaging entities touching the beam is another.</p><p>And the stalker npc has a pointer on a CBeam object, that's were its stores its beam when its created in ''StartAttackBeam()'' with that line <code>m_pBeam = CBeam::BeamCreate( "sprites/laser.vmt", 2.0 );</code></p>--[[User:Psycommando|psycommando]] 01:26, 3 April 2009 (UTC)
  
Thanks in advance! -[[User:Mrhappy|Mrhappy]] 19:42, 10 Apr 2007 (PDT)
+
::Aha thanks for the guidance... I'm beginning to understand how the stalker generates the beam. I think the easiest thing for me to do is to create a simple laser pointer that goes from the weapon muzzle to the target, with the hitscan bullets doing damage. Unfortunately, I'm not really sure how to position the start and end points of any of the beam types you mentioned. I'm taking a look at UTIL_Beam but at the moment I'm having some difficulty understanding it (there are a crapload of parameters :P). I think I could figure it out myself given some time, but I'll definitely need some help in generating the code that determines the start and end position of the beam.--[[User:JeremyA|JeremyA]] 06:34, 14 April 2009 (UTC)
  
:I figured out the problem with the death notices, the HL2MP.ttf file which stores the icons for the notices is formatted differently than the halflife2.ttf file which stores the icons for buckets and loadouts, and which I used as a template for bsgcficons.ttf. I'm still having problems with my motd files tho :/ -[[User:Mrhappy|Mrhappy]] 11:57, 11 Apr 2007 (PDT)
+
::Further thoughts - It seems to me that the stalker determines the target of the beam by the functions GetEnemy() and GetEnemyLKP(), which aren't available to weapons :P. So... I need some way to find a vector position in a straight line from the weapon muzzle that ends when it hits the closest object.
  
 +
::More further thoughts - I've used the following code to determine the start and end points, courtesy of the AR2 SecondaryFire routines...
 +
:::Vector vecSrc = pOwner->Weapon_ShootPosition( );
 +
:::Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
 +
:::Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
 +
::Now I need to figure out how to write the UTIL_Beam function. I get the Start and End parameters but I'm not sure what to do with the rest of them. I set up the following, yet it seemed nothing happened when I fired the weapon...
 +
:::UTIL_Beam( vecSrc, //Vector &Start
 +
::::impactPoint, //Vector &End
 +
::::1, //int nModelIndex
 +
::::1, //int nHaloIndex
 +
::::0, //unsigned char FrameStart
 +
::::30, //unsigned char FrameRate
 +
::::1.0, //float Life
 +
::::20, //unsigned char Width
 +
::::30, //unsigned char EndWidth
 +
::::10, //unsigned char FadeLength
 +
::::0, //unsigned char Noise
 +
::::255, //unsigned char Red
 +
::::0, //unsigned char Green
 +
::::0, //unsigned char Blue
 +
::::1, //unsigned char Brightness
 +
::::1 //unsigned char Speed
 +
::::);
  
===Physics Gun compile problem===
+
:::<p>Sorry for the delays, strangely this function is kinda deprecated, its never used in valve's code, sorry about that. I looked a little around to find something else and there is already a nice implementation of a beam weapon! Even if its barely noticeable the physcannon shoots beams towards its target.</p><p>Look for ''void CWeaponPhysCannon::DoEffectLaunch( Vector *pos )'' in ''..\src\game\server\hl2\weapon_physcannon.cpp''. They create a CBeam entity and then set its parameters. I tried this with a quick modification of the 357 magnum, it works but the beam is always a little off the muzzle, I guess you need to have an attachment point or something else(because of ''pBeam->SetEndAttachment( 1 );''), you should investigate the gravity gun model and code to see how, it shouldn't be too complicated.</p> --[[User:Psycommando|psycommando]] 22:16, 18 April 2009 (UTC)
  
I followed the tutorial on another forum site, and it adds fine, until i try to compile when i get the error:
+
::::Thanks so much! I think I sort of see what to do. Can you email the modified 357 magnum source file to lord.jeremy AT gmail.com ? I'm having some trouble implementing the stuff from the physcannon source. I'm sure I'll figure it out eventually but seeing what you did will help a lot!
 +
::::--[[User:JeremyA|JeremyA]] 00:55, 19 April 2009 (UTC)
  
(http://pastebin.ca/443470)
+
::::Gahhh... No matter what I do I can't get the beam to actually appear. This is what I've written:
 +
:::::CBeam *pBeam = CBeam::BeamCreate( "sprites/laser.vmt" , 2.0f );
 +
:::::pBeam->SetStartPos( vecSrc );
 +
:::::pBeam->SetEndPos( vecImpactPoint );
 +
:::::pBeam->SetStartAttachment( 0 );
 +
:::::pBeam->SetEndAttachment( 0 );
 +
:::::pBeam->SetBrightness( 255 );
 +
:::::pBeam->SetColor( 255, 150, 0 );
 +
:::::pBeam->SetNoise( 0 );
 +
:::::pBeam->LiveForTime( 1.0f );
 +
:::::pBeam->RelinkBeam();
 +
::::--[[User:JeremyA|JeremyA]] 04:34, 19 April 2009 (UTC)
  
I have tried to fix this myself, following this: http://www.hl2world.com/bbs/-vp675217.html
+
:::::Sorry to butt in on your discussion guys but i'm having a similar problem but using the beam from the RPG.
 +
:::::Works in a similar way to the Stalker beam maybe less or more complex i am not sure... But uses the same beam_shared.h and also at the top of weapon_rpg.cpp is the declarations for the LaserDot. That is my core problem that when i try and carefully extract the codes from the RPG and put it onto another weapon i get all sorts of problems like It being a double declaration Defined in weapon_rpg and then in my custom weapon.
 +
:::::I've tried change the class name from LaserDot to LaserSight and making sure to keep env_laserdot as is.
 +
:::::Ging from Hidden Source has a different way of doing it, he uses a separate cpp and h file for the laser dot and just includes the header in any weapon he wants to use it on, and just tells the weapon to be able to toggle it with right click or something, that is essentially what i want but Ging's codes are for Pre-episodic HL2DM. :/
 +
:::::Has anybody got a laser sight/laser powered weapon as you guys are trying to do above, has anyone actaully been able to achieve this in Orangebox yet or am i just running circles around a dead technology?
 +
:::::And btw Jeremy i am in the same boat, "No matter what I do I can't get the beam to actually appear." :(
 +
:::::I've got it to compile without errors, but when i tried it ingame i got the DT_CLaserSight DataTable warning and that's because i have no idea how to code client/server relations and i don't even see the point in a single player game to have server and client they should both be under the same roof not in separarte parts like the Multiplayer games are. --[[User:Jenkins08|Jenkins08]] 10:11, 19 April 2009 (UTC)
  
But i am a very big Noobie to c++ hoping to pick some up on the way through half-life 2 modding.
+
::::::<p>Jenkins08, the client-server system valve used in their game is rather unintuitive, and very poorly documented, I know since that's what took me the most time to get, but its still very simple. The dt warning you're getting is simply because when you copied and renamed the code for the laser dot, you only copied the server class and the server data table.</p><p>To keep it simple, when you compile your code the compiler generates 2 dll, one called client.dll and the other server.dll. When valve's executable("hl2.exe") is launched it "connects" to those two dll and run their contents by calling their init methods. So now the client code is running and the server code is running too but each in its own process. The two dll communicate between themselve almost in the same way they'd do if they were on 2 different computers, so they don't have to rewrite everything for the multiplayer game. Note that, in a multiplayer game the server computer runs only the server code, and the player's only the client code, and the communication between each other is made by sockets .However this is mostly a simplification of the whole process, its a little more complicated in reality.</p><p>Anyways, in client-server systems the client handles all the graphical effects, user interface, shaders, etc... Thats why if you create an entity in the server that inherits from CBaseAnimating, or if it display something on the client, it needs to have a corresponding client entity. Since those two entities are separated from each others, they won't magically synchronize to each others values. That's where data tables comes in! Those are basically arrays of objects with values that are continually sent from the server to the client and <strong>only that way</strong>, so the client and server instances of the array are synchronized.</p><p>Hopefully, or not, depending on how you like macros, Valve created a few macros to have less code to copy and paste. There are only 6 of them that are really essential. First, if you are in a server and want to share variables with your equivalent on the client, you would use ''DECLARE_SERVERCLASS()'' in you class declaration. And then, depending on the type of value you'd declare like this with the CNetworkVar macro :  ''CNetworkVar( bool, m_bHeadlightIsOn );'' for a boolean. Then in the definition of your class you would define your send data table with ''IMPLEMENT_SERVERCLASS_ST'' (see the example below).</p>
 +
<source lang=cpp>...
 +
//Declare some class that inherits from something that inherits from CBaseAnimating
 +
class CExample : public CPhysicsProp
 +
{
 +
public:
 +
  DECLARE_CLASS( CExample, CPhysicsProp );
 +
  DECLARE_SERVERCLASS();
 +
  DECLARE_DATADESC();
  
Cheers, Hope i get a quick answer :P
+
  CExample()
 +
  {}
  
[[User:Trleighton|Trleighton]] 13:32, 16 Apr 2007 (PDT)
+
  void Think()
 +
  {
 +
      //Pointlessly change the value at each think
 +
      m_PointlessBool = !m_PointlessBool;
  
 +
      SetNextThink( gpGlobals->curtime + 1.0f ); //Think again in a second
 +
  }
  
===How do vehicle sounds and sound loops work?===
+
  void Precache()
Ive tried to do some sound modding for empires mod (it uses the hl2 single player buggy sounds and soundscripts), but the source sound system drives me crazy. I would like to hear some official information about how it handles sound loops, because i experienced the following problems:
+
  {
 +
  ...
 +
  }
  
*We have a separate sound loop for idle engine sounds, like v8_idle_loop1.wav. The default official single player buggy loop wav file doesnt contain any cue points. I made two different loop sounds to replace this. They are both identical in format, in length, in volume. One works the same way as the default v8_idle_loop1.wav, it loops when the engine is idle. The other one only does this when a cue point is present. How is this possible?
+
  void Spawn()
 +
  {
 +
  ...
 +
  SetThink( &CExample::Think );
 +
  SetNextThink( gpGlobals->curtime );
 +
  }
 +
private:
 +
  CNetworkVar( bool, m_PointlessBool );
 +
};
  
*There is an engine start sound in hl2 single player: v8_start_loop1.wav. It doesn't have cue points. Ive tried to replace it with two different sounds, both same format. One is played when the engine starts, the other is not. The are 100% identical in length, format, volume level. Cue point doesn't help here.
+
//Definition
  
So my questions: Does source really need cue points for vehicle loops? If it does where do they need to be placed? What may casue two identical formatted sounds to differ in playing? How does the default vehicle sound system build up, how do different sound effects loop themselves or follow each other based on the speed of the vehicle?
 
  
[[User:Petko|Petko]] 22:56, 13 May 2007 (CET)
+
BEGIN_DATADESC( CExample )
 +
        //Save/Load
 +
DEFINE_FIELD( m_PointlessBool, FIELD_BOOLEAN ),
 +
        //Set Think function pointer
 +
DEFINE_THINKFUNC( Think ),
 +
END_DATADESC()
  
 +
//This is where you put all the values that you want to share with the client
 +
// Note the "DT_Example", that's the name you'll use at the recv table for as dt name
 +
IMPLEMENT_SERVERCLASS_ST( CExample, DT_Example )
 +
SendPropBool( SENDINFO( m_PointlessBool ) ),
 +
END_SEND_TABLE();
 +
...
 +
</source><p>
 +
::::::Thats it for the server class. For the client class its almost identical, I won't go too deep but here is an example :</p>
 +
<source lang=cpp>
 +
...
 +
//Declare the client class. Note the "C_" is used to differientiate client class from server class "C"
 +
class C_Example : public C_BaseAnimating //Note that on the client we only need to inherit from C_BaseAnimating
 +
{
 +
public:
 +
  DECLARE_CLASS( C_Example, C_BaseAnimating );
 +
  DECLARE_CLIENTCLASS();
 +
  //DECLARE_DATADESC(); //No need for a datadesc here
  
=== Vehicles! ===
+
  void Simulate() //on the client side simulate is called every frames
 +
  {
 +
    ... //Code to draw the bool on the client or something
 +
  }
 +
  ...
 +
private:
 +
  bool m_PointlessClientBool; //Can be called whatever you want
 +
};
  
My issue is I just level design and texture "stuff" so it's fairly difficult for me to just drive into this all on my own...blind.
+
//This is the definition of the recv table, the information must be recv in the order it was sent in the send
I know how to use C++, or at least edit code and compile it, and and my modeling skills are decent enough to have already made my "test subject mobile".
+
// table from the server!!!
I'd like to make a flying vehicle for Source Engine.
+
IMPLEMENT_CLIENTCLASS_DT( C_Example, DT_Example, CExample )
It doesn't need complex physics.. besides acceleration, movement, and has to fly like a jet, spacecraft or helicopter.
+
        //Ok, the first thing that was sent is my bool so i can get it first
There are plenty of "how to do's" here but I haven't found a "simple enough" walk-through.
+
RecvPropBool( RECVINFO( m_PointlessClientBool) ),
LoL I can't help to say but I'm a 1-2-3 step with A,B,C figures kinda of person >;)
+
END_RECV_TABLE()
Any thoughts or references I could take a 10lb maul too would be helpful.
 
  
 +
...
 +
</source><p>
 +
::::::I Hope this helps you better understand what is wrong. Just keep in mind while copying code that has a DECLARE_SERVERCLASS() in it that it will have an equivalent on the client that will need to be copied too. Oh and you may want to check the code i e-mailed JeremyA : [[User:Psycommando/devolver_source]] </p>  --[[User:Psycommando|psycommando]] 18:34, 19 April 2009 (UTC)
  
=== Reading Sensor Data ===
+
:::::::Psycommando I emailed you back. I tried implementing the changes you made in my own source but it didn't work. Could it have to do with the fact that I am implementing this in a single source file that's shared between the client and the server? I'd rather all my weapon classes were shared, as it would keep things simple.
 +
:::::::--[[User:JeremyA|JeremyA]] 22:47, 19 April 2009 (UTC)
  
With my team I'm currently building a mod for HL2 in which we use VR Goggles and a custom 3DOF Sensor. I have it linked to my gameport, but I have no idea how to read its data from the code. What I want to do is use the angle data from the sensor (3 axes) and map these to the angle of a custom weapon model. Since it could take me forever to find out how to read the data, thought I'd ask here. Any help is appreciated.
+
:::::::Well I figured out why my method didn't work. I realized that I actually needed to extract the model of the laser beam from the valve deathmatch gcf because for some reason it isn't available in the default source sdk content. Now I've got it working. Thanks for all your help!
 +
:::::::--[[User:JeremyA|JeremyA]] 19:38, 20 April 2009 (UTC)
  
Update: I've managed to find one axis of my desired input device, through the following code:
+
===Edit the Jump Height===
 +
Hello I am making a mod which one of the features is to be able to jump really high and I was wondering if this is possible and If so how?
 +
Taun We 12:55, 20 Dec 2008 (EDT)
  
<pre>
+
:Yes its possible I can think of a few possibilities, but I can't say for sure which will work or not. Anyways, my first idea is to apply a force to the player's physic object, its not very sophisticated and some code like the one that keeps the player to the ground while going down a slope might conflict. You should check out the gamemovement.cpp file, its where the "basic" player movement are supposed to be defined.<br>--[[User:Psycommando|psycommando]] 02:35, 3 April 2009 (UTC)
inputsystem->GetAnalogValue((AnalogCode_t)JOYSTICK_AXIS(2,0));
 
</pre>
 
  
This apparently represents the "roll" value (ranging from 0-65536), however I have been as of yet unable to locate the "pitch" and "yaw".
+
===Debugging Not Working Quite Right===
  
-Shikin-
+
I'm using Visual C++ Express 2005 and I'm trying to debug a test mod that I'm running to make sure I'm able to do it and so that I can learn to program with the source engine. I've used the tutorials for compiling with VCE2005 and debugging the code, and when I attempt to debug, it builds, giving me about 7 warnings, but no errors. When it opens the window to run the code, instead of opening Half-Life 2, it comes up with the SDK Base menu background, but gives me the "New Game, Load Game, Options, Quit" options. When I click "New Game," it gives me the window that Half-Life 2 would give me for starting a new game, but instead of giving me the chapters to choose from, it has a checkbox with something like "HL#2" right over the words "New Game" in the upper left hand corner. Clicking "Start New Game" does absolutely nothing. I'm pretty sure I followed all the instructions correctly, but if someone could prove me wrong or just plain tell me what's wrong with the tutorial and tell me how to fix it, that'd be great.
 +
Metalsteve 17:37, 10 Jul 2008 (PDT)
  
[[User:Shikin|Shikin]] 06:06, 16 Oct 2007 (PDT)
+
===Source cameras and multiple views into a scene===
  
 +
I'm new to the Source codebase and am reading trying to digest how parts of system and its terminology works.
  
=== Adding DMG_ types ===
+
If anyone can shortcut (or shortout if its really no go) the following aim that would be great.
  
Was just wondering why I find this comment
+
I would like to be able add two cameras (or views?) into the scene. They would be in addition to the main first person camera, transformed by the same events transforming the main camera except with local rotational offsets (views to the sides). This is a fairly standard thing in visual simulation frameworks for correct peripheral vision but appears rarely in game engine design. With the recent 'threadification' of the SDK I was hoping that such a prospect may be possible now.
  
<pre>
+
The purpose here is not to render to multiple monitors but to render multiple camera views onto the same monitor. I know that sounds a bit odd but I have worded it specifically like that in reference to other common links in the Source/HL2 network of resources.
// NOTE: DO NOT ADD ANY MORE CUSTOM DMG_ TYPES. MODS USE THE DMG_LASTGENERICFLAG BELOW, AND
 
// IF YOU ADD NEW DMG_ TYPES, THEIR TYPES WILL BE HOSED. WE NEED A BETTER SOLUTION.
 
</pre>
 
  
in the Shareddefs.h. I want to add my own types of damage (three of them to be precise) since I think that is the way to go in my mod. Why can I not do that? It seems that my own first type
+
The links I can find that come close are:
<pre>
 
#define DMG_ANTIGRAV (1<<30)
 
</pre>
 
is completely ignored.
 
  
Another option would be to check with what weapon and what firemode was used when hit, so if anyone has a tutorial or reference link to that kind of thing I would be grateful.
+
http://www.fpsbanana.com/tuts/208  : Unlimited Render Targets for Cameras
--[[User:Aglet|Aglet]] 02:59, 24 Oct 2007 (PDT)
+
This tutorial may be relevant although it is a few years old now. Would I have to set up several render targets for supplementary concurrent FPS cameras? Is the entire scene, rendered to texture through the main camera as part of the Source gui?
  
=== Changing appearance of standard panels ===
+
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=131  : Cycling through cameras
 +
The author here states pretty clearly that multiple concurrent cameras cannot happen although the statement is also tied to multiple physical monitors (dualview/horizontal span I assume, hence my comment above). This article is also quite old. Does it reflect the current state of the Source SDK?
  
Hi there!
+
http://developer.valvesoftware.com/wiki/Rear_View_Mirror  : Rear View Mirror
 +
This tutorial actually looks pretty close to what I may want to do, except have the mirror larger (third of the screen, no render overlap/overlay) and the camera pointing forwardsish. Again, do I need a material/texture to render to for main camera views?
  
After reading this tutorial (http://developer.valvesoftware.com/wiki/VGUI:_Making_GameUI_Panels) I wonder, how I can change the color and add own images etc. to the standard panels like the console panel (look at bottom of article). Would be great if someone could give me a hint how to achieve that.
+
Garry[[User:Keltie|Keltie]] 08:14, 27 Jun 2008 (PDT)
  
Thanks in advance,
+
I do have an Idea, why don't you just parent an in level monitor to the player... [[User:MLSTRM|MLSTRM]] 14:35, 20 July 2009 (UTC)
[[User:Archer|Archer]] 02:34, 27 Nov 2007 (PST)
 
  
=== Changing player direction while jumping ===
+
===SDK Base Orange Box Bug help===
 +
Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks [[User:Cubedude|Cubedude]] 17:31, 17 Apr 2008 (PDT)
 +
:I figured it out, I deleted the vehicle scripts in the mod files so it reverted back to using the vehicle scripts in the GCF. [[User:Cubedude|cubedude89]] 14:51, 19 Apr 2008 (PDT)
  
Hello, I'm working on a 3d side scroller in the source engine and want the player to be able to change direction while they are in the air instead of carrying the momentum they had when they hit jump. I've checked the whole gamemovement file and more and i just can't find that code. Maybe somebody knows where this code is?
+
=== AI in TF2 ===
[[User:Angrycrow|Angrycrow]] 05:29, 25 Dec 2007 (PST)
+
Scince there doesn't seem to be bots coming to TF2 anytime soon, i thought that i might make some bots of my own. Anybody know how i would get started? also, i'd like it if all the bot activity could be serverside and not require a download or to boot up a completely different game.
  
== Material System ==
+
:Actually, there are bots in TF2, and there is a youtube video from Katana314 that describes how to create and control them for machinima. [http://www.youtube.com/watch?v=2HcOt7aDiHQ Here's the video.] Unfortunately, these bots aren't programmed with AI of their own, as far as I know, so your best bet on getting started would be on learning how to control them and what all of the "bot_*" console commands do. I'm not sure if it's plausible, but I bet that you could make some sort of mod or something that would control the bots' AI from the server. The trick is just finding out how to do that.
 +
:oddly, once playing through TFe with bots on my server, a sniper jumped, and walked around within my map. How, I don't know.--[[User:MrTwoVideoCards|Gear]] 19:31, 3 May 2008 (PDT)
  
===Assign a custom material for the env_steam entity===
+
anybody else have any ideas?
How do you specify a custom material for the env_steam entity? At this time, the default material (particle_smokegrenade) has been hardcoded. I need a different material for my current projects. [[User:The Mighty Atom|The Mighty Atom]] 19:01, 23 Jul 2007 (PDT)
 
  
You might need to create one yet adding t might need reference to the FGD. file, yet im not to positive on where it can be edited. However you might want to give that a try.--[[User:MrTwoVideoCards|Gear]] 05:44, 15 Aug 2007 (PDT)
+
=== Depth Buffer ===
  
=== Render Target Texture Translucent ===
+
I want write depth buffer to texture, to use it in my own postprocess shader. But I don't know how do they do it! Please, help me!
I setup this render target texture using the following code:
+
[[User:Svan|Svan]] 23:30, 6 Mar 2008 (PST)
 +
:I think its a vmt parameter.--[[User:MrTwoVideoCards|Gear]] 19:31, 3 May 2008 (PDT)
  
<nowiki>s_pCombatCharsTex0.InitRenderTarget( 256, 256, RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE, false );</nowiki>
+
===portal gun in hl2===
  
I then clear it by setting it as the current render target and using a clear color of float4(0,0,0,0).  When I render it using my frontbuffer material, it displays completely black, which is correct, but it's not transparent.  I have "$translucent" 1 in the .vmt file, but it doesn't work.  Using "$alphatest" 1 works, but I want an opacity map, not a rejection of alpha less than 178.  I'm pretty much stumped as to why this is happening.  It's probably something really simple I'm missing.
+
does any one know how i could put the portal gun or a weapon from counter-strike in 2 hl2
[[User:ScHiZo|ScHiZo]] 21:46, 26 Aug 2007 (PDT)
 
  
=== materials don't show up in 3d view ===
+
Thanks
When I make a Brush, it is a baby blue color and it doesn't show up
 
  
== Mod Files ==
+
[[User:Ferretboy54|Ferretboy54]] 14:29, 2 Mar 2008 (PST)
 +
:You may want to see [http://www.primotechnology.com/2007/10/17/half-life-2-portal/ this]. The portalgun coding is not present in HL2, so it's really a hackish mod for [[Portal]], plus a million unwanted errors. --[[User:Darthkillyou|Darthkillyou]] 09:29, 9 Mar 2008 (PDT)
  
===Could datacache.dll crashes be linked with missing resources?===
+
===Portal Bullets===
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. [[User:Gurtak|Gurtak]] 07:36, 31 Jul 2007 (PDT)
 
  
 +
I apologize if this is in the wrong spot, but it looked the best place to put it. I noticed in Portal that it has all of the hl2 models and everything. While playing portal, using the console, you can spawn the metro police for example wielding a pistol. The problem is that they cannot shoot you. They aim at you, the gun flashes like it's shooting but no bullets come out. Every hl2 gun will work in your hands though.
  
I have gotten this error due to many reasons yet its something terribly wrong with your map which is mainly what causes it.--[[User:MrTwoVideoCards|Gear]] 05:43, 15 Aug 2007 (PDT)
+
In portal, how can I (or anyone else) make the enemies actually shoot?
  
: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 :) [[User:Gurtak|Gurtak]] 14:08, 2 Sep 2007 (PDT)
+
[[User:Evillordnikon|Evillordnikon]] 22:45, 17 Jan 2008 (PST)
 
   
 
   
 +
I think it is because they're no ai nodes in portal maps. you could map edit the level in game by typing [[map edit]] and your desired map to edit the bsp and place nodes.
  
Scary isn't it?--[[User:MrTwoVideoCards|Gear]] 01:11, 3 Sep 2007 (PDT)
+
===CThread Usage===
  
 +
I am working on a University project using a motion controller as a means to control a prototype game using the Source engine... please see this question as an act of my desperation!
  
===More than 32 chapters in the chapter menu in a HL2 mod?===
+
I am looking for a way to continuously grab some data for use in my mod from a socket (the motion controller data is already being sent via a socket). I thought that running my own thread would be a way to achieve this... I have created my own class CThreadTest which extends CThread (in threadtools.h).
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.
+
Here is my code:
  
Can this limit of 32 be fixed or worked around?--[[User:Fitzroy doll|Fitzroy doll]] 12:17, 15 May 2007 (PDT)
+
[http://pastebin.com/f7280e284 threadtest.cpp]
  
Sadly no, 32 is really the limit or at least as high as it will go so truely 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.--[[User:MrTwoVideoCards|Gear]] 13:35, 8 Jul 2007 (PDT)
+
[http://pastebin.com/f523a5b1c threadtest.h]
 +
 
 +
The call is on line 21 - within C_BasePlayer::Spawn() - here: [http://pastebin.com/f670090ad c_baseplayer.cpp]
  
: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 [http://www.amphibian.myzen.co.uk/css_sci_fi/ 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 [http://www.amphibian.myzen.co.uk/css_sci_fi_config/screen10.htm shown here]. 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. --[[User:Fitzroy doll|Fitzroy doll]] 07:51, 9 Jul 2007 (PDT)
 
  
 +
My thread starts, runs and within the overridden Run() function enters a while loop which completes a simple 'test' (printing out to the console every second for X times) and finishes. My thread class is a singleton and I am starting the thread in the CBasePlayer::Spawn() function. However, when I load a map, my thread starts but the game world does not load until the thread has completed, suggesting to me that the thread is not running in parallel / concurrently with the game code.
  
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 contans each map and the chapter name without the image. More or less a bit like Garry's Mod 10. Yet im 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.--[[User:MrTwoVideoCards|Gear]] 13:56, 9 Jul 2007 (PDT)
+
Any help or advice would be greatly appreciated as I haven't had much luck searching the web, forums or asking experienced (HL2) coders. Perhaps another method to achieve my aim is a possibility?  Please bare in mind I'm a fairly novice programmer =)
  
===Updating Client Files for your MOD?===
+
Kind regards,
After releasing the 12th version of my MOD, I must say I'm tired of creating an installer and patcher each time.  It takes a while to do both, which means a delay each time I do it.  Does anyone know of a freeware (read: not bullcrap shareware which is all I could find in searches) file update manager?  Something similar to Steam's content update system would be perfect, where it periodically checks for updates to their files.  Thanks.--[[User:Tj9991|Tj9991]] 18:54, 6 Nov 2007 (PST)
 
  
== Video Editing/In-Game ==
+
[[User:Obli|Obli]] 09:42, 3 Dec 2007 (PST)
  
===Problems recording in Episode 1===
+
---
Recently I've tried to make an .avi file out of a .DEM file using the "startmovie" method. I also changed host_framerate to 30. Problem is, Once I compressed it with VirtualDub into .avi, the video was out of sync with the audio. The only video codec that gave best results was Xvid and I used many of the codecs in MPEG-LAYER 3 for the audio compression, but it was still out of sync. After a lot of coffee and futile attempts I gave up on VirtualDub and started using the "startmovie [videoname] avi" method. That worked great, except that this time the audio was a bit ahead of the video at the start but as the video progressed the video eventually overtook the audio. Basically, I'm sick of virtualDub. I'm just gonna use the source recorder to compress it straight to.avi, but the video and audio is waaay out of sync.
 
  
Problems:
+
EDIT: My thread was running all along (!). I was incorrect to instantiate and run my thread in C_BasePlayer::Spawn().
*The audio speed is fine it just starts before the actual video.
 
*The video is too quick, eventually it overtakes the audio. Even though the audio started first.
 
  
Is the host_framerate not 30 for Ep1? Or is there another way of shortening the video speed without affecting audio, so they fit perfectly? Please help :( [[User:Tsmike92|Tsmike92]] 08:38, 7 May 2007 (PDT)
+
As a test to determine if my thread was working I created it 10 seconds in to the game using:
  
Strangely even using regular demos recorded through the HL2 system creates problems when viewed upon other mods or systems its quite odd but im not sure what causes the problem if it would be any help though I'll look into it for you. I've been in the needs for creating a demo video for my mod as well so I'll see if i get the same problem.--[[User:MrTwoVideoCards|Gear]] 17:12, 23 May 2007 (PDT)
+
  if(gpGlobals->curtime > 10.0)
 +
  {
 +
      CThreadTest::GetInstance();
 +
  }
  
:This has happened many times, and I believe it's because you didn't use sv_cheats 1 for host_framerate (host_framerate is a cheat) I can't remember whether this is in the tutorial, but if not, I'll add it in.--[[User:Katana314|Katana314]] 19:52, 19 Jun 2007 (PDT)
+
...and it runs fine!
  
===Netchannel errors when recoding a demo or impulse 101===
+
If any official word regarding the use of CThread surfaces, I would still be interested to hear =)
When attempting to record a demo in a mod I'm working on, I get the following being spewed in to the console:
+
Now, on to using sockets...! --[[User:Obli|Obli]] 15:50, 6 Dec 2007 (PST)
<pre>
 
Client forced immediate full update.
 
Fragment transmission aborted at 13/13.
 
Netchannel: failed processing message svc_UpdateStringTable.
 
...
 
</pre>
 
What could cause this? I also get this sometimes when I do impulse 101. The mod I'm working on has somewhere between 35-40 weapons (don't know the exact count). I can't seem to figure out exactly what this error means or what it refers to. I searched the entire Wiki and the forums the Wiki mentions to search and came up with nothing.
 
--[[User:Mazor|Mazor]] 02:53, 23 Sep 2007 (PDT)
 
  
 +
=== Changing player direction while jumping ===
  
 +
Hello, I'm working on a 3d side scroller in the source engine and want the player to be able to change direction while they are in the air instead of carrying the momentum they had when they hit jump. I've checked the whole gamemovement file and more and i just can't find that code. Maybe somebody knows where this code is?
 +
[[User:Angrycrow|Angrycrow]] 05:29, 25 Dec 2007 (PST)
 +
:If you can't find it, perhaps it's "under the hood" (i.e. in the '''game engine''' itself) which would mean that it cannot be changed directly. It's probably part of the physics engine of the game, but perhaps there could be a work-around to "inhibit" that through custom code... I wouldn't have a clue. --[[User:Etset|Etset]] 14:42, 25 Jan 2008 (PST)
 +
::I thought this was as easy as modifying the sv_airaccelerate cvar. If not, check out the two lines that clamp wishspeed in CGameMovement::AirAccelerate. Although considering this question was posted over 2 months ago, maybe not so helpful... let me know. --[[User:Neverender|Neverender]] 23:15, 9 Mar 2008 (PDT)
  
 +
=== Sending player data from client to server ===
  
== Misc ==
+
Do you have any idea where's the code that sends client data to the server in HL2MP ? I'm looking for it because I seem not to have any kind of information regarding the client's WorldToScreenMatrix() (or anything like it) from the server side, and I need it for some aiming code, and from what I've seen, some bullet dispatching code is done in the client side (like machine guns), and the RPG, grenades, projectiles are done on the server side. --[[User:Cippyboy|Cippyboy]] 22:12, 13 Feb 2008 (PST)
  
===Can you restrict Team Fortress 2 classes?===
+
=== CS:S AI, Classes and Multiplayer Saving ===
  
Is there a way to restrict classes on a Team Fortress 2 map? I'm developing a map for snipers; I want to make it so that all the players spawn as snipers. They will still have all weapons. Can I somehow force this in Hammer, or do I have to simply set it with an admin option on a server? I've seen this done before (where, for example, everyone goes pyro and you have a melee only round). --[[User:Askiba|Askiba]] 16:38, 11 Jan 2008 (PST)
+
Some friends and I are making our first mod and we have a few questions.
 +
1. Is it possible to use/copy over the Counter-Strike AI to the mod (for use as enemies)? If so, how do we do so?
 +
2. Our mod will have classes that can use all weapons but react differently (different class has different accuracy, etc). How would you recommend going about this?
 +
3. This will be a multiplayer, kind of story based mod. Different weapons and equipment can be found along the way and it is possible to enter levels in different orders, only kill some enemies, come back later and kill the rest. This makes saving difficult. How do we do it? (I think I can do it but it will be really easy to cheat...) --[[User:erebfaer|erebfaer]] 16:15, 20 May 2008 (EST +10)
  
===SDK not working correctly===
+
=== Client missing DT class CWeaponBrickbat ===
Hammer crashes if I do anythig - try to make brush, for examle. Faceposer can't extract the phonems, writing "extraction successful but ful recorgnization failed" or "Extraction complete", but it isn't! Re-installing SDK doesn't help. Earlier, I've used SDK, and it worked properly, and this problems came just after Orange Box SDK updates. But I don't have it! Please, help if you can.--[[User:1BloodYDoG1|1BloodYDoG1]] 06:55, 14 Nov 2007 (PST)
 
  
===Third Person===
+
'''''Note from writer: You can feel free to fix any mispell I got becaus english is not my mother languge, and I really was kinda rushed'''''
  
Is there in any way to change the current player camera to a third person angle? I belive that there was a mod called Iris that did this. Also they replaced the normal gordon freeman model with a young girl, ive been trying to do the same but instead replace the normal player model with a Rebel instead. Also if possible is there a way to edit the angles of the camera that way its a bit of an "over the shoulder" angle much like per say Gears Of War or even Ghost Recon advanced Warfighter as an example. Thankyou for your time.--[[User:MrTwoVideoCards|Gear]] 15:29, 8 Jul 2007 (PDT)
+
I am currently working on a mod for Half-Life 2 Single Player and desided to practice on the weapons that were blocked for some reason (and as I can see, or you [valve] could'nt fix it at all, and that means that you [valve] wont help me much now. or you just didnt had the time becaus for some reason I fixed it in less than a hour, but still not fixed evrything apperantly...
  
===Problems importing concave collision model from Lightwave into Source===
+
Anyway, my problem is that:
 +
I took the Grenade_Brickbat and the Weapon_Brickbat and started fixing its compile errors one by one, when I finnaly fixed evrything in both (3 warnings on weapon_Brickbat) I opened my mod to see if they work now (should be an ugly sight becaus a lot of stuff like model and others are not defiend, but I just wanted to see if it works) so I lounched it, becaus I still did'nt make a GUI that lets me open a map, I just wrote in console "map [name of map I made]" it started loading it, but then id disconnected me and when I cheaked the console it said:
  
Hi guys, I've got a concave object I'm trying to import a collision model for, but I'm not having much luck with it. The object is [http://jupix.info/regret/workstation.jpg a large wooden workstation], which should have such a collision model that objects can be placed on the tabletop. I've tried several .smd's for the collision model geometry but they always end up like [http://jupix.info/regret/workstation-physbox.png this]. Among the .smds was just a simple shape composed of three cubes, so the geometry should be anything but too complicated. I have tried both with and without the <code>$concave</code> command in the .QC, neither worked. With $concave, I get "WARNING: Bad collision model, check your smoothing groups!!!", and without it, the collision model just looks like the one in the aforementioned picture, with no warnings. I have a hunch where the problem might lie, though: I understand that if the collision model is composed of multiple parts, they're supposed to have different smoothing groups? I am not quite certain how this is done in Lightwave. Can anyone help me? Thanks, [[User:Jupix|Jupix]] 13:40, 11 Oct 2007 (PDT)
+
  Client missing DT class CWeaponBrickbat
 +
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
  
===Your server needs to be restarted in order to receive the latest update.===
+
I am gonna try to run it under a debugger and see what I can learn, if nothing would work, I will add the full console log.
When starting a non-lan server of a MOD I am working on, I get the following message in the console after it tries to add itself to the master server list:
 
<pre>
 
MasterRequestRestart
 
Your server needs to be restarted in order to receive the latest update.
 
</pre>
 
I find this odd because there are no updates to my game, as Valve does not have any copies of it.  I checked my HL2:DM install and it is up to date.  I can't understand why I would get this whenever it contacts the master servers (each heartbeat results in the same message).  This problem shows up on games created through the client app and through the source dedicated server. This is preventing my game from having public servers listed, so any help would be greatly appreciated :) --[[User:Tj9991|Tj9991]] 19:06, 21 Oct 2007 (PDT)
 
  
:Mainly try re-installing most of everything you have that has to do with the server. This may be a long process but it can help.--[[User:MrTwoVideoCards|Gear]] 21:51, 21 Oct 2007 (PDT)
 
  
:I'm getting this issue too.  A fresh install on a new machine hasn't helped.  Worse still even though the server has sv_lan set to 0 it's still acting as a LAN server so my international team and I cannot test over the internet.  This mod used to work as an internet server fine, so it looks like something must have changed at the master server end.--[[User:ChromeAngel|ChromeAngel]] 11:20, 16 Nov 2007 (PST)
 
  
::Even when only using the connect command in the console?  Whenever we play a game, we just use the host's IP and directly connect through the console.  Also, does anyone know of a decent third party server browser which could be incorporated into the MOD to automatically ping?  Organizing in a chat room works, but I'd really like a normal browser :( --[[User:Tj9991|Tj9991]] 13:36, 17 Nov 2007 (PST)
+
Edit:
 +
I added my console log becaus the debug did'nt show any error exept the normal AI error when I load a map...
  
:::My mistake, the console was just lying to me about the server statussv_lan saying it was a LAN server even when it was notNow if we can just get our servers listed... [[User:ChromeAngel|ChromeAngel]] 12:55, 21 Nov 2007 (PST)
+
Console log:
 +
  CSoundEmitterSystem: Registered 5136 sounds
 +
  scripts\talker\npc_barney.txt(token 15) : Multiple definitions for criteria 'IsMap_d3_c17_09'
 +
  CResponseSystem:  scripts\talker\response_rules.txt (217 rules, 213 criteria, and 208 responses)
 +
  maxplayers set to 1
 +
  Heap: 256.00 Mb
 +
  Parsed 23 text messages
 +
  execing config.cfg
 +
  cc_lang =
 +
  Sound Initialization
 +
  DS:headphone configuration detected
 +
  Set primary sound buffer format: yes
 +
  Using secondary sound buffer
 +
      2 channel(s)
 +
      16 bits/sample
 +
      44100 samples/sec
 +
  DirectSound initialized
 +
  Sound sampling rate: 44100
 +
  4 CPUs, Frequency: 3.0 Ghz,  Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
 +
  GetAllManifestFiles:  Unable to load maplist.txt
 +
  execing valve.rc
 +
  ] map infl_d7_combine
 +
  Spawn Server infl_d7_combine
 +
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
 +
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
 +
  Begin loading faces (loads materials)
 +
  End loading faces (loads materials)
 +
  execing skill_manifest.cfg
 +
  execing skill.cfg
 +
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Explosion' failed, no such sound script entry
 +
  PrecacheScriptSound 'NPC_CombineBall_Episodic.WhizFlyby' failed, no such sound script entry
 +
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Impact' failed, no such sound script entry
 +
  Model models/weapons/w_bb_bottle.mdl not found!
 +
  Invalid file size for motd.txt
 +
  Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
 +
  Created class baseline: 7 classes, 1161 bytes.
 +
  Game started
 +
 
 +
  Half-Life 2
 +
  Map: infl_d7_combine
 +
  Players:  1 / 1
 +
  Build 3531
 +
  Server Number 1
 +
  material "vgui/hud/xbox_reticle" not found
 +
  --- Missing Vgui material vgui/hud/xbox_reticle
 +
  No pure server whitelist. sv_pure = 0
 +
  CAsyncWavDataCache: 0 .wavs total 0 bytes, 0.00 % of capacity
 +
  Initializing renderer...
 +
  Level unlit, setting 'mat_fullbright 1'
 +
  Warning: using WorldTwoTextureBlend on a non-displacement surface.
 +
  Support for this will go away soon.
 +
      - Material      : nature/blendgrassgravel002a
 +
      - Surface center : -1128 424 0
 +
  Warning: using WorldTwoTextureBlend on a non-displacement surface (material:
 +
  nature/blendgrassgravel002a). Support for this will go away soon.
 +
  DataTable warning: No matching RecvTable for SendTable 'DT_WeaponBrickbat'.
 +
  Client missing DT class CWeaponBrickbat
 +
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
 +
 
 +
  Dropped unnamed from server (Disconnect by user.)
  
::::I fixed this issue with my MOD, however I had to make a sacrifice as well. It appears the problem is with the game which you choose to have your MOD run from. My MOD is multiplayer, and previously it was running on the Source SDK Base. However, after changing the appid to 320 to have it run on HL2:DM, servers work perfectly and this issue is completely removed.  So, if you are able to make that change, just change your gameinfo.txt and enjoy. I'm going to leave this question open because it is still an issue that Source SDK Base does not properly validate with Valve's servers. --[[User:Tj9991|Tj9991]] 15:04, 21 Nov 2007 (PST)
+
--[[User:FrozenArmageddon|Frozen Armageddon]] 13:58, 28 Oct 2008 (PDT)
 +
:That weapon don't work very well simply because it got cut from HL2, so it wasn't used. So your just lucky to have the source for it as it's not being used, and is bound to be errored. -Craziestdan
 +
::FrozenArmageddon: [removed becaus I wrote some wrong stuff...]
 +
:::I never said not everyone gets the source at all! I meant, there is code in the source that was cut from HL2, but some are in pieces, some broke etc. So I was just trying to point out that it may not work because it's not complete? I also didn't read your whole post (pretty hard to read when the spelling is rushed). But by any chance (I haven't done weapons in a while, so I may be wrong) did you add the weapon to the c_weapon_stubbs? Every new weapon needs to be there. You'll need to add a line like this:  
 +
    STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
 +
And don't forget you need to make a weapon_brickbat.txt script in the mods script folder.
 +
This should actually fix it, I remember having your problem before. --[[User:Craziestdan|Craziestdan]] 14:15, 28 Oct 2008 (PDT)
  
:::::We have the same problem with old-time LAN-servers for CS 1.5 - Regardless of sv_lan, using Master-Server or not, this message pops up regulary, but not constantly: It seems to appear in waves ... many messages in a short time and then nothing again. Searching for a function that is responsible for them was not effective so far :-/
+
Wow, sirusly, I am sorry that I said anything about your comment, becaus I think you just helped me a lot, im gonna try it now :D
Any idea?
 
  
===Cant use SDK suddenly===
+
oh, and sorry for the bad spelling, English not beeing mother languge and too much time in online chatting may change your spelling really badly as you allready noticed ^_^
Only recently in the sdk main part with the different tools and stuff, down the bottom where it lets you choose which game to start the valve hammer editor or whatver with, it doesnt give me Cs Hl2dm or DOD, it only gives me choice of portal, TF2 and Hl2 EP2 which i don't have any of.
+
and btw, I wanted also to say that I don't think that the fragments are the foult, Becaus even when I excluded it, my map wont work and give same error as before...
 +
::Lol i keep fogetting my timestamp xD Anyway, I didn't realise you weren't english, anyway, glad it worked (if it did). Next time you need help post [http://forums.steampowered.com/forums/forumdisplay.php?f=195 here]. A lot more people check there rather then here. --[[User:Craziestdan|Craziestdan]] 14:15, 28 Oct 2008 (PDT)
 +
:::hmm... didnt work even after I added:
 +
  STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
 +
:::and made a file called weapon_brickbat and copy\pasted (and changed abit) the weapon_crowbar :D
 +
::::Well I didn't actually mean put that identical line in, I meant something very similar. In that weapon stubbs file looking at the others should give it away. You need to make sure your line matches the weapon, and don't forget about case sensitive. I put WeaponBrickbat, but you might need WeaponBrickBat. Stuff like that you need to look out for. It may be another problem that idk about, because i've never been able to have 2 melee weapons in source, it always messes up somewhere. --[[User:Craziestdan|Craziestdan]] 14:31, 28 Oct 2008 (PDT)
 +
::lol this qustion gets long, anyway, Yea, I did copy\pasted it EXACTLY but when I looked at evry other code, it was allmost identicale... and I also tryed to expiriment abit with the .txt file, but still nothing works, im happy that you keep helping me...
  
 +
'''''[http://forums.steampowered.com/forums/showthread.php?p=8341165#post8341165 BTW I posted it with more details in Steam Forums]
 +
'''''
 +
--[[User:FrozenArmageddon|Frozen Armageddon]] 04:26, 29 Oct 2008 (PDT)
  
Go to tools > Source SDK > Properties > Launch Options
+
Well it looks like someone just gave you the solution in the thread on that link, one that I actually forgot. But I didn't realise your in a MP mod?? Your weapon file must be included in both server/client projects for MP. --[[User:Craziestdan|Craziestdan]] 08:53, 29 Oct 2008 (PDT)
Enter in -engine ep1, I don't know your exact problem but that will allow you to select the ones you want.
 
  
--[[User:Woody666|Woody]] 15:54, 9 Nov 2007 (PST)
+
erm... im actualy making a Half-Life 2 Single Player mod... not mp >.>
  
==Answered Questions==
+
Last message sent by [[User:FrozenArmageddon|Frozen Armageddon]] at 13:42, 29 Oct 2008 (PDT)
[[Answered_Help_Desk_Questions|Archive]]
 
  
=== Trying to create a regenerating wall ===
+
=== Changes won't appear in game ===
I'm trying to make a wall with lots of health that resets its health every second. This is so that it can only be destroyed by a demoman using all 8 pipe bombs at once.
+
This is a repost of a problem that several newcomers to modding have encountered when following the tutorial at http://developer.valvesoftware.com/wiki/My_First_Mod  After compiling and starting the game, none of the changes we make appear in the game. Specifically, we try to adjust the RPG rocket speed, but this just doesn't happen. Probably, this is due to some issue with DLLs, AppIds or similar. However, I can't find an answer anywhere. There is a discussion of the problem on the tutorial discussion page: http://developer.valvesoftware.com/wiki/Talk:My_First_Mod#Rocket_Speed_doesn.27t_change
I created a func breakable with 1000 health, and then a logic timer. Every 1 second, the logic timer sends the output 'sethealth <1000>' to the func breakable. However, when I run the map, the wall breaks as soon as the map loads. I've tried making the sethealth parameter higher or lower but it always has the same effect.  
 
Can anyone help? [[User:Chutup|Chutup]] 20:05, 5 Jan 2008 (PST)
 
  
Don't worry, I worked it out on my own, I think. Once I took the <> symbols out of the parameter box, it works fine. [[User:Chutup|Chutup]] 05:39, 6 Jan 2008 (PST)
+
Anyone?
  
===How can I use the "City 17 from above" skybox?===
+
--[[User:Diskonaut|Diskonaut]] 14:05, 15 May 2009 (UTC)
  
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!
+
:I read the discussion and I guess the guy was lucky with his app id thing, its not really related, if your mod is orange-box based, just keep it at the default 218. You're going to need to give me more detail before I can help you. First what IDE or version of visual studio are you using? And if you're using VS, have you fixed the automatic copy of the dlls to the game folder?
 +
:--[[User:Psycommando|psycommando]] 19:47, 16 May 2009 (UTC)
  
[[User:Undermind-Mike|Undermind-Mike]]
+
== Material System ==
  
:: 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.
+
=== materials don't show up in 3d view ===
 +
When I make a Brush, it is a baby blue color and it doesn't show up -- 20:49, 9 Dec 2007 (GMT) {{unsigned|Octoplasma}}
  
=== TF2 Capture point setup ===
+
:Did you put the material in the right folders? --[[User:Darthkillyou|Darthkillyou]] 18:49, 17 Feb 2008 (PST)
 +
:Sounds to me as if you have your View set to "3D Filled Polygons". You might try changing your View to "3D Textured Polygons". Go to View at the top of Hammer. Find "3D Textured Polygons" & click on that. Textures will immediately be visible in the 3D view. --[[User:YPE|YPE]] 09:02, 21 May 2008 (PDT)
  
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.
+
=== Half-Life 2 Episode 2 textures ===
 +
I'm mapping for Deathmatch & would like to use a few models from Half-Life 2 Episode 2. I extract all necesarry model & texture files to thier proper respective directories, yet when I use the Model Viewer or Model Browser in Hammer, the models appear as being non-textured. I can extract models from Ep1 & CS:S all day long without any such problems. I have run into the same problem extracting non-model textures from Ep2 as well. I'm thinking it may have something to do with different engine versions (Ep1 & OrangeBox). Am I correct in that assumption? Is there any sort of work-around for this? Would using [[VTFEdit]] help me in this endevor?
 +
--[[User:YPE|YPE]] 09:08, 21 May 2008 (PDT)
 +
:First of all, you are not allowed to use the materials in any other games, even VALVe games, except for OB games. Second, all of those files are newer versions, so they won't work anyway. [[User:Solokiller|Solokiller]] 10:43, 21 May 2008 (PDT)
 +
:Solokiller, Thank you for answering my question. I was not aware of any such restriction. Would you be so kind as to post a link to the information you describe? --[[User:YPE|YPE]] 18:57, 22 May 2008 (PDT)
 +
:I've had some time to think about your answer. I think your wrong. I was under the impression that all Source Engine games were open-source, which can be confirmed here: [[Decompiling_Maps#Levels_of_security_for_map_makers|Levels_of_security_for_map_makers]]. It's the third paragraph, last sentence. [http://en.wikipedia.org/wiki/Open_source#Open_Source Wikipedia's definition of open-source.] --[[User:YPE|YPE]] 16:26, 23 May 2008 (PDT)
 +
::There is a large difference between what is stated there and the truth. The writes assumes that, because you can decompile a map and retrieve all data as if it were the original vmf, you can use anything and everything from any Source engine game in any other Source engine game. This is not the case. See http://developer.valvesoftware.com/wiki/Mod_Content_Usage for more information. [[User:Solokiller|Solokiller]] 04:42, 24 May 2008 (PDT)
 +
:We'll see about that. I just emailed [mailto:sdk@valvesoftware.com sdk@valvesoftware.com] about exactly what i can use that was not included in the SDK. I also requested if I could post thier response here. Hopefully it will be an expeditious & positive response.--[[User:YPE|YPE]] 16:23, 24 May 2008 (PDT)
 +
:Seriously you're wasting your time emailing them, and it rather work out if you just Ported textures over inside your own mod. There's no problem with mixing them that's for sure, or bringing in your own. Also Aside that, Half Life 2 Deathmatch '''will not''' ''support'' the '''New texture type''', therefore your straight out of luck, and instead you would have to ''build your own'' MP mod to utilize the new ''engine features''. Besides that sadly mapping for Dm is sadly dead for reasons I can't seem to understand. Now you're questions have been answered and theres no workaround sorry.--[[User:MrTwoVideoCards|Gear]] 18:50, 24 May 2008 (PDT)
 +
::You can downgrade the textures... --[[User:Frostbite|Frostbite]] 19:08, 24 May 2008 (PDT)
 +
:I never imagined the can of worms I was about to open with my initial question. Seems there's quite a bit of confusion as to what is "allowed" & "not allowed". I am ''not'' all about taking some mod team's work & ripping it apart just so I can make a single Deathmatch map. I am limiting my content to only Valve Software's original models & textures. Those being from: HL2, HL2:EP1, HL2:EP2 & CS:S. From what I see in [[Mod_Content_Usage]], It looks like all of the games listed are "allowed" to be used. It is also an old page, as it does not contain any information on any of the ''Orange Box'' games. Seeing as how all of those games listed are from Valve Software & the SDK was updated with the new Orange Box games so people could mod from them, I don't see anything wrong at all with using a few models or textures from HL2:EP2. After all, I did pay for those games. Speaking of my initial question, I answered it myself with a download of [[VTFEdit]]. [[User:Frostbite|Frostbite]] is correct in that the version of the textures can be downgraded to work with the older Source Engine. I now have a fully textured, working model from HL2:EP2 in my HL2:DM. Even though it's possible, I doubt that I will use very many. Doing so is quite time consuming.--[[User:YPE|YPE]] 20:53, 24 May 2008 (PDT)
 +
::It's is illegal to use Episode 2 materials in anything not OB, that said, don't say i didn't warn you. [[User:Solokiller|Solokiller]] 05:58, 25 May 2008 (PDT)
 +
:: :O! Thats Why I hesitated on making any ep2 MP maps.--[[User:MrTwoVideoCards|Gear]] 05:59, 25 May 2008 (PDT)
 +
: Warning heeded. The HL2:EP2 model & it's textures have been removed. --[[User:YPE|YPE]] 10:45, 25 May 2008 (PDT)
 +
:: I now know that I ''cannot'' use any HL2:EP2 models or textures. I know it may seem like I'm dragging this out, but for clarification, I need to know if I can still use models or textures from HL2:EP1 or CS:S. What I ''thought'' was ok, was not. If I can't use those either, I might as well delete the map I was working so hard on. I would have to totally rework the map. :(  --[[User:YPE|YPE]] 13:34, 26 May 2008 (PDT)
 +
::If you cannot normally access the files when mapping for the game in question, then you can't use the other game's content. In other words, when mapping for Hl2: DM, only content available for that game normally can be used. You should not have to extract files to use them, if you do, then you either have a corrupted/faulty copy, or are doing things wrong. [[User:Solokiller|Solokiller]] 06:36, 27 May 2008 (PDT)
 +
:I want to thank everone that has spent time responding to my question. Especially Solokiller for setting me straight on this subject. I clearly had no idea. Thank you. All other game content has been removed. --[[User:YPE|YPE]] 10:31, 27 May 2008 (PDT)
  
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)?
+
== Mod Files ==
  
Cheers.
+
===No Hud On Start?===
 +
Hi everyone. I'm sort of "begginer" to the whole modding thing, but im interested. how do I make me spawn with a hud showing already (health, armour, weapons, etc.) I always have to do Sv_cheats 1, then impulse 101, I want to be able to spawn, withput having to do that, or without having to put an HEV suit in my map all he time. Thanks. --[[User:Shield543|Shield543]] 08:22, 18 Jun 2008 (PDT)
  
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.--[[User:MrTwoVideoCards|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 specifique position of each cap point on the hud check [[Team_control_point_master]] --[[User:Gectou4|Gectou4]] 00:04, 24 Oct 2007 (PDT)
+
wel,for as far as i know it'snot possible to start with the suit already on unless you picked it up in a previous map, but you might try putting your suit directly under the spawn point, and set a flag so that it doesn't do it lenghty introduction music etc.
  
 +
===Error?===
 +
I am a novice to modding, as in never done it before, however for good reason as every time i have tried to make a mod to anything i get an error page saying "Can't open ''CreateModFiles\source2009\gameinfo_sp.txt'' for reading". Now rather than whining about it here I have spent some time trying to solve the problem myself by refreshing SDK content; reset game configurations and even tried to find the file myself and now I have no clue what to so can someone please help me out?--[[User:Theshawnacorn|Theshawnacorn]] 7:48PM 11/01/2011
  
  
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.
+
I have recently encounter this same problem (today actually), and found out that the required files aren't in the SDK for Source 2009 but they are there for The Orange Box (Source 2007). Using GCFScape, you can extract root\launcher\CreateModFiles\orangebox and place it in C:\Program Files (x86)\Steam\steamapps\*account name*\sourcesdk\launcher\CreateModFiles (or wherever the your Steam folders are located) you will have to create the "CreateModFiles" folder. Once the Orange Box files are in there, rename "orangebox" to "source2009". --[[User:Yottabyte|Yottabyte]] 23:38, 3 February 2011 (UTC)
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.
+
===Updating Client Files for your MOD?===
* 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
+
After releasing the 12th version of my MOD, I must say I'm tired of creating an installer and patcher each timeIt takes a while to do both, which means a delay each time I do it.  Does anyone know of a freeware (read: not bullcrap shareware which is all I could find in searches) file update manager?  Something similar to Steam's content update system would be perfect, where it periodically checks for updates to their files. Thanks.--[[User:Tj9991|Tj9991]] 18:54, 6 Nov 2007 (PST)
* 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:
+
Umm, maybe try using SVN? That might help you release patches and small updates easily, but for the major versions I'd still suggest putting it BOTH into the SVN as the full game file pack (no need for installers :D) and to where you usually put them as an installer. I suggest you find out more about SVN here: http://subversion.tigris.org/ Then if you need a free SVN host, try google code's svn: http://code.google.com That would require you to make it open source, though. -- 13:32, 28 Jan 2008 {{unsigned|Esa94}}
* 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 ===
+
===Removing the Achievements segment on the Main Menu===
 +
i am making a small mod for HL2:EP2 and when i start it up it has the achievements menu and the commentary menu segments, how can i get rid of them? -- 1:56, 05 Aug 2009 [[User:brendanmint|brendanmint]]
  
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.
+
== Video Editing/In-Game ==
[[User:Xiphos|Xiphos]] 16:47, 23 Oct 2007 (PDT)
+
===Regarding creating entities in-game (ent_create)...===
  
Try using the [[Hammer Vertex Tool]].--[[User:MrTwoVideoCards|Gear]] 16:57, 23 Oct 2007 (PDT)
+
In TF2, I've been trying to make entities in a multiplayer server using ent_create and prop_physics_create and any other thing that creates entities, but it doesn't work because I do not know how to properly write the command (how do I even name the entity I create?), there's nothing about it anywhere and there isn't an article on it.
  
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 mach 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. --[[User:Darthkillyou|Darthkillyou]] 19:05, 23 Oct 2007 (PDT)
+
It's like no one even heard of the command...
  
Wow, I wasn't aware the vertex tool could do that. Thank you.[[User:Xiphos|Xiphos]] 11:57, 24 Oct 2007 (PDT)
+
Any help would be appreciated.
  
===Custom .wav files?===
+
[[User:Sockpuppetclock|Sockpuppetclock]] 06:24, 27 Sep 2008 (PDT)
  
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.
+
  prop_physics_create props_mining/rock001.mdl
  
[[User:Plasmadyne|Plasmadyne]] 11:59, 15 Sep 2007 (PDT)
+
:Quotes are only needed if there is a space in the name which is super rare in Valve stuff these days if at all, :something like this would be very rare ;
: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. --[[User:JurgenKnops|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. :) [[User:Plasmadyne|Plasmadyne]] 12:45, 15 Sep 2007 (PDT)
+
  prop_physics_create "props folder with spaces/model name with spaces.mdl"
: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 [http://collective.valve-erc.com/index.php?doc=1070392493-12550200 VERC] (unfortunatly this info is for the GoldSrc Engine, but give it a try...), otherwise you can take a look at the [http://www.chatbear.com/board.plm?search=ambient+generic+loop&searchthrough=all&searchuser=&searchfrom=0&b=4989&a=search-do VERC Forums] (Old Source SDK forums). --[[User:JurgenKnops|Jurgen Knops]] 13:13, 15 Sep 2007 (PDT)
 
  
Ah, this solved it.  Thanks! I would never have thought to look for that.
+
:Or something more complex (HL2DM!) ;
  
===Assigning team points based on triggers without team member activator===
+
prop_physics_create props_junk/propane_tank001a.mdl;ent_create npc_satchel;ent_fire npc_satchel explode;ent_create prop_combine_ball;ent_fire prop_combine_ball explode;say BOOOOM!!!
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. [[User:Gurtak|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. [[User:Gurtak|Gurtak]] 07:08, 31 Jul 2007 (PDT)
 
  
 +
:But for any of these '''You Need sv_cheats 1 enabled!''' --[[User:Jenkins08|Jenkins08]] 11:00, 19 April 2009 (UTC)
  
===Will not compile===
 
FIXED:Did not know about user32.lib. That should really be put in a more obvious place.
 
[[User:Elspin|Elspin]] 19:44, 6 Jun 2007 (PST)
 
  
 +
===Sound not syncing - host_framerate still set to 30===
 +
Hi there, in FakeFactory 8, which uses Source Engine version 14, none of my exported AVIs are synced correctly to the sound. Does anyone know how I can fix this?
 +
--[[User:Tgp1994|Tgp1994]] 03:34, 23 May 2009 (UTC)
 +
:Thanks for all the help everyone >.> Turns out I needed to use a different codec.
  
===Weapon handoff?===
+
== Shaders ==  
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.
 
  
[[User:Plasmadyne|Plasmadyne]] 01:20, 18 May 2007 (PDT)
+
=== How do I initialize arrays inside shaders? ===
  
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)
+
If I have myshader.fxc and it contains a global variable:
  
OK, thanks... I think I have an outline now.
+
float coefficients[200];
  
[[User:Plasmadyne|Plasmadyne]] 14:00, 27 May 2007 (PDT)
+
how can I initialize it from within the shader's .cpp file?  -- 16:50, 17 Feb 2008 (GMT) {{unsigned|Christos}}
  
===Exporting from XSI Foundation 6.0===
+
== Misc ==
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! -[[User:Mrhappy|Mrhappy]] 01:20, 26 Mar 2007 (PDT)
 
:As noted [[XSI|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. --[[User:Daedalus|Daedalus]] 19:13, 26 Mar 2007 (PDT)
 
::Thanks a lot, I'm pretty sure it's working properly now.  Moving to answered -[[User:Mrhappy|Mrhappy]] 19:30, 10 Apr 2007 (PDT)
 
  
===Problems with Engine / Map===
+
===Error with MountAppFilesystem===
  
I'm not sure if this is an error in the engine or a map, but everytime I try to run a certain map, I get the following error:
+
Everytime I testrun my map I get this error:
  
13/ - func_brush: UTIL_SetModel: not precached: *3
+
MountAppFilesystem() failed: SteamMountAppFilesystem(218,35,0x4a6fd54) failed with error 21: A different version of this FS is already in use
  
hl2.exe then crashes to desktop. This only affects one map. I can provide the .vmf if needed.
+
I know this is an adressed problem and I have attempted that fix. I can't get it to work but I did grab my start-up process be fore I closed it:
 +
<pre>
  
--Gman003 15:39, 12 May 2007 (PDT)
+
** Executing...
 +
** Command: Copy File
 +
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"
  
Fixed, it was the skybox. Accidentally tied it to a func_brush.
 
  
--Gman003 17:48, 12 May 2007 (PDT)
+
** Executing...
 +
** Command: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\vvis.exe"
 +
** Parameters: -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"
  
===Half-Life 2 Episode 1 "tree_pine" models===
+
Valve Software - vvis.exe (Mar 11 2008)
 +
2 threads
 +
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
 +
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.prt
 +
  27 portalclusters
 +
  64 numportals
 +
BasePortalVis:      0...1...2...3...4...5...6...7...8...9...10 (0)
 +
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
 +
Optimized: 0 visible clusters (0.00%)
 +
Total clusters visible: 667
 +
Average clusters visible: 24
 +
Building PAS...
 +
Average clusters audible: 27
 +
visdatasize:436  compressed from 432
 +
writing c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
 +
0 seconds elapsed
  
I'm fairly new to SDK's Hammer Editor & am currently trying my hand at mapping for Half-Life 2 Deathmatch. My peticular map is of the outside variety in a mountain setting. I need evergreen trees to make it believeable (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!
+
** Executing...
 +
** Command: Copy File
 +
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"
  
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?--[[User:YPE|YPE]] 19:18, 26 Mar 2007 (PDT)
 
::There's nothing wrong with your models. You placed them in the wrong folder.
 
::Eg. If they came from: epicsodic/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.--[[User:Sortie|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! --[[User:YPE|YPE]] 16:58, 30 Mar 2007 (PDT)
+
** Executing...
 +
** Command: "c:\program files\steam\steamapps\krazy322\half-life 2\hl2.exe"
 +
** Parameters: -applaunch 215 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"
  
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 modles so servers can have the players download them. Ive made sourceforts map and ive 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.--[[User:MrTwoVideoCards|Gear]] 17:06, 30 Mar 2007 (PDT)
+
</pre>
  
Also on one last note i cant wait to see youre map sounds great is it gonna look like this maybe a bit?:
+
I would love to get a hand with this. Thanks guys
[[Image:City 17 040013.jpg|thumb|left|px100]]
+
reaperz132@hotmail.com
  
::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!
+
:Uncheck Run Game after compiling, manually launch the game and type map <mapname>
P.S. I will move this to the "Answered Questions" section in a few days (so Sortie & Gear know that it '''has''' been answered).--[[User:YPE|YPE]] 17:51, 30 Mar 2007 (PDT)
+
:Your parameters for launching the game are incorrect...Should be something like;
 +
<pre>"c:\program files\steam\steam.exe" -gameidlaunch 218 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" +map testmap</pre>
 +
:Notice first of all its pointing to Steam.exe not hl2.exe (Steam.exe is used to launch all steam games now, Hl2.exe is not used to launch anymore but still an essential part of the games)
 +
:Second of all is the AppID parameter, that has also changed from -applaunch to -gameidlaunch and also you were trying to load AppID 215 which is Source SDK Base (Episode 1 Engine) and if you look in garrysmod/garrysmod/gameinfo.txt you will see it's AppID '''218''' which is Source SDK Base 2007 (Orangebox) which is what Garrysmod uses as a base game.
 +
:But my suggestion is don't launch from hammer especially if your map is cpu/gpu intensive then you wont get accurate framerate ingame because hammer will be in the background sucking up hundreds of MB of Ram.
 +
: --[[User:Jenkins08|Jenkins08]] 07:08, 20 April 2009 (UTC)
  
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 im glad it worked good luck!--[[User:MrTwoVideoCards|Gear]] 17:54, 4 Apr 2007 (PDT)
+
===Half Life 2 Mapping===
 +
I don't own Half Life 2 on Steam, but I have it installed, and I can run Gmod, HL1 Source, and I have HL2: Death Match. Can I still create a HL2 Map with NPC's, and play it?
 +
clary.joshua@gmail.com
 +
:Yes! --[[User:Jenkins08|Jenkins08]] 10:31, 19 April 2009 (UTC)
  
::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.
+
===Making a map in Half Life Source===
 +
I own HL:Source, but I need to know what the dimensions of things are for this game! You guys have mappers references for HL2, TF2, Portal, L4D, and CS, but not HL1! Please help!
 +
Email answers to clary.joshua@gmail.com
  
::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... --[[User:YPE|YPE]] 15:42, 7 Apr 2007 (PDT)
+
===2D View Text in Hammer displays strangely===
 +
I think the title it fairly self-explanitory; the numerical text and letters displayed in the 2D fields are mostly illegible (or at the very least messed up). Other text doesn't seem to have a problem. Upgrading and changing graphics drivers had no effect, and I'm not sure what the cause could be. Doesn't seem to really impact level creation mechanics (unless you count being able to tell how big I'm making a brush without counting the grids as a 'mechanic'), but it essentially prevents me from using the editor.
  
===Programming error===
+
A screenshot of one of the editor windows is here: [[http://i58.photobucket.com/albums/g247/UltimaGecko/badfont.jpg]]
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)
 
  
[[Gman003/FullLog|Full Log]]
+
I'd appreciate some suggestions [[User:UltimaGecko|UltimaGecko]] 20:19, 17 Sep 2008 (PDT)
  
:Hope you don't mind, but I moved that log to a different page since it was so long.
+
Same Problem. Anyone found a way to solve the problem?
: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. --[[User:Daedalus|Daedalus]] 20:26, 19 Mar 2007 (PDT)
+
[[User:Sheak|Sheak]] 13:44, 28 March 2009
  
::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).
+
===Motionmapper screwups===
  
:::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 al ong time for me though. Let me know how it goes. --[[User:Daedalus|Daedalus]] 14:08, 20 Mar 2007 (PDT)
+
Hey there - i've been trying to map a couple of standard male animations from sourcesdk_content\hl2\modelsrc\humans_sdk\Male_Animations_sdk to a custom size Valve Biped i created in XSI from the Biped Guide. Basically the rig is a little shorter overall and has less wide shoulders. I didn't change any names of bones or helpers or whatnot.
  
::::That seems to fix it. --Gman003 07:54, 23 Mar 2007 (PDT)
+
Now, aside from the fact that motionmapper seems to have problems mapping files over a certain number of frames (idle_subtle is the one i seem to remember) and ends it all by crashing, nearly ALL the smd files i end up with contain errors: 1.#QNAN0 and -1.#IND00 in the block that follows after "time 0". They seem to occur in pretty much the same "nodes" described in the first part of each smd (3,5,7.. 101, 103 etc. they vary from animation to animation).
  
===Wacked animations===
+
Oh, and using templatefiles ends in a crash right away.
  
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 --[[User:Amckern|Amckern]] 16:13, 2 Nov 2006 (PST)
+
Is there something wrong with the rig? The biped guide is explicitly intended for rig resizing, isn't it? I'm using XSI 6.01 with the Valve plugin. By the way, following the tutorial about mapping skeletal motion works.. I'm at a loss, help would be much appreciated!
  
===Hammer: %1 is not a valid Win32 Application===
+
[[User:PF|pF]] 06:52, 10 Jul 2008 (PDT)
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 [[User:Daemon Jax|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
 
[[User:Daemon Jax|Daemon Jax]] 16:14, 15 Mar 2007 (PDT)
 
  
=== HudMsg Error ===
+
===Interesting Error Message.===
When ever I run my level, I receive <code>DLL_MessageEnd:  Refusing to send user message HudMsg of 335 bytes to client, user message size limit is 255 byte</code>. 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? --[[User:Amckern|Amckern]] 16:09, 23 Nov 2006 (PST)
+
  I'm not able to get Source SDK running. I keep getting the following error message.
  
===Steamappid's, engine updates, and .dll's===
+
"MountFilesystem( 221 )failed: SteamMountFilesystem(4000,221,0x1c10fd64=,0x1c10fc54) failed with error 106: Failed to resize the cache file"
 +
I click OK and it goes away. Any help? --[[User:Wombat|Wombat]] 18:17, 4 Jul 2008 (PDT)
 +
:Hi I'm sorry I don't know the fix but I'm  posting to say I have the same problem. Only the address is different. Could this be a hardware problem? I don't have problems running other steam apps or any other apps on my machine to my knowledge. Here is a rundown of things I have tried that haven't worked:
 +
*Verify the integrity of tool cache.
 +
*Run CSS and joined a server then quit and try to launch sourceSDK.
 +
*Set engine -ep1 in the launch options (I want to make a CSS map).
 +
*Uninstalled sourceSDK, performed a scandisk, re-installed sourceSDK.
 +
:Currently I'm downloading Half Life 2 EP 1 to see if it makes a difference to have it installed. --[[User:Super duper|Super duper]] 03:54, 15 Aug 2008 (PDT)
 +
::The address is probably going to be different each time you get that error. Memory is a dynamic thing. And stop using line breaks please, it makes my head ache. --'''[[User:Baliame|Baliame]]''' <sup>([[User talk:Baliame|talk]])</sup> 05:43, 15 Aug 2008 (PDT)
 +
:OK downloading Half Life 2 EP 1 fixed the problem now it launches, no errors! Wombat do you have HL2 Ep 1 installed? -- [[User:Super duper|Super duper]] 04:12, 15 Aug 2008 (PDT)
 +
:Is there any other way to get it to work? I just downloaded it and am annoyed because it took hours to download for just an error message. --[[User:Col6y|Col6y]]
  
I used to think I understood the way the engine updates and how mod's access new code, but the more I read, the less I do.  Also, I am not a programmer.
+
===Overview? How to get started?===
 +
I'm sure I must have missed it, but I can't find an overview of the most basic stuff (that is probably obvious to everyone here, but not to me). Like, I don't want to make a map, I want to have the death notices show up differently. Is that a mod? a plug-in? Does that mean compiling my own client? If I compile my own client, will the servers let me in? or will they think I'm cheating? Thanks so much! [[User:Myzipis02139|Myzipis02139]] 19:59, 31 May 2008 (PDT)
  
Using steamappid 215 is supposed to allow your mod to update in 'lockstep' with source engine updates. I am unclear if this means
+
===Adding New Maps to Source:Dedicated server===
 +
Help! How can I add maps to the default that are in the dedicated server? I can't find a way to run maps that I have made for HL2:DM. I've tried to change the map to the one that I have made, to test it, but it doesn't show up in the options. I've tried to move the map to the dedicated server folder, but it doesn't seem to work. Any help would be appreciated!--[[User:Tiddlydum|tiddly]] 05:03, 17 May 2008 (PDT)
 +
: Add it to %Source Dedicated Server Path%/hl2mp/maps -- I just tested, it should work fine. --[[User:Durub|Durub]] 14:44, 31 May 2008 (PDT)
  
#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.
+
===Adding connection to a mysql server in a source mod===
#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 actualy games) in base source engine.gcf/sourcetest/bin  What confuzzles me is that this is the directory for the video stress test, and that the client.dll and server.dll werent 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 lisence.
 
#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 doesnt make sense for two reasons:
 
##When compiling under Episode 1 (actually I havent 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 (didnt 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 doesnt 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 havent seen a simple explanation anywhere.  Anyone got one for me?  Exactly how are standard-valve-made code updates applied to mods dynamically and when? --[[User:Mrhappy|Mrhappy]] 00:38, 2 Feb 2007 (PST)
+
Hi, i'm trying to share information about player on several servers and think Mysql is the faster way. But, i tried to use the mysql Libraire (C). But once the game launched and i try to create a listen server i receive this error report
 +
<pre>
 +
Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV
 +
</pre>
 +
I've solved it by adding the dll Libmysql.dll in the source sdk base folder.
 +
the game couldn't find the DLL in my mod bin directory. How to include it without having to copy bins in the source sdk directory?
 +
thanks by adavance
 +
Gael Motte [[User:Gmotte|Gmotte]] 02:03, 12 May 2008 (PDT)
  
:#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).
+
===Hammer is not loading all the files for my game.===
:#Engine code is in <code>base source engine 2.gcf</code>. 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 <code>source engine.gcf</code>. I would be very surprised if a third instance of Source were to crop up when Ep2 is released.
 
:--[[user:TomEdwards|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.) [[User:Mrhappy|Mrhappy]] 20:13, 2 Feb 2007 (PST)
+
I am following the door tutorial for Portal and am finding that Hammer can not find some of the models and entities.  For instance, I couldn't find the model for one of the sides of the door in the Model Browser, but when I typed in the path it worked.  I am also am not able to find the func_door entity.  Any help would be appritiated.  Thank you.[[User:ShawnStovall|ShawnStovall]] 14:24, 23 Feb 2008 (PST)
 +
:You might be missing some models, try to reinstall Source SDK, and Portal, that should fix the problem.--[[User:MrTwoVideoCards|Gear]] 17:33, 31 Mar 2008 (PDT)
  
=== HL2 in Outer Space? ===
+
===Networking: Opening TCP Socket on Port 27015 ===
  
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?
+
I am trying to establish a TCP connection to port 27015 on a standard TF2 server using PHP's fsockopen, but the connection attempt keeps timing out. Doing a port scan through the range 27000 - 27020 shows no open ports, but how can this be possible? Does anyone know which port to connect to in order to establish a TCP connection with the game server so I can implement a web-based RCON panel? --[[User:TGAcid|TGAcid]] 16:42, 17 Jan 2008 (PST)
 +
:Don't you want UDP? --[[User:Neverender|Neverender]] 23:18, 9 Mar 2008 (PDT)
 +
:The server has to have -ip in its command line, even if it's set to 0.0.0.0.  By default, Source servers bind rcon to 127.0.0.1, effectively disabling it. --[[User:BarkerJr|BarkerJr]] 18:12, 31 Aug 2008 (PDT)
  
--[[User:SirBigOne|Sir_BigOne]] 07:28, 25 Mar 2007 (PDT)
+
===Can you restrict Team Fortress 2 classes?===
  
----
+
Is there a way to restrict classes on a Team Fortress 2 map? I'm developing a map for snipers; I want to make it so that all the players spawn as snipers. They will still have all weapons. Can I somehow force this in Hammer, or do I have to simply set it with an admin option on a server? I've seen this done before (where, for example, everyone goes pyro and you have a melee only round). --[[User:Askiba|Askiba]] 16:38, 11 Jan 2008 (PST)
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)
+
:The only way to restrict classes that I know of is through a server admin mod such as Mani or Beetlemod, which was most likely what you saw on the server you visited. I know we experimented with limiting classes/buildable objects during sudden death with Beetlemod. --[[User:TGAcid|TGAcid]] 17:49, 17 Jan 2008 (PST)
  
<pre>
+
===SDK not working correctly===
#include "cbase.h"
+
Hammer crashes if I do anything - try to make brush, for example. Faceposer can't extract the phonems, writing "extraction successful but full recognization failed" or "Extraction complete", but it isn't! Re-installing SDK doesn't help. Earlier, I've used SDK, and it worked properly, and this problems came just after Orange Box SDK updates. But I don't have it! Please, help if you can.--[[User:1BloodYDoG1|1BloodYDoG1]] 06:55, 14 Nov 2007 (PST)
#include "convar.h"
+
:Have you tried [[Help_Desk#Cant_use_SDK_suddenly|the suggestion given here]]? If you don't own the Orange Box and run the SDK as is, it will be loaded for the orange box games. You should add "-engine ep1" to the Source SDK Launch options, like [[User:Woody|Woody]] [[Help_Desk#Cant_use_SDK_suddenly|suggests]]. Try that and see if it works! It seems to be causing a a headache to lot of people... --[[User:Etset|Etset]] 17:51, 19 Jan 2008 (PST)
  
void SetUserPosition( void ){
+
===Hammer wont launch===
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
+
Everything in SDK works perfectly except Hammer, when i attempt to launch Hammer i get this error code:
if(pPlayer != NULL && (engine->Cmd_Argc() == 3)){
+
" MountFileSystem(312) failed:
float x = atof(engine->Cmd_Argv(1));  //Get x coord
+
SteamMountFile System(3476,312,0x1a38fd64) failed with error 5: No Steam Content Servers are available "
float y = atof(engine->Cmd_Argv(2));  //Get y coord
+
Any help would be appreciated also if someone could even just explain what the error code means so I have a chance of fixing it that would be very useful. [[User:MattDZR|MattDZR]] 07:45, 22 Feb 2008 (PST)
float z = atof(engine->Cmd_Argv(3));  //Get z coord
+
:This is an error we all got, but now it's all fixed.--[[User:MrTwoVideoCards|Gear]] 17:33, 31 Mar 2008 (PDT)
 +
:We still get this error, this is NOT fixed. --dotISO 16:41, 10 May 2008 (PDT)
 +
:For you maybe, but for us yes. Something is wrong with your Hammer, try to re-install Source sdk, and next time add your signature thats linkable! :)--[[User:MrTwoVideoCards|Gear]] 21:31, 11 May 2008 (PDT)
  
Vector pos;
+
===SKD Will Not Launch===
pos = pPlayer->GetAbsOrigin();  //Get player position
+
I have just installed Source SKD and I went to launch it and it come up with 'SKDlaunch.exe has stoped working' now my friend and I have tryd a few things like putting 'engine -ep1' also he changed somthing to do with the dep. He also said that it would launch fine as I have enought free ram and cpu to handel it. If theres any other info needed just tell me and I will get it.
pos.x = x;
+
[[User:supernova|supernova]] 09:34, 23 Mar 2008 (gmt +12)
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 );
+
===Error could not load:gameui===
</pre>
+
)I have no idea where this would go, so sorry if it's in the wrong section) When building a map in Hammer for a mod when I try to compile it it says something like "Error could not load:gameui" I don't think i'm doing anything wrong. Any help would be appreciated--[[User:Kyn|Kyn]] 17:31, 31 Mar 2008 (PDT)
 +
:What game are you making a map for? Also you should tell Hammer not to run the game when Compile ends, and instead run the game yourself, and load it up via a console.--[[User:MrTwoVideoCards|Gear]] 17:34, 31 Mar 2008 (PDT)
 +
:Hello. I too am having the same problem. Either Hammer does not load the GAMEUI or it tells me that the Library was not loaded. I have tried uninstalling everything and reinstalling and no go. And to make matters worse when i try and run the map in the GAMES section of STEAM i get the same ERRORS; Could not load GAMEUI or Library not loaded. Before orange box i was able to make maps and compile with no problems. Everything in steam is up to date. I am very frustrated. --[[User:MasterLandShark|MasterLandShark]] 21:48, 6 Oct 2008 (PDT)
 +
:Hey. I am also having this problem but the game won't load at all, the window pops up, and then it just loses again with no errors or anything, also when i try to compile a map in hammer it says could not load gameui but i can't find a problem with the code at all. --[[User:MLSTRM|MLSTRM]] 12:29, 26 Oct 2008 (GMT)
 +
  :Almost there!! make sure you are compiling the code in release mode and when you run the game
 +
the menu etc will appear. but i still can't load my maps... --[[User:MLSTRM|MLSTRM]] 12:41, 09 Nov 2008
 +
Solution: Change in Configure Hammer panel on tab Build Programs Game executable to "$SteamUserDir\half-life 2 episode two\hl2.exe" instead of "$SteamUserDir\half-life 2\hl2.exe" (mod on Orange Box engine). --[[User:Rob3rto|Rob3rto]] 23:14, 8 April 2009
  
Compile it.
+
The above solution does not help me...
 +
I was compiling under the Ep1 engine, and no problems were encountered. But I then switched over to the Orange Box engine, and I get this error. My Build Programs Game Exe. is the Ep2 .exe. But I still get this error. [[User:Legolas1649|Legolas1649]] 22:27, 20 May 2009 (UTC)
  
Now you can use the console command set_user_position(0,0,0) to move the player
+
i am have the same proble it was working fine last night and then to day nothings working.
  
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)
+
Uhh, there is no EP2.exe. HL2EP2 runs off it's own copy of HL2.exe.--[[User:Suroguner|Suroguner]] 06:04, 8 June 2009 (UTC)
  
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.
+
Launch hl2.exe with -game ep2 parameter.[[User:SiPlus|SiPlus]] 16:40, 11 May 2010 (UTC)
  
Good Luck.
+
===Change CS:S display===
  
--[[User:Xteven.xenderson|Steve Henderson]] 14:41, 27 Mar 2007 (PDT)
+
You know when you play CS:S the main menu says Counter-Strike: Source above the different options?  Is there a way to change this to something else like an inspirational message?
  
MY hammer crashes when I load a blank map NOT COMPILE
+
Thanks
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
 
  
--[[User:Thegreen.thegreen|Sean]] 14:41, 16 Apr 2007 (PDT)
+
-Ferretboy54-
 +
: Placement is in resource\ClientScheme.res text file. Text is in gameinfo.txt (Steam verifying this file every CSS launch, it can't be modified. [[User:SiPlus|SiPlus]] 12:52, 21 January 2010 (UTC)
  
====My take on it====
+
===Locust2===
: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.
+
I save my map but whenever i put it into game or into an upload site it doesnt come with the saves, what do i do?
 +
:What? I the bsp does not include save files, you need to copy those over too.--[[User:MrTwoVideoCards|Gear]] 07:37, 23 Jun 2008 (PDT)
  
: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. [[User:Hectate|Hectate]] 06:11, 22 Oct 2007 (PDT)
+
===Portal falling damage/regen ammo questions===
 +
I'm starting a mod on Portal, but it'll be a bit different than usual, for example, some maps will resemble plataform games and such, it'll have combat, etc.
 +
So I need to ask 2 questions:
  
==="func_buyzone" does not exist in entities.===
+
1. Is it possible to enable falling damage back on Portal, and at same time, keep the health regen? (not much programing knowledge)
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.
 
--[[User:Esa94|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. [[User:Solokiller|Solokiller]] 06:51, 18 Jun 2007 (PDT)
+
2. How can I make an weapon having infinite bullets or ammo that self-regenerates (like the airboat gun)?
  
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.--[[User:Esa94|Esa94]] 11:35, 18 Jun 2007 (PDT)
+
The falling damage is really important to me, as the gameplay depends on it. Please help me out with this :]
 +
Thanks
  
===HELP!!! NONRESPONSIVE BRUSHES!!!!!===
+
-Murdock-
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!!!!! --[[User:Darthkillyou|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 --[[User:Darthkillyou|Darthkillyou]] 16:27, 31 Jul 2007 (PDT)
+
=== Floor of Goo ===
 +
Hi everybody. I need to know how to create a floor of goo, that forces players to slide above it. We can see such floors at Route Kanal chapter of HL2. I looked through the Documentation, but haven't found mention of this effect. I really don't know what is it: entity or something else? --[[user:StreetStrider]] 08:52, 13 April 2009 (UTC)
 +
: Materials/Nature/Mud* << everything that is named Mud in the Nature folder should be slippery and slimy like Goo :)
 +
: Just place it like a regular material and your done! --[[User:Jenkins08|Jenkins08]] 10:20, 19 April 2009 (UTC)
 +
:: Thanks, I'll try. ) So, it's creates similar like a water. '''user:StreetStrider''' 15:14, 22 April 2009 (UTC)
  
 +
=== Portalgun upgrade ===
 +
In a mod I'm making at the moment for portal I need the portal gun to be able to punt objects like the gravity gun. Any help?
 +
[[User:Smasher006|Smasher006]] 17:29, 19 April 2009 (UTC)
 +
:No this requires you to have access to the Portal Source codes which are under safe lock and key at Valve HQ. Meaning Portal, CSS, TF2, and at this present moment Left 4 Dead are all Closed Source games.
 +
:Only [[Half-Life 2]] and the Episodes are "Open Source" meaning you can edit the game codes and upgrade/change such things --[[User:Jenkins08|Jenkins08]] 06:54, 20 April 2009 (UTC)
 +
::Any ideas on how I could still incorporate the gravity guns fuction in the mod?
 +
::[[User:Smasher006|Smasher006]] 15:23, 20 April 2009 (UTC)
 +
:::You could just have a place that the players could pick up weapon_physcannon. [[User:Hmmwhatsthisdo|hmmwhatsthisdo]] 01:55, 9 December 2009 (UTC)
  
=== No func_buyzone ===
+
=== Changing HUD Color ===
Guys, help please! I can't find func_buyzone in my entities menu!
+
I apologize if this is in the wrong section.
SDK is set to CS:S, my CS:S and SDK are valid and licensed. What the heck?
+
Anyway, in the mod I am currently developing, I wish to change the color of the HUD, and possibly the font. Is there an easy way to do this, or is there C++ programming involved?
  
You have to make a brush first then convert it to an entity with CTRL + T
+
Also, while I'm at it, I'm confused by the differences of prop_static, prop_dynamic, and prop_physics. What exactly are the differences?
  
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.--[[User:MrTwoVideoCards|Gear]] 18:07, 4 Apr 2007 (PDT)
+
: I can only answer you the difference between static and dynamic props, static props are props that are 100% immovable and cannot be affected by outputs, however, dynamic props is almost immovable, it can be affected by outputs and can do animations
  
===How to edit maps that come with the game===
+
:: VGUI HUD color can be changed thru mod\resource\ClientScheme.res file (it's just text file, use Notepad or smth similar to edit it). Also, about props:
how do you edit the maps that come with team fort 2?
+
::: Prop_static was made only for static, non-animated props. The entity removes from map at compilation stage and converts to StudioRender code.
 +
::: Prop_dynamic is for animated models, NPC models or models that moving or rotating dynamically.
 +
::: Prop_physics is for pushable and dropable models (physics support). [[User:SiPlus|SiPlus]] 12:49, 21 January 2010 (UTC)
  
octoplasma:
+
==Answered Questions==
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.
+
===Adding a output in-game===
  
 +
I have a trouble adding a output to an entity, like a player forexample. I am trying to add a output on a trigger_once to cause a activators health to drop to zero. I type ent_fire trigger_once addoutput onstarttouch player,sethealth,0,0,1
 +
but it keeps saying "
 +
AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>" and I don't know what I am doing wrong, does anyone knows what I actually should type?
 +
~Christoffer395
  
 +
Try this; Create a trigger hurt in the area which kills the player instantly
 +
OR
 +
ent_fire trigger_once AddOutput "OnStartTouch !player,SetHealth,0,0,0"
  
 +
: '''DONT''' use AddOutput that is a very dangerous command.
 +
: '''''AddOutput <string>''''' <pre>Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. </pre>
 +
: And you should use '''!activator''' when dealing with triggers not !player especially in Multiplayer
 +
: Why are you doing this from the console anyway? Are you adding triggers Real Time simply because you can't be bothered making them in hammer? Or is that not an option? Becuase it would solve all your problems if you created a brush Tied to the entity trigger_once and changed its outputs to OnStartTouch::SetHealth::0 instead of using complex console commands :S? --[[User:Jenkins08|Jenkins08]] 10:28, 19 April 2009 (UTC)
  
===How do you add old games like half life 2 back into the sdk games list===
+
:I'm not up for making maps where I can mess with other peoples, but from already existing maps. I'm actually seeking advanced commands, not piece of cake commands. The more powerfull it is, the more worth it is. But anyway, thanks for helping :D
I want to mod for half life 2 but only orange box shows up.
+
:[[User:Christoffer395|Christoffer395]] 21:33, 27 April 2009
  
19:27, 26 Nov 2007 (PST)~
+
::The targetname section could use some more real-world examples. Not sure if you've seen it, but I did put add a detailed example for AddOutput on the targetname section, but it was on the article's talk page [[Talk:Targetname#Examples.3F|here]], rather then the actual article. --[[User:Brandished|brandished]] 00:57, 28 April 2009 (UTC)
  
You need the Half Life 2 Game Itself.--[[User:MrTwoVideoCards|Gear]] 23:35, 26 Nov 2007 (PST)
+
===Character has miss-rotated legs when using XSI Valve Rigs===
:I'm pretty sure you have to set -ep1 (EDIT: Not Correct, read below!) in the Launch Options of Source SDK. --[[User:Volt|volt]] 23:50, 26 Nov 2007 (PST)
+
When I rig a character to a skeleton generated by the Valve Biped Guide in XSI Mod Tool 6, the resulting model as seen in Model Viewer has the body below the waist rotated 90 degrees. I have all export options checked when I use the SMD exporter.
::Yeah true, but you still require Half Life 2, for the original GCF, and hi volt.--[[User:MrTwoVideoCards|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 [[Source SDK Release Notes#Current Known Issues|the Source SDK Release Notes]].--[[User:Volt|volt]] 23:59, 26 Nov 2007 (PST)
 
:Oh yeah Durrrh @ me, sorry about that, lol feel like an idiot now.--[[User:MrTwoVideoCards|Gear]] 05:59, 27 Nov 2007 (PST)
 
  
===why doesn't the .mdl compiler work===
+
I've read about a few other people having this problem. Is there currently a bug in the Valve plug-in for XSI?
I tried compiling mdls with the compiler in the orangebox/bin folder but nothing happens.
+
--[[User:Ayjay McDi|Ayjay McDi]] 14:50, 29 Jul 2008 (PDT)
  
===cannot find textures for capture points===
+
'''Update:''' I've studied the SMD file generated by XSI (both through XSI and through a text editor) and noticed these discrepancies with an existing biped model I decompiled:
I am trying to texture with the tfc2 tutorial but there are no texture that they said should be there...why is this????
+
* The mesh ("ValveBiped.mesh") is included in the node tree data
:Are you referring to the [[Creating_a_Capture_Point|prop_dynamic]]? --[[User:Mark WiseCarver|wisemx]] 06:48, 28 Dec 2007 (PST)
+
* All triangles in the triangle block are also parented to the mesh "bone"
 +
* There is a bone "ValveBiped.Bip01" which the pelvis (ValveBiped.Bip01_Pelvis) is a child of
 +
* The root spine (ValveBiped.Bip01_Spine) is a child of "ValveBiped.Bip01", not of ValveBiped.Bip01_Pelvis
  
Fixed rather irritating title. --'''[[User:Baliame|Baliame]]''' <sup>([[User talk:Baliame|talk]])</sup> 07:44, 28 Dec 2007 (PST)
+
So, apparently there are bugs in the XSI SMD exporter. Is there a fix on the way or should I look at a different modeling package? --[[User:Ayjay McDi|Ayjay McDi]] 14:42, 1 Aug 2008 (PDT)
  
===Problem fixing leak...===
+
'''Update:''' I've figured out my problem. I was using a hand-written QC file. What I should have been doing was using the QC and QCI files that come with the SDK (e.g. C:\Program Files\Steam\steamapps\<your SteamID>\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03\Male_05.qc). Those contain the proper commands to convert the XSI skeleton to the Valve skeleton. --[[User:Ayjay McDi|Ayjay McDi]] 15:15, 6 September 2009 (UTC)
  
I have a func_useableladder entity that is leaking out of my skybox.  The simple fix would seem to be-adjust the skybox to close the leak.  The problem is when I adjust the skybox to fix the leak the map doesn't seem to want to compile.  It gets about halfway through to BasePortalVis and then Hammer stops responding (according to windows).  When my map compiles with the leak it doesn't run any "portal" anything.  If I leave the skybox how it is the map will compile fine.  This leads me to another question.  Is there a limit to the size of the skybox brush?  If I cut up the skybox will this help the compiling process?  Also this is a deathmatch map.  I'm new to map design so this maybe something simple.  Thanks.
+
[[Category:Help]]
08:40, 14 Jan 2008 (PST)~SkiBo08:40, 14 Jan 2008 (PST)
 

Latest revision as of 22:05, 28 June 2011

Contents


In Order to Better answer your Question along with optimization towards the page and for length needs, sections have now been added. If you have a certain problem under a topic then place in under the correct category. Not only Will this help with page length but also organization. -->

Level Design Issues

2D Viewports and selected objects in 3D Viewports Are black

Due to a recent update to the Hammer version for Orange box, it appears that the black view-port plague has returned for the time being. --Bunni 13:09, 30 April 2010 (EST)


Sentries With Infinite Ammo

In my TF2 map, I have a team-specific area guarded by pre-placed sentry guns, not upgradable, not destroyable. Though, after a while they run out of ammo, and I can't find a way to effectively refuel them. Any help? --XutaWoo 20:19, 15 June 2009 (UTC)

I suggest you try to determine when the sentry runs out of ammo, and with a few triggers/relays/spawners, remove the old and restore it with a new one. One way to do this would be to have the sentry as a template, output the number of shots it's taken, and have a counter count them. When it gets past X number of bullets, replace the sentry and reset the counter. Eaglebird 23:46, 3 May 2010 (UTC)

Corrupted Text

In the 2D views I get corrupted text with my Radeon HD 4770, apparently it happens with other 4000 series Radeon HDs as well. This is a bug Valve NEEDS to fix, it is nearly impossible to use Hammer with this bug, it may not look like much in the screenshot, though it sure is a huge issue when creating brushes! HammerText.png

Try to enable antialiasing. SiPlus 16:35, 11 May 2010 (UTC)

One-Sided Bulletproof Glass

I am making a TF2 map and am trying to make a pane of glass that accepts bullets from one side but blocks them on the other. I tried using a displacement. It didn't work and let bullets through on either side, but it did allow me to walk through it on one side and blocked me on the other. I also tried putting the "toolsblockbullets" texture on the blocking side to no avail. What should I do? --Lank 08:15, 5 May 2009 (UTC)

I would have suggested the brush with one sided labelled as bullet-proof, but I'm not sure. Did you use it on a world brush, and not an entity? That may make a difference. Finally, if you only want to bulletproof one side, put the bullet-proof brush on that side of the glass, and tie the glass to an entity; when the glass breaks, have it remove the bullet proofing so that bullets can fly freely. Otherwise you should probably start looking into a way to alter what you're expecting, because I think what you're expecting might be somewhat of a tall order. Eaglebird 23:46, 3 May 2010 (UTC)

Unknown detail type

when I compile my map I get this error, My map still works btw.


Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!

I made my map using the ep1 engine configed for hl2:dm but I'm compiling using the orange box engine configed for HL2:EP2.

It's most likely that this texture was in episode 1 but not in episode 2,or set on diffrent names,try searching the map for blank textures,and change it to a new texture.TryRestart 06:45, 19 June 2009 (UTC)


Selecting One Side of a Hollow Figure

When I need to make a figure with 5 sides in Hammer, I use the 'lazy man's' way to make it: I make a hollow cube and then delete the top. I thought it was ctrl+mouse click (I have done it before) to select the top, but it doesn't seem to be working. Thank you in advance. Crazyking 20:33, 14 July 2009 (UTC)Crazyking

Click it, press Ctrl+U (Ungroup) then click it again. Zeph

Alternatively you could just make a four-sided spike which will create a five-sided brush. Eaglebird 23:46, 3 May 2010 (UTC)

TF2: Both Teams Spawn In One Team's Set of Spawn Points

Please note: This is not my first map, but this is the first time seeing this problem.

I have been making a payload map for TF2 and recently began adding in the respawns and info_player_teamspawn entities. Everything was fine, I even used the "Creating a Spawnroom" tutorial here to guide me. However, once I began testing it, both teams would spawn in one team's respawn and in their spawnpoints. Believe me, I have double checked every entity for anything wrong and I don't see it. I have also deleted the func_respawnroom and info_player_teamspawn entities and started over with no difference. Here's the specifics:

-16 players in each spawn room

-Each spawn room is in a different area and the two func_spawnrooms do not touch each other

-There is a func_spawnroom textured with trigger which surrounds each spawn room which contain the info_player_teamspawn entities

-The spawning entities in Blu's spawn are set to team Blu

-The spawning entities in Red's spawn are set to team Red

-The func_respawnroom around the Blu base is set to team Blu and is not set to start disabled

-The func_respawnroom around the Red base is set to team Red and is not set to start disabled

-The info_player_teamspawn entities in both spawns are not set to start disabled

-The info_player_teamspawn entities in both spawns are well off the ground

-Alt+P does not find anything wrong that is related to this

Just recently, I have reset the game configurations on the SDK Menu with no difference in the level. Also, I tried deleting all entities related to spawning and copied what was left to a new map, gave it a new name, added two info_player_teamspawns (one set for Red and one set for Blu) without adding a func_respawnroom, compiled but it did not fix the problem. Finally, it seems that whichever team's spawn points are set up first, those are the ones that both teams spawn in.

I can't imagine what's wrong and I would appreciate any help that would allow the two teams to spawn in their respective spawns. Gcone81 02:33, 11 March 2009 (UTC)

Gman_overwatch and Breencast Jumbotron, tv, ect. prefabs

Is there any way you guys could write step by step tutorials on to make these work in hammer? cause what you have now confuses the hell out of me! Antlion

It's all in the targets and names. You will need to rename and re-target many items to make them work, unfortunatley. Sorry I could'nt help more. --JeffMOD 14:07, 28 February 2009 (UTC)
A little more info on this would be nice. I'm using the un altered VMF included with SourceSDK, trainstation02. All jumbotron monitor textures are not there when I play the map. All you see is the actual monitor themselves. Any ideas how to get this working?

UDP variable

Is there any way to use an external variable (via UDP) in source engine? For exemple I'd like to use a variable that I send in a udp port as a rotation angle for an object. Is that possible without C++ programming? ThanX.

making custom decals

i am currently working on a map for my clan. i have adobe and it shows in the tutorials that i can make custom decals. i used adobe cs3 for this. i get to the part of making it then i cant figure out how to make it into a decal or material or texture to make it appear in the map. any help pls. also if anyone knows how to like cut out a section of a block to make a square insert type thing Thanks--443754 10:09, 14 Sep 2008 (PDT) 443754

I'm having the same problem. I'm trying to use a custom decal / overlay but can't get it to work without work-arounds that fail epicly ... the overlay is visible through walls, and looks glow in the dark, plus, it's actually a translated spray paint tag, not the decal I created with VTFedit, using the Wiki's directions.. I asked for help here, http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083 , but still haven't gotten help. Rhesusmonkeyboy 00:29, 11 July 2009 (UTC)

Water not working

The texture of the water on top is fine, but in the game when I go under the water it is white everywhere. What's wrong? muddybunny August 14

Stuff showing through the skybox

I've scoured the wiki and the SDK forums for this, but I've found nothing. Working on a map that uses a 3d skybox. For some reason, the main part of the map is showing up off in the distance. In addition, parts of the level show up when looking down through the skybox texture surrounding the level. I've checked for leaks over and over, but there are none. Here are some images to show you what I mean: [1] [2] InquisitorSaturn 22:34, 3 Aug 2008 (PDT --

Are you sure you put the sky_camera in the skybox and not the playable area of the map? --Redryder 08:46, 1 Oct 2008 (PDT)

HL2: EP1 Translation

Hello. I am translating Half-Life 2: Episode One to czech language, but I met several problems with fonts when I use special letters. There are links for two cases...

Picture 1 There is letter "ž". It looks more bold then others and because it is taller than any other letters, it begins on top aligned with "U" and ends below others.

Picture 2 There is letter "e", which is not bold and looks, like it would need to eat something...

I don't really know what to do, because HL2 is using Windows native fonts and they are working properly outside of the game.--Paar 02:30, 29 May 2008 (PDT)

Hammer compiles/plays earlier version of map

Basically, when I save and run the map I am creating for CS:S, the in-game map is only half-built (as if it's loading an autosave of it or something). Saving the map and closing/reopening SDK sometimes gets it to run the actual current version of the map, but sometimes it doesnt. I've tried deleting autosaves and earlier manual saves of the map, but it still happens. Arf. alphaignus 12:36, 11 May 2008 (PDT)

This is odd, are you sure its not updating the map during compile, whats your compile dialog say? I mean your whole compile, its fine to paste it here.--Gear 21:29, 11 May 2008 (PDT)

Figured it out, just has BSP turned off.--Alphaignus 20:40, 12 May 2008 (PDT)

I have the same problem. How do you turn BSP on?

I Also have the same problem but my BSP is on normal.

I think all of our problems are that certain entities/brushes/translations wont load. In the compile box these sorta things happen: Error! To use model "models/w_models/weapons/w_pistol_1911.mdl"

     with prop_static, it must be compiled with $staticprop!

Error! prop_static using model "models/props_junk/cardboard_box05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/cardboard_box05.mdl"! By the looks of it, certain models only work with certain entity types.

HEV suit required?

I can't seem to find anything about this on the web anywhere. So here goes.

Can you make a basic, playable mod without giving the player the HEV suit? By playable, I mean can you give the player health and multiple weapons, and the ability to switch between weapons?

So far what I am seeing is that if I spawn the player without no suit, the player will be invincible and have no health HUD.

Also, I can place multiple weapons in the game world, but they overwrite each other when the player picks them up.

Would code changes be required to make a mod with no HEV suit, or is it configurable?--Clee 17:50, 27 Apr 2008 (PDT)

No, you are not invincible. You will most definitely die if you take enough damage. The weapons "cancel each other out" because it is impossible to switch between them without the suit selection system. Switching between them would require the use of the concommand "use weapon_[weaponnamegoeshere]". Also, without the use of skins, the player hands would look like they are wearing the suit gloves, which would cause some continuity problems. I'm not a coder, but you could probably figure out how to resolve all these problems by modifying some code somewhere. So to answer your question, yes, a basic, playable mod is definitely possible without the suit, but the mod in question won't be very interesting. --Darthkillyou 18:49, 3 May 2008 (PDT)
Use the suit, give the arms a different texture, and add in a new HUD if you'd like, thats the best possible way, but the suit is mostly always needed.--Gear 19:29, 3 May 2008 (PDT)
You can make the player spawn with the suit and just replace the intro sound, however. --JeffMOD 14:07, 28 February 2009 (UTC)
There is another problem if the player doesn't wear HEV suit. He can't drown. I don't know if this problem still exists in the Orange Box engine, but in HL2 it's not fixed.--Tapir 15:46, 26 June 2009 (UTC)
Clear scripts\hudlayout.res. SiPlus 16:36, 11 May 2010 (UTC)

sawblade or harpoon type model

I want to make a model like the sawblade, that when picked up it rotates to a specific direction, and if launched, it sticks into the wall. How would I do this?

Decompile sawblade and read QC. SiPlus 16:37, 11 May 2010 (UTC)

All brushes are totally black

After compiling and running my map, all of the brushes are completely black. The only things I can see are the two prop_physics and a prop_static, which is a lamp with a light source over it. The light is illuminating the props, but nothing else. This was not occurring until I fixed a previous problem I was having, which was that my props were being deleted--they were the wrong type of props for their respective models. The first time I compiled and ran the map after fixing that issue, this new one occurred. It does not appear to be the VertexLitGeneric issue detailed in a previous question on this page. I can't find anything fishy in the compile log.

Thanks for any help. Chrisremo 11:27, 14 Mar 2008 (PDT)

Very strange... no console errors either? Try removing the props and see what happens... --Darthkillyou 19:59, 10 Apr 2008 (PDT)

Map has serious compiling issues

I have a big problem with compiling my map, which I really hope not to lose. It's a compiling error. One time I was compiling my map, and vrad crashed (twice, since I was compiling with HDR), so when it ran, the whole map was really messed up, as if there are closed areaportals everywhere (something with visleaves?). Every time I try recompiling the map after the crashes, it has the same results, and changes I've made to the map don't apply. When I delete the .bsp and try recompiling, it gives me an error saying that it can't find some file. There's already a solution to this problem on the Wiki which I have tried, but still hasn't fixed anything.

Many thanks to those who try to help me with this problem, as this is quite urgent.

Edit: I've tried everything I could think of to fix this problem, with no results. I've tried:

  • Reinstalling Source SDK
  • Refreshing SDK content
  • Reset Game Configurations
  • Checked for leaks (have none)

Scruffy321 00:24, 14 Mar 2008 (PDT)

Alrighty, paste your compile log here!, I'm pretty sure I know what the problem is already, but I just want to be sure.--Gear 17:43, 31 Mar 2008 (PDT)

Yeah im getting this same issue, except i put the "Run Vis" and "Run RaD" on FAST, when i did that an error box came up saying: vpsp.exe - Application Error "The instrucion at "0x09abe5a5" referenced memory at "0x000000008". The memory could not be "read". This is quite an inconvenience as i would not want to start my map all over again, i have copied and pasted the map into a new vmf. however the same error comes up. Scruffy what do you think the problem is?

Model scaling?

Hey, I'm currently working on a map for CS source. I would prefer to use a model over a brush for a large fan, but the only fan available is the small, 6-blade vent fan. I would be more than happy to use it if it were bigger. My question is, is it possible to scale it? Is it easy (Can I do it without a big software package like XSI)? and, furthermore, would it be illegal considering it's not moving in-between game packages (it will stay in CS:S)? I used the big, 8-blade portal fan for a bit, but for a few reasons, it's not quite what I'd like.. Thanks, Eaglebird 13:17, 6 Feb 2008 (PST)

Also on that note, would anyone know why phys_motor and func_rotate create a somewhat spastic rotation in CS:S? It seems to be rotating, but it also jerks at a pretty definite interval. Eaglebird 13:30, 6 Feb 2008 (PST)

Error in sdk_faceposer.vmf map

When I test run the map, there are no scripts or speech for any of the NPCs. For example, when I move to a place on the map where a script starts, I receive a 'Scene 'scenes\ChoreoExamples\sdk_barney1.vcd' missing!' or another vcd. I know I put in the missing files in the correct folder as directed. Yet the program does not acknowledge this.

Don't you just love how valve has to make us figure out how to get their examples working? We'll just have to wait for them to get it working and include the correct file.

WARNING: msg overflowed for player

I am completely baffled as to why this message appears in my game console. I have come to a few assumptions but I'm not entirely positive whats happening. From what I've tried, it seems that having too many func_door's in your level makes this message appear. I have 24 of them spread across a 3 round map. It would be fine if it were just one warning, its not, it floods my console and eventually kicks me out of the level with the error message of "Disconnect: ERROR! Reliable snaphsot overflow..".(<- copied directly from my console) One might suggest removing doors but as far as my level design goes, I'm hard pressed to do so because of how I want players to flow through the level. I'm not sure if its having too many doors or not but a more detailed explanation as to why this happens will help me and others in the future ever receive it again. Thanks.

Update: I made the warning message disappear by removing some Prop_dynamics as well. This doesn't always work however, thats the source of my confusion. It seems to be a combination of things that cause this error to occur.

Can you post a log of what message is 'overflowing'? Along with that, could you post a compile log? Eaglebird 19:35, 9 Feb 2008 (PST)

Can't run rad or vvis, and ground doesn't block objects.

Cant run vrad: it says"planes+fakeplanes=max planes" How i can run rad? --Oskutin (Question moved here.)

My ground doesn't block objects. I cant run vvis. It says there are too much portals... --Oskutin (Question moved here.)

Could you post a compile log of vbsp.exe? Eaglebird 19:41, 9 Feb 2008 (PST)
Old question, I'm guessing this should be removed. --Tgp1994 17:30, 4 August 2009 (UTC)

Opening Model Browser crashes Hammer instantly

So, I was making a map for GMod with CS:S configuration (though same thing with DoD:S config) and when trying to make a ladder prop as a prop_static, opening model browser crashed hammer, sometimes with Windows error and sometimes with the "Memory can't be 'read'"-error. Does anybody know how to fix this? I'm currently reinstalling sdk. And I ran SDK with -engine ep1.

--Esa94 03:18, 10 Nov 2007 (PST)


I have the same problem, even with HL2 configuration. Not pretty. Reinstall doesn't work for me. --Darthkillyou 20:41, 17 Nov 2007 (

I Have that problem with only EP1 Engine games, Orange box games prop menus don't crash --Toxic118 13:38 Cst. 27 Dec. 2007

Strange, I'm only having the issue with Half-Life 2, everything else works fine including ep2 engine. I don't even receive an error though. Hammer just closes by itself. Unsigned comment added by Epyonxl (talkcontribs). Please use four tildes (~~~~) to sign your username.

Um... Now, it seems that all game configurations (HL2 being the stubborn one and not included) now work with the model browser. Arrght! Updates aren't changing anything! (I know, this isn't helping to solve the problem.) --Darthkillyou 18:43, 17 Feb 2008 (PST)

I had this problem when I put invlaid models in the models directory. try putting all models you put in the directory in a new folder. Or you could do what I did and removed those models. this also counts for any of your mods and their subdirectoriees

Referenced Memory / Overflowed CClientRenderablelist

So, I have rebuilt my map due to a T-Junction issue that did not seem to want to die and have everything nice and clean. It compiles and everything. =) The issue is that once I start the map up, and then start to move the character around it crashes. I get the Error:

Team Fortress2: hl2.exe - Application Error The instruction at "0x00010101" referneced memory at "0x08fa170f:". The memory could not be "written".

Also, just with the character sitting there I will get the Error: "Warning: overflowed CClientRenderablesList group 7" which I have had no luck finding any information on.

I have been lucky enough to get to the door in my spawn room a few times and when it opens, a large amount of the brushes are missing from my map. I already looked into leaks and such, but have been unsuccessful in finding any. I compiled it with no VIS or RAD as well as with VIS and RAD enabled and compiled normally. The one trick I figured out is that if I walk out of the spawn room backwards, it renders everything. Once I turn around, I can see the level but every so often if I move my camera it will once again blink out most of my brushes and then crash again. One other strange thing I noticed was that when I did compile it with the VIS and RAD enabled, the textures on the brushes would change color was I moved my camera. Not sure if that has anything to do with this.

Anywho, any help would be greatly appreciated. I have been looking all over for a few days now and have only found a headache. Thanks for anything you guys are able to offer for assistance. Titanoverlor 17:14, 27 Sep 2008 (PDT)

Attaching a constraint from func_door to prop_physics

Right, I have some problems adding a invisible rope constraint from a func_door to a prop_physics. I couldn't find any tutorials about how to do that but yet I know its possible

Christoffer395 18:54, 16 Jan 2009

Launcher DLL Error

I finally finished making my first level when I try to run it at the very end a error comes up saying <Failed to load the Launcher DLL: the specified module could not be found>. I don't know what this means and I realy hope I don't have to redo the level. Also when I try to run a level I know that works the same error comes up.

Glitcher007 7:59, 17 Feb 2009

"PortalFlow's

Whenever I try to compile my map, it works perfectly fine with no errors until it gets to the "BasePortalVis" part (actually the part after with the PortalFlow, whatever that is). The map is taking a rediculously long time to compile, and it's not even that big of a map. It takes about 45 minutes to compile a map that's about half the size of gm_construct, and it's not even that detailed. I compiled it once and that's how long it took... every other time i've tried I've gotten impatient and had to end the program; which ends up makin my computer "esplode". I don't know what's wrong but i might have an idea. I couldn't get my 3D skybox to work, so i just resized it back to normal size (from 1/16 back to 1/1) and put it around the edge of my map. There are no leaks, and i got rid of the skycamera entity. I'm not sure if that has anythign to do with it, but it was compiling fine before and now it isn't. That probably doesn't have anything to do with it, but hey i don't know what a "PortalFlow" is anyways... Help! =( Baconwrangler 17:49, 8 April 2009 (UTC)

Metropolice Don't type on the monitor keyboard

Well,I made two prop_static entities,one was a combine monitor,another the interface/keyboard.I made a metropolice facing it,and when I ran my map,the metropolice was not typing on it.I figured out i have to make it programmed,however I searched this whole website,but did not find help.Can anybody tell me how to make npc's do something?

Face Poser System

Their Lips are Sealed

I have done everthing correctly i loaded a model "Male_07" and loaded sound and it says extraction sucess full i clicked commit extraction, played my sound.........it played, but mr 7's mouth didn't move. i tried with g-man, barney and kliener. nothing HELP!

Making NPCs completely still during a scene

Whenever I have tried to implement a scene, NPCs seem to display a lot of "idle" behavior that I would expect to be cancelled out. They will glance around at nearby things and often will turn to the player even when their flags mark them to ignore him. What I basically want to know is, how can I make the player COMPLETELY non-noticed by the NPCs? (for a scene in which he's not supposed to be there) --Katana314 20:29, 30 Dec 2007 (PST)

Face Poser crashes on startup

Earlier today, I was having trouble getting my custom .wav files to play correctly in the choreography timeline. I quickly found out that they were simply in the incorrect directory. I fixed the problem, and went into Garry's Mod to see if my creations had worked. They worked just fine, so I took a break from the project and left for a while. A few hours later, I came back, fired up Source SDK and entered Face Poser, but it immediately crashed, which baffled me because the program had been working only a few short hours earlier, and nothing had changed since I'd last used it. I googled the problem, but all of the solutions I found (there weren't many) did nothing to solve the problem. The only thing that gave me different results was going into steam/steamapps/<username>/SourceSDK/bin/ep1/bin/hlfaceposer.exe and running it while Source SDK was not open. The difference was that instead of crashing right off the bat, a "FATAL ERROR" window popped up with the message "Unexpected token ignorePhonemes," and then it would crash. I searched that particular phrase on google, and absolutely nothing came up. I tried a few other phrases, but nothing matched my problem, or even was related; none of the links that returned were related to Source SDK, or to Valve or Steam or even to video games, for that matter. --ChevyJackson 15:17, 17 April 2008

Cannot lipsync in Face poser

I just learned about lipsyncing in Face poser, so I thought I would try it on some simple sound files. Face poser was able to play the sound, but when I clicked re-extract and typed in the words, I got the message "Last Extraction Result: an error occured during extaraction." The thing is, I did not see any problem. Face poser lined up the words perfectly with the sound file. It just would not let me proceed from there. I run Windows Vista Home Premium 64-bit edition if that might affect it.

--Gamer_Z. 22:03, 12 February 2009 (EST)

Unfortunatly Vista can't facepose since it has a speech sdk built into it which is too advanced for Source SDK. You can however edit the phonemes manually

--SharpDagger 16:39, 2 June 2009 (UTC)

XSI, studiomdl and Modeling

MDL File Format

Hey, does anyone know if the MDL file format has been published by valve or otherwise made available to the community? I'm looking to write a program that can dynamically generate simple shape models from a set of dimensions. I think the easiest way to do it is just to assemble an mdl file from scratch, which is why I need the file format. If anyone has a better idea on how to generate a model file, I'd love to hear it. --JeremyA 22:36, 3 July 2009 (UTC)

Source -> blender units ratio?

So,I just wanted to ask, how much source units make one unit in blender? I need this knowledge to start modeling in Blender, as this is not told in anywhere. I also would want to know, how to export the textures from blender with the plugin, should I UV map them and make the texturing mode get the UV's? I'll make it more clear if asked. --Esa94 05:21, 28 Jan 2008 (PST)





Error compiling a modded smds

I have modded a smd to be a "mudkip". However, I am unable to compile on my computer. Can anyone help? I have uploaded the files here: https://www.yousendit.com/download/TTdGanZ0bThqY28wTVE9PQ if anyone needs to look at them. Please help, as this is an urgent project. Thanks.







Help please on 'Cutting constaints'

Hey- Ive been trying to import models into XSI modtool6, like VMF brushes, and 3DS MAX scene files. I followed some tutorials from the Valve dev wiki, and it says when you inport them into XSI, for them to be exportable i need to cut constraints. Because in the explorer it shows it still having the VMF or 3DS MAX scene roots inside the xsi scene root, so it means i have 1 scene root inside another, so i need to delete the 3ds or vmf roots so i only have the XSI one, but how do i 'cut' them?

On the wiki it says 'click on the' etc. But that was a older version, and now the buttons are moved, so i cannot follow properly as the buttons are in different places :(

Can anyone tell me where i can find the 'cut constraints' button in XSI Modtool 6 please? --Dan.s 00:21, 18 Jul 2008 (GMT)


Hollow Collision Mesh

I've been making a model, in 3DS Max, made a simple collision mesh, exported it, compiled it, and then opened up the SDK model viewer to look at it. I checked the collision mesh, and it looked nothing like what I wanted. Here is a picture of the object and it's collision mesh. My mesh and collision mes I am exporting it from Max, using the max SMD exporter, so might that be the problem. Any help would be appreciated. --CMDBob 12:10, 26 Sep 2008 (PDT)


Documentation on Valve´s SMD Exporter for Maya

Would be great to have a more detailed description for exporting with Maya! Amazing-couln´t find anything in this regard; must have been overlooking it all the time... Can anyone please help?Ruediman 00:09, 29 January 2009 (UTC)

Well, I guess the answer is to use XSI Mod tool, which I think is from the same people. Valve has their own plugin for XSI, and it's straightforward. --Tgp1994 03:21, 4 August 2009 (UTC)

C++ And Scripting

Broken Path Corners

I'm working with OB code (SDK Base 2007), you should be able to replicate this with an HL2 SP Mod, or probably even with HL2 itself.

  • 1. In Hammer, set up a path of 3 path_corners (path1, path2, path3).
  • 2. Have path1->path2, path2->path3, path3->path2
  • 3. For path1, add the output OnPass: path2.SetNextPathCorner(path3)
  • 4. For path3, add the output OnPass: path2.SetNextPathCorner(path1)
  • 5. Add the NPC of your choice and set their target pathcorner to path1
  • 6. Compile and run.

I expected the NPC to move like so: path1->path2->path3->path2->path1->...

However the NPC seems to move like this: path1->path2->path3->path2->path3->path2->path1->path2->path1->...

This one falls somewhere between level design and coding. The level design solution is to add another path_corner on the way back, but there should be a way to fix this in the code too. I believe the bug lies in ai_navigator.cpp (C_AINavigator::AdvancePath, DoFindPathToPathCorner), perhaps because the SetNextPathCorner input is handled on a different thread and so it's not actually executed immediately/in time, but I haven't been able to fix it without the NPC behaving oddly (facing the wrong direction as he/she/it moves). --eroder 10:47, 27 June 2009 (UTC)

Client.dll Crash

Hey. I'm currently working with the new SDK beta source code. I thought it would be an interesting idea to replace all the sdk source files with versions of my own, to make editing them easier in the future. Essentially I wanted to create my own API to replace the existing sdk API. To see if this would work, I pretty much copied all the files that had sdk in the name, renamed them, and changed all references to "sdk" whatever in each source file. Then I removed all the old sdk files from the projects. After a bunch of effort, I got the game to compile again. However, now when I try to create a game, the client.dll crashes at the "Loading Resources" step. I really don't know why this is happening because I am entirely sure I didn't damage anything when I went on my renaming spree. The game was able to run fine and load maps properly before I did this. It crashes even with HL2DM maps so I don't think it's because the maps I'm loading reference sdk-based entities... Has anyone else had any success doing what I'm trying to do? --JeremyA 15:08, 31 May 2009 (UTC)

Okay so I fixed the crash, there was a bad pointer. Now I've got a DT error when I try to load a map. It says that there's no RecvTable for DT_WaterBullets or somesuch, yet the CWaterBullets class is a server class only. There should be no need for a RecvTable right? Everything looks like it's as it should be. I can't imagine why what I've been doing would affect the engine core.
--JeremyA 23:50, 18 June 2009 (UTC)
Gahhh. I found the problem. Evidently there are some classes missing from the BETA of the Source SDK that just ended. I guess I'll have to migrate my changes over to the latest version...
--JeremyA 17:50, 27 June 2009 (UTC)

Build and Setup Erros

Hey. To date I've correctly set up two HL2MP source code things correctly, so that I could edit and build the HL2DM source. Recently, I had to reinstall windows and VSE2005. I copied my steam files and mod files over from the previous installation. Anyway, now I'm trying to create a third HL2DM codebase and I've run into a problem. On the first build I get the following errors: Error 1 error LNK2019: unresolved external symbol __imp__LoadImageA@24 referenced in function "private: void __thiscall CLCD::ParseIconMappings(class KeyValues *)" (?ParseIconMappings@CLCD@@AAEXPAVKeyValues@@@Z) hud_lcd.obj Error 2 error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ) in_mouse.obj Error 3 fatal error LNK1120: 2 unresolved externals h:\Source Modding\TestMod02\src\game\client\Debug_hl2mp\Client.dll 1 Error 4 error LNK2019: unresolved external symbol __imp__MessageBoxA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 5 error LNK2019: unresolved external symbol __imp__SendMessageA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 6 error LNK2019: unresolved external symbol __imp__FindWindowA@8 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 7 error LNK2019: unresolved external symbol __imp__wsprintfA referenced in function "public: virtual bool __thiscall CRegistry::DirectInit(char const *)" (?DirectInit@CRegistry@@UAE_NPBD@Z) registry.obj Error 8 fatal error LNK1120: 4 unresolved externals h:\Source Modding\TestMod02\src\game\server\Debug_hl2mp\Server.dll 1 Does anyone know what's going on? I'm pretty stumped. I'll probably try messing with a few things or creating a new codebase... --JeremyA 03:39, 3 May 2009 (UTC)

Ah, I figured it out. I forgot to include user32.lib in the linker include things. Nevermind :P
--JeremyA 18:59, 10 May 2009 (UTC)

Beam Weapons / Stalker Laser Beam

Hey. I'm looking to create weapons in HL2/HL2DM that fire a beam model that spans from the weapon muzzle in a straight line to the target point. I've taken a good look at the npc_stalker code to try to figure out how valve does it but I honestly can't make heads or tails of some of it. I'm wondering if anyone else has tried this before and can point me in the right direction for getting this to work. As near as I can tell, the weapon I create will need all sorts of functions to control the placement/angle/length of the beam model. I'm also unsure if I can inherit the weapon class from CBaseHL2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ stuff rather quickly. Thanks in advance for any help anyone is able to provide! --JeremyA 17:05, 14 March 2009 (UTC)

I would recommend that you read the following files in the source source code, it should help you see a few possible way of doing this.

First, check out the util.h file for the declaration of UTIL_Beam, it creates a simple beam.

Take a look at beam_shared.cpp and beam_shared.h, it define both client side and server side functions and methods. Env_Laser.h is also a good starting point, I guess.

And you should think about what you want to do, is the beam going to damage entity, or is it only a laser pointer? Simply drawing the beam is one thing but damaging entities touching the beam is another.

And the stalker npc has a pointer on a CBeam object, that's were its stores its beam when its created in StartAttackBeam() with that line m_pBeam = CBeam::BeamCreate( "sprites/laser.vmt", 2.0 );

--psycommando 01:26, 3 April 2009 (UTC)
Aha thanks for the guidance... I'm beginning to understand how the stalker generates the beam. I think the easiest thing for me to do is to create a simple laser pointer that goes from the weapon muzzle to the target, with the hitscan bullets doing damage. Unfortunately, I'm not really sure how to position the start and end points of any of the beam types you mentioned. I'm taking a look at UTIL_Beam but at the moment I'm having some difficulty understanding it (there are a crapload of parameters :P). I think I could figure it out myself given some time, but I'll definitely need some help in generating the code that determines the start and end position of the beam.--JeremyA 06:34, 14 April 2009 (UTC)
Further thoughts - It seems to me that the stalker determines the target of the beam by the functions GetEnemy() and GetEnemyLKP(), which aren't available to weapons :P. So... I need some way to find a vector position in a straight line from the weapon muzzle that ends when it hits the closest object.
More further thoughts - I've used the following code to determine the start and end points, courtesy of the AR2 SecondaryFire routines...
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
Now I need to figure out how to write the UTIL_Beam function. I get the Start and End parameters but I'm not sure what to do with the rest of them. I set up the following, yet it seemed nothing happened when I fired the weapon...
UTIL_Beam( vecSrc, //Vector &Start
impactPoint, //Vector &End
1, //int nModelIndex
1, //int nHaloIndex
0, //unsigned char FrameStart
30, //unsigned char FrameRate
1.0, //float Life
20, //unsigned char Width
30, //unsigned char EndWidth
10, //unsigned char FadeLength
0, //unsigned char Noise
255, //unsigned char Red
0, //unsigned char Green
0, //unsigned char Blue
1, //unsigned char Brightness
1 //unsigned char Speed
);

Sorry for the delays, strangely this function is kinda deprecated, its never used in valve's code, sorry about that. I looked a little around to find something else and there is already a nice implementation of a beam weapon! Even if its barely noticeable the physcannon shoots beams towards its target.

Look for void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) in ..\src\game\server\hl2\weapon_physcannon.cpp. They create a CBeam entity and then set its parameters. I tried this with a quick modification of the 357 magnum, it works but the beam is always a little off the muzzle, I guess you need to have an attachment point or something else(because of pBeam->SetEndAttachment( 1 );), you should investigate the gravity gun model and code to see how, it shouldn't be too complicated.

--psycommando 22:16, 18 April 2009 (UTC)
Thanks so much! I think I sort of see what to do. Can you email the modified 357 magnum source file to lord.jeremy AT gmail.com ? I'm having some trouble implementing the stuff from the physcannon source. I'm sure I'll figure it out eventually but seeing what you did will help a lot!
--JeremyA 00:55, 19 April 2009 (UTC)
Gahhh... No matter what I do I can't get the beam to actually appear. This is what I've written:
CBeam *pBeam = CBeam::BeamCreate( "sprites/laser.vmt" , 2.0f );
pBeam->SetStartPos( vecSrc );
pBeam->SetEndPos( vecImpactPoint );
pBeam->SetStartAttachment( 0 );
pBeam->SetEndAttachment( 0 );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 150, 0 );
pBeam->SetNoise( 0 );
pBeam->LiveForTime( 1.0f );
pBeam->RelinkBeam();
--JeremyA 04:34, 19 April 2009 (UTC)
Sorry to butt in on your discussion guys but i'm having a similar problem but using the beam from the RPG.
Works in a similar way to the Stalker beam maybe less or more complex i am not sure... But uses the same beam_shared.h and also at the top of weapon_rpg.cpp is the declarations for the LaserDot. That is my core problem that when i try and carefully extract the codes from the RPG and put it onto another weapon i get all sorts of problems like It being a double declaration Defined in weapon_rpg and then in my custom weapon.
I've tried change the class name from LaserDot to LaserSight and making sure to keep env_laserdot as is.
Ging from Hidden Source has a different way of doing it, he uses a separate cpp and h file for the laser dot and just includes the header in any weapon he wants to use it on, and just tells the weapon to be able to toggle it with right click or something, that is essentially what i want but Ging's codes are for Pre-episodic HL2DM. :/
Has anybody got a laser sight/laser powered weapon as you guys are trying to do above, has anyone actaully been able to achieve this in Orangebox yet or am i just running circles around a dead technology?
And btw Jeremy i am in the same boat, "No matter what I do I can't get the beam to actually appear." :(
I've got it to compile without errors, but when i tried it ingame i got the DT_CLaserSight DataTable warning and that's because i have no idea how to code client/server relations and i don't even see the point in a single player game to have server and client they should both be under the same roof not in separarte parts like the Multiplayer games are. --Jenkins08 10:11, 19 April 2009 (UTC)

Jenkins08, the client-server system valve used in their game is rather unintuitive, and very poorly documented, I know since that's what took me the most time to get, but its still very simple. The dt warning you're getting is simply because when you copied and renamed the code for the laser dot, you only copied the server class and the server data table.

To keep it simple, when you compile your code the compiler generates 2 dll, one called client.dll and the other server.dll. When valve's executable("hl2.exe") is launched it "connects" to those two dll and run their contents by calling their init methods. So now the client code is running and the server code is running too but each in its own process. The two dll communicate between themselve almost in the same way they'd do if they were on 2 different computers, so they don't have to rewrite everything for the multiplayer game. Note that, in a multiplayer game the server computer runs only the server code, and the player's only the client code, and the communication between each other is made by sockets .However this is mostly a simplification of the whole process, its a little more complicated in reality.

Anyways, in client-server systems the client handles all the graphical effects, user interface, shaders, etc... Thats why if you create an entity in the server that inherits from CBaseAnimating, or if it display something on the client, it needs to have a corresponding client entity. Since those two entities are separated from each others, they won't magically synchronize to each others values. That's where data tables comes in! Those are basically arrays of objects with values that are continually sent from the server to the client and only that way, so the client and server instances of the array are synchronized.

Hopefully, or not, depending on how you like macros, Valve created a few macros to have less code to copy and paste. There are only 6 of them that are really essential. First, if you are in a server and want to share variables with your equivalent on the client, you would use DECLARE_SERVERCLASS() in you class declaration. And then, depending on the type of value you'd declare like this with the CNetworkVar macro : CNetworkVar( bool, m_bHeadlightIsOn ); for a boolean. Then in the definition of your class you would define your send data table with IMPLEMENT_SERVERCLASS_ST (see the example below).

...
//Declare some class that inherits from something that inherits from CBaseAnimating
class CExample : public CPhysicsProp
{
public:
   DECLARE_CLASS( CExample, CPhysicsProp );
   DECLARE_SERVERCLASS();
   DECLARE_DATADESC();

   CExample()
   {}

   void Think()
   {
      //Pointlessly change the value at each think
      m_PointlessBool = !m_PointlessBool;

      SetNextThink( gpGlobals->curtime + 1.0f ); //Think again in a second
   }

   void	Precache()
   {
   ...
   }

   void	Spawn()
   {
   ...
   SetThink( &CExample::Think );
   SetNextThink( gpGlobals->curtime );
   }
private:
   CNetworkVar( bool, m_PointlessBool );
};

//Definition


BEGIN_DATADESC( CExample )
        //Save/Load
	DEFINE_FIELD( m_PointlessBool, FIELD_BOOLEAN ),
        //Set Think function pointer
	DEFINE_THINKFUNC( Think ),
END_DATADESC()

//This is where you put all the values that you want to share with the client
// Note the "DT_Example", that's the name you'll use at the recv table for as dt name
IMPLEMENT_SERVERCLASS_ST( CExample, DT_Example )
	SendPropBool( SENDINFO( m_PointlessBool ) ),
END_SEND_TABLE();
...

Thats it for the server class. For the client class its almost identical, I won't go too deep but here is an example :

...
//Declare the client class. Note the "C_" is used to differientiate client class from server class "C" 
class C_Example : public C_BaseAnimating //Note that on the client we only need to inherit from C_BaseAnimating
{
public:
   DECLARE_CLASS( C_Example, C_BaseAnimating );
   DECLARE_CLIENTCLASS();
   //DECLARE_DATADESC(); //No need for a datadesc here

   void Simulate() //on the client side simulate is called every frames
   {
     ... //Code to draw the bool on the client or something
   }
   ...
private:
   bool m_PointlessClientBool; //Can be called whatever you want
};

//This is the definition of the recv table, the information must be recv in the order it was sent in the send 
// table from the server!!!
IMPLEMENT_CLIENTCLASS_DT( C_Example, DT_Example, CExample )
        //Ok, the first thing that was sent is my bool so i can get it first
	RecvPropBool( RECVINFO( m_PointlessClientBool) ),
END_RECV_TABLE()

...

I Hope this helps you better understand what is wrong. Just keep in mind while copying code that has a DECLARE_SERVERCLASS() in it that it will have an equivalent on the client that will need to be copied too. Oh and you may want to check the code i e-mailed JeremyA : User:Psycommando/devolver_source

--psycommando 18:34, 19 April 2009 (UTC)
Psycommando I emailed you back. I tried implementing the changes you made in my own source but it didn't work. Could it have to do with the fact that I am implementing this in a single source file that's shared between the client and the server? I'd rather all my weapon classes were shared, as it would keep things simple.
--JeremyA 22:47, 19 April 2009 (UTC)
Well I figured out why my method didn't work. I realized that I actually needed to extract the model of the laser beam from the valve deathmatch gcf because for some reason it isn't available in the default source sdk content. Now I've got it working. Thanks for all your help!
--JeremyA 19:38, 20 April 2009 (UTC)

Edit the Jump Height

Hello I am making a mod which one of the features is to be able to jump really high and I was wondering if this is possible and If so how? Taun We 12:55, 20 Dec 2008 (EDT)

Yes its possible I can think of a few possibilities, but I can't say for sure which will work or not. Anyways, my first idea is to apply a force to the player's physic object, its not very sophisticated and some code like the one that keeps the player to the ground while going down a slope might conflict. You should check out the gamemovement.cpp file, its where the "basic" player movement are supposed to be defined.
--psycommando 02:35, 3 April 2009 (UTC)

Debugging Not Working Quite Right

I'm using Visual C++ Express 2005 and I'm trying to debug a test mod that I'm running to make sure I'm able to do it and so that I can learn to program with the source engine. I've used the tutorials for compiling with VCE2005 and debugging the code, and when I attempt to debug, it builds, giving me about 7 warnings, but no errors. When it opens the window to run the code, instead of opening Half-Life 2, it comes up with the SDK Base menu background, but gives me the "New Game, Load Game, Options, Quit" options. When I click "New Game," it gives me the window that Half-Life 2 would give me for starting a new game, but instead of giving me the chapters to choose from, it has a checkbox with something like "HL#2" right over the words "New Game" in the upper left hand corner. Clicking "Start New Game" does absolutely nothing. I'm pretty sure I followed all the instructions correctly, but if someone could prove me wrong or just plain tell me what's wrong with the tutorial and tell me how to fix it, that'd be great. Metalsteve 17:37, 10 Jul 2008 (PDT)

Source cameras and multiple views into a scene

I'm new to the Source codebase and am reading trying to digest how parts of system and its terminology works.

If anyone can shortcut (or shortout if its really no go) the following aim that would be great.

I would like to be able add two cameras (or views?) into the scene. They would be in addition to the main first person camera, transformed by the same events transforming the main camera except with local rotational offsets (views to the sides). This is a fairly standard thing in visual simulation frameworks for correct peripheral vision but appears rarely in game engine design. With the recent 'threadification' of the SDK I was hoping that such a prospect may be possible now.

The purpose here is not to render to multiple monitors but to render multiple camera views onto the same monitor. I know that sounds a bit odd but I have worded it specifically like that in reference to other common links in the Source/HL2 network of resources.

The links I can find that come close are:

http://www.fpsbanana.com/tuts/208  : Unlimited Render Targets for Cameras This tutorial may be relevant although it is a few years old now. Would I have to set up several render targets for supplementary concurrent FPS cameras? Is the entire scene, rendered to texture through the main camera as part of the Source gui?

http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=131  : Cycling through cameras The author here states pretty clearly that multiple concurrent cameras cannot happen although the statement is also tied to multiple physical monitors (dualview/horizontal span I assume, hence my comment above). This article is also quite old. Does it reflect the current state of the Source SDK?

http://developer.valvesoftware.com/wiki/Rear_View_Mirror  : Rear View Mirror This tutorial actually looks pretty close to what I may want to do, except have the mirror larger (third of the screen, no render overlap/overlay) and the camera pointing forwardsish. Again, do I need a material/texture to render to for main camera views?

GarryKeltie 08:14, 27 Jun 2008 (PDT)

I do have an Idea, why don't you just parent an in level monitor to the player... MLSTRM 14:35, 20 July 2009 (UTC)

SDK Base Orange Box Bug help

Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks Cubedude 17:31, 17 Apr 2008 (PDT)

I figured it out, I deleted the vehicle scripts in the mod files so it reverted back to using the vehicle scripts in the GCF. cubedude89 14:51, 19 Apr 2008 (PDT)

AI in TF2

Scince there doesn't seem to be bots coming to TF2 anytime soon, i thought that i might make some bots of my own. Anybody know how i would get started? also, i'd like it if all the bot activity could be serverside and not require a download or to boot up a completely different game.

Actually, there are bots in TF2, and there is a youtube video from Katana314 that describes how to create and control them for machinima. Here's the video. Unfortunately, these bots aren't programmed with AI of their own, as far as I know, so your best bet on getting started would be on learning how to control them and what all of the "bot_*" console commands do. I'm not sure if it's plausible, but I bet that you could make some sort of mod or something that would control the bots' AI from the server. The trick is just finding out how to do that.
oddly, once playing through TFe with bots on my server, a sniper jumped, and walked around within my map. How, I don't know.--Gear 19:31, 3 May 2008 (PDT)

anybody else have any ideas?

Depth Buffer

I want write depth buffer to texture, to use it in my own postprocess shader. But I don't know how do they do it! Please, help me! Svan 23:30, 6 Mar 2008 (PST)

I think its a vmt parameter.--Gear 19:31, 3 May 2008 (PDT)

portal gun in hl2

does any one know how i could put the portal gun or a weapon from counter-strike in 2 hl2

Thanks

Ferretboy54 14:29, 2 Mar 2008 (PST)

You may want to see this. The portalgun coding is not present in HL2, so it's really a hackish mod for Portal, plus a million unwanted errors. --Darthkillyou 09:29, 9 Mar 2008 (PDT)

Portal Bullets

I apologize if this is in the wrong spot, but it looked the best place to put it. I noticed in Portal that it has all of the hl2 models and everything. While playing portal, using the console, you can spawn the metro police for example wielding a pistol. The problem is that they cannot shoot you. They aim at you, the gun flashes like it's shooting but no bullets come out. Every hl2 gun will work in your hands though.

In portal, how can I (or anyone else) make the enemies actually shoot?

Evillordnikon 22:45, 17 Jan 2008 (PST)

I think it is because they're no ai nodes in portal maps. you could map edit the level in game by typing map edit and your desired map to edit the bsp and place nodes.

CThread Usage

I am working on a University project using a motion controller as a means to control a prototype game using the Source engine... please see this question as an act of my desperation!

I am looking for a way to continuously grab some data for use in my mod from a socket (the motion controller data is already being sent via a socket). I thought that running my own thread would be a way to achieve this... I have created my own class CThreadTest which extends CThread (in threadtools.h).


Here is my code:

threadtest.cpp

threadtest.h

The call is on line 21 - within C_BasePlayer::Spawn() - here: c_baseplayer.cpp


My thread starts, runs and within the overridden Run() function enters a while loop which completes a simple 'test' (printing out to the console every second for X times) and finishes. My thread class is a singleton and I am starting the thread in the CBasePlayer::Spawn() function. However, when I load a map, my thread starts but the game world does not load until the thread has completed, suggesting to me that the thread is not running in parallel / concurrently with the game code.

Any help or advice would be greatly appreciated as I haven't had much luck searching the web, forums or asking experienced (HL2) coders. Perhaps another method to achieve my aim is a possibility? Please bare in mind I'm a fairly novice programmer =)

Kind regards,

Obli 09:42, 3 Dec 2007 (PST)

---

EDIT: My thread was running all along (!). I was incorrect to instantiate and run my thread in C_BasePlayer::Spawn().

As a test to determine if my thread was working I created it 10 seconds in to the game using:

  if(gpGlobals->curtime > 10.0) 
  { 
     CThreadTest::GetInstance(); 
  }

...and it runs fine!

If any official word regarding the use of CThread surfaces, I would still be interested to hear =) Now, on to using sockets...! --Obli 15:50, 6 Dec 2007 (PST)

Changing player direction while jumping

Hello, I'm working on a 3d side scroller in the source engine and want the player to be able to change direction while they are in the air instead of carrying the momentum they had when they hit jump. I've checked the whole gamemovement file and more and i just can't find that code. Maybe somebody knows where this code is? Angrycrow 05:29, 25 Dec 2007 (PST)

If you can't find it, perhaps it's "under the hood" (i.e. in the game engine itself) which would mean that it cannot be changed directly. It's probably part of the physics engine of the game, but perhaps there could be a work-around to "inhibit" that through custom code... I wouldn't have a clue. --Etset 14:42, 25 Jan 2008 (PST)
I thought this was as easy as modifying the sv_airaccelerate cvar. If not, check out the two lines that clamp wishspeed in CGameMovement::AirAccelerate. Although considering this question was posted over 2 months ago, maybe not so helpful... let me know. --Neverender 23:15, 9 Mar 2008 (PDT)

Sending player data from client to server

Do you have any idea where's the code that sends client data to the server in HL2MP ? I'm looking for it because I seem not to have any kind of information regarding the client's WorldToScreenMatrix() (or anything like it) from the server side, and I need it for some aiming code, and from what I've seen, some bullet dispatching code is done in the client side (like machine guns), and the RPG, grenades, projectiles are done on the server side. --Cippyboy 22:12, 13 Feb 2008 (PST)

CS:S AI, Classes and Multiplayer Saving

Some friends and I are making our first mod and we have a few questions. 1. Is it possible to use/copy over the Counter-Strike AI to the mod (for use as enemies)? If so, how do we do so? 2. Our mod will have classes that can use all weapons but react differently (different class has different accuracy, etc). How would you recommend going about this? 3. This will be a multiplayer, kind of story based mod. Different weapons and equipment can be found along the way and it is possible to enter levels in different orders, only kill some enemies, come back later and kill the rest. This makes saving difficult. How do we do it? (I think I can do it but it will be really easy to cheat...) --erebfaer 16:15, 20 May 2008 (EST +10)

Client missing DT class CWeaponBrickbat

Note from writer: You can feel free to fix any mispell I got becaus english is not my mother languge, and I really was kinda rushed

I am currently working on a mod for Half-Life 2 Single Player and desided to practice on the weapons that were blocked for some reason (and as I can see, or you [valve] could'nt fix it at all, and that means that you [valve] wont help me much now. or you just didnt had the time becaus for some reason I fixed it in less than a hour, but still not fixed evrything apperantly...

Anyway, my problem is that: I took the Grenade_Brickbat and the Weapon_Brickbat and started fixing its compile errors one by one, when I finnaly fixed evrything in both (3 warnings on weapon_Brickbat) I opened my mod to see if they work now (should be an ugly sight becaus a lot of stuff like model and others are not defiend, but I just wanted to see if it works) so I lounched it, becaus I still did'nt make a GUI that lets me open a map, I just wrote in console "map [name of map I made]" it started loading it, but then id disconnected me and when I cheaked the console it said:

  Client missing DT class CWeaponBrickbat
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

I am gonna try to run it under a debugger and see what I can learn, if nothing would work, I will add the full console log.


Edit: I added my console log becaus the debug did'nt show any error exept the normal AI error when I load a map...

Console log:

  CSoundEmitterSystem:  Registered 5136 sounds
  scripts\talker\npc_barney.txt(token 15) : Multiple definitions for criteria 'IsMap_d3_c17_09'
  CResponseSystem:  scripts\talker\response_rules.txt (217 rules, 213 criteria, and 208 responses)
  maxplayers set to 1
  Heap: 256.00 Mb
  Parsed 23 text messages
  execing config.cfg
  cc_lang = 
  Sound Initialization
  DS:headphone configuration detected
  Set primary sound buffer format: yes
  Using secondary sound buffer
     2 channel(s)
     16 bits/sample
     44100 samples/sec
  DirectSound initialized
  Sound sampling rate: 44100
  4 CPUs, Frequency: 3.0 Ghz,  Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
  GetAllManifestFiles:  Unable to load maplist.txt
  execing valve.rc
  ] map infl_d7_combine
  Spawn Server infl_d7_combine
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
  Begin loading faces (loads materials)
  End loading faces (loads materials)
  execing skill_manifest.cfg
  execing skill.cfg
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Explosion' failed, no such sound script entry
  PrecacheScriptSound 'NPC_CombineBall_Episodic.WhizFlyby' failed, no such sound script entry
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Impact' failed, no such sound script entry
  Model models/weapons/w_bb_bottle.mdl not found!
  Invalid file size for motd.txt
  Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
  Created class baseline: 7 classes, 1161 bytes.
  Game started
  
  Half-Life 2
  Map: infl_d7_combine
  Players:  1 / 1
  Build 3531
  Server Number 1
  material "vgui/hud/xbox_reticle" not found
  --- Missing Vgui material vgui/hud/xbox_reticle
  No pure server whitelist. sv_pure = 0
  CAsyncWavDataCache:  0 .wavs total 0 bytes, 0.00 % of capacity
  Initializing renderer...
  Level unlit, setting 'mat_fullbright 1'
  Warning: using WorldTwoTextureBlend on a non-displacement surface.
  Support for this will go away soon.
     - Material       : nature/blendgrassgravel002a
     - Surface center : -1128 424 0
  Warning: using WorldTwoTextureBlend on a non-displacement surface (material:
nature/blendgrassgravel002a). Support for this will go away soon.
  DataTable warning: No matching RecvTable for SendTable 'DT_WeaponBrickbat'.
  Client missing DT class CWeaponBrickbat
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
  
  Dropped unnamed from server (Disconnect by user.)

--Frozen Armageddon 13:58, 28 Oct 2008 (PDT)

That weapon don't work very well simply because it got cut from HL2, so it wasn't used. So your just lucky to have the source for it as it's not being used, and is bound to be errored. -Craziestdan
FrozenArmageddon: [removed becaus I wrote some wrong stuff...]
I never said not everyone gets the source at all! I meant, there is code in the source that was cut from HL2, but some are in pieces, some broke etc. So I was just trying to point out that it may not work because it's not complete? I also didn't read your whole post (pretty hard to read when the spelling is rushed). But by any chance (I haven't done weapons in a while, so I may be wrong) did you add the weapon to the c_weapon_stubbs? Every new weapon needs to be there. You'll need to add a line like this:
   STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );

And don't forget you need to make a weapon_brickbat.txt script in the mods script folder. This should actually fix it, I remember having your problem before. --Craziestdan 14:15, 28 Oct 2008 (PDT)

Wow, sirusly, I am sorry that I said anything about your comment, becaus I think you just helped me a lot, im gonna try it now :D

oh, and sorry for the bad spelling, English not beeing mother languge and too much time in online chatting may change your spelling really badly as you allready noticed ^_^ and btw, I wanted also to say that I don't think that the fragments are the foult, Becaus even when I excluded it, my map wont work and give same error as before...

Lol i keep fogetting my timestamp xD Anyway, I didn't realise you weren't english, anyway, glad it worked (if it did). Next time you need help post here. A lot more people check there rather then here. --Craziestdan 14:15, 28 Oct 2008 (PDT)
hmm... didnt work even after I added:
  STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
and made a file called weapon_brickbat and copy\pasted (and changed abit) the weapon_crowbar :D
Well I didn't actually mean put that identical line in, I meant something very similar. In that weapon stubbs file looking at the others should give it away. You need to make sure your line matches the weapon, and don't forget about case sensitive. I put WeaponBrickbat, but you might need WeaponBrickBat. Stuff like that you need to look out for. It may be another problem that idk about, because i've never been able to have 2 melee weapons in source, it always messes up somewhere. --Craziestdan 14:31, 28 Oct 2008 (PDT)
lol this qustion gets long, anyway, Yea, I did copy\pasted it EXACTLY but when I looked at evry other code, it was allmost identicale... and I also tryed to expiriment abit with the .txt file, but still nothing works, im happy that you keep helping me...

BTW I posted it with more details in Steam Forums

--Frozen Armageddon 04:26, 29 Oct 2008 (PDT)

Well it looks like someone just gave you the solution in the thread on that link, one that I actually forgot. But I didn't realise your in a MP mod?? Your weapon file must be included in both server/client projects for MP. --Craziestdan 08:53, 29 Oct 2008 (PDT)

erm... im actualy making a Half-Life 2 Single Player mod... not mp >.>

Last message sent by Frozen Armageddon at 13:42, 29 Oct 2008 (PDT)

Changes won't appear in game

This is a repost of a problem that several newcomers to modding have encountered when following the tutorial at http://developer.valvesoftware.com/wiki/My_First_Mod After compiling and starting the game, none of the changes we make appear in the game. Specifically, we try to adjust the RPG rocket speed, but this just doesn't happen. Probably, this is due to some issue with DLLs, AppIds or similar. However, I can't find an answer anywhere. There is a discussion of the problem on the tutorial discussion page: http://developer.valvesoftware.com/wiki/Talk:My_First_Mod#Rocket_Speed_doesn.27t_change

Anyone?

--Diskonaut 14:05, 15 May 2009 (UTC)

I read the discussion and I guess the guy was lucky with his app id thing, its not really related, if your mod is orange-box based, just keep it at the default 218. You're going to need to give me more detail before I can help you. First what IDE or version of visual studio are you using? And if you're using VS, have you fixed the automatic copy of the dlls to the game folder?
--psycommando 19:47, 16 May 2009 (UTC)

Material System

materials don't show up in 3d view

When I make a Brush, it is a baby blue color and it doesn't show up -- 20:49, 9 Dec 2007 (GMT) Unsigned comment added by Octoplasma (talkcontribs). Please use four tildes (~~~~) to sign your username.

Did you put the material in the right folders? --Darthkillyou 18:49, 17 Feb 2008 (PST)
Sounds to me as if you have your View set to "3D Filled Polygons". You might try changing your View to "3D Textured Polygons". Go to View at the top of Hammer. Find "3D Textured Polygons" & click on that. Textures will immediately be visible in the 3D view. --YPE 09:02, 21 May 2008 (PDT)

Half-Life 2 Episode 2 textures

I'm mapping for Deathmatch & would like to use a few models from Half-Life 2 Episode 2. I extract all necesarry model & texture files to thier proper respective directories, yet when I use the Model Viewer or Model Browser in Hammer, the models appear as being non-textured. I can extract models from Ep1 & CS:S all day long without any such problems. I have run into the same problem extracting non-model textures from Ep2 as well. I'm thinking it may have something to do with different engine versions (Ep1 & OrangeBox). Am I correct in that assumption? Is there any sort of work-around for this? Would using VTFEdit help me in this endevor? --YPE 09:08, 21 May 2008 (PDT)

First of all, you are not allowed to use the materials in any other games, even VALVe games, except for OB games. Second, all of those files are newer versions, so they won't work anyway. Solokiller 10:43, 21 May 2008 (PDT)
Solokiller, Thank you for answering my question. I was not aware of any such restriction. Would you be so kind as to post a link to the information you describe? --YPE 18:57, 22 May 2008 (PDT)
I've had some time to think about your answer. I think your wrong. I was under the impression that all Source Engine games were open-source, which can be confirmed here: Levels_of_security_for_map_makers. It's the third paragraph, last sentence. Wikipedia's definition of open-source. --YPE 16:26, 23 May 2008 (PDT)
There is a large difference between what is stated there and the truth. The writes assumes that, because you can decompile a map and retrieve all data as if it were the original vmf, you can use anything and everything from any Source engine game in any other Source engine game. This is not the case. See http://developer.valvesoftware.com/wiki/Mod_Content_Usage for more information. Solokiller 04:42, 24 May 2008 (PDT)
We'll see about that. I just emailed sdk@valvesoftware.com about exactly what i can use that was not included in the SDK. I also requested if I could post thier response here. Hopefully it will be an expeditious & positive response.--YPE 16:23, 24 May 2008 (PDT)
Seriously you're wasting your time emailing them, and it rather work out if you just Ported textures over inside your own mod. There's no problem with mixing them that's for sure, or bringing in your own. Also Aside that, Half Life 2 Deathmatch will not support the New texture type, therefore your straight out of luck, and instead you would have to build your own MP mod to utilize the new engine features. Besides that sadly mapping for Dm is sadly dead for reasons I can't seem to understand. Now you're questions have been answered and theres no workaround sorry.--Gear 18:50, 24 May 2008 (PDT)
You can downgrade the textures... --Frostbite 19:08, 24 May 2008 (PDT)
I never imagined the can of worms I was about to open with my initial question. Seems there's quite a bit of confusion as to what is "allowed" & "not allowed". I am not all about taking some mod team's work & ripping it apart just so I can make a single Deathmatch map. I am limiting my content to only Valve Software's original models & textures. Those being from: HL2, HL2:EP1, HL2:EP2 & CS:S. From what I see in Mod_Content_Usage, It looks like all of the games listed are "allowed" to be used. It is also an old page, as it does not contain any information on any of the Orange Box games. Seeing as how all of those games listed are from Valve Software & the SDK was updated with the new Orange Box games so people could mod from them, I don't see anything wrong at all with using a few models or textures from HL2:EP2. After all, I did pay for those games. Speaking of my initial question, I answered it myself with a download of VTFEdit. Frostbite is correct in that the version of the textures can be downgraded to work with the older Source Engine. I now have a fully textured, working model from HL2:EP2 in my HL2:DM. Even though it's possible, I doubt that I will use very many. Doing so is quite time consuming.--YPE 20:53, 24 May 2008 (PDT)
It's is illegal to use Episode 2 materials in anything not OB, that said, don't say i didn't warn you. Solokiller 05:58, 25 May 2008 (PDT)
 :O! Thats Why I hesitated on making any ep2 MP maps.--Gear 05:59, 25 May 2008 (PDT)
Warning heeded. The HL2:EP2 model & it's textures have been removed. --YPE 10:45, 25 May 2008 (PDT)
I now know that I cannot use any HL2:EP2 models or textures. I know it may seem like I'm dragging this out, but for clarification, I need to know if I can still use models or textures from HL2:EP1 or CS:S. What I thought was ok, was not. If I can't use those either, I might as well delete the map I was working so hard on. I would have to totally rework the map. :( --YPE 13:34, 26 May 2008 (PDT)
If you cannot normally access the files when mapping for the game in question, then you can't use the other game's content. In other words, when mapping for Hl2: DM, only content available for that game normally can be used. You should not have to extract files to use them, if you do, then you either have a corrupted/faulty copy, or are doing things wrong. Solokiller 06:36, 27 May 2008 (PDT)
I want to thank everone that has spent time responding to my question. Especially Solokiller for setting me straight on this subject. I clearly had no idea. Thank you. All other game content has been removed. --YPE 10:31, 27 May 2008 (PDT)

Mod Files

No Hud On Start?

Hi everyone. I'm sort of "begginer" to the whole modding thing, but im interested. how do I make me spawn with a hud showing already (health, armour, weapons, etc.) I always have to do Sv_cheats 1, then impulse 101, I want to be able to spawn, withput having to do that, or without having to put an HEV suit in my map all he time. Thanks. --Shield543 08:22, 18 Jun 2008 (PDT)


wel,for as far as i know it'snot possible to start with the suit already on unless you picked it up in a previous map, but you might try putting your suit directly under the spawn point, and set a flag so that it doesn't do it lenghty introduction music etc.

Error?

I am a novice to modding, as in never done it before, however for good reason as every time i have tried to make a mod to anything i get an error page saying "Can't open CreateModFiles\source2009\gameinfo_sp.txt for reading". Now rather than whining about it here I have spent some time trying to solve the problem myself by refreshing SDK content; reset game configurations and even tried to find the file myself and now I have no clue what to so can someone please help me out?--Theshawnacorn 7:48PM 11/01/2011


I have recently encounter this same problem (today actually), and found out that the required files aren't in the SDK for Source 2009 but they are there for The Orange Box (Source 2007). Using GCFScape, you can extract root\launcher\CreateModFiles\orangebox and place it in C:\Program Files (x86)\Steam\steamapps\*account name*\sourcesdk\launcher\CreateModFiles (or wherever the your Steam folders are located) you will have to create the "CreateModFiles" folder. Once the Orange Box files are in there, rename "orangebox" to "source2009". --Yottabyte 23:38, 3 February 2011 (UTC)

Updating Client Files for your MOD?

After releasing the 12th version of my MOD, I must say I'm tired of creating an installer and patcher each time. It takes a while to do both, which means a delay each time I do it. Does anyone know of a freeware (read: not bullcrap shareware which is all I could find in searches) file update manager? Something similar to Steam's content update system would be perfect, where it periodically checks for updates to their files. Thanks.--Tj9991 18:54, 6 Nov 2007 (PST)

Umm, maybe try using SVN? That might help you release patches and small updates easily, but for the major versions I'd still suggest putting it BOTH into the SVN as the full game file pack (no need for installers :D) and to where you usually put them as an installer. I suggest you find out more about SVN here: http://subversion.tigris.org/ Then if you need a free SVN host, try google code's svn: http://code.google.com That would require you to make it open source, though. -- 13:32, 28 Jan 2008 Unsigned comment added by Esa94 (talkcontribs). Please use four tildes (~~~~) to sign your username.

Removing the Achievements segment on the Main Menu

i am making a small mod for HL2:EP2 and when i start it up it has the achievements menu and the commentary menu segments, how can i get rid of them? -- 1:56, 05 Aug 2009 brendanmint

Video Editing/In-Game

Regarding creating entities in-game (ent_create)...

In TF2, I've been trying to make entities in a multiplayer server using ent_create and prop_physics_create and any other thing that creates entities, but it doesn't work because I do not know how to properly write the command (how do I even name the entity I create?), there's nothing about it anywhere and there isn't an article on it.

It's like no one even heard of the command...

Any help would be appreciated.

Sockpuppetclock 06:24, 27 Sep 2008 (PDT)

prop_physics_create props_mining/rock001.mdl
Quotes are only needed if there is a space in the name which is super rare in Valve stuff these days if at all, :something like this would be very rare ;
prop_physics_create "props folder with spaces/model name with spaces.mdl"
Or something more complex (HL2DM!) ;
prop_physics_create props_junk/propane_tank001a.mdl;ent_create npc_satchel;ent_fire npc_satchel explode;ent_create prop_combine_ball;ent_fire prop_combine_ball explode;say BOOOOM!!!
But for any of these You Need sv_cheats 1 enabled! --Jenkins08 11:00, 19 April 2009 (UTC)


Sound not syncing - host_framerate still set to 30

Hi there, in FakeFactory 8, which uses Source Engine version 14, none of my exported AVIs are synced correctly to the sound. Does anyone know how I can fix this? --Tgp1994 03:34, 23 May 2009 (UTC)

Thanks for all the help everyone >.> Turns out I needed to use a different codec.

Shaders

How do I initialize arrays inside shaders?

If I have myshader.fxc and it contains a global variable:

float coefficients[200];

how can I initialize it from within the shader's .cpp file? -- 16:50, 17 Feb 2008 (GMT) Unsigned comment added by Christos (talkcontribs). Please use four tildes (~~~~) to sign your username.

Misc

Error with MountAppFilesystem

Everytime I testrun my map I get this error:

MountAppFilesystem() failed: SteamMountAppFilesystem(218,35,0x4a6fd54) failed with error 21: A different version of this FS is already in use

I know this is an adressed problem and I have attempted that fix. I can't get it to work but I did grab my start-up process be fore I closed it:


** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.prt
  27 portalclusters
  64 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 667
Average clusters visible: 24
Building PAS...
Average clusters audible: 27
visdatasize:436  compressed from 432
writing c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\krazy322\half-life 2\hl2.exe"
** Parameters: -applaunch 215 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"

I would love to get a hand with this. Thanks guys reaperz132@hotmail.com

Uncheck Run Game after compiling, manually launch the game and type map <mapname>
Your parameters for launching the game are incorrect...Should be something like;
"c:\program files\steam\steam.exe" -gameidlaunch 218 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" +map testmap
Notice first of all its pointing to Steam.exe not hl2.exe (Steam.exe is used to launch all steam games now, Hl2.exe is not used to launch anymore but still an essential part of the games)
Second of all is the AppID parameter, that has also changed from -applaunch to -gameidlaunch and also you were trying to load AppID 215 which is Source SDK Base (Episode 1 Engine) and if you look in garrysmod/garrysmod/gameinfo.txt you will see it's AppID 218 which is Source SDK Base 2007 (Orangebox) which is what Garrysmod uses as a base game.
But my suggestion is don't launch from hammer especially if your map is cpu/gpu intensive then you wont get accurate framerate ingame because hammer will be in the background sucking up hundreds of MB of Ram.
--Jenkins08 07:08, 20 April 2009 (UTC)

Half Life 2 Mapping

I don't own Half Life 2 on Steam, but I have it installed, and I can run Gmod, HL1 Source, and I have HL2: Death Match. Can I still create a HL2 Map with NPC's, and play it? clary.joshua@gmail.com

Yes! --Jenkins08 10:31, 19 April 2009 (UTC)

Making a map in Half Life Source

I own HL:Source, but I need to know what the dimensions of things are for this game! You guys have mappers references for HL2, TF2, Portal, L4D, and CS, but not HL1! Please help! Email answers to clary.joshua@gmail.com

2D View Text in Hammer displays strangely

I think the title it fairly self-explanitory; the numerical text and letters displayed in the 2D fields are mostly illegible (or at the very least messed up). Other text doesn't seem to have a problem. Upgrading and changing graphics drivers had no effect, and I'm not sure what the cause could be. Doesn't seem to really impact level creation mechanics (unless you count being able to tell how big I'm making a brush without counting the grids as a 'mechanic'), but it essentially prevents me from using the editor.

A screenshot of one of the editor windows is here: [[3]]

I'd appreciate some suggestions UltimaGecko 20:19, 17 Sep 2008 (PDT)

Same Problem. Anyone found a way to solve the problem? Sheak 13:44, 28 March 2009

Motionmapper screwups

Hey there - i've been trying to map a couple of standard male animations from sourcesdk_content\hl2\modelsrc\humans_sdk\Male_Animations_sdk to a custom size Valve Biped i created in XSI from the Biped Guide. Basically the rig is a little shorter overall and has less wide shoulders. I didn't change any names of bones or helpers or whatnot.

Now, aside from the fact that motionmapper seems to have problems mapping files over a certain number of frames (idle_subtle is the one i seem to remember) and ends it all by crashing, nearly ALL the smd files i end up with contain errors: 1.#QNAN0 and -1.#IND00 in the block that follows after "time 0". They seem to occur in pretty much the same "nodes" described in the first part of each smd (3,5,7.. 101, 103 etc. they vary from animation to animation).

Oh, and using templatefiles ends in a crash right away.

Is there something wrong with the rig? The biped guide is explicitly intended for rig resizing, isn't it? I'm using XSI 6.01 with the Valve plugin. By the way, following the tutorial about mapping skeletal motion works.. I'm at a loss, help would be much appreciated!

pF 06:52, 10 Jul 2008 (PDT)


Interesting Error Message.

  I'm not able to get Source SDK running. I keep getting the following error message.

"MountFilesystem( 221 )failed: SteamMountFilesystem(4000,221,0x1c10fd64=,0x1c10fc54) failed with error 106: Failed to resize the cache file" I click OK and it goes away. Any help? --Wombat 18:17, 4 Jul 2008 (PDT)

Hi I'm sorry I don't know the fix but I'm posting to say I have the same problem. Only the address is different. Could this be a hardware problem? I don't have problems running other steam apps or any other apps on my machine to my knowledge. Here is a rundown of things I have tried that haven't worked:
  • Verify the integrity of tool cache.
  • Run CSS and joined a server then quit and try to launch sourceSDK.
  • Set engine -ep1 in the launch options (I want to make a CSS map).
  • Uninstalled sourceSDK, performed a scandisk, re-installed sourceSDK.
Currently I'm downloading Half Life 2 EP 1 to see if it makes a difference to have it installed. --Super duper 03:54, 15 Aug 2008 (PDT)
The address is probably going to be different each time you get that error. Memory is a dynamic thing. And stop using line breaks please, it makes my head ache. --Baliame (talk) 05:43, 15 Aug 2008 (PDT)
OK downloading Half Life 2 EP 1 fixed the problem now it launches, no errors! Wombat do you have HL2 Ep 1 installed? -- Super duper 04:12, 15 Aug 2008 (PDT)
Is there any other way to get it to work? I just downloaded it and am annoyed because it took hours to download for just an error message. --Col6y

Overview? How to get started?

I'm sure I must have missed it, but I can't find an overview of the most basic stuff (that is probably obvious to everyone here, but not to me). Like, I don't want to make a map, I want to have the death notices show up differently. Is that a mod? a plug-in? Does that mean compiling my own client? If I compile my own client, will the servers let me in? or will they think I'm cheating? Thanks so much! Myzipis02139 19:59, 31 May 2008 (PDT)

Adding New Maps to Source:Dedicated server

Help! How can I add maps to the default that are in the dedicated server? I can't find a way to run maps that I have made for HL2:DM. I've tried to change the map to the one that I have made, to test it, but it doesn't show up in the options. I've tried to move the map to the dedicated server folder, but it doesn't seem to work. Any help would be appreciated!--tiddly 05:03, 17 May 2008 (PDT)

Add it to %Source Dedicated Server Path%/hl2mp/maps -- I just tested, it should work fine. --Durub 14:44, 31 May 2008 (PDT)

Adding connection to a mysql server in a source mod

Hi, i'm trying to share information about player on several servers and think Mysql is the faster way. But, i tried to use the mysql Libraire (C). But once the game launched and i try to create a listen server i receive this error report

Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV

I've solved it by adding the dll Libmysql.dll in the source sdk base folder. the game couldn't find the DLL in my mod bin directory. How to include it without having to copy bins in the source sdk directory? thanks by adavance Gael Motte Gmotte 02:03, 12 May 2008 (PDT)

Hammer is not loading all the files for my game.

I am following the door tutorial for Portal and am finding that Hammer can not find some of the models and entities. For instance, I couldn't find the model for one of the sides of the door in the Model Browser, but when I typed in the path it worked. I am also am not able to find the func_door entity. Any help would be appritiated. Thank you.ShawnStovall 14:24, 23 Feb 2008 (PST)

You might be missing some models, try to reinstall Source SDK, and Portal, that should fix the problem.--Gear 17:33, 31 Mar 2008 (PDT)

Networking: Opening TCP Socket on Port 27015

I am trying to establish a TCP connection to port 27015 on a standard TF2 server using PHP's fsockopen, but the connection attempt keeps timing out. Doing a port scan through the range 27000 - 27020 shows no open ports, but how can this be possible? Does anyone know which port to connect to in order to establish a TCP connection with the game server so I can implement a web-based RCON panel? --TGAcid 16:42, 17 Jan 2008 (PST)

Don't you want UDP? --Neverender 23:18, 9 Mar 2008 (PDT)
The server has to have -ip in its command line, even if it's set to 0.0.0.0. By default, Source servers bind rcon to 127.0.0.1, effectively disabling it. --BarkerJr 18:12, 31 Aug 2008 (PDT)

Can you restrict Team Fortress 2 classes?

Is there a way to restrict classes on a Team Fortress 2 map? I'm developing a map for snipers; I want to make it so that all the players spawn as snipers. They will still have all weapons. Can I somehow force this in Hammer, or do I have to simply set it with an admin option on a server? I've seen this done before (where, for example, everyone goes pyro and you have a melee only round). --Askiba 16:38, 11 Jan 2008 (PST)

The only way to restrict classes that I know of is through a server admin mod such as Mani or Beetlemod, which was most likely what you saw on the server you visited. I know we experimented with limiting classes/buildable objects during sudden death with Beetlemod. --TGAcid 17:49, 17 Jan 2008 (PST)

SDK not working correctly

Hammer crashes if I do anything - try to make brush, for example. Faceposer can't extract the phonems, writing "extraction successful but full recognization failed" or "Extraction complete", but it isn't! Re-installing SDK doesn't help. Earlier, I've used SDK, and it worked properly, and this problems came just after Orange Box SDK updates. But I don't have it! Please, help if you can.--1BloodYDoG1 06:55, 14 Nov 2007 (PST)

Have you tried the suggestion given here? If you don't own the Orange Box and run the SDK as is, it will be loaded for the orange box games. You should add "-engine ep1" to the Source SDK Launch options, like Woody suggests. Try that and see if it works! It seems to be causing a a headache to lot of people... --Etset 17:51, 19 Jan 2008 (PST)

Hammer wont launch

Everything in SDK works perfectly except Hammer, when i attempt to launch Hammer i get this error code: " MountFileSystem(312) failed: SteamMountFile System(3476,312,0x1a38fd64) failed with error 5: No Steam Content Servers are available " Any help would be appreciated also if someone could even just explain what the error code means so I have a chance of fixing it that would be very useful. MattDZR 07:45, 22 Feb 2008 (PST)

This is an error we all got, but now it's all fixed.--Gear 17:33, 31 Mar 2008 (PDT)
We still get this error, this is NOT fixed. --dotISO 16:41, 10 May 2008 (PDT)
For you maybe, but for us yes. Something is wrong with your Hammer, try to re-install Source sdk, and next time add your signature thats linkable! :)--Gear 21:31, 11 May 2008 (PDT)

SKD Will Not Launch

I have just installed Source SKD and I went to launch it and it come up with 'SKDlaunch.exe has stoped working' now my friend and I have tryd a few things like putting 'engine -ep1' also he changed somthing to do with the dep. He also said that it would launch fine as I have enought free ram and cpu to handel it. If theres any other info needed just tell me and I will get it. supernova 09:34, 23 Mar 2008 (gmt +12)

Error could not load:gameui

)I have no idea where this would go, so sorry if it's in the wrong section) When building a map in Hammer for a mod when I try to compile it it says something like "Error could not load:gameui" I don't think i'm doing anything wrong. Any help would be appreciated--Kyn 17:31, 31 Mar 2008 (PDT)

What game are you making a map for? Also you should tell Hammer not to run the game when Compile ends, and instead run the game yourself, and load it up via a console.--Gear 17:34, 31 Mar 2008 (PDT)
Hello. I too am having the same problem. Either Hammer does not load the GAMEUI or it tells me that the Library was not loaded. I have tried uninstalling everything and reinstalling and no go. And to make matters worse when i try and run the map in the GAMES section of STEAM i get the same ERRORS; Could not load GAMEUI or Library not loaded. Before orange box i was able to make maps and compile with no problems. Everything in steam is up to date. I am very frustrated. --MasterLandShark 21:48, 6 Oct 2008 (PDT)
Hey. I am also having this problem but the game won't load at all, the window pops up, and then it just loses again with no errors or anything, also when i try to compile a map in hammer it says could not load gameui but i can't find a problem with the code at all. --MLSTRM 12:29, 26 Oct 2008 (GMT)
 :Almost there!! make sure you are compiling the code in release mode and when you run the game
the menu etc will appear. but i still can't load my maps... --MLSTRM 12:41, 09 Nov 2008

Solution: Change in Configure Hammer panel on tab Build Programs Game executable to "$SteamUserDir\half-life 2 episode two\hl2.exe" instead of "$SteamUserDir\half-life 2\hl2.exe" (mod on Orange Box engine). --Rob3rto 23:14, 8 April 2009

The above solution does not help me... I was compiling under the Ep1 engine, and no problems were encountered. But I then switched over to the Orange Box engine, and I get this error. My Build Programs Game Exe. is the Ep2 .exe. But I still get this error. Legolas1649 22:27, 20 May 2009 (UTC)

i am have the same proble it was working fine last night and then to day nothings working.

Uhh, there is no EP2.exe. HL2EP2 runs off it's own copy of HL2.exe.--Suroguner 06:04, 8 June 2009 (UTC)

Launch hl2.exe with -game ep2 parameter.SiPlus 16:40, 11 May 2010 (UTC)

Change CS:S display

You know when you play CS:S the main menu says Counter-Strike: Source above the different options? Is there a way to change this to something else like an inspirational message?

Thanks

-Ferretboy54-

Placement is in resource\ClientScheme.res text file. Text is in gameinfo.txt (Steam verifying this file every CSS launch, it can't be modified. SiPlus 12:52, 21 January 2010 (UTC)

Locust2

I save my map but whenever i put it into game or into an upload site it doesnt come with the saves, what do i do?

What? I the bsp does not include save files, you need to copy those over too.--Gear 07:37, 23 Jun 2008 (PDT)

Portal falling damage/regen ammo questions

I'm starting a mod on Portal, but it'll be a bit different than usual, for example, some maps will resemble plataform games and such, it'll have combat, etc. So I need to ask 2 questions:

1. Is it possible to enable falling damage back on Portal, and at same time, keep the health regen? (not much programing knowledge)

2. How can I make an weapon having infinite bullets or ammo that self-regenerates (like the airboat gun)?

The falling damage is really important to me, as the gameplay depends on it. Please help me out with this :] Thanks

-Murdock-


Floor of Goo

Hi everybody. I need to know how to create a floor of goo, that forces players to slide above it. We can see such floors at Route Kanal chapter of HL2. I looked through the Documentation, but haven't found mention of this effect. I really don't know what is it: entity or something else? --user:StreetStrider 08:52, 13 April 2009 (UTC)

Materials/Nature/Mud* << everything that is named Mud in the Nature folder should be slippery and slimy like Goo :)
Just place it like a regular material and your done! --Jenkins08 10:20, 19 April 2009 (UTC)
Thanks, I'll try. ) So, it's creates similar like a water. user:StreetStrider 15:14, 22 April 2009 (UTC)

Portalgun upgrade

In a mod I'm making at the moment for portal I need the portal gun to be able to punt objects like the gravity gun. Any help? Smasher006 17:29, 19 April 2009 (UTC)

No this requires you to have access to the Portal Source codes which are under safe lock and key at Valve HQ. Meaning Portal, CSS, TF2, and at this present moment Left 4 Dead are all Closed Source games.
Only Half-Life 2 and the Episodes are "Open Source" meaning you can edit the game codes and upgrade/change such things --Jenkins08 06:54, 20 April 2009 (UTC)
Any ideas on how I could still incorporate the gravity guns fuction in the mod?
Smasher006 15:23, 20 April 2009 (UTC)
You could just have a place that the players could pick up weapon_physcannon. hmmwhatsthisdo 01:55, 9 December 2009 (UTC)

Changing HUD Color

I apologize if this is in the wrong section. Anyway, in the mod I am currently developing, I wish to change the color of the HUD, and possibly the font. Is there an easy way to do this, or is there C++ programming involved?

Also, while I'm at it, I'm confused by the differences of prop_static, prop_dynamic, and prop_physics. What exactly are the differences?

I can only answer you the difference between static and dynamic props, static props are props that are 100% immovable and cannot be affected by outputs, however, dynamic props is almost immovable, it can be affected by outputs and can do animations
VGUI HUD color can be changed thru mod\resource\ClientScheme.res file (it's just text file, use Notepad or smth similar to edit it). Also, about props:
Prop_static was made only for static, non-animated props. The entity removes from map at compilation stage and converts to StudioRender code.
Prop_dynamic is for animated models, NPC models or models that moving or rotating dynamically.
Prop_physics is for pushable and dropable models (physics support). SiPlus 12:49, 21 January 2010 (UTC)

Answered Questions

Adding a output in-game

I have a trouble adding a output to an entity, like a player forexample. I am trying to add a output on a trigger_once to cause a activators health to drop to zero. I type ent_fire trigger_once addoutput onstarttouch player,sethealth,0,0,1

but it keeps saying "

AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>" and I don't know what I am doing wrong, does anyone knows what I actually should type? ~Christoffer395

Try this; Create a trigger hurt in the area which kills the player instantly OR ent_fire trigger_once AddOutput "OnStartTouch !player,SetHealth,0,0,0"

DONT use AddOutput that is a very dangerous command.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. 
And you should use !activator when dealing with triggers not !player especially in Multiplayer
Why are you doing this from the console anyway? Are you adding triggers Real Time simply because you can't be bothered making them in hammer? Or is that not an option? Becuase it would solve all your problems if you created a brush Tied to the entity trigger_once and changed its outputs to OnStartTouch::SetHealth::0 instead of using complex console commands :S? --Jenkins08 10:28, 19 April 2009 (UTC)
I'm not up for making maps where I can mess with other peoples, but from already existing maps. I'm actually seeking advanced commands, not piece of cake commands. The more powerfull it is, the more worth it is. But anyway, thanks for helping :D
Christoffer395 21:33, 27 April 2009
The targetname section could use some more real-world examples. Not sure if you've seen it, but I did put add a detailed example for AddOutput on the targetname section, but it was on the article's talk page here, rather then the actual article. --brandished 00:57, 28 April 2009 (UTC)

Character has miss-rotated legs when using XSI Valve Rigs

When I rig a character to a skeleton generated by the Valve Biped Guide in XSI Mod Tool 6, the resulting model as seen in Model Viewer has the body below the waist rotated 90 degrees. I have all export options checked when I use the SMD exporter.

I've read about a few other people having this problem. Is there currently a bug in the Valve plug-in for XSI? --Ayjay McDi 14:50, 29 Jul 2008 (PDT)

Update: I've studied the SMD file generated by XSI (both through XSI and through a text editor) and noticed these discrepancies with an existing biped model I decompiled:

  • The mesh ("ValveBiped.mesh") is included in the node tree data
  • All triangles in the triangle block are also parented to the mesh "bone"
  • There is a bone "ValveBiped.Bip01" which the pelvis (ValveBiped.Bip01_Pelvis) is a child of
  • The root spine (ValveBiped.Bip01_Spine) is a child of "ValveBiped.Bip01", not of ValveBiped.Bip01_Pelvis

So, apparently there are bugs in the XSI SMD exporter. Is there a fix on the way or should I look at a different modeling package? --Ayjay McDi 14:42, 1 Aug 2008 (PDT)

Update: I've figured out my problem. I was using a hand-written QC file. What I should have been doing was using the QC and QCI files that come with the SDK (e.g. C:\Program Files\Steam\steamapps\<your SteamID>\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03\Male_05.qc). Those contain the proper commands to convert the XSI skeleton to the Valve skeleton. --Ayjay McDi 15:15, 6 September 2009 (UTC)