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- 1 Setting the game directory
- 2 audio input setting for mic
- 3 Replacing the new glove/hand FBX model with a custom FBX model
- 4 No mdl files.
- 5 Changing the players default health in source sdk 2013 Episodic
- 6 A Couple of Problems
- 7 B.d (talk) 11:22, 25 December 2018 (UTC) Connection to a Server hosted in same client's network
- 8 Integration of Steam Community Announcements through API
- 9 vpk.exe is bad
- 10 Loading api fails steamcmd most likely because you are missing a 32-bit dependency of steamclient.dll (the Steam client is a 32-bit app)?
- 11 opening error
- 12 Viewport Issues
- 13 Render (screenshot) weapon model in Counter-Strike: Global Offensive
- 14 How do wranglers and sentries work in tf2?
- 15 Hammer editor visual glitches
- 16 7DTD Unable To Communicate With Steam Servers
Setting the game directory
I have a fully compiled and working copy of Source SDK Base 2013 running and i have been asking this question for ages but how do you change the game directory name from "hl2" to something else and get it to launch the game correctly?
I've never done anything with 2013, so somebody else probably has a better solution. I just got it to work by doing this:
- Change every instance of "
hl2" in hl2's gameinfo.txt to "
- Rename the hl2 folder from "hl2" to "test".
-game testin the launch parameters.
- Change every instance of "
- The only issue I noticed in the first map (d1_trainstation_01) was missing chapter titles. Pinsplash (talk) 01:09, 8 August 2018 (UTC)
- Please don't listen to this guy above, he is horridly incorrect.
- Do not edit hl2's gameinfo, it will not help you. If you need to change your mod title/appid/etc to your own, check in your OWN gameinfo.txt.
- Do not change every reference of hl2 in the gameinfo to test as you need to mount hl2 VPKs.
- I'd recommend copying the mod_hl2 folder to test instead of replacing it, for easy access if you need reference to stuff you changed.
-game testis 50% correct. You need to either launch the base with -game "C:\PathToMyMod\test" OR you can symlink your game folder to the sourcemods folder in Steam
- Re: chapter titles, you need to go into mymod/resource, and rename hl2_language.txt (where language can be any language) to mymod_language.txt (where mymod is the name of your mod) OR you can load hl2's language files manually in your mod source code, which may be cleaner (that's what I do.)
- Getting real sick of your shitty, uninformed contributions, Pinsplash. - JoshuaAshton (talk) 03:04, 8 August 2018 (UTC)
audio input setting for mic
Valve games have seem to become a trend not to include separate input selections for audio playback (speakers) and audio recording (mic) devices. It has even been removed from the new friends list GUI and they've stopped putting such a selection for both in game options like for CSGO and many other newer Valve titles. Is there a command line to set the audio input (mic) and output (speakers) devices? If there is I have been unable to find it and would appreciate someone letting me know what it is.
Reason being: Not everyone uses the same device for both. For example I use an HDTV for my speakers through HDMI and an onboard sound device for my mic so not having a setting selection for both in-games options is a huge inconvenience that stops me from being able to use voice chat in a lot of games. I'm not the only one experiencing this difficulty.
What is the command line to force a game to use a specific device for audio input (mic), and audio output (speakers)? -Bort
- Never heard of any Source game having options for which input and output to use. Kinda more of an OS-side thing, isn't it..? Pinsplash (talk) 00:54, 3 October 2018 (UTC)
Replacing the new glove/hand FBX model with a custom FBX model
I am currently trying to find documentation on how I can replace the VR slim glove model with a custom model but still use the skeleton behavior on it. When I import my model into Unity and attach the hand motions to it I get some undesirable scaling to the model and most of the time doesn't even resemble my mesh. I have weight painted my model the same and even used the same armature however I still have no success. If you could provide some instructions or a guide I think that could be very helpful.
Thank you in advance for any insight you could provide.
No mdl files.
I have recently gotten into mapping for garry's mod, but have quickly ran into a big obstacle. So here is my problem: When I want to add a prop to my map, I add an entity, which I double click with my selector. I got to prop_static, because that is where I need a prop from. I click on world model, and on the little window where you filter for the model you want, it says: No mdl. files. I haven't found a solution for this on the internet, so it is probably a small little mistake I have made. Anyways, I hope someone can help me with this. Thanks! —Unsigned comment added by Void skillzworld (talk • contribs). Please use four tildes (
~~~~) to sign your username.
Changing the players default health in source sdk 2013 Episodic
A Couple of Problems
These are questions that I've already asked on this discussion page, but I think this might possibly be a better place to post it. (If I should remove it from the other page, please let me know.)
I've followed this tutorial, as well as one other in regards to custom menu features, and I simply cannot get my mod to display the image I set as a background image instead of the default Episode 2 background map, nor can I get my chapter thumbnail to show over the default Episode 2 thumbnail. I initially managed to get the background image to work when I first started working on the mod, but then I mounted content for Lost Coast and the Episodes following the information provided here and I've had this issue ever since. Any clue why this is happening?
Another issue I'm having is trying to figure out why my game over messages aren't displaying properly, if at all, when I trigger them. In my test level, I'm fiddling around with triggering a "stuck" game over. I've put the env_message value as both "GAMEOVER_STUCK" and "HL2REP_GAMEOVER_STUCK", in every variant of case sensitive/all caps and with and without a # at the beginning. I've yet to get the desired message to display. In some cases, I get "#HL2_GameOver_Stuck" as the message, in others I get nothing at all. Is there some sort of file compiling I've failed to do?
The first image is the relevant text in my hl2rep_english.txt file, renamed from hl2_english.txt. The second is the relevant text in my titles.txt file.
Good morning. This probably is not the right place but i need a place where to start. I am talking of a Left 4 Dead 2 dedicated server. So Source Engine,and this is why I am here. Naturally I have already tried and asked many times before to try here. I hope to solve a problem that afflicts me from years. Playing at L4D2 I loved the idea to have a server. I have also written a partial tutorial. https://forums.alliedmods.net/showthread.php?p=2020516#post2020516
The problem is that having the server on the same network of the client(me) i cannot connect to it through the normal game's option. No problem to connect through command like "connect" but i do not want this. In that tutorial I have already deal with this issue but not found a definitive solution. The command mm_force_dedicated_server was a good option till it was working but without apparently modification it do not works anymore or it works random. I thinks that this happens when the server are updated and something are changed with no control from the user. What i have understood is that the server is not able to handle a request of connection from a client that the server would expect from a remote IP but it arrive from an IP that is the same of the server itself. Hope someone can guide me in the right way. Thanks anyway.
Integration of Steam Community Announcements through API
It appears this question was posed here: https://developer.valvesoftware.com/wiki/Steam_Web_API/Feedback#Community_Announcements
It does not appear that there was ever a response to this question/request.
Is there a method I am missing to utilize the API to make community announcements?
My end goal is to create a Discord Bot which accepts inputs (from discord) and immediately pushes that to our community page on Steam, shortening the amount of steps our community managers need to perform.
vpk.exe is bad
vpk.exe does not work, i tried to convert a file to a vpk file but it does not work, vpk.exe just closes after 10 minutes and it does nothing. is there a way to convert a file to a vpk file without vpk.exe or is there a way to fix vpk.exe?
Loading api fails steamcmd most likely because you are missing a 32-bit dependency of steamclient.dll (the Steam client is a 32-bit app)?
it's me Brainless Soul, i finished creating a mod with our local busses for bus simulator 18, now i want to upload it to the steamworkshop using the unreal engine and steamcmd, but steamcmd gives me this error:
LogPakFile: Display: Loading response file C:\Users\shaad\Desktop\20181221\ModToolRelease\Plugins\EVT\PakList.txt LogPakFile: Display: Added 10 entries to add to pak file. LogPakFile: Display: Collecting files to add to pak file... LogPakFile: Display: Collected 10 files in 0.00s. LogPakFile: Display: Added 10 files, 11794411 bytes total, time 0.07s. LogPakFile: Display: Unreal pak executed in 0.094523 seconds
Redirecting stderr to 'C:\logs\stderr.txt' ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt". ILocalize::AddFile() failed to load file "public/steambootstrapper_dutch.txt". [ 0%] Checking for available update... [----] Applying update... [----] Verifying installation... [ 0%] Downloading Update... [ 0%] Checking for available update... [----] Download Complete. Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...\src\common\steam\client_api.cpp (471) : Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed, most likely because you are missing a 32-bit dependency of steamclient.dll (the Steam client is a 32-bit app).
Press any key to continue . . .
So what can i do to fix and upload it? i Googled the issue but no usefullness out there?
(Brainlesssoul (talk) 13:19, 28 February 2019 (UTC))
when i start SFM and i choose the session the SFM page result "invisible" if i try to move the mouse on sfm icon i see only a little piece of the real interface... how i can fix it?
I'm having issues with my viewport. This is what it does when I try to do anything -
Screenshot - https://gyazo.com/abc7a7ca78618be17146373c90571fc7
If someone can help me, that would be greatly appreciated! Thanks!
Render (screenshot) weapon model in Counter-Strike: Global Offensive
I need to take screenshot of weapon model from screen like this, without any background. Tried to remove and change resources using mat_texture_list console command, but no success. I'd like to take this screenshots programaticaly, so I can't use image editing software each time. I think the model should be separated from other game content (background, text, etc.) using game engine, but I can't find console command or API interface to do it. Or just insert a background behind weapon model. Thank you! https://owncloud.smolensky.info/s/crtf1gCgvutorVQ Vlad-Online (talk) 14:00, 2 July 2019 (UTC)
How do wranglers and sentries work in tf2?
I have been trying to figure out how the wrangler works, and in doing so I have discovered that sentryguns are wonky. The debug commands that show inputs and outpus such as ent_message and all that appear to only work on the things that are already part of the map like doors, as when I do ent_message on a sentrygun it attaches the text to the sentrygun but it just say obj_sentrygun no matter what i do to the sentrygun. ent_pause does nothing to the sentrygun, and ent_text and ent_dump are not helpful in the slightest. Ent_info does not appear to have any inputs related to the wrangler. What are some other debug commands? What is the wrangler shield? Mrmola (talk) 21:07, 19 August 2019 (UTC)
Hammer editor visual glitches
So ive been working on a map for a while, and so far there has been no issues, but lately ive been opening the editor, and in the viewport there are some weird artifacts that cause the textures from some displacements to show on all the brushes, and a lot of displacements just disappear at certain angles.
7DTD Unable To Communicate With Steam Servers
I'm having an issue with a dedicated server hosting 7DTD that was downloaded through SteamCMD. I know, the issue isn't with SteamCMD specifically and, I place no fault on SteamCMD or, it's creators however, I'm not convinced that anyone else might be able to help. I have Googled and, tried various different solutions to no avail. The issue I'm having, should you chose to allow this post to stay, is connecting to steam servers. Below is what is in the connection log.
Now for the super awesome fun list of stuff I have tried...
Power cycle all relevant devices (Server, Application, Modem, Router etc.)
Setup port forwarding on ports 25000-26000 & 50000-56000 to a static IP address that the server is setup on
Put server in DMZ temporarily
Changed DNS servers to from private to public and, vise versa
Uninstalled & re-installed steamcmd and 7DTD server three times, fresh install each time
Allowed port exceptions via firewall, based on port address and, application
Temporarily disabled firewall in conjunction with disabling router SPI firewall
Tried moving 7DTD on different sister machine and, problem persists
Can join match when connected via LAN but, not WAN
My setup is the following:
Windows Server 2016 Domain Joined Static IP Set 7DTD Dedicated Server : appid 294420
DD-WRT v3.0 STD WRT32X SPI Firewall Port forwarding setup on ports previously mentioned
Since the issue is persistant across multiple devices, I'm betting it's the router but, I don't know what could be causing it.
Through my various searches, the one common theme I seem to find is the binding of TCP. Any thoughts / suggestions would be greatly appreciated.
If you need any additional details, please let me know. Thanks!