New Help Desk

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January 2024

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Contents

Setting the game directory

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Techgames1010:48, 8 August 2018 (UTC)
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?
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Pinsplash1:09, 8 August 2018 (UTC)(edited)
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 "test".
  • Rename the hl2 folder from "hl2" to "test".
  • Add -game test in the launch parameters.

The only issue I noticed in the first map (d1_trainstation_01) was missing chapter titles.

Crossing out, because that was bad advice.
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JoshuaAshton3:04, 8 August 2018 (UTC)(edited)
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 test is 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.

Audio input setting for mic

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Bort0:37, 3 October 2018 (UTC)
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)?
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Pinsplash0:54, 3 October 2018 (UTC)
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..?

Replacing the new glove/hand FBX model with a custom FBX model

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3GNAB19:49, 12 October 2018 (UTC)
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.

Regards,

No mdl files

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Void skillzworld15:10, 26 November 2018 (UTC)
Hello everyone, 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!

Changing the players default health in source SDK 2013 Episodic

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GildedKinesis3:11, 19 December 2018 (UTC)
Ok if someone could kindly point me the right way to change players default health (i.e. 100 -> 50) That'd be appreciated

A Couple of Problems

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Arrowing0:14, 20 December 2018 (UTC)
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.

I sincerely appreciate any and all help anyone may be able to offer.

Connection to a Server hosted in same client's network

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B.d11:22, 25 December 2018 (UTC)
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

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Semihazard17:15, 20 January 2019 (UTC)
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

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No9:52, 26 January 2019 (UTC)
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

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Brainlesssoul11:23, 27 February 2019 (UTC)
Hi There,

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:

packaging ... 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). FAILED. Press any key to continue . . .
So what can i do to fix and upload it? i Googled the issue but no usefullness out there?

Opening error

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TechGL14:56, 11 March 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?

Viewport Issues

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Markimo1070:12, 21 May 2019 (UTC)
I'm having issues with my viewport. This is what it does when I try to do anything -

Screenshot - https://gyazo.com/abc7a7ca78618be17146373c90571fc7

Gyazo GIF - https://gyazo.com/f6eda491e4ddf7456bf798acd93656c4

If someone can help me, that would be greatly appreciated! Thanks!

Render (screenshot) weapon model in Counter-Strike: Global Offensive

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Vlad-Online14:00, 2 July 2019 (UTC)
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

How do wranglers and sentries work in tf2

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Mrmola21:00, 19 August 2019 (UTC)
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?

Hammer editor visual glitches

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Brshvsko13:24, 27 September 2019 (UTC)
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

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Snowblind20:10, 15 October 2019 (UTC)
Hello,

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.

https://pastebin.com/DGQjyTq7

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:

Dedicated Server


Windows Server 2016 Domain Joined Static IP Set 7DTD Dedicated Server : appid 294420

Router


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!

Srcds strange network activity on Windows Server 2019

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Hephie10:29, 18 December 2019 (UTC)
Hi Guys,

So I've been running a personal 128 tick srcds.exe for quite some time now, until yesterday, I was always running it smoothly on a Windows Server 2012R2. Since 2012R2 is getting "quite old", I upgraded my server to Windows Server 2019 standard (clean install and reconfigured everything).

Now Since 2019, via the Resource Monitor i'm seeing "suspicious network activity" on the srcds.exe process.

From the moment I start the srcds.exe, people/systems from all over the world are trying to connect/hack/ get in? Or what is this? Because of the amount and all different origins of the connections i'm a bit worried :) Screenshot: https://imgur.com/a/0JpCJcz

Note that while there are so many ip's and dns entries visible in the network tab, there are 0 people connected to the game server (0/12 + its a password protected server) --> Nobody is playing on it at the moment of all activity

The only ports forwarded to the server and open in firewall are 27015 (tcp and udp).

Steam Statistics for App polling - inconsistent results

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Chieftaco0:01, 21 January 2020 (UTC)
I have a development project underway based around a certain game on steam.

While people play the game, statistics get reported to steam in the background.

When the match ends, a few key statistics are reported such as "points gained" for example.

I have my application polling the Steam Web API for stats belonging to the user.

A match in this game can last up to 15 minutes.

Results related to the end of the match can take up to 15 minutes to show up, regularly more than 10 minutes.

During this delay, results related to a newly started match are already being reported by the steam API.

Sometimes, the results for the match are detected properly, then entirely reverted a few minutes later in a later result poll that shows prior results as if new results were not reported yet.

This reversion can happen multiple times over a 20 minute span, detecting the new results, then a few minutes later getting older results (seemingly), then a few minutes later the new results again, etc.

Is there something I can do to improve the consistency of my statistics polling? I have tried increasing the amount of time between polling to see if I am triggering some type of cached responses but this has ultimately not resolved the issue and obviously it is important to receive at least one statistics update every few minutes, as sometimes a match may only last a few minutes.

An error connect my Dedicated Server eg :" Couldn't find encrypted codec /home/steam/.steam/steamcmd/linux32/libx264.so.142.crypt"

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Seeeinfront2:57, 7 April 2020 (UTC)
I have a question about connect dedicated server

when I use steam client connect the dedicated server on the system of linux unbuntu ,get this error message "Couldn't find encrypted codec /home/steam/.steam/steamcmd/linux32/libx264.so.142.crypt",does not know how to solve this problem. I need help ,stay online.

Best Regards.

Hammer Editor not opening

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Spodermen21:50, 1 May 2020 (UTC)
So the other day I began making a map for Gmod in hammer editor, I used the hammer editor for Half Life Episode 2. I then realized the Counter Strike Global Offensive hammer editor was far more useful because it allowed for prop scaling, so I saved my map file, and went to "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin" and clicked on hammer.exe, my cursor is shown as a loading sign for a second but after that, nothing happens. Would any of you know how to fix this? Ive run the hammer tool in Gmods bin, and it only seems to show the wireframe, and not the textures, im assuming it would do this for CSGO as well, How would i be able to import the textures then?
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Loudslappingsounds5:23, 2 May 2020 (UTC)
You should use gmod's hammer for gmod (unless there's some working method of using csgo's hammer for gmod, can't find anything on google). If you load a csgo map in gmod you can see the two games seem to have very different ideas on skyboxes and lighting.
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Крабик22:59, 1 June 2020 (UTC+2)
Maybe it can't open because GameConfig.txt in C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin is damaged. For fix it you can remove this file and click button check game file integrity in steam.
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Крабик8:39, 5 July 2020 (UTC+2)
Also try to open "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\hammer.bat".
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Brshvsko12:08, 9 July 2020 (UTC)
When you use the Garry's Mod Hammer Editor, you're most likely seeing wireframe because that version of hammer defaults to the wireframe mode. Click on "Camera" at the top of the 'viewport' and choose '3D Shaded Textured Polygons', otherwise if you want to use the CS:GO Hammer Editor, enter through the Steam executable listed as 'Counter-Strike: Global Offensive SDK'. Textures that don't register will show as solid-white, and will need to be put in the directory.

SMOD Redux Page in wiki

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Крабик20:23, 6 June 2020 (UTC+2)
SMOD Redux Version 10 (v2) is a mod for HL2. I am not SMOD Redux author but can i make SMOD Redux page in Valve Developer Community?

Removing/Adding Options to Game Menu

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Brshvsko8:31, 2 July 2020 (UTC)(edited)
Need a bit of a hand here, hopefully someones Source Engine-savvy?... Trying to figure out how to add/move video options from the settings menu, specifically things like the Display Mode (going to try and add Borderless Windowed mode) as well as add more options for aspect ratio (3:2, 21:9)

The game crashes after loading the map

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56KPK10:52, 23 September 2020 (UTC)
When my map loads, the game crashes. It compiles fine, but it then a Windows error message says 'hl2.exe has stopped working'. And I'm making a map for Portal! Sometimes it crashes without an error message as well.
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56KPK23:03, 23 September 2020 (UTC)
I've tried copying the map into a new file, but it still happens.
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56KPK10:08, 24 September 2020 (UTC)
It seems to be something wrong with 'ntdll.dll'. Does anyone know what it does and why it's crashing my map?

Game State Integration

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1nv1n17:16, 3 February 2021 (UTC)
I've recently started looking into Game State Integration, but I've been unable to find any resource on it. I'm specifically looking for all the data points supported by DotA 2. Currently, I see: "buildings", "provider", "map", "player", "hero", "abilities", "items", "draft", "wearables" & "previously" from various Reddit posts & GitHub repositories. But there has to be a better way to identify what the game exposes. Does anyone know how to go about figuring out the supported data points for GSI?

How can I get a ClientID

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Bastian9215:54, 30 March 2021 (UTC)
I would like to get a ClientID in order to be able to use my steam account to sign in to my web application. How can I get it?

Problem with placing weapon_ props and other problems

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Tomi Ivasword17:02, 5 August 2021 (UTC)(edited)
I was making a map for Half Life 2 (Steam). I wanted to implement a weapon which you can pick up, but when I searched for "weapon_" in the text box for placing entities, I only got "game_weapon_manager" and no actual weapon. (the documentation for making maps said that you can place weapons). Other problems: The sounds of the hl2 weapons firing and reloading are gone and when a headcrab spawns, the game crashes. I'm using Source 2007.
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Soer476920:15, 5 August 2021 (UTC)
If you want to develop maps for Half-Life 2, then you should use the hammer editor located inside of the game's /bin folder to create your maps, which can be found by:
  1. Go into your steam library
  2. Right click on Half-Life 2 and select properties
  3. On the window that opens, select local files and then browser...
  4. Then go into the /bin directory in file explorer and open hammer.exe from there
If you got any complicated questions, I suggest you join the Valve Modding Community Discord server as they would be able to help you out further, good luck!

Dear wiki editors, do you get Error 502 Bad Gateway from this site

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Bacardi19:36, 25 October 2021 (UTC)
I have awfully lot page error from this wiki site.
Are you get it as well?
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Orinuse5:03, 26 October 2021 (UTC)
A lot of people in Discord servers are also reporting they get the same error too, including me. Currently I've been setting up alternative methods to view certain wiki pages.
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Bacardi9:08, 26 October 2021 (UTC)
Thank for info. I send email 25.10.2021 to Technical Infrastructure - John Drury and made Steam support ticket. Today I close Steam ticket because this site seems work well now. Lets see and wait.
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Amicdict0:04, 28 October 2021 (UTC)
I saw that there was a cloudflare DDOS protection popup, so the site must have been getting DDOSed.

Idea for the VDC

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TheBlokker21:25, 29 April 2022 (UTC)
Hi Valve,

I love the VDC, but I have one:

  • Most Wikimedia sites use the Visual-Editor. It would be very nice if you would use it too.
Have a great time.

Run SteamVR without a headset

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Uclaalias18:44, 21 May 2022 (UTC)
I would like to run SteamVR without a headset. I have done this in the past. The ability to do this seems to be missing. SteamVR used to start with a green hexagon with an 'H' it meant you are in no-headset mode.

I used the USB dongles that come with the optional trackers to track the Controllers. (At that time non-headset mode turned off the Controllers.) This worked great, no error messages about missing headsets. If there was a way to ignore all messages while shutting off the headset that would be great.

There is an option to set requireHmd to false in this file, but it does not work without error messages: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\settings\default.vrsettings

The main reason I am running without a headset is to create an art installation with video projected VR. Similar to the research Paul Allen's group and Wevr were doing with the Vulcan Holodome.

picture of SteamVR 1.2.10 running without headset

run steamVR vrmonitor.exe without error messages

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Uclaalias18:47, 21 May 2022 (UTC)
It there a way to run steamVR vrmonitor.exe without error messages focusing on top of my Unity player?

How do I get a light theme on the VDC wiki website

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ExpertCoder142:56, 10 July 2022 (UTC)
Currently, I've been applying this CSS code to get a light theme:
Light theme
CSS
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body { background-color: #f6f6f6; background-image: none; } .mw-body { background-color: #FFFFFF; color: #3a3a3a; } .mw-body-content h2 { color: #3a3a3a; } table { background-color: #ffffff; } div.vectorTabs ul li { filter: invert(1); } #simpleSearch input { background-color: rgba(255,255,255,0.5); } code, .code { background-color: rgba(183,183,183,0.23); border: 1px solid rgba(156,156,156,0.4); padding: 1px 4px; color: #3a3a3a; } #wpTextbox1 { background-color: #ffffff; color: #3a3a3a; } div.editOptions { background-color: #f2f2f2; border-color: #666666; color: #3a3a3a; } #catlinks {background-color: #f8f9fa} a:link {color: #3366bb}
Is there a better way to get a light theme on the VDC wiki?

SteamCMD issues/features to add

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Flleeppyy8:21, 24 November 2022 (UTC)
These issues pertain to Windows

- When using tab, it does not autocomplete commands, it adds 8 spaces, but breaks the currently typed command. - Does not work properly when ran from MINGW Bash (Stuck at Loading Steam API...OK) - Ctrl + Arrow Keys Left/Right do not work to skip words - Right clicking on the window doesn't paste from clipboard.

Some features that would be nice: - Command history with up/down arrows

- Pasting with right click

how to get Family shared games to user on Steam via WEB-API

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Lmiol19:55, 20 July 2023 (UTC)
In 2017 the WEB-API method IPlayerService/GetOwnedGames has response with shared games
IPlayerService/GetOwnedGames
API
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GET api.steampowered.com/IPlayerService/GetOwnedGames/v1/?key=XXXXXXXXXXXXXXXXXXXXXXXXX&steamid=76561198056238570&format=json

Now it response without shared games.

Maybe exist some undocumented parameter to get shared games? Or maybe exist solution to get shared games from user without his authorization?

regards

Gathering info on steam servers

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SquidPig22:34, 31 July 2023 (UTC)
I am attempting to gather a list of players connected to a server, and ideally the amount of time they have been connected to the server. To do this, I figured that the A2S query system would be my best bet, however all the implementations linked on the page about A2S Query all have not worked properly, and are no longer being updated or maintained for the past 5 years. I am willing to learn javascript or other languages if I have to, however I only know C++ and python as of current. I am able to gather info about the servers on the game I am looking for, such as their steam id, and with a friend and I both using netstat we managed to get the ip of a server, though tedious and probably not the true ip, it might help. My reasoning for this, is I want to scan either the current server I am connected to, or all the servers from a game and get the list of every single player separated by each server so that I can gather a list and 'blacklist' specific players, by notifying whenever they join your server, so you can promptly leave. There is a feature in steam, where if shift tab it will show all current players in your server, so if the A2S system does not work, I would like to know how I can extract that with either a mod or a external application

Source 2 Help

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3Designer16:36, 31 August 2023 (UTC)
Hello,

I'm interested in utilising Source 2 for some VR game dev, but it's all a little confusing in terms of what the public can do with the engine, and also the various iterations of the engine. I'm hoping someone can shed some more light on this. My apologies in advance for the ignorance, and if this is already answered somewhere.

Firstly, I have Half Life Alyx, so I can access the mod developer tools, but with CS2 around the corner, I presume it's an updated version of Source 2 with some new features. Can we use this version of the engine to develop VR content just as easily, and what new features will it bring. I saw a Path Tracer option when level designing, for example. Also, I see Facepunch are developing S&Box. How does this differ from using either the Half Life Alyx or CS2 versions of Source 2?

Lastly, what if you wanted to use Source 2 to release your own game and monetize it? What options does one have?

Thanks very much in advance

Creating a playermodel for Garry's mod

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Light137211:38, 4 September 2023 (UTC)
Hi!

I made several playermodel that works perfectly fine but one makes me strugle. When I make it spawn it's invisible. I have no idea on why because I think I got the vmt's set upt correctly, the right names, I can see it in the edit tool to make a new render in gmod. The problem must be in the .qc file but even there I don't see anything wrong...

The .qc file :

$modelname "lpr\jedi\jedi_quinlan.mdl"

$bodygroup "body"
{
	studio "voss_body.smd"
}
$bodygroup etc...

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 70

$ambientboost

$mostlyopaque

$cdmaterials "light\voss\"
$texturegroup skinfamilies
{
	{ "Marron" "voss_marron" }
	etc...
}

$attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90
$attachment etc...

$cbox 0 0 0 0 0 0

$definebone "ValveBiped.Bip01_Pelvis" "" -0.000005 -0.533615 38.566917 0 0 89.999982 0 0 0 0 0 0
$definebone etc...

$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge etc...

$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain etc...

$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1

$animation "a_proportions_corrective_animation" "voss_anims\a_proportions_corrective_animation.smd" {
}

$animation "a_proportions" "voss_anims\a_proportions.smd" {
	fps 30
	// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
	subtract "a_proportions_corrective_animation" 0
}

$sequence "ragdoll" {
	"voss_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 0
	ikrule etc...
}

$sequence "proportions" {
	"a_proportions"
	autoplay
	predelta
	fadein 0.2
	fadeout 0.2
}

$includemodel "m_anm.mdl"

$collisionjoints "phy_voss.smd"
{
	$mass 0
	$inertia 10
	$damping 0.01
	$rotdamping 1.5
	$rootbone "valvebiped.bip01_pelvis"

	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0

	$jointconstrain etc...
}

$collisiontext
{
	animatedfriction 
	{
		"animfrictionmin" "1.000000"
		"animfrictionmax" "400.000000"
		"animfrictiontimein" "0.500000"
		"animfrictiontimeout" "0.300000"
		"animfrictiontimehold" "0.000000"
	}
	editparams 
	{
		"rootname" "valvebiped.bip01_pelvis"
		"totalmass" "90.000000"
		"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
		"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
	}
}

A .vmt example

"VertexlitGeneric"
{
	$basetexture "light/voss\voss_belt"
	$bumpmap "light/voss\voss_belt_nm"
	$nocull "1"
}
Note.pngNote:All the VTF are in the same folder : materials/light/voss

If anyone could find a solution I would be very grateful.

-StaticPropLighting Causing arguments to be passed as file names

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Daleks23772:09, 14 October 2023 (UTC)
Whenever I pass -StaticPropLighting as an argument VRAD will just pass either "-ldr.bsp" or "-hdr.bsp" depending on which one I'm using as a file it's looking for and then it just errors out and stops compiling. I have 0 idea why or how to fix this; I would love to get vertex lighting on props and propper'd brushes so they look more natural with the map but this has brought everything to a halt.
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Vizzys6:14, 9 January 2024 (UTC)
if you are using slartibarty's slammin source modified VRAD.exe, -staticproplighting, -staticproppolys and -textureshadows are enabled by default and adding these arguments will instead break the compile in such a manner as you described. Simply remove the arguements. if you wish to disable these features instead use -nostaticproppolys, -notextureshadows, -nostaticproplighting.