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SourceModPatcher v0.0.0 has been released.
A video has been made to show the Quick start guide.
Note: I forgot to show 1187: Rogue Train patched but the mod installation guide explains how to install and configure SourceModPatcher to fix it. It's been tested:
Please report any issue on GitHub (preferably) :
Issues may also be reported in the comments here as long as it's short. If you need to provide a lot of detail and or share error logs, please send me a PM.
I created the list of mods to add.
Added first were mods for which I made a Source 2013 Steampipe patch. Others such as Eclipse, Shantytown are from memory. I will eventually recheck websites to see if there are others. Things will be adjusted as needed.
For those that have a Source 2013 Steampipe patch, I haven't checked if some of them were originally standalone maps without a gameinfo.txt (in which I created a gameinfo.txt to make them standalone mods). In this case, I had plans to create a separate Source 2006/2007 mod and add them to it so they can be played on their respective engine branch. They could then be selected and launched via the Bonus Maps dialog but that would only work for Source 2007 maps since Source 2006 doesn't seem to feature it.
For now, I'll try to add new mods in batch (5 mods per update, or lesser if the mods are long).
For v0.1.0 we could have:
For v0.2.0 we would have 5 other mods, etc.
v0.3.0 - (2 mods since Strider Mountain and Final project are long mods)
Get a life has been highly requested so it'll be next on the list but if you wish to see specific mods added sooner, let me know.
If you don't see a mod in the list, comment here and I'll add it.
See the following discussion for the rules:
You can also open an issue on the repository or in the discussion.
I read your reply about 1187, but the map full of broken trains had a time where I couldn't find John anywhere, so that's a surprise that you see barnacles never kill him. I just thought that all because neither him nor a corpse appeared anywhere in the map when I've been killing all them zombies like Obsessive-Compulsive Disorder, then eventually not seeing him anywhere suddenly. For some weird reason there wasn't a reply button, so I had to reply from scratch unfortunately.
RyanFoolishGenius
Is it possible you experienced this while playing the Source 2013 patch from 2015 ?
The patch is known to have differences in behavior and gameplay compared to the original.
To anyone following my blog - a new post is available.
Moddb.com
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To anyone following my blog - two new blog posts are available:
Moddb.com
Moddb.com
Will you update some of the HL1 mod patches to be compatible with the anniversary update?
Provided you get the time to do so.
SweetLeela
Updating to the anniversary requires the following:
1. Valve must update the HL1 SDK with the latest changes
2. Review and evaluate changes in code
3. Merge new changes from the updated SDK in the HL1 mods patches (reimplementations) code base
4. Retest all HL1 mods reimplementations features with the new changes
Depending on how many bug fixes will be made within the anniversary's updated SDK, there is also the Half-Life Unified SDK which contains a lot of bug fixes and many improvements that could be of interest, so I might check if rebasing my work on top of it would be a more suitable approach since I experienced a lot of issues with the original Half-Life code in the past.
A lot of work is likely to be required for this, so I can't tell if I'll get around updating the patches. For now, playing with the branch 'steam_legacy' should be ok.
At this time, I want to emphasize on revisiting the Source SDK 2013 Steampipe patches since they haven't been updated in years. See Moddb.com
Did you fix "Mission: Improbable"?
Moddb.com
Hi, just dropping by to say thanks for your work with 2013 SDK patches. So many great mods would not be playable today without your help (at least not for the layman). Thank you!
You're welcome!