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If your mod mounts a game instead of SDK Base, it is likely to have been broken in the recent Steam updates that brought in the Mac-supporting "Source 2009" engine branch. This is a guide to fixing it.

Posted by Varsity on May 28th, 2010

  1. Edit your GameInfo.txt file so that you are basing your mod on SDK Base. This game/tool is locked to a particular engine branch and will not receive updates which break your mod.
    • Source 2007 (Orange Box):
      code:
        FileSystem
        {
          SteamAppId  218
          ToolsAppId  211
          AdditionalContentID ??? // use this to re-mount the game you were using before
         
          SearchPaths
          {
            Game  |gameinfo_path|.
            // add your AdditionalContentID SearchPath(s) here
            Game  |all_source_engine_paths|sourcetest // if no mod DLLs
            Game  |all_source_engine_paths|hl2
          }
        }
    • Source 2006 (Episode One / HL2)
      code:
        FileSystem
        {
          SteamAppId  215
          ToolsAppId  211
         
          SearchPaths
          {
            Game  |gameinfo_path|.
            Game  sourcetest
            Game  hl2
          }
        }
  2. In the case of Orange Box mods, update your game config. Either use "Reset Game Configurations" from the SDK Launcher and re-create it, or hand-edit it to point at the \source2007 folder instead of \orangebox (including moving it to the appropriate GameConfig.txt).
Post comment Comments
cW#Ravenblood
cW#Ravenblood May 28 2010, 9:53am says:

Cool tip!
Thanks man, I think many people need this!

+5 votes     reply to comment
fitzroy_doll
fitzroy_doll May 31 2010, 2:26pm says:

Thanks very much for this. I have a few questions:

What is the purpose of |all_source_engine_paths| in each line of the SearchPaths? I haven't seen many mods using this.

Also, the sourcetest path doesn't seem to be required to run the mod if the mod has its own libraries. I assume that sourcetest is added otherwise simply to get to the client/server libraries in that path.

Finally, it might also be worth pointing out that when using the 215 SDK base, the mod will not have any scenes to draw on - which covers everything down to citizen facial expressions. These have to be copied out of the half-life 2 content.gcf.

+1 vote     reply to comment
Varsity Author
Varsity Jun 1 2010, 12:04pm replied:

|all_source_engine_paths| is required for AdditionalContentID. Without it, each SearchPath is relative to the main AppID only.

+1 vote   reply to comment
fitzroy_doll
fitzroy_doll Jun 1 2010, 12:21pm replied:

I see. So, no relevance for the 2006 SDK then, as it doesn't use AdditionalContentID. But in source 2007, you could specify AdditionalContentID 240 to get the Counter-Strike: Source gcfs, and Game |all_source_engine_paths|cstrike to get the custom maps in the user's game directory.

+1 vote     reply to comment
fitzroy_doll
fitzroy_doll Jun 1 2010, 12:48pm replied:

In fact, adding |all_source_engine_paths| breaks the gameinfo.txt for Source 2006. So the second example should be:

FileSystem
{
SteamAppId 215
ToolsAppId 211

SearchPaths
{
Game |gameinfo_path|.
Game sourcetest // if no mod DLLs
Game hl2
}
}

+1 vote     reply to comment
Varsity Author
Varsity Jun 2 2010, 6:21pm replied:

Whoops! Thanks. :)

+1 vote   reply to comment
Kasperg
Kasperg Jun 1 2010, 6:04am says:

While this works, it certainly doesn't solve all the problems. If the mod in question uses default HL2 scenes, those won't trigger unless the player has manually extracted them from the gcf files.

In theory, there's a way to build a scenes.image file, but that option is not included in the Source 2006 Faceposer version, rendering that method useless.

+1 vote     reply to comment
fitzroy_doll
fitzroy_doll Jun 1 2010, 7:09am replied:

Yes, for the Source 2006 SDK base at least, you must extract all the scenes from the half-life 2 content.gcf and copy these into your mod.

Source 2006 does not need the scene.image file. It uses loose vcds. Only Source 2007 and later needs the scene.image file.

+1 vote     reply to comment
Kasperg
Kasperg Jun 1 2010, 8:15am replied:

So, that leaves us with two options then, if I'm correct:

1)Distribute some of Valve's VCD files along with our mod (the filesize is low but I don't know if that content can be freely distributed).

2)Force all players to download GCFscape and extract the scenes themselves.

+1 vote     reply to comment
fitzroy_doll
fitzroy_doll Jun 1 2010, 8:22am replied:

Go ahead and distribute the scenes with your mod. There's really no alternative, as long as you stay with the 2006 engine.

+2 votes     reply to comment
chineseroom
chineseroom Jun 16 2010, 6:57am says:

Stupid question... what goes here?

// add your AdditionalContentID SearchPath(s) here

I'm self-certified as useless with this kind of stuff... any pointer for the extremely dull-minded would be grand...

+1 vote     reply to comment
fitzroy_doll
fitzroy_doll Jun 27 2010, 7:23am replied: +1 vote     reply to comment
freredarme
freredarme Jun 26 2010, 10:55am says:

Don't forget to restart steam after manipulation !

+1 vote     reply to comment
JrComissarValvatorez
JrComissarValvatorez Jul 18 2010, 1:44am says:

I know this may sound cold, but most of the Single player mods wouldn't have broken if they had been using either of the Source SDK bases & proper search paths in the first place.

+2 votes     reply to comment
fitzroy_doll
fitzroy_doll Aug 10 2010, 8:52am replied:

Exactly right.

+1 vote     reply to comment
TwoDustyOldLions
TwoDustyOldLions Aug 19 2010, 10:12pm replied:

OolonColluphid Jul 18 2010, 12:44am says:

No it doesn't sound cold..it sounds realistic..lol
I know this may sound cold, but most of the Single player mods wouldn't have broken if they had been using either of the Source SDK bases & proper search paths in the first place.

How is that determined? Some thing the end user can change?

+1 vote     reply to comment
TwoDustyOldLions
TwoDustyOldLions Aug 19 2010, 1:42am says:

Coastline to the atmosphere.. Game info change it to:

SteamAppId 215
ToolsAppId 211

It works

+1 vote     reply to comment
TwoDustyOldLions
TwoDustyOldLions Aug 19 2010, 10:11pm says:

another rumor, going to check it out. When Steam (who is in total denial) reformatted their platform (wasn't broke in the first place so like yahoo and microcrap made things worse) They probably did not allocate enough space in the sourcemods for more than 3 mods at a time. I have around 30, about 25 of them work with some of the fixes that are starting to come out.. Anyway that is that there should only be 3 mods in the source mods folder at any given time. Haven't tried it yet, but what the hell. Maybe the ones that don't show up and or do not work might actually work and show on the 3rd party games list. I will report back on this when i get to it.

+1 vote     reply to comment
TwoDustyOldLions
TwoDustyOldLions Aug 19 2010, 10:36pm says:

A LOT of the mods that are no longer working start then shut down with this error

"Could Not Load Library Client" any one know what the hell that is? WHY? Is it the mod, the install? WTH is that?!

+1 vote     reply to comment
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