- 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):
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)
FileSystem { SteamAppId 215 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game sourcetest Game hl2 } }
- Source 2007 (Orange Box):
- 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).
Has your mod broken?
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
Cool tip!
Thanks man, I think many people need this!
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.
|all_source_engine_paths| is required for AdditionalContentID. Without it, each SearchPath is relative to the main AppID only.
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.
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
}
}
Whoops! Thanks. :)
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.
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.
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.
Go ahead and distribute the scenes with your mod. There's really no alternative, as long as you stay with the 2006 engine.
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...
Developer.valvesoftware.com
Don't forget to restart steam after manipulation !
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.
Exactly right.
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?
Coastline to the atmosphere.. Game info change it to:
SteamAppId 215
ToolsAppId 211
It works
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.
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?!