Description

This compatibility patch will allow you to play through Siren with the visual and gameplay enhancements that HL2: MMod has to offer.

Preview
Spherical Nightmares - MMod Compatibility Patch (1.0)
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AdrianMagdanøv
AdrianMagdanøv - - 75 comments

Thanks! :)
P.S. (from YouTube) :
:V

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ZippyS2 Author
ZippyS2 - - 263 comments

Also i change title of the main menu too, to make patch right name of the main mod.

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sebi5
sebi5 - - 87 comments

Good job at doing these compatibility patches! How do you make them?

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ZippyS2 Author
ZippyS2 - - 263 comments

Here is from secepeul comment it maybe long to read but i'm sure you can make it.

The compatibility patch won't work for mods that have modified dlls.A good example is Combine Destiny.Here is a tutorial made by the guy who made the mission improbable compatibility patch.

Short guide, on how to make mods compatible. Warning: it's more complicated, if mod uses modified files. This is guide mostly for simple map mods, that don't alter key aspects of the game.

First of all, you have to get MMod patch for Mission Improbable. It will be used as template for future actions.

Second, get program GCFScape. It allows you to open vpk files, which will help later on(to make by example of Mission Improbable vpk).

Copy that patch with different name(for example, I used HL2MMod_Ravenholm for mod Ravenholm) in sourcemods.

Time to edit gameinfo.txt(remember to save changes and restart Steam after doing it):
- replace "Mission Improbable" with name of your choice;
- in place, where it looks for VPK file, put name you will use for your own VPK file.
- where it references mod folder, put name of your mod folder(RavenholmNCZ in my case);
- if your mod is strictly HL2, you may want to remove calls for Episode Two and One completely(will explain later, why);

Now,to create that custom VPK file:
- create folder with name of your VPK file(Ravenholm, for example);
- inside, create folders: cfg, resource, materials, scripts;
- now, copy specific things from original mod:
a) into cfg: config files for chapters;
b) into resource: files with mod text lines. Rename file into hl2mmod_%name of your patch folder%_english. Do same with names of chapters: if you couldn't figure it out, game later will show you, what name it expects.
c) into materials: folders vgui and models;
d) into scripts: folder "talker", if there is one, scenes.image and all files in Mission improbable patch(from respective mod).
- Now, drag & drop that folder on vpk.exe, that you can find in hl2/bin in Half-Life 2 installation location. This will create file Ravenholm.vpk, that you have to put in your own patch folder.

Congratulations,you can try out your compatibility patch. If you didn't remove calls for Episode One and Two and your mod is strictly HL2, you may run into some problems, such as broken textures or not working scenes(when NPCs just don't do anything). You shouldn't put in vpk any files, that modify HUD(!).

If you run into other bugs, check messages in console: if they reference something missing, you have to add missing things into vpk file.

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sebi5
sebi5 - - 87 comments

Thank you!

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Guest
Guest - - 689,548 comments

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Flyboy/hl_freak
Flyboy/hl_freak - - 18 comments

I played this all the way through with MMod 1.3 and found a couple of issues. Mounted guns don't work... you can fire them but there's no projectiles or impacts meaning they're useless. Luckily this isn't game breaking. Then there's the missing hunters as stated previously by Guest, which doesn't allow you to proceed. I had to noclip through the door that's meant to open upon their death. Other than that, it works fine.

EDIT: I've since tested it and the above mentioned gameinfo.txt fix addresses both the mounted gun and missing hunters issues.

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