Mod Maker utility for Source

Reveal what you have made so far and get feedback on development.

Re: Mod Maker utility for Source

Postby lazypenguin on Mon Sep 22, 2014 9:44 pm

joe_rogers_11155 wrote:You sound unreasonably optimistic regarding the prospective launch window for Source 2 :)


Enough said :D
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Re: Mod Maker utility for Source

Postby Gary on Tue Sep 23, 2014 1:22 am

joe_rogers_11155 wrote:
lazypenguin wrote:Had a chance to test out this tool. Nice work, definitely takes a lot of the headache out of starting/managing source mods. Nice work, appreciate the time you put into this and sharing it with the community.

I have a question that's slightly off-topic. With the soft launch of source 2 is it worth it to dive into a new mod using this tool and the 2013 code base or would it be better to wait for the full launch of source 2?


You sound unreasonably optimistic regarding the prospective launch window for Source 2 :)


Not only that. But that's also assuming they'll release the code base like they did for HL2/HL2-2007/HL2-2009(2013)/ASW-2010
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Mod Maker utility for Source

Postby ChromeAngel on Tue Sep 23, 2014 6:08 am

lazypenguin wrote:Had a chance to test out this tool. Nice work, definitely takes a lot of the headache out of starting/managing source mods. Nice work, appreciate the time you put into this and sharing it with the community.

I have a question that's slightly off-topic. With the soft launch of source 2 is it worth it to dive into a new mod using this tool and the 2013 code base or would it be better to wait for the full launch of source 2?

Thank you. Nice to see people finding it useful.

As for starting a new mod, I guess that depends on the scope of the mod. It sounds like maps, models, materials and sounds will all be portable between engine versions. So most of your content will be reusible if a new SDK gets released tomorrow. Even if the new SDK code is radically different (which I doubt) having worked out how to achieve what you want in Source will give you a headstart.
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Re: Mod Maker utility for Source

Postby Major Banter on Tue Sep 23, 2014 5:53 pm

This looks fucking great. I'll have to take a look in a few days.
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Re: Mod Maker utility for Source

Postby ChromeAngel on Sat Oct 11, 2014 12:38 pm

Just thought i'd give you guys a heads-up on the new 1.4 version of ModMaker. 1.4 has all new folder browsers, a much improved FGD editor, a few bug fixes and a complete set of new icons.

I've updated the 1st post with a download link to the new version and an updated screenshot.

Image
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Re: Mod Maker utility for Source

Postby Klifsnider on Sat Oct 11, 2014 7:29 pm

Hi, great project.

Unfortunately, it doesn't work for me. I can launch it, it asks for my steam account name, and then I get this error:

Image

Code: Select all
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at ModMaker.FGD_Tool.get_Image()
   at ModMaker.ModView.set_Options(ValveKey value)
   at ModMaker.frmMain.ShowMod(SourceMod SMod)
   at ModMaker.frmMain.ShowMod(String Name)
   at ModMaker.frmMain.ShowVProject()
   at ModMaker.frmMain.frmMain_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8009 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ModMaker
    Assembly Version: 1.4.0.0
    Win32 Version: 1.4.0.0
    CodeBase: file:///D:/ModMaker/ModMaker.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.8007 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8008 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8007 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8003 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
LibModMaker
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///D:/ModMaker/LibModMaker.DLL
----------------------------------------
SevenZipSharp
    Assembly Version: 0.64.3890.29348
    Win32 Version: 0.64.3890.29348
    CodeBase: file:///D:/ModMaker/SevenZipSharp.DLL
----------------------------------------
System.Web
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8010 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Web/2.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------
TargaImage
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///D:/ModMaker/TargaImage.DLL
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8007 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



If I click "continue", it takes me to the modmaker screen, I can see my mods on the left, but the right half is just completely blank.
The Battle Grounds 2 developer. http://www.bg2mod.com
Recruiting mappers, hit me up on steam if interested (klifsnider1291).
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Re: Mod Maker utility for Source

Postby ChromeAngel on Sat Oct 11, 2014 8:34 pm

Thanks for the complete bug report Klifsnider. Initially it appears one of the icons it's trying to load from the SDK is missing. I will look into it.
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Re: Mod Maker utility for Source

Postby ChromeAngel on Wed Oct 15, 2014 8:24 pm

Update: Killsnider has confirmed via PM that his SDK is installed outside his main Steam folder.

Does anyone know how I can programiatically detect the locations of Steam Libriaries outside of the main Steam folder?

Failing that I could just ask the user where his SDK is installed, but that would kind of negate the point of using MM...

[edit]Found it!, I can now find where all our apps are installed.[/edit]
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Re: Mod Maker utility for Source

Postby ChromeAngel on Tue Oct 28, 2014 7:31 am

Version 1.5 of ModMaker is out now. I've updated the download link at the top of this thread to point to that version.

1.5 resolves Kilsnider's problems with the SDK not being detected as it can now work out the location of your SDK installation even if it's installed outside the main Steam folder.

I've also upgraded the feature that helpred you set your mod's icon to graphically edit most of your "Game Information" (gameinfo.txt) settings.
Image


1.5 also adds a new feature exclusively for single player mods, which i'm currently calling "Chapter Maker" to help you set up chapters in your mod. It's not quite done yet, but the essentials are there.
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