Stop Steampipe

Any aspects of level design for the Source engine.

Stop Steampipe

Postby greenman on Fri May 24, 2013 11:18 pm

Hi all, opted into the steampipe beta a while back but didn't like the new focus on broken so I opted out shortly after; Everything seemed to be ok until pretty recently when Half-Life 2 keeps forcing the steampipe thing (Creating a half-life 2 folder under steamapps>common)

Does anyone know how to stop this? Episode 2 crashes on launch and then reliable returns the error "executable not found" on the 2nd attempt (I assume it's trying to look in the common folder)
Verified and defragged caches, opted in and back out of steampipe for all the compatible games for good measure (Tf2 and HL2:DM) to no avail, not sure what else I can do.

Thanks in advance for any advice.
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Re: Stop Steampipe

Postby ErikKiller on Fri May 24, 2013 11:49 pm

Don't think you can opt out, especially since most games are converted to SteamPipe automatically anyway since now.
Just stay with SteamPipe and try verifying your game caches.
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Re: Stop Steampipe

Postby greenman on Sat May 25, 2013 1:08 am

Thanks, done all the verifying and such; I'd love to stay with steampipe but it's just too broken (My map now has missing models and textures (Hl2 default ones), I cannot seem to override textures (I need to use %seamless on a blend texture for some subdivision stuff)) to name a couple. I had to opt in for steampipe, I thought now I've opted out things would work fine.
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Re: Stop Steampipe

Postby LordDz on Sat May 25, 2013 1:57 am

If you still wish to map for Hl2, make a HL2 mod with nothing changed in it?
Because I'm currently making a map for a source mod and I don't have any missing models/textures in it.
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Re: Stop Steampipe

Postby nub on Sat May 25, 2013 5:19 am

I assumed that Ep2 mods had access to all the HL2 content anyway.
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Re: Stop Steampipe

Postby ErikKiller on Sat May 25, 2013 9:23 am

nub wrote:I assumed that Ep2 mods had access to all the HL2 content anyway.

Correct. Only my Ep2 ISN'T SteamPipe so I can continue using Source SDK, HL2 and Ep1 have been SteamPipe forever now.
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Re: Stop Steampipe

Postby greenman on Sat May 25, 2013 1:56 pm

Looks like I'll just make a mod then, thanks all.

EDIT: Getting same results with a mod (Created 07 engine, ep2)

EDIT 2: Just noticed that my SDK 07 tab thing is completely blank (I thought I created on 07 EP2 mod because ep2 was there but greyed out, was just a shadow thing when I changed the menu from 09 to 07)
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Re: Stop Steampipe

Postby ErikKiller on Sat May 25, 2013 9:09 pm

07 engine or 09 from Source SDK?
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Re: Stop Steampipe

Postby greenman on Sun May 26, 2013 12:32 am

Had to be 07, 09 returns an error "Total conversions not allowed/enabled for this engine version"
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Re: Stop Steampipe

Postby greenman on Sun May 26, 2013 3:25 pm

Bump. got the issue fixed I think (Mapping for Episode 2 again); Opted back into steampipe and did some more verifying and generally keeping the installs as fresh as possible. No longer have missing models n such but I still need one more bit of help, I can't work out where to place replacement textures (I have a $seamless cliff vmt of an original half-life 2 texture in use for one of my maps, I placed it in common > half-life 2 > ep2 > materials but it doesn't load up)
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Re: Stop Steampipe

Postby ErikKiller on Sun May 26, 2013 9:04 pm

Can't "overwrite" stuff in the common folder, I think you need to create a "addon" or "addons" folder into the "episode two" folder and put everything custom in there.
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Re: Stop Steampipe

Postby greenman on Sun May 26, 2013 10:43 pm

So what do I do? I'm looking to replace a vmt in materials/nature; Do I create these 2 folders in common > half-life 2 > ep2?

Thanks again
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Re: Stop Steampipe

Postby Gambini on Mon May 27, 2013 3:09 am

like this: common/half life2/ep2/custom/herethenameyouwant/allyourfiles. They will be read as if they were in ep2.
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Re: Stop Steampipe

Postby greenman on Mon May 27, 2013 12:44 pm

Thanks, working perfectly now. :)
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