Moving a HL2 mod to Source SDK 2013?

Any aspects of level design for the Source engine.

Moving a HL2 mod to Source SDK 2013?

Postby c0ldpr0xy on Sun Jul 21, 2013 11:27 am

Hello. So I just started on a mod and I am halfway done with my first level and I have been using 2009 SEngine for HL2. I have tried everything to make it work but I am getting a lot of errors/bugs when I launch the map from my mod. Yes, I recompiled the map with my mod configurations and everything but a lot of textures are missing and some weird physics bugs.

After researching, I realized that I can only make a HL2 singleplayer-mod using the 2006 engine but I have gone too far in progress so I can't afford to start from scratch. Now that Source SDK 2013 is released, does anyone know how can I make my transition?

I assume using 2013 version to run/play on a 2009 version map runs fine. Correct me if I'm wrong though. Thanks.

Edit: So I need help either with transitioning my mod to Source SDK 2013 OR make my map work in 2009 source engine.

Thanks in advance.
Last edited by c0ldpr0xy on Tue Aug 24, 2021 7:13 am, edited 1 time in total.
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Re: Moving a HL2 mod to Source SDK 2013?

Postby marnamai on Sun Jul 21, 2013 11:46 am

1) Does your mod use custom code?
- If not continue to #2
- If yes, I cannot help you

2) Are your HL2 games converted via steampipe (vpk format instead of gcf)?
- If yes goto #3
- If not start the steampipe conversion (just launch the games to start the conversion), then continue to #3

3) Use the new gameinfo.txt format that allows vpk's to be loaded.
- https://github.com/ValveSoftware/source ... meinfo.txt
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Re: Moving a HL2 mod to Source SDK 2013?

Postby c0ldpr0xy on Sun Jul 21, 2013 1:44 pm

1. Not that I am aware of. My initial aim is to make a HL2 mod based on HL2's stock content for now.

2. My Half-Life 2 is in SteamPipe beta.

3. Did that and now when I launch my mod, I get "could not load library client".
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Re: Moving a HL2 mod to Source SDK 2013?

Postby marnamai on Sun Jul 21, 2013 3:16 pm

What Steamappid are you using in the gameinfo? 243730?

If you're using that one it will look for the Source 2013 sp base. Use 220 (HL2) or 420 (ep2) instead.

You should also use this gameinfo instead of the one I linked you before, that one was for episodic (ep1 and ep2 instead of hl2) https://github.com/ValveSoftware/source ... meinfo.txt
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Re: Moving a HL2 mod to Source SDK 2013?

Postby c0ldpr0xy on Sun Jul 21, 2013 6:22 pm

Damn, it still doesn't work, I tried both 243730 and 220 and neither of them worked :/
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Re: Moving a HL2 mod to Source SDK 2013?

Postby marnamai on Mon Jul 22, 2013 12:01 am

- Check if HL2 is under steam/steamapps/common (confirms it's steampipe)

- Make sure your mod has no custom bin .dll files

- Use this gameinfo.txt and paste it in your mod's root folder under sourcemods/modname/
https://github.com/ValveSoftware/source ... meinfo.txt

- Replace the steamappid to 220

That should work!

If you're getting the could not load library client you're either using custom code, a wrong steamappid (so it can't find the dll's) or you're trying to launch via hammer.
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Re: Moving a HL2 mod to Source SDK 2013?

Postby c0ldpr0xy on Mon Jul 22, 2013 7:50 pm

HL2 is under steampipe (under the common folder).

How do I make sure my mod has no bin .dll files? I simply created a SP mod from EP1 2006 engine. I ran the mod a few times, it was fine but when I change the gameinfo.txt, it doesn't work.

I keep getting the same error "could not load library client".
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Re: Moving a HL2 mod to Source SDK 2013?

Postby c0ldpr0xy on Mon Jul 22, 2013 8:10 pm

Update: I fixed it!

Alright, here's the deal. I went to steamapps\common\Source SDK Base 2013 Singleplayer\sourcetest\bin and I found 2 .dll files named client.dll and server.dll. I copied them into my sourcemod/MYMOD folder. I also made a bin folder and pasted them there too just to be double-sure and it seems like the .dll files need to be in a folder called "bin" under your mod directory.

Although the problem now is how do I configure to make levels for my mod. When I load the map that I made in HL2 2009 engine, it's full of bugs, textures are missing, weapons and some triggers don't work.

Edit: The map works fine if I change the steamappid to "220". But when I do, my mod has access to all HL2 files including the campaign maps and everything.
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Re: Moving a HL2 mod to Source SDK 2013?

Postby taurus on Sat Sep 28, 2013 12:27 am

A bit of old thread bumping here.

c0ldpr0xy wrote:Update: I fixed it!

Alright, here's the deal. I went to steamapps\common\Source SDK Base 2013 Singleplayer\sourcetest\bin and I found 2 .dll files named client.dll and server.dll. I copied them into my sourcemod/MYMOD folder. I also made a bin folder and pasted them there too just to be double-sure and it seems like the .dll files need to be in a folder called "bin" under your mod directory.

Although the problem now is how do I configure to make levels for my mod. When I load the map that I made in HL2 2009 engine, it's full of bugs, textures are missing, weapons and some triggers don't work.

Edit: The map works fine if I change the steamappid to "220". But when I do, my mod has access to all HL2 files including the campaign maps and everything.


Thanks! This above helped me :) I work on a mod (Jurassic Life) that is in the progress of transfer to SDK 2013. I had some problems with the client.dll not loading and obviously it meant that our custom file was not compatible. I copied the server.dll and client.dll from
"steamapps\common\Source SDK Base 2013 Singleplayer\sourcetest\bin"
to my mods bin directory as recommended and it booted up the level. Our menus are broke though still...

And obviously I had to edit the gameinfo.txt too.
I did not follow Github txt but rather the one on VDC https://developer.valvesoftware.com/wiki/Gameinfo.txt. It recommended for modders not to use the "custom" folder. Why this is is explained in the commented lines.


Code: Select all
FileSystem
{
   SteamAppId               243730            // Source SDK Base 2013 Singleplayer
   SearchPaths
   {
      // No /custom/ folders because they can interfere with mod content and shouldn't be in mod gameinfo.
      game+mod+mod_write+default_write_path   |gameinfo_path|.      // Mod
      gamebin               |gameinfo_path|bin      // Mod's Binaries
 
      // Using SSDKBase13 path, then back to /common/ and then using Portal folder.
      // |all_source_engine_paths| magic help here too.
      game            |all_source_engine_paths|../Portal/portal/portal_sound_vo_english.vpk
      game            |all_source_engine_paths|../Portal/portal/portal_pak.vpk       
 
      // Base Half-Life 2 Content: ep2, episodic, hl2
      game_lv               |all_source_engine_paths|hl2/hl2_lv.vpk
      game               |all_source_engine_paths|ep2/ep2_english.vpk
      game               |all_source_engine_paths|ep2/ep2_pak.vpk
      game               |all_source_engine_paths|episodic/ep1_english.vpk
      game               |all_source_engine_paths|episodic/ep1_pak.vpk
      game               |all_source_engine_paths|hl2/hl2_english.vpk
      game               |all_source_engine_paths|hl2/hl2_pak.vpk
      game               |all_source_engine_paths|hl2/hl2_textures.vpk
      game               |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
      game               |all_source_engine_paths|hl2/hl2_sound_misc.vpk
      game               |all_source_engine_paths|hl2/hl2_misc.vpk
      platform            |all_source_engine_paths|platform/platform_misc.vpk
 
      // TODO; find out what is it and why it's here
      game               |all_source_engine_paths|episodic
      game               |all_source_engine_paths|hl2
      platform            |all_source_engine_paths|platform
   }
}
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Re: Moving a HL2 mod to Source SDK 2013?

Postby taurus on Sat Sep 28, 2013 1:05 am

Btw.

A proper gameinfo.txt removed the problem of:
"FATAL ERROR
Missing material 'editor/wireframe'. Go to Tools |Options | Game Configurations
and verify that your game directory is correct"


Also I remember this error but I don't have a solid solution:
CModelLoader::Map_IsValid: No such map 'yourmap'
map load failed: yourmap not found or invalid


Basically after compile a game was loaded but with HL2 background instead of my mods background . The compiled map failed to load. Also in the console I could see a list of my maps but they did not load with console commands. Just an error was shown like the one above.
I have here no solution but after adding the proper client and server dlls and making proper gameinfo the errors were gone.

Only thing apart from that I can think of is that has changed is that I now point all my executables to the files in the SDK 2013 folder and no longer use "-applauch 218" to launch the mod in the advanced compiler.
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