Ok, contrary to what my last topic said, my mod is not running as well as I would like. I have a feeling that I set everything up wrong or did something in the wrong order.
My problem is basically missing content. I get errors about missing weapon sounds, I get assertion errors about muzzle flashes, and numerous other things.
Here's a walkthrough of everything that I did, leading up to this point:
I downloaded the Source SDK Base, and ran the Source SDK from Steam. I refreshed the sdk, then ran the mod wizard. I placed my mod at C:\Source Mods\QFactor and gave it the name "QFactor". I opened the "gameinfo.txt" file, changed "game" to "Q Factor", added "title" with the value "Q Factor", added "type" with the value "singleplayer_only". In the "ClientRes" file, I changed the menu font to "Arial" so that my title would display correctly. I then opened the Visual C++ 2005 Express solution and set everything up for debugging according to this article. Next, I added "user32.lib" to the linker options of both projects to get rid of the unresolved externals error. I compiled both projects successfully, and then ran the debugger. My mod ran just fine. The menu opened and I got no errors except for the normal maplist.txt warning. So, I created a simple map for testing. I changed my mod's configuration to point to "C:\Source Mods\QFactor\mapsrc" rather than the "mapsrc" directory in Source SDK Base. I compiled the map with no errors and the resulting BSP was placed in my mod's "maps" directory. I ran my mod in the debugger once more and typed "map testmap" in the developer console after the menu had loaded. My map opened, so I typed "impulse 101" to get all weapons for testing. This is where the trouble begins. Muzzle flashes caused assertion errors in the debugger, which I ignored. Source complained of missing effects and a missing sound called "null.wav" when a grenade was thrown.
Does anyone know what I did wrong?



