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gorpie
05-31-2010, 06:53 AM
The May 2010 and August 2010 updates to Half-Life 2 and the Episodes changed the locations of some files within the games’ .gcf files. As a result, some mods that used to work now need a little tweaking in order to run, some require a patch, and a few no longer work at all (a patch will be required).

Some people may see missing models (a red ERROR icon) or missing textures (a magenta and black check pattern) in a mod, while other people don’t have any problems at all.


Mods that have patches
The Citizen – SilverMink’s patch (http://forums.steampowered.com/forums/showpost.php?p=15755833&postcount=89)
City 7 – SilverMink’s patch (http://forums.steampowered.com/forums/showpost.php?p=15679113&postcount=60)
CSS SCI-FI 3: Hardwired – official patch (http://www.moddb.com/mods/css-sci-fi/downloads/css-sci-fi-3-hardwired-map-patch)
Dangerous World – official patch (http://www.moddb.com/mods/dangerous-world/downloads/dangerousworld-steamupdate)
Human Error – official patch (http://hlssmod.net/index.php?page=3)
Kosakovia – official patch (http://www.moddb.com/mods/korsakovia)
MINERVA: Metastatis – Officially unofficial patch (http://www.hylobatidae.org/minerva/blogsheep.php?action=articleinfo&id=103)MINERVA: Metastatis, links to SilverMink’s patch (http://www.moddb.com/mods/minerva/downloads/minerva-metastas-11-04-2010-patch-exe-format) still included for reasons in the following post (http://forums.steampowered.com/forums/showpost.php?p=21006633&postcount=441).
Rock 24 – SilverMink’s patch (http://forums.steampowered.com/forums/showpost.php?p=15673671&postcount=59)
SMOD 4.0a - Onemanshow's patch (http://pizzahut.pi.funpic.de/smod_patch.htm#p38219), temporary mirror site (http://www.mediafire.com/?vm5fvu5ghr24f37)
SMOD Redux 8 - Onemanshow's patch (http://pizzahut.pi.funpic.de/smod_patch.htm#p38219), temporary mirror site (http://www.mediafire.com/?ar8icd8ta2ew4wt) Note: See Comment in SMOD section for additional info.
SMOD Tactical Delta 5.56 - Onemanshow's patch (http://pizzahut.pi.funpic.de/smod_patch.htm#p38219), temporary mirror site (http://www.mediafire.com/?7xkrat1ik1bynac)
SMOD 2 - send me a PM

SMOD 4.0a - New version available! (http://www.bsnooch.com/forums/index.php?topic=282.0)


Restart Steam after applying any patch.


Other mods may not need any tweaking in order to run on your system. One tester suggested using a compressed version of the mod (if available) rather than a version with a self-installer. Other testers had no problems with self-installing mods.


• For each mod in the list below, I have tried to show the minimum changes needed to get the mod to run. I was not able to fully test each mod myself, so if a change has been left out, please make a post.

• Mods that are not in the list have yet to be tested. If you have a question about a specific mod, please make a post.

• The mods in the list are color coded. If the fixes shown in the entry for the mod do not work for you, see the appropriate section for possible additional fixes you can try. For mods that are not in the list, open the mod’s gameinfo.txt file to check the SteamAppID, then look in the appropriate section.
Half-Life 2 – (SteamAppID 220)
Half-Life 2 Episode 1 – (SteamAppID 380)
Half-Life 2 Episode 2 – (SteamAppID 420)
Miscellaneous – open the mod’s gameinfo.txt file for the SteamAppID and refer to the appropriate section.

Mods with any other SteamAppID (usually 215 or 218) do not need changes at this time.



Many thanks to ikar, Jottle, pizzahut, SilverMink, CatzEyes93, DirectVic and derrman0426 for helping test and fix the mods!!!!
Thanks to ultradude25 for hosting a mirror site for all the patches!!!
Thanks to Crykton for uploading the SMOD patches when mediafire changed!!!


Download Links

Important: After downloading, extract the compressed files to a temporary location and copy only the folders you need into the mod's directory.

NOTE: Due to my download site suspending my links for too much traffic (twice!), I have removed my links from this section. If you need any of the following downloads, send me a PM.


half-life 2 content.gcf\hl2\bin send me a PM
half-life 2 content.gcf\hl2\scenes send me a PM
half-life 2 content.gcf\hl2\maps (includes hl2\maplist.txt) send me a PM
episode 1 shared.gcf\episodic (so far this has only been needed for MINERVA: Metastasis. The most current, unofficial patch for Minerva now includes the episodic folder, so you don’t need to download it separately) send me a PM
episode 2 materials.gcf\ep2\materials send me a PM
episode 2 content.gcf\ep2\models send me a PM

half-life 2 content.gcf – SilverMink’s link (https://dl.dropbox.com/u/46003529/HL2.Fixes/half-life%202%20content.7z), send me a PM
This is the entire, pre-update, half-life 2 content.gcf. It includes:
half-life 2 content.gcf\reslists
half-life 2 content.gcf\hl2\bin
half-life 2 content.gcf\hl2\maps
half-life 2 content.gcf\hl2\scenes
half-life 2 content.gcf\hl2\gameinfo.txt
half-life 2 content.gcf\hl2\maplist.txt

You will also need one or more of the following:
7zip – link (http://www.7-zip.org/)
WinRAR – link (http://www.rarlab.com/download.htm)
WinZip – link (http://www.winzip.com/win/en/index.htm)
GCFScape – link (http://nemesis.thewavelength.net/index.php?p=26) (to extract from your own .gcf files)



Fixes for Half-Life 2 Mods (SteamAppID 220)


If you cannot move, or if you can move but cannot turn:
if the mod does not have its own \bin folder, copy half-life 2 content.gcf\hl2\bin (https://www.dropbox.com/s/g5z8wrvo7paucum/HL2%20bin.7z).
if the mod does have its own \bin folder, you can try the additional fixes shown for Half-Life 2 mods, but the mod will likely require a patch. You can also try overwriting the mod’s \bin folder with hl2\bin, or with the \bin of a similar mod that runs.

If NPCs do not interact (Combine or Rebel), or you don’t hear a Breencast:
copy half-life 2 content.gcf\hl2\scenes (https://www.dropbox.com/s/od5s7yushuwe63w/HL2%20scenes.7z)

When copying hl2\scenes:
Rename the mod’s \scenes folder
Copy hl2\scenes into the mod’s directory
Copy the contents of the mod’s original \scenes folder into the new \scenes folder, and overwrite any files




Additional fixes for Half-Life 2 Mods (thanks to fitzroy_doll, author of CSS: SCI-FI 3, for the original info)



Change gameinfo.txt as follows:

FileSystem
{
SteamAppId 215
ToolsAppId 211

SearchPaths

Game |gameinfo_path|.
Game sourcetest
Game hl2
}

Restart Steam.
Copy half-life 2 content.gcf\hl2\scenes (https://www.dropbox.com/s/od5s7yushuwe63w/HL2%20scenes.7z) into the mod’s \scenes folder (see "When copying hl2\scenes", above).
If the mod uses HL2 maps, copy half-life 2 content.gcf\hl2\maps (https://www.dropbox.com/s/rga2og0b5n5yl3g/HL2%20maps.7z) into the mod’s \maps folder.



If you make changes to the mod’s gameinfo.txt file, you must restart Steam in order for the changes to be applied. (Copying folders does not require a restart.)

Exceptions to the general fixes shown are noted in the Comment for each mod.



Fixes for Episode 1 Mods (SteamAppID 380) (thanks to andyb at PlanetPhillip)



Change gameinfo.txt as follows:

FileSystem
{
SteamAppId 218
ToolsAppId 211
AdditionalContentId 380

SearchPaths

Game |gameinfo_path|.
Game |all_source_engine_paths|episodic
Game |all_source_engine_paths|hl2
}

Restart Steam.

Note: The fix for “MINERVA: Metastasis” requires that you extract and copy the contents of the Episodic folder from episode 1 shared.gcf (https://www.dropbox.com/s/qqzjjis6wv6ekxe/Ep1%20episodic.7z). This fix has not yet been needed for other Episode 1 mods, but it is something you can try if you need to.

If you make changes to the mod’s gameinfo.txt file, you must restart Steam in order for the changes to be applied. (Copying folders does not require a restart.)

Exceptions to the general fixes shown are noted in the Comment for each mod.



Fixes for Episode 2 Mods (SteamAppID 420) (thanks to TiiM, author of Dangerous World, via andyb at Planet Phillip)



Change gameinfo.txt as follows:

FileSystem
{
SteamAppId 218
ToolsAppId 211
AdditionalContentId 420

SearchPaths

Game |gameinfo_path|.
Game |all_source_engine_paths|sourcetest
Game |all_source_engine_paths|ep2
Game |all_source_engine_paths|episodic
Game |all_source_engine_paths|hl2
}

Restart Steam.

If you make changes to the mod’s gameinfo.txt file, you must restart Steam in order for the changes to be applied. (Copying folders does not require a restart.)

Exceptions to the general fixes shown are noted in the Comment for each mod.


If you have Missing Models:

If you have missing models, you will see one or more red ERROR icons. Try copying episode 2 content.gcf\ep2\models (https://www.dropbox.com/s/jtofasm60a0iy4j/Ep2%20models.7z) into the mod’s \models folder.

When copying ep2\models:
Rename the mod’s \models folder
Copy the ep2\models folder into the mod’s directory
Copy the contents of the mod’s original \models folder into the new \models folder, and overwrite any files



If you have Missing Materials:

If you have missing materials, you will see a magenta and black check pattern. Try copying episode 2 materials.gcf\ep2\materials (https://www.dropbox.com/s/r8465z1r83rjgfe/Ep2%20materials.7z) into the mod’s \materials folder.

When copying ep2\materials:
Rename the mod’s \materials folder
Copy the ep2\materials folder into the mod’s directory
Copy the contents of the mod’s original \materials folder into the new \materials folder, and overwrite any files




How I first tested the mods

I started a new game and played briefly—ideally to a load screen and a point where an NPC-scripted event occurred. Update: I am currently playing fully through each mod, after playing a mod where NPC scripts worked in map 1 and map 2, but did not work in map 3. (This comment will be removed when the mods tested in this fashion have been played.)

Original testing by me was done on a 2.8GHz single-core Windows XP SP3 system, with 2GB RAM. My video card was an nVidia GeForce XFX-5200 (128M VRAM)—HL2/Episodes ran it as hardware DX level 8.0, software DX level 9.0).

gorpie
05-31-2010, 04:22 PM
99 Bolts: Chasing Winona
Fix: No fix needed.
Comment: Note that occasional crossbow ammo glitch occurred before update. (When you get your gear, you're supposed to have 99 crossbow bolts.)

A Frayed Stitch in Time
Bugs: One teeny, tiny missing texture in a floor someplace. Also, the last half of the mod I was unable to run. I don't remember if it was this way before, or not.
Fix: No fix needed.

Absence
Fix: Change SteamAppID to 215.

After-Life 2
Bugs: Missing models and textures. Wireframe visible. Map 1 wasn't too bad, but in map 2 it becomes unplayable.
Fix: Can run by changing SteamAppID to 218.
Comment: I tried making all changes to gameinfo.txt, copying episode two content.gcf\ep2\models, and episode two materials.gcf\ep2\materials into the mod's directory, then reinstalling the mod. This actually made the mod worse--I was stuck floating face down in the air when I started a new game.

Alan's Mod
Fix: In gameinfo.txt, change SteamAppID to 218.
Comment: This worked fine as far as I was able to test it. Even before the update I got stuck at the magnet puzzle and couldn't proceed (I mean literally stuck--I couldn't move). Same thing happened again.

Appeltaart
Fix: No fix needed.

Appledacker DeadSpace
Fix: No fix needed.

ASDA
Fix: No fix needed.

Awakening
Fix: No fix needed.

Black Mess
Bug: Images shown for New Game are totally black.
Fix: No fix needed.

BlitzKrieg
Bugs: Got map crashes in several maps, after trying everything.
Comment: This mod will run. If you want to try playing it, you'll at least want to change the SteamAppId to 215 in gameinfo.txt. I also added Game sourcetest to the SearchPaths in gameinfo.txt and extracted the \bin folder from half-life 2 content.gcf. I'm pretty sure I had a crash in one location before the update. Now I've had crashes in five separate places (maybe four maps). (If you find a fix that works for you, please let me know.)

Bloodstone - The Journey Home
Bugs: With no changes made, game starts in first-person, no NPCs around.
Comment: I tried several different changes to get this to run. All resulted in "Engine Error: Could not load library client".

Blue Shift 2 (Demo)
Fix: No fix needed.

Calamity
Fix: No fix needed.

Causality Effect
Bugs: Scripted NPC events not working. (You start out with Alyx in Red Letter Day just before you get to Kleiner's lab, and the mod relies heavily on NPC scripts.)

Checkerboarded Hopes 2
Fix: In gameinfo.txt, change SteamAppID to 218.
Comment: I got stuck in the same place I did pre-patch; next map wouldn't load. It is impossible to tell if there actually are any missing models and textures, because they made it that way intentionally. The Alyx models in reference pose are supposed to be that way (in one map).

The Citizen
Bugs: Scripted voice files not playing.
Fix: Unofficial patch (http://forums.steampowered.com/forums/showpost.php?p=15755833&postcount=89) available. (Thanks to SilverMink for the fix and the patch.)
Fix Info: Extract the zip file's contents to a temporary location. From the extracted folder (The Citizen fix v2), navigate to the level with gameinfo.txt, and the folders \bin and \scenes. Move or copy the entire contents to the mod's folder. Restart Steam.
Alternate Fix: Change SteamAppID in gameinfo.txt to 215. Extract \bin and \scenes folders from half-life 2 content.gcf.

The City
Fix: No fix needed.

City 5
Bugs: Noticed one tiny missing texture in beginning alley (on a wall).
Fix: No fix needed.

City 7: Toronto Conflict
Fix: Unofficial patch available. (http://forums.steampowered.com/forums/showpost.php?p=15679113&postcount=60) As stated, you don't need to add the sourcetest line to gameinfo.txt. Instead, extract the folder hl2\bin from half-life 2 content.gcf. Note that extracting from half-life 2 2007 base content.gcf does not work. (Thanks to SilverMink for the patch and info.)
Bugs: Scripted voice files not playing.
Comment: The first scene still does not work. Kleiner/Barney/Eli models don't move, and no sound is heard. Maybe if I'd waited 5 minutes, things would have been triggered and I could progress. Instead, I used the sv_unlockchapters command in config.cfg and loaded the second chapter. Worked fine, but I missed out on the cool battle in the first square.

City 14
Fix: In gameinfo.txt, change SteamAppId to 215; add Game sourcetest to SearchPaths.
Comment: In second chapter, the rebel inside the building often put itself into reference pose. In first chapter, could not get barricade to drop after canal section--don't know if I did it wrong (didn't have this problem before the update, but it may not be due to the update).

City Rebellion
Fixes: In gameinfo.txt, changed SteamAppId to 215. Extracted \bin folder from half-life 2 content.gcf and copied to mod's directory.

Coastline-to-Atmosphere
Fix: Change SteamAppId in gameinfo.txt to 215.
Comment: Mod runs without fixes, but crashes on map load of leonHL2-2c. Note that APCs in map 2b may not trigger quite like they used to, but you can still kill them and keep playing. (If you still have problems, possible additional fixes are here (http://forums.steampowered.com/forums/showpost.php?p=16192034&postcount=140) and here (http://forums.steampowered.com/forums/showpost.php?p=16261428&postcount=148).)

Combine Combat
Fix: No fix needed.

Combine Destiny
Fix: In gameinfo.txt, changed SteamAppId to 215 and added "Game sourcetest" in SearchPaths section.

Combine Force: Citadel City 17 Demo
Bugs: Skybox glitches in last map (may have existed pre-update).
Fix: No fix needed.

Combine Insurrection Demo
Bugs: Image shown for New Game is black. When second map loaded, could not move--reloading a save fixed it. However, nothing seems to trigger in Map 2 and cannot open exit door.
Fix: No fix needed to run.

Combine Survival - Beta
Fix: No fix needed.

Compromised
Bug: In Cinematic version, Combine soldier in power room is in "reference pose" when room is first entered.
Comment: Works with Ep2 fixes.

CryShield
Bugs: Scripted voice files not playing (not for CPs or rebels).
Comment: Mod may still be playable with no fixes. I did not play beyond the first rebel NPC.

CSS Sci-Fi 3: Hardwired
Fix: Patch available. (http://www.moddb.com/mods/css-sci-fi/downloads/css-sci-fi-3-hardwired-map-patch) (Thanks to phillipjfry6 for this info.)

CyberScape
Fix: Runs fine with Ep1 or Ep2 fixes. (It is an Ep1 mod, but it seemed to run more smoothly with the Ep2 fixes.)

Dachka
Bugs: Some enemies were intermittently invisible, but not their weapons. (Don't know if this was a pre-update glitch.) Also, font for menu title is glitched (also don't remember if this happened pre-update.)
Fixes: In gameinfo.txt: changed SteamAppId to 215, added Game sourctest at end of SearchPaths.

Dangerous World
Fix: Patch available. (http://www.moddb.com/mods/dangerous-world/downloads/dangerousworld-steamupdate)

Dark Edges - The House
Fix: No fix needed.

Dark Factory
Comment: Seems fine without fixes. (Thanks to CatzEyes93 for this info.)

Dark Peak
Bugs: 2 missing textures on Victoria Street, 2 missing models in Whitfield Park. (Both textures and one model fixed when SearchPaths updated with entire fix.) Also, NPC script in Whitfield Park is messed up. You can still get the code, but you're not told what you're supposed to do.
Fixes: In gameinfo.txt, change SteamAppId to 218 and delete sourcetest line from SearchPaths.

Dark World
Bugs: New Game image is completely white; only one image displays, and no Start button (must double click the chapter to start).
Fix: Seems fine without fixes.
Comment: Before the update, the mod crashed on me in map 6. I only tested to the 4th map load this time. (It crashed on me a couple times, but reloading a save worked.

Das Roboss
Fix: Had to add "Game sourcetest" below "Game hl2" in the SearchPaths section of gameinfo.txt.
Comment: I still had some font issues with the main menu, but I experienced them before the update.

Dawn
Fix: No fix needed.

DayHard
Comment: Works fine with HL2 fixes.

Deal with Destiny
Bugs: Cannot move.
Fix: Change SteamAppID in gameinfo.txt to 215. Extract \bin folder from half-life 2 content.gcf (overwrite existing bin). (Thanks to SilverMink for the fix.)
Comment: The struck out fix may work for you. I cannot recreate the conditions in which it worked for me the other day.

Dear Esther
Comment: Works fine. (Thanks to pizzahut and Jottle for this info.)

Decay
Fix: In gameinfo.txt, change SteamAppId to 218.

Destiny
Bugs: Some small areas show wireframes instead of texture. One CP in mid-air near beginning. One missing model at end.
Fix: No fix needed.

Dino D-Day
Fix: In gameinfo.txt, change SteamAppID to 218.
Comment: Some people could not run this mod before the update (me being one of them). (Thanks to pizzahut for testing!)

DoomEd
Fix: In gameinfo.txt, change SteamAppId to 215.
Comment: Got lots of "missing whatever" messages in the console. Copying the HL2\scenes folder fixed the errors, but not copying the folder doesn't interfere with game play in any way.

Drowned World
Bugs: Some minor reflection/draw issues.
Fix: No fix needed.

Eclipse
Comment: Seems to works fine with HL2 fixes. (Thanks to pizzahut for this info.)

Escape by XMO
Fixes: In gameinfo.txt, change SteamAppId to 215. Extract the \bin folder from half-life 2 content.gcf.

Escape the Room
Comment: Seems fine without fixes. (Thanks to CatzEyes93 for this info.)

The Event in Village
Fix: No fix needed.

The Extraction Point
Fix: No fix needed.

Eye of the Storm
Bugs: Whether you experience any problems depends on your system. Some people have no problems at all, even without fixes. Others have no problems after applying fixes. Still others have some missing models/textures, and a game crash.
Fix:(Thanks to SilverMink, ikar and CatzEyes93 for their testing.)

On some systems, no fix needed.
On others, in gameinfo.txt change SteamAppId to 218, add AdditionalContentId 420; in SearchPaths section, add Game |all_source_engine_paths|sourcetest as last line. Then use GCFScape to extract \ep2\models from episode two content.gcf and \ep2\materials from episode two materials.gcf.


Flipside
Fix: No fix needed. (Thanks to DirectVic for testing this.)

G-Mod 9.0
Comment: Seems fine with HL2 fixes. (Thanks to ganjagoblin for this info.)

Gateways
Fix: No fix needed.

Get a Life
Comment: No fix needed. (Note that I didn't play up to a scripted-NPC event. Please let me know if you have problems.)

Grapple Mod
Fix: No fix needed.

The Great Forever Tomorrow
Bugs: Water textures probably messed up in first map.
Fix: No fix needed.

gorpie
05-31-2010, 05:59 PM
Halloween 2005
Comment: Works with HL2 fixes.

Hard Escape
Fix: No fix needed.

Haunted House
Bugs: When you start a new game, the first image shown is not available--displays missing texture.
Fix: No fix needed.

HMS Defiance
Fix: No fix needed.

HMS Defiance 2
Fix: No fix needed.

HoloReality
Fix: No fix needed.
Comment: Some of the zombies in the second area (where you get the crossbow) seem really stupid, but I don't remember if they were like that before.

Human Error
Fix: Patch available. (http://hlssmod.net/index.php?page=3)
Comment: Some textures may still be messed up at first, but are fixed when you quit Human Error and then start it again. (Thanks to pizzahut for this info.)
Post-patch Bug: Some people may still experience problems with continuing at the end of Ritual (level 3), where an NPC is supposed to open a gate for you. If you experience this, open the console, enable cheats, and type in: ent_fire model_gate_to_mines setanimation open (Thanks to jottle and pizzahut for this info.)

Hunterville
Fix: No fix needed.

Independence Demo
Bugs: Without fixes, crashed often. With fixes, some models/textures too shiny.
Fixes: Will run without fixes, but it crashed on me a lot. In gameinfo.txt changed SteamAppId to 215 and added Game sourcetest as last line in SearchPaths.

Infestation
Fix: No fix needed.

Intrusion
Fix: No fix needed.

The Island
Bugs: Cannot turn or look around.
Fixes: Change SteamAppID in gameinfo.txt to 215. Extract \bin folder from half-life 2 content.gcf. (Thanks to SilverMink for the fix.)

Jail Escape
Bugs: Font problems for crosshair, etc., existed before the update. At start of map 3, could not move--had to noclip; also, map 3 "intro text" does not display (does display with AppId changed to 215). NPC script in map 4 does not work. NPC script at end does not work. No melee weapon or reload animations (don't remember if it worked this way before the update).
Fix: No fix needed to run. I tried every fix possible and still had the same glitches.

Joutomaa
Bugs: Will run with fixes. However, there are many missing models and textures.
Comment: If I don't learn of a fix, I am hopeful that this will be fixed when part 2 is released.

Joutomaa Redux
Comment: I'm told there are no problems with this! Can't wait to try it!

Korin Mod
Fix: Works with fixes. In addition to the above fixes, you need to extract the HL2 maps from "half-life 2 content.gcf". (For a new install, extract from "half-life 2 2007 base content.gcf". (Thanks to pizzahut for this info.)

Korsakovia
Bugs: Korsakovia will run with fixes. However, there are many missing models and textures.
Fix: Patch available. (http://www.moddb.com/mods/korsakovia) (Thanks to Jottle for the initial info, and bobsbarricades for the patch info.)

Logistique Demo
Fix: No fix needed.

The Lost City
Fix: No fix needed.

Lost in the Subway Redwell Street Demo
Fix: No fix needed.

MACe - The Adventure
Fix: No fix needed.

The Mansion 3: Freeman Residence
Fix: No fix needed.

The Mansion 4: G-Man's Residence
Fix: No fix needed.

Mentality
Fix: No fix needed.
Comment: I noticed some graphics glitches that I didn't notice last time, but don't know if they're related to the update.

Minerva: Metastasis
Bugs: Water waves, crash at end of first map due to too many entities
Fix: Official Unofficial Patch available. (http://www.hylobatidae.org/minerva/blogsheep.php?action=articleinfo&id=103)
Retained for the reasons in this post (http://forums.steampowered.com/forums/showpost.php?p=21006633&postcount=441): SilverMink's patch (http://www.moddb.com/mods/minerva/downloads/minerva-metastas-11-04-2010-patch-exe-format) - follow the directions in the -view readme- link in this post (http://forums.steampowered.com/forums/showpost.php?p=15662934&postcount=51)! (Thanks to SilverMink for the patch, and to Tesla for starting the work. Thanks to derrman0426 for the help.) Official patch upcoming. (http://www.hylobatidae.org/minerva/forum/viewforum.php?f=3) (Thanks to pizzahut for the info.)
Fix Info: Exit Steam. Extract the folder \episodic from the file episode 1 shared.gcf. Copy entire contents into the mod's folder (SourceMods\metastasis), overwriting files. Extract the contents of the patch to a temporary location. Navigate through the folder (Minerva Fix v4.zip) to the \metastasis subfolder. Copy entire contents into your SourceMods folder, overwriting contents.

Missing Information, version 1.5
Comment: Seems fine without fixes (Thanks to CatzEyes93 for this info.)

Mission: Improbable
Fix: No fix needed.

Mission to Mars
Comment: In gameinfo.txt changed AppId to 218 and added AdditionalContentId 420.

Mistake of Pythagoras
Fix: Change SteamAppId to 215 in gameinfo.txt. Mod will run fine without extracting HL2 scenes folder, but some miscellaneous NPC scripts don't work.
Comment: In the chapter Twisted Space, I encountered several maps or triggers that took a long time to load (2-3 minutes). The first was encountered in a train tunnel below ground (I think that's the chapter change point).

Nightmare House
Fix: In gameinfo.txt, change SteamAppID to 215.

No Escape
Fix: No fix needed.

Nova Prospekt Under Attack
Bugs: New Game window is square and cuts off images for first and third chapter (there's only one chapter). Some Combine models are shiny.
Fix: No fix needed.

Obscurity
Fix: No fix needed.

Offshore
Fix: No fix needed.

Old School
Comment: Works fine with fixes.

Opposing Force Ravenholm
Fix: No fix needed.

Outbreak: Episode 1
Fix: No fix needed.

Outpost 16
Fix: No fix needed. (Thanks to Jottle for this info.)

Outpost Xen
Comment: Works fine with fixes.

Overheid - Demo
Bugs: Missing textures at opening screen; New Game thumbnail uses default HL2 images.
Comment: Works without fixes. (Thanks to CatzEyes93 for this info.)

Penetration
Fixes: In gameinfo.txt, change SteamAppdID to 215. Extract the \scenes folder from half-life 2 content.gcf (no files are overwritten). (Thanks to pizzahut for the previous fix info.)
Comment: Sometimes this seemed a little glitchy or laggy, not sure why.

Post Script: Episode 1
Fix: No fix needed.

Powerstation 17
Fix: No fix needed. (Thanks to Jottle for this info.)

Project 25
Fix: No fix needed.

Project Secret Weapon
Fix: No fix needed.
Comment: Menu text font messed up (may be pre-update glitch). Mod crashes on me when quickload used during combat.

Provenance
Bugs: Textures, models and particles missing. Wireframe(?) also displays.
Fixes: Changing SteamAppId to 218 allows mod to run. Extracting episode two content.gcf\ep2\models and episode two materials.gcf\ep2\materials into SourceMods\Provenance\models and SourceMods\Provenance\materials solves most of the missing models and textures. (Then reextracted those same folders from the mod's zip file.)
Comment: If you change only the SteamAppId, the mod is virtually unplayable because of the quantity of missing models and textures. When the models and materials folders are extracted, there are still missing models and textures (and particles), but the mod is playable. There are also areas where the wiremesh shows through the floor and is very disorienting.
Note that before the update, this mod crashed on me if I tried to quickload during combat.

Pyramid
Fix: No fix needed.

Quietus
Bugs: Menu background is an Ep2 default, without animations.
Fix: No fix needed.

Radar 56
Comment: Seems fine without fixes. (Thanks to CatzEyes93 for this info.)

Radiator: Handle with Care
Fix: No fix needed.

Random Quest
Fix: No fix needed.
Comment: This will be retested and fully played through soon (October 9). If you have problems in the meantime, see this post (http://forums.steampowered.com/forums/showpost.php?p=17503663&postcount=296). (Thanks to keithinhanoi and Kasperg.)

Ravenholm
Bugs: Cannot turn or look around.
Fix: In gameinfo.txt, change SteamAppID to 215. Copy \bin folder from half-life 2 content.gcf from Download Link in post #1. (Thanks to SilverMink for the fix.)
Comment: NPC-scripts work fine. (Thanks to pizzahut for this info.)

Reaction
Fix: No fix needed.
Comment: This worked fine as far as I tested. In my first play-through (pre-update), I got to a platforming section and stopped. Everything up to that point seems fine now.

Rebellion
Bugs: Got Engine error AD_Alloc: no free edicts during "Breen" character script. Added num_edicts 2047 as launch option and still got error.
Comment: In gameinfo.txt, needed to change SteamAppID to 215 and add Game sourcetest at end of SearchPaths. This allowed the mod to start, but did nothing for the Engine error.

Research and Development
Fix: No fix needed. (Thanks to Jottle for this info.)

Residual Error: City 34 - Volume 1
Fixes: In gameinfo.txt, change SteamAppId to 215; add "Game sourcetest" at end of SearchPaths. Also copied HL2\scenes to the mod's scenes folder (no files are overwritten).
Comment: Mod will run without the HL2\scenes folder, but without it you'll miss the Breencast, and miscellaneous comments by rebels near the beginning.

Riot Act
Fix: No fix needed.

The Road to Abyss
Bug: Could not get this to run - got "the memory could not be read" error. I was able to play this mod earlier this year and there have been no changes in my system since then.
Comment: I installed mod, extracted scenes folder from HL2 content.gcf, reinstalled mod, changed AppID to 215, and added sourcetest to SearchPaths.

Rock 24
Bugs: Scripted voice files not playing.
Fix: Unofficial patch available. (http://forums.steampowered.com/forums/showpost.php?p=15673671&postcount=59) (Thanks to SilverMink for the patch.)
Additional Fix Info: Extract the zip files contents to a temporary location. Navigate through the folder Rock 24 fix v3 until you get to the level with the file gameinfo.txt, and the folders \bin and \scenes. Move or copy all those to the mod's directory (Steam\SteamApps\SourceMods\Rock 24)--overwrite any files.
Comment: During the second gunship battle in the first map, I had three 90-second loads. The mod seems to lock up, but it does not.

School Adventures
Comment: Works fine with fixes. Had to add "Game sourcetest" below "Game hl2" in the SearchPaths section of gameinfo.txt.

Seizure of Power
Comment: Information pending. (Thanks to CatzEyes93 and ikar for this info.)

Sewers
Comment: No fix needed.

Shantytown
Fix: Change SteamAppId in gameinfo.txt to 215.

Shooting Range
Fix: No fix needed.
Comment: Did get HL2 error message upon exiting.

Siren
Fix: No fix needed.

Sity
Bug: Water texture below surface is missing.
Fix: No fix needed.

Slums
Fix: Changed SteamAppId to 215.
Comment: Menu text seems to flicker. Otherwise, mod seems to run fine.

Slums 2
Fix: No fix needed.

Slums 2 Extended
Fix: No fix needed. (Thanks to Zekiran for this info.)

SMOD
Bugs: Missing weapons.
Fix: Patches for SMOD: Tactical Delta 5.56, SMOD 40a, SMOD Redux version 8 (http://pizzahut.pi.funpic.de/smod_patch.htm#p38219). Extract the HL2 maps also. Other patches may be available at moddb (http://www.moddb.com/mods?filter=t&=Search&kw=smod&released=def&style=def&theme=def&game=def&type=def&sort=dateup-desc) (original post (http://forums.steampowered.com/forums/showpost.php?p=16336202&postcount=7) for moddb info). (Thanks to pizzahut for this info.) Patch for SMOD 2. (http://www.megaupload.com/?d=KXPB9TCI) (This is the full mod, not just a patch.) (Thanks to DirectVic for the link, and to LambdaCore21/PoisonZombie21337 for the patch.)
Comment: The August 17 update caused more problems for SMOD Redux. If you haven't already, take the second download link in post #1 (half-life 2 content.gcf\maps) and extract to the SMOD\maps folder. Delete your save games from before the update. (Thanks to Stu Alpha for this info.)
Additional Patch Links: SMOD Tactical Delta 5.56 - download (http://www.filefront.com/16560303/delta556_patch.zip/) from Filefront, download (http://hl2modpatches.matt-russell.com/SMOD/SMOD%20Tactical/smod%20-%20tactical%20delta556_patch.zip) from ultradude25's mirror
SMOD 4.0a - new version available (http://www.bsnooch.com/forums/index.php?topic=282.0) (Thanks to phillipjfry6 for this info.)

Sniperville
Fix: No fix needed.

Socialist Tension
Bugs: Title font missing from main menu (don't remember if this happened before the update). One of the CPs you encounter after Barney goes into and out of reference pose.
Fix: No fix needed.

Stay Alive
Fix: No fix needed.

Strider Mountain
Comment: Works fine. The only fix I used was to extract the scenes folder from half-life 2 content.gcf. (It may work without that step.)

Substance
Fix: In gameinfo.txt, change SteamAppID to 215.
Comment: After changing the AppID, the NPCs showed up but the AI was disabled. Entering ai_disable in the console fixed that problem.
Additional Comment: From comments at moddb, there may be map load problems. I am not going to play this mod any further right now to try to duplicate the problem. If you have any information about this, please post.

Surgical Strike
Fix: No fix needed.
Comment: First map lagged badly for me when the action started, but it didn't crash as it did pre-update. Occasional crashes in later maps. I think I'm near the end, but if it continues to crash I won't be finishing it. (I'm going to attribute it to my lame graphics card.)

Survival 101
Fix: No fix needed.

Team 7plus1
Bugs: Even after changes made below, cannot get past the first area. The guard on the other side of the door just stands there, looking around. (I think he's supposed to open the door and come after you?)
Fixes: Change SteamAppId to 215; added sourcetest to SearchPaths.

Too Many Crates
Fix: No fix needed.

Unexpected Conclusion
Comment: Seems to work fine without fixes.

Very Hard Mod
Fix: No fix needed.

Weekday Warrior
Fix: Works fine with HL2 fixes. (Thanks to pizzahut for this info.)

Wivenhoe
Comment: Works fine with HL2 fixes.

Zombie Escape
Fix: No fix needed.

Zombie Stress
Fix: No fix needed.

gorpie
05-31-2010, 06:23 PM
reserved

ThatoneJeff
05-31-2010, 06:50 PM
Well, I haven't tried it on anything yet.

Just finished HL1 yesterday and am finally playing Portal for the radio achievement now...

Ive heard its hard to get those.

gorpie
05-31-2010, 08:24 PM
Ive heard its hard to get those.

So far they haven't been too bad, but I'm only on chamber 12.

gorpie
06-04-2010, 07:37 PM
Updated OP with new info from pizzahut.


(Apologies for my not playing with this stuff yet, or checking on updates. I'll be more available for that when more bugs are fixed.)

gorpie
06-04-2010, 07:42 PM
Ive heard its hard to get those.

Some were a pain, some were annoying, but they were generally simple (which is different from easy). And VALVe did their normal excellent job in providing multiple ways to do at least a couple of them... I also used quicksave a lot... :)

pizzahut
06-05-2010, 04:23 AM
Updated OP with new info from pizzahut.
This is only needed if the mod uses the original HL2 single player maps.

gorpie
06-05-2010, 07:31 AM
This is only needed if the mod uses the original HL2 single player maps.

Fixed the OP. (Sent you a PM, btw. :))

pizzahut
06-07-2010, 05:52 AM
It seems that if you do a fresh install of Steam and HL2, parts of the original "half-life 2 content.gcf" are now missing. Thanks to kandrc and Vonje for pointing this out.

Can I get the whole of half-life 2 content.gcf? (http://forums.steampowered.com/forums/showthread.php?t=1296557)

gorpie
06-07-2010, 06:30 AM
It seems that if you do a fresh install of Steam and HL2, parts of the original "half-life 2 content.gcf" are now missing. Thanks to kandrc and Vonje for pointing this out.

Can I get the whole of half-life 2 content.gcf? (http://forums.steampowered.com/forums/showthread.php?t=1296557)

So, people who installed HL2 before the update might have fewer problems running mods than people who just installed?

pizzahut
06-07-2010, 10:42 AM
Updated maps and scenes are located in "half-life 2 2007 base content.gcf". On a fresh Half-Life 2 install, exactly these maps and scenes are missing from "half-life 2 content.gcf".

So this means people with an old HL2 install can just use "half-life 2 content.gcf" to get maps and/or scenes as suggested on PlanetPhillip.

But people with a fresh HL2 install will have to go with "half-life 2 2007 base content.gcf" for the scenes, and with both GCFs for the maps. I don't know though if the 2007 content works with old mods!

pizzahut
06-08-2010, 01:19 PM
I've tested the 2007 maps, they look messed up when using (old) Source SDK Base.

Edit: Tested scenes now, too. It worked with Penetration.

So with a fresh HL2 install, some of the original HL2 single player maps will either be missing (if you ignore the 2007 update) or messed up (if you choose to add the maps that are in the 2007 gcf).

At least some scenes in the 2007 gcf are usable, but it could be that not all of them are.

gorpie
06-08-2010, 01:44 PM
Well, so far I've found that Mission Improbable works fine. I also briefly loaded Transitions, and didn't have any problems but didn't check thoroughly. Great contributions, doncha think? ;) :rolleyes:

I haven't tried to do any methodical testing.

I wonder if it also might have to do with your setup. What's a "bad looking" mod I can check? My gpu is hardware level DX8, software level DX9.

Maybe never mind with telling me a "bad looking" mod. Not only is my hardware older, I've got an older install.

pizzahut
06-08-2010, 02:01 PM
Korin Mod and SMOD use the original HL2 single player maps, so these will "look bad" on the updated 2007 maps. You can test it by extracting the maps from the 2007 gcf and using these with any mod that uses the original HL2 single player maps. For example the "Highway 17" chapter uses the updated maps (d2_coast_01.bsp, d2_coast_03.bsp) and then the chapter with the combine prison (d2_prison_01.bsp, d2_prison_02.bsp). Basically just check which BSPs are in the 2007 gcf.

Edit: Btw, I have listed some working mods here, but I've just started them, not played through:

http://forums.steampowered.com/forums/showpost.php?p=15172288&postcount=16

These mods can at least be started without issues:

Dear Esther
Drainage
Fortress Forever
Mission Improbable
Obsidian Conflict
Portal Prelude
Research and Development
Situation Outbreak

gorpie
06-10-2010, 03:21 PM
This post has been moved. Click here for new location. (http://forums.steampowered.com/forums/showthread.php?t=1289845)

Nocturna
06-12-2010, 02:25 PM
Does anybody know if Day Hard is getting a fix?

gorpie
06-13-2010, 03:52 PM
Does anybody know if Day Hard is getting a fix?

Added DayHard to the list in post #24. Works fine if you use all the fixes listed in post #24.

gorpie
06-14-2010, 09:56 AM
Updated post #24 with fixes for Episode 2 mods. Also added a few mods.

saivert
06-14-2010, 10:39 AM
whoaw, thanks for putting together this fine thread.

I was wondering if anyone cared about the non-working mods since nobody was really doing anything on the forum here in the weeks after the engine update from Valve. Then I see this thread and my faith in humanity was restored.

I tried everything to get Minerva going, but had to give up. I see now that it needs a proper fix from Adam Foster.

Don't know why Valve didn't just release the updated HL2 as a new game ID though.
There is a lot of questions Valve will never answer I guess. Ah well. as long as they keep making quality games..

gorpie
06-14-2010, 10:44 AM
I thought people have been able to run Minerva, and were just having graphics glitches...

Maybe the fixes in post 24 will allow it to run. Korsakovia WOULD not run without the fixes, but with them it does (then you get lots of pretty ERROR icons and checkerboard textures).


EDIT - When it's further along, I'll reorganize this into the first couple posts.

Nocturna
06-14-2010, 05:12 PM
Added DayHard to the list in post #24. Works fine if you use all the fixes listed in post #24.

Really? The HUD is messed up.

gorpie
06-14-2010, 05:44 PM
Really? The HUD is messed up.

It was fine for me. Messed up how?

gorpie
06-18-2010, 06:03 AM
Some day soon I will move the info from post #24 to the beginning of the thread. And get more space for the SP mods remaining to be tested (over 100 more, I think).

I will not be testing MP mods, since I don't play them. If you know whether an MP mod works fine or has problems please let me know. (I know about the HL2 maps problems in Synergy; and the Rock 24/Minerva problems probably keep you from playing them in Synergy, as well.)

If I say there's a fix or that no fix is needed, please let me know if you encounter problems (like the DayHard HUD).

CatzEyes93
06-21-2010, 10:28 AM
Just wanted to thank you guys for putting this together. There are actually a few of these mods I was unaware of, and now I know to go look for them to play them.

=-)

gorpie
06-21-2010, 01:35 PM
Just wanted to thank you guys for putting this together. There are actually a few of these mods I was unaware of, and now I know to go look for them to play them.

=-)

Planet Phillip for most--moddb for the ones PP doesn't have. (Also, the PP Filecloud server is gone--restoring those mods is Phillip's summer project). And then there are all the maps at PP! Some are awesome. :)

gorpie
06-24-2010, 01:39 PM
bumping

SilverMink
06-25-2010, 01:07 AM
Here's an un-offical patch for Rock 24 that fixes character voices.

Rock 24 Fix v2 (http://www.sendspace.com/file/zto1u0[/url)

Edit: The Disappearing props are now fixed, but at the end of the first map it crashes.

gorpie
06-25-2010, 05:04 AM
How unofficial are you talking about, Silver?

Thanks for the links!

SilverMink
06-25-2010, 09:01 AM
Gorpie, what i mean by un-official is they were made by Friends/Myself.

New Fixed Guide -> Paste2.org (http://paste2.org/p/893571) Version 3.1.

Man i hope this is the last time i have to edit this post.

gorpie
06-25-2010, 12:47 PM
Gorpie, what i mean by un-official is they were made by Friends/Myself.

New Fixed Guide -> Paste2.org (http://paste2.org/p/893571) Version 3.1.

Man i hope this is the last time i have to edit this post.


Thanks, Silver. I just haven't seen you before, though I guess you've been here awhile. :)

CatzEyes93
06-26-2010, 09:34 AM
Silver, that patch looks like it will fix the water issues with Minerva, does it also fix the error messages that come up? Something about too many edicts?

gorpie
06-26-2010, 10:00 AM
Silver, that patch looks like it will fix the water issues with Minerva, does it also fix the error messages that come up? Something about too many edicts?

Before he edited his post, he said something about it loading to the third map. So I think that particular bug is fixed in the patch.

SilverMink
06-26-2010, 10:57 AM
If you patch in just like i have it in the guide it should have no noticeable bugs.

Played through the whole game and i didn't crash or notice any missing textures after porting the episode 1 content.

CatzEyes93
06-26-2010, 11:04 AM
Crap. "could not load library content". :sigh: I cant even launch the game now. I am not sure what I did wrong but I guess I am starting over with downloading Minerva Metastasis and trying again.

My error / problem is that I just entered a "combine elevator" going down, I hit a loading, and the crashed to the desktop without it opening the door with "ED_Alloc: no free edicts" error message. I have used previous saves, I have replayed a huge chunk of the game. No joy.

CatzEyes93
06-26-2010, 11:58 AM
Sorry for the double post.

EDIT: nevermind. I was combining two separate things into one.

Meanwhile, I am now able to continue in the game without the error message, but the water is still screwed up.

I dont know what I did wrong, but I have spent too much time trying to fix the stupid thing.

SilverMink
06-26-2010, 12:34 PM
Well I reinstalled Minerva, followed my latest guide 3.1 and the elevator's no prob.

If you followed the guide in gorpie's quote then that may be the issue, since I made a few mistakes in that one.

P.s. It sounds like you never overwrote the gameinfo.txt file, which forces the mod to run on "Source SDK Base 2006".

CatzEyes93
06-26-2010, 01:09 PM
which gameinfo.txt file am I using to fix the water from looking like crap?

This is my current txt file


"GameInfo"
{
game "MINERVA: Metastasis"
title "MINERVA: Metastasis"
title2 "MINERVA: Metastasis"
type singleplayer_only

developer "Adam Foster"
developer_url "http://www.hylobatidae.org/minerva/"
icon "icon"

FileSystem
{
SteamAppId 215 //380
ToolsAppId 211
AdditionalContentId
{
380 // EP1
}

SearchPaths
{
Game |gameinfo_path|.
Game episodic
Game hl2
}
}
}

gorpie
06-26-2010, 02:31 PM
Well I reinstalled Minerva, followed my latest guide 3.1 and the elevator's no prob.

If you followed the guide in gorpie's quote then that may be the issue, since I made a few mistakes in that one.

P.s. It sounds like you never overwrote the gameinfo.txt file, which forces the mod to run on "Source SDK Base 2006".

Which guide did you follow. Am I listing incorrect info?

Are they supposed to edit gameinfo.txt with the Ep1 changes noted, in addition to installing your patch? Or does the patch take care of it? (Sorry, I haven't gotten around to checking it yet.)

pizzahut
06-26-2010, 04:18 PM
The gameinfo.txt which Catz posted is fine, even though the AdditionalContentId is superfluous.

I found this part of the instructions a bit tedious:
- materials (Don't overwrite files, merge the effects folder, don't merge chapters folder)
- models (no conflicts, copy everything)
- scripts (Don't overwrite files)
- sound (no conflicts, copy everything)
Instead, I did this:

1. Extract the gcf.
2. Reinstall Minerva.
3. Extract the fix.

In detail:

1.1 Exit Steam
1.2 Extract the episodic folder from the "episode 1 shared.gcf" to the desktop (or elsewhere) using GCFScape.
1.3 Cut & paste everything what is inside the episodic folder into the "Steam\SteamApps\SourceMods\metastasis" folder, overwriting everything.
1.4 The remaining empty episodic folder can be deleted.

2. Reinstall Minerva because step 1.3 overwrote vital parts. These are now restored.

3.1 Exit Steam again because the Minerva installer starts it at the end of installation.
3.2 Extract the "Minerva Fix v3.zip" to somewhere (e.g. desktop).
3.3 Cut the minerva sub-folder from the fix and paste it into "Steam\SteamApps\SourceMods", overwriting everything.
3.4 The remaining empty folder(s) can be deleted.

SilverMink
06-26-2010, 04:29 PM
Hey gorpie, CatsEyes gameinfo.txt is the same as mine.

Making the changes you gave ended me up with "Could not load library content".

I'm gonna do a fresh steam install tonight and see if my patch works with newer game files.

P.s. I've updated my posts with my current patch guide, but you quoted me and the old guide's still their.

gorpie
06-26-2010, 06:03 PM
Hey gorpie, CatsEyes gameinfo.txt is the same as mine.

Making the changes you gave ended me up with "Could not load library content".

I'm gonna do a fresh steam install tonight and see if my patch works with newer game files.

P.s. I've updated my posts with my current patch guide, but you quoted me and the old guide's still their.

I didn't actually test Minerva much. It loaded and ran fine for me, so when I got off the elevator I asked what problems had been encountered and was directed to the Minerva forum. (When Ep1 mods do need changes to gameinfo.txt, the changes posted as the fix work.)

I am editing the links for Minerva so that the patch goes to your patch, and the instructions link to pizzahut's post. (I still think his way is a little more work than most players should have to go to, but it's a little less complicated.) I'll also update the link of yours that I quoted.

SilverMink
06-26-2010, 09:13 PM
Just wanted to update this post.

Metastasis Fixed (11-4-2010).exe (http://www.megaupload.com/?d=XWXNG0TO) - Installer (317 MB)
Metastasis Fixed (11-4-2010).7zip (http://www.megaupload.com/?d=MRX0UKUO) - 7Zip Archive (296 MB)

Here's a fresh new MINERVA: Metastasis install, with my fix, and the Episodic folder.

It's 781 Mb's Uncompressed, which if going from my previous fix is 707 MB's Smaller.

Install:
1. Extract to: "C:\Program Files\Steam\steamapps\sourcemods"
2. Restart Steam

File Verification Info:

Installer:
CRC32: DCDF9116
MD5: 2b70c76f32eeb3766749d0d853cab0a9

7zip Archive:
CRC32: 9C0A75D6
MD5: b86be07f17d3ad02ab00d04c82919b99

pizzahut
06-27-2010, 03:47 AM
I encountered some error models and missing textures in chapter 3 (Depth Charge), are you getting these, too?

slide show (http://img22.imageshack.us/slideshow/webplayer.php?id=metastasis30000.jpg)

ikar
06-27-2010, 05:25 AM
I encountered some error models and missing textures in chapter 3 (Depth Charge), are you getting these, too?

slide show (http://img22.imageshack.us/slideshow/webplayer.php?id=metastasis30000.jpg)

got same, i'm using only first fix (minervameta_fix_test.zip)

in Rock24 using fix make flicker prison bar in "d1_wakeupcall" when gordon talk with man in orange prison suit (hide|unhide when player move)

fitzroy_doll
06-27-2010, 06:18 AM
Good work on all the testing everyone. Just some tips for moving mods from 220 to 215:

-The scenes in the half-life 2 2007 base content.gcf are identical to the scenes in the half-life 2 content.gcf. The only difference is that the 2007 folder includes a dev scene (not needeed) and a compiled scenes image file (ignored by the 2006 215 engine).

-The purpose of adding sourcetest to the search paths in the 215 engine is to provide the path to the binaries. If you put sourcetest after hl2 in the search paths, you are telling the engine to look for the binaries in hl2, not sourcetest. There are no binaries in this path for the sdk base, so it skips to the next path, sourcetest, which does have the binaries. So it makes no difference, but best practice is to put hl2 last, so that all other custom content/engine specific content comes first.

If the binaries can't be found (sourcetest not included in search paths and mod does not have own binaries) then you will get the error "Could not load library content". To fix this all you need to do is add sourcetest.

-As has been pointed out above, you must restart Steam between edits to the gameinfo.txt, as this is only parsed once, when Steam starts.

-The problem with custom sounds that are WAV files occurs when modders directly reference the sound files rather than a soundscript entry. In the original 220 you could get away with this, but not in 215. Potentially, this could be fixed by adding the sounds to a soundscript file, then correcting the entries in the scene files (for example, in Rock 24, richsecurityhub_03.vcd will play the correct dialogue, but escape_richard_apcwatchout.vcd will not).

-Please add CSS SCI FI 3: Hardwired (http://www.amphibian.myzen.co.uk/css_sci_fi/) to the list of working/no fix required mods.:)

Other references you might find helpful:
http://www.moddb.com/groups/source-developers/news/has-your-mod-broken
http://developer.valvesoftware.com/wiki/Gameinfo.txt

SilverMink
06-27-2010, 07:41 AM
I encountered some error models and missing textures in chapter 3 (Depth Charge), are you getting these, too?

slide show (http://img22.imageshack.us/slideshow/webplayer.php?id=metastasis30000.jpg)

got same, i'm using only first fix (minervameta_fix_test.zip)

in Rock24 using fix make flicker prison bar in "d1_wakeupcall" when gordon talk with man in orange prison suit (hide|unhide when player move)

The Orange box update for episode 1 removed about 200 megabytes from the original "Episode 1 Shared.gcf" these were vital to my workaround.

So both of you download the new link (http://www.megaupload.com/?d=A56XXRYP) for the gcf i provided in my last post, extract it and then re-apply my latest (v4 (http://www.sendspace.com/file/amna9p)) patch.

P.s. I'll look into the Rock 24 bug.

NinjaFang
06-27-2010, 07:53 AM
What was the smod fix? The forums closed so we can't get it.

gorpie
06-27-2010, 08:18 AM
What was the smod fix? The forums closed so we can't get it.

Pizzahut will have to answer that if he can--I didn't do anything with it.

ikar
06-27-2010, 10:32 AM
The Orange box update for episode 1 removed about 200 megabytes from the original "Episode 1 Shared.gcf" these were vital to my workaround.


are this file there?:
episode 1 shared.gcf
1,20 Gb (1288837372 bytes)
md5:62a30d4561b5820edef1e5efd16be72a
(my internet connection very slow)

P.s. I'll look into the Rock 24 bug.- well done! hope you create fix
many authors of mods abandone it leave gamers to the mercy of fate

SilverMink
06-27-2010, 02:14 PM
We updated it again!.

Dropbox: Rock_24.zip (https://dl.dropboxusercontent.com/u/46003529/Rock_24.zip)

Patch contents:

- half life 2 content.gcf
० bin
० scenes

- Gameinfo.txt -
० SteamAppId 215 (was 220)
० Game episodic (add this after hl2)

Changes:

- Added skill.cfg from "base source engine 2.gcf"
० This also executes mapfix.cfg

- Added mapfix.cfg
० Runs some wait commands followed by "ent_remove_all lifts_tilefall1"

SilverMink
06-27-2010, 09:10 PM
Double post sorry..

City 7: Toronto Conflict fix

SendSpace: City 7 fix v1.zip (http://www.sendspace.com/file/ijwlqr)
DropBox: City 7 fix v1.zip (https://dl.dropbox.com/u/46003529/HL2.Fixes/City%207%20fix%20v1.zip)

- Guide for fixing broken scenes in half life 2 based mods -

Follow gorpie's guide, but instead of adding sourcetest to the gameinfo.txt file, extract the bin and scenes folder from "half life 2 content.cfg" and that should fix it. :)

pizzahut
06-28-2010, 05:11 AM
Pizzahut will have to answer that if he can--I didn't do anything with it.
Sorry I don't have the SMOD fixes, I just linked to them. Maybe someone else has them stored? I've checked the MODDB profile to which the website is linking to and it seems they aren't there, either.

Keep an eye on this: http://www.moddb.com/mods/smod-dt-project-life

gorpie
06-28-2010, 06:34 AM
Double post sorry..

City 7: Toronto Conflict (http://www.sendspace.com/file/ijwlqr) fix.

- Guide for fixing broken scenes in half life 2 based mods -

Follow gorpie's guide, but instead of adding sourcetest to the gameinfo.txt file, extract the bin folder from "half life 2 content.cfg" and that should fix it. :)

Really???? If this works, I will love you forever. (Okay, maybe only the first couple times I can play it again... It IS one of my favorite mods!) :D

gorpie
06-28-2010, 07:05 AM
What was the smod fix? The forums closed so we can't get it.

Try this (http://www.smod-tactical.com/downloads.html). Please let me know if it works for you! I will update the link in the main post.

pizzahut
06-28-2010, 09:55 AM
That's not the fix - if you follow the download link, it was added in 2007.

Edit: Fix is in Google cache.

http://webcache.googleusercontent.com/search?q=cache:sdO83DV_7IEJ:www.smod-tactical.com/forums/viewtopic.php%3Fid%3D3823+http://www.smod-tactical.com/forums/viewtopic.php%3Fid%3D3823

http://www.google.com/search?q=http%3A%2F%2Fwww.smod-tactical.com%2Fforums%2Fviewtopic.php%3Fid%3D3823

gorpie
06-28-2010, 03:23 PM
That's not the fix - if you follow the download link, it was added in 2007.

Edit: Fix is in Google cache.

http://webcache.googleusercontent.com/search?q=cache:sdO83DV_7IEJ:www.smod-tactical.com/forums/viewtopic.php%3Fid%3D3823+http://www.smod-tactical.com/forums/viewtopic.php%3Fid%3D3823

http://www.google.com/search?q=http%3A%2F%2Fwww.smod-tactical.com%2Fforums%2Fviewtopic.php%3Fid%3D3823

Thanks! (Yet again. :))

SilverMink
06-28-2010, 06:21 PM
Both The Citizen and Ravenholm can be fixed by extracting the scenes and bin folder from half life 2 content.gcf and changing the steamappid (in gameinfo.txt) to 215.

Like i said previously this works for alot of half life mods only mounting half life 2 content. ;)

Edit: Played through Ravenholm no issues, working on The Citizen.

gorpie
06-28-2010, 08:27 PM
Ravenholm mod can be fixed by extracting the scenes and bin folder from half life 2 content.gcf and changing the steamappid (in gameinfo.txt) to 215.

Like i said previously this works for alot of half life mods only mounting half life 2 content. ;)

I changed the SteamAppID, and extracted scenes, but not the bin.

Will check this tomorrow! (Though I'm sure you're right. :)) I'll also try it on The Island and Deal with Destiny (if it's appropriate).

Thanks!

pizzahut
06-29-2010, 07:05 AM
Can someone upload the hl2 binaries from the "half life 2 content.gcf"? Because in a fresh install, they aren't there anymore. And the binaries in "half-life 2 2007 base content.gcf" don't work (library client error).

gorpie
06-29-2010, 07:24 AM
Is there a better place than rapidshare.com? It's only going to let me load one at a time.

pizzahut
06-29-2010, 07:51 AM
I'd use an archiver like WinZip, WinRar, 7-Zip.

Windows XP comes with integrated support for zip archives, not sure about Vista and 7.
To create a zip archive from a folder, right click, send to, zip compressed folder.

gorpie
06-29-2010, 08:19 AM
I sent you a PM (you probably already know that).

I think a more permanent solution would be to see if Planet Phillip will host the \bin and \scenes folders. I'll email Phillip.

CatzEyes93
06-29-2010, 08:26 AM
I have plenty of room on my website if ya'll are desperate to throw it somewhere for a permanent link.

gorpie
06-29-2010, 08:35 AM
Thanks Catz. Maybe if we need more exposure?

It makes sense to have PP host them, since it's a mod site and people might need these for a mod to run... I know he's copying my post right now, and when it's complete he'll have the whole list.

CatzEyes93
06-29-2010, 09:13 AM
just pm me if it gets to that point.

SilverMink
06-29-2010, 11:54 AM
Hey gorpie, if you want me to upload the "half life 2 content.gcf" i will.

It's a smaller file then the episodic folder so it wouldn't take to long.

P.s. In my last post i noted that my workaround for Ravenholm worked for The Citizen too please add it to the list.

gorpie
06-29-2010, 02:20 PM
Hey gorpie, if you want me to upload the "half life 2 content.gcf" i will.

It's a smaller file then the episodic folder so it wouldn't take to long.

P.s. In my last post i noted that my workaround for Ravenholm worked for The Citizen too please add it to the list.

Awesome!!! Your fix also works for The Island, and Deal with Destiny!

Phillip uploaded a bin-scenes combo to filefront, but the link isn't working for me right now. (I don't think it's "bad" if there are downloads in multiple places, but it really makes sense for links to be at PlanetPhillip. He hosts mods, he's posted the fix info, he's posting our test results, etc.)

SilverMink
06-29-2010, 04:17 PM
Here's the full Half-Life 2 Content.gcf (http://www.megaupload.com/?d=7YJCM2GL) extracted and compressed using 7zip.

Also gorpie, i wouldn't suggest replacing the bin folder as a "fix" unless you played through the whole mod. :eek:

gorpie
06-29-2010, 04:35 PM
Here's the full Half-Life 2 Content.gcf (http://www.megaupload.com/?d=7YJCM2GL) extracted and compressed using 7zip.

Also gorpie, i wouldn't suggest replacing the bin folder as a "fix" unless you played through the whole mod. :eek:

Well, Deal with Destiny had its own bin folder (I need to recheck that anyway, I may not have actually replaced the original bin), but The Island, Ravenholm and The Citizen do not.

I'm not going to add that to the general list of fixes. It will be a specific fix for specific mods.

gorpie
06-29-2010, 08:40 PM
Also gorpie, i wouldn't suggest replacing the bin folder as a "fix" unless you played through the whole mod. :eek:

Please tell me why, so I can extrapolate better. :)

Is it "okay" to not play through the whole mod if it didn't have a \bin folder to start with? (As I said in post #24, I'm testing to a load screen and an NPC-scripted event, unless there is only one map [rare] or no NPC-scripts.)

SilverMink
06-29-2010, 11:19 PM
Frankly i don't know what I'm talking about either.

Just kinda figured if it has it's own it's must be modified, and those modifications might cause issuse like map crashes and missing data.

SilverMink
06-30-2010, 12:33 AM
Fixed that first map crash on Rock 24.

Post 59 (http://forums.steampowered.com/forums/showpost.php?p=15673671&postcount=59) (where the main fix list links to).

gorpie
06-30-2010, 06:07 AM
Fixed that first map crash on Rock 24.

Post 59 (http://forums.steampowered.com/forums/showpost.php?p=15673671&postcount=59) (where the main fix list links to).

Thanks!

Here's the full Half-Life 2 Content.gcf (http://www.megaupload.com/?d=7YJCM2GL) extracted and compressed using 7zip.

Also gorpie, i wouldn't suggest replacing the bin folder as a "fix" unless you played through the whole mod. :eek:

I DLed it last night just to make sure it worked, you know...

Would it be possible to have them as separate DLs? I mean the \bin, the \scenes and the \maps. I haven't yet had to copy the maps folder--so far, the only mod on the list that needs them is Korin (and maybe SMOD).

It seems that \bin is becoming a somewhat standard fix, but separately that should take about 2 seconds to download.

At the moment, copying \scenes is more common, but from looking I just saw the packed size for the entire scenes folder is 0!!! :eek:

And, not to pick nits, are the reslists needed? (Packed size for that is also 0.)

(I'll play all the way through Deal with Destiny today. I'll also email one of the modders who's been patiently answering some of my questions and ask him about the bin thing.)

pizzahut
06-30-2010, 08:09 AM
At the moment, copying \scenes is more common, but from looking I just saw the packed size for the entire scenes folder is 0!!! :eek:

And, not to pick nits, are the reslists needed? (Packed size for that is also 0.)
This is just displayed wrong, the files are there.

The reslists are useful for all mods which use the original HL2 single player maps. They aren't necessary, but save time.

SilverMink
06-30-2010, 11:38 AM
It's not that it's displayed wrong, it's because the files are less then 1 kb after compression.

I used 7zip (http://www.7-zip.org) due to it's great compression (folder was 824mb, is now 230mb), due to this though other extraction methods may not work.

Also i re-downloaded the file, and checked it against a freshly extracted half life 2 content.gcf, all files verified successfully (used quicksfv (http://www.quicksfv.org/)).

gorpie
06-30-2010, 01:58 PM
It's not that it's displayed wrong, it's because the files are less then 1 kb after compression.

I used 7zip (http://www.7-zip.org) due to it's great compression (folder was 824mb, is now 230mb), due to this though other extraction methods may not work.

Also i re-downloaded the file, and checked it against a freshly extracted half life 2 content.gcf, all files verified successfully (used quicksfv (http://www.quicksfv.org/)).

Well, I don't mind being wrong. I don't like it, but oh well.

Everything extracted just fine once I moved the file (I already had 7z).

pizzahut
06-30-2010, 04:29 PM
Phillip uploaded a bin-scenes combo to filefront, but the link isn't working for me right now.
Is the link still broken? It might be a good idea to include Phillip's link for those who just need binaries or scenes, and SilverMink's link for those who need the maps.

gorpie
06-30-2010, 04:33 PM
Is the link still broken? It might be a good idea to include Phillip's link for those who just need binaries or scenes, and SilverMink's link for those who need the maps.

I was forgetting. I thought about it at least 3 times today...

Will do it now before I forget again! :)

gestures468
07-01-2010, 08:58 AM
could you test smashball and zombie master please? (they're both hl2 mods)

NitrousX
07-01-2010, 09:36 AM
This is an awesome guide. +rep

gorpie
07-01-2010, 09:38 AM
could you test smashball and zombie master please? (they're both hl2 mods)

Have you tried either of them yourself, yet?

gorpie
07-01-2010, 03:25 PM
The thread has been reorganized.

Posts #1 and #2 now list the mods. The links seem to work fine, even if the number of the post has changed.

Jottle
07-01-2010, 04:17 PM
Btw, Gorpie deserves some kind of reward from Valve for all the hard work she's done supporting 3rd party modders and the hl2 mod community. Valve doesn't seem to care too much about what happens to the modding community at this point.

CatzEyes93
07-01-2010, 04:37 PM
amen to that. Sista is werkin hard for us!

gorpie
07-01-2010, 05:33 PM
I think I'd just be happy if people quit ♥♥♥♥♥ing that "VAVLE BROKE ALL TEH MODS!!!!!111one".

I haven't tried to figure out the percentage, but it's actually very small. And there are a surprising number that run without any fixes.


And I've had help (from ikar and Jottle and pizzahut and SilverMink and fitzroy_doll and Au-heppa).


Maybe Valve should just pay my psychiatric bills. ;)

SilverMink
07-01-2010, 08:42 PM
Fixes bugs introduced with the HL2Mac update, along with some pre-existing errors.

The Citizen Fix

DropBox: The_Citizen.zip (https://dl.dropboxusercontent.com/u/46003529/HL2.Fixes/The_Citizen.zip)

Pre-existing errors: Weapon name's were screwed up, and the RPG was missing the empty animation.

gorpie
07-01-2010, 08:51 PM
You just didn't want me to be bored. :)

ThatoneJeff
07-02-2010, 11:28 PM
Bump because this works so well.

Sniping_Pyro
07-03-2010, 06:44 PM
can someone please tell me how to fix weekday warrior's missing models please detailed instructions will be appreciated

gorpie
07-03-2010, 08:26 PM
can someone please tell me how to fix weekday warrior's missing models please detailed instructions will be appreciated

First see pizzahut's post, immediately following this one. If you still have problems, follow the steps here.

This link (http://forums.steampowered.com/forums/showthread.php?t=1289845) will take you to the beginning of the thread.

You need to take the very first download link. That will download the \scenes and \bin folders from the file half-life 2 content.gcf. They are in a self-extracting zip file.

Run the self-extractor and put the files someplace (do NOT extract to the WeekdayWarrior folder). Move or copy the \scenes folder to SourceMods\WeekdayWarrior\scenes (you can "overwrite" the files, since there are no duplicates). You can delete the \bin folder (or save it for future mods that may need it to work).

Then you need to open up the file SourceMods\WeekdayWarrior\gameinfo.txt in Notepad, Wordpad or a word processor.

Change the SteamAppId from 220 to 215.

Your SearchPaths section needs to look like the following (add the Game sourctest line):
Game |gameinfo_path|.
Game sourcetest
Game hl2



EDIT - You need to restart Steam after you make changes to gameinfo.txt.

pizzahut
07-04-2010, 06:31 AM
Simply changing the SteamAppId in the file gameinfo.txt to 215 should work.
As gorpie said, you need to restart Steam afterwards.

I've only tested the first level though, and loading of the 2nd.
So if you encounter any problems later in the game, try the other instructions (extracting, search paths).

gorpie
07-04-2010, 07:45 AM
can someone please tell me how to fix weekday warrior's missing models please detailed instructions will be appreciated

Simply changing the SteamAppId in the file gameinfo.txt to 215 should work.
As gorpie said, you need to restart Steam afterwards.

I've only tested the first level though, and loading of the 2nd.
So if you encounter any problems later in the game, try the other instructions (extracting, search paths).

Well, just changing the SteamAppId would be easier. I may have just done "the complete fix" when I tried it. Before I tried it. :)

wuhlei
07-05-2010, 04:10 AM
I get this error trying to run my mod unable to load 'scripts/surfaceproperties_manifest.txt' helps please!

gorpie
07-05-2010, 05:45 AM
I get this error trying to run my mod unable to load 'scripts/surfaceproperties_manifest.txt' helps please!

Have you read post #1? I don't know that your answer is there.

Also, post #3 right now pretty much consists of a link to the discussion at Planet Phillip about the fixes. I don't remember if anyone there mentioned this specific issue, but it might give you some ideas.

wuhlei
07-05-2010, 08:05 AM
Thanks gorpie Ill try some more fixes. I just now decide to try coding lol before I changed the appid I was about to get to the menu. I guess I should stop being lazy and extract the files.

DylanMD
07-06-2010, 03:36 PM
What about AppID 440?

wuhlei
07-06-2010, 04:40 PM
starting to sound a lot like shotgun

pizzahut
07-06-2010, 05:47 PM
What about AppID 440?
That's TF2. Are there mods for it (client, not server)?

Jasper.atPP
07-08-2010, 12:35 PM
I am humbled by all of you sorting this mess out for the rest of us.
My gratitude to all of you involved.
Just, WOW!
Strider Mountain, V2 + Patch. I've played without any fixes, ran fine.
Coastline to Atmosphere needs both the gameinfo.txt and the scenes fix but not the bin fix. See gorpie's excellent post #1

NinjaFang
07-08-2010, 12:47 PM
That's TF2. Are there mods for it (client, not server)?

I think it would be impossible for there to be mods for TF2 seeing as TF2 is meant to be a multiplayer game so it would lack the feature necessary to function as a mod.

But knowing the community there is that one guy with to much time on his hands making a mod right now for TF2.

DylanMD
07-11-2010, 12:50 PM
That's TF2. Are there mods for it (client, not server)?

No, CS:S is Appid 440. Or at least that's what is in the gameinfo.txt file.

Nightmare House: Remake is a mod for AppID 440. How am I going to fix this? Or is Steam just broken BEYOND repair for CS:S mods?

gorpie
07-11-2010, 01:40 PM
SteamAppId 440 is for TF2. I don't think it matters what gameinfotxt SAYS in the comments, what matters is the SteamAppId (http://developer.valvesoftware.com/wiki/Steam_Application_IDs#Source_Engine_Games).

Nightmare House is a horror themed modification for Half Life 2 (Episode 2).

Isn't the mod Haunted House stolen from Nightmare House? I haven't played Nightmare House yet, because it's on the Filecloud server at Planet Phillip and that server is unavailable. But I have played (and tested) Haunted House since the update. It runs fine on AppId 215. (Did a google search and found it. Will DL it later.)

I'm not a modder. I would try running it on the AppID for Episode Two (AppId 420), since TF2 and Ep2 both started out on the Orange Box engine. (Also, AppIDs 215 and 218 were supposed to be temporary, but I sure hope they become permanent right now.)

The mod CSS: SCI-FI Hardwired is fine. It runs on AppId 215.

I don't know if this will help you, but it's the Get Mods Working (http://www.planetphillip.com/posts/get-mods-working/) discussion at Planet Phillip.

Since Nightmare House is supposed to be an Ep2 mod, I'd go to post #1 in this thread and look at the fixes suggested for Ep2 mods.


EDIT - Since Haunted House is stolen, you could contact Phillip about his hosting it. I'm sure he might be willing to remove it.


EDIT #2 - The SteamAppID for the 2007 version is 240, which is CSS. I did not DL the original version, nor the teaser for the 2010 version. The mods that had the fewest problems were built on one of the Source SDK bases (AppID 215 or 218--there will probably be a new AppID for the 2009 version eventually). Though 215 and 218 are supposed to be temporary, you might want to consider them if possible, or Ep2--AppID 420.

I can't test this yet, since I don't have CSS installed right now.

nightcabbage
07-11-2010, 07:45 PM
Nice thread. gorp ftw.

CatzEyes93
07-14-2010, 11:13 AM
gorpie dear... for the life of me I cannot get Eye of the Storm to work. Can you review your notes in post one and let me know if there needs to be a correction?

It is actually one of the mods I did work for so of course I am heartbroken I cant get it going again. =-(

supersmashman
07-14-2010, 11:54 AM
I seem to have this problem when starting SMOD Redux v8 (http://forums.steampowered.com/forums/showthread.php?t=1360955)

Can anyone help me?

gorpie
07-14-2010, 03:29 PM
gorpie dear... for the life of me I cannot get Eye of the Storm to work. Can you review your notes in post one and let me know if there needs to be a correction?

It is actually one of the mods I did work for so of course I am heartbroken I cant get it going again. =-(

For Ep2 mods, the changes to gameinfo.txt have so far worked for me. (My personal notes read: changed AppID from 420; added AdditionalContentId; changed SearchPaths.)


What problem/error are you getting?

CatzEyes93
07-14-2010, 05:42 PM
I dont even get as far as the loading screen. I get a black screen as it tries to launch, then crash to the desktop.

gorpie
07-14-2010, 05:48 PM
I dont even get as far as the loading screen. I get a black screen as it tries to launch, then crash to the desktop.

I hate to ask, but did you restart Steam after changing gameinfo.txt?

CatzEyes93
07-14-2010, 05:50 PM
yup. several times I rebooted steam while testing this.

I am starting to think it is my windows 7.

gorpie
07-14-2010, 06:01 PM
When did you upgrade?

What about your firewall?

I know you've run Ep2 because Dangerous World worked for you.

I'm ready to suggest making a desktop shortcut and adding a DEP exception for it. And maybe adding a firewall exception for HL2... :confused:

Try running in windowed mode? (Launch option -window, though I would assume you know. :))


EDIT - I'll try it tomorrow... They did update Source SDK yesterday--maybe that's causing problems (I don't have EotS installed right now, so can't look at anything). Or maybe not.

I do know that some mods work fine for me and don't for ikar, and vice versa (he does things completely differently--bypassing auto-installers, etc.). So some problems seem to be specific to computer configurations, also. :sigh:

gorpie
07-14-2010, 08:44 PM
I dont even get as far as the loading screen. I get a black screen as it tries to launch, then crash to the desktop.

I just tried again. Without any changes, it may have loaded, but after 5 minutes I was tired of waiting. (Some people, pre-update, had to wait about 10 minutes for HL2 to load the first time in Win7--after that, load times were normal.)

Try the -novid launch option? (That's actually a better suggestion than my last ones... Though you might need windowed mode, too.)

Did you upgrade to Win7 rather than do a fresh install? Some people (pre-update) had problems getting HL2 to run if they upgraded to Win7 rather than doing a clean install.

I made changes to gameinfo.txt one at a time, this time. All the gameinfo.txt changes listed for Ep2 (and shown below) were needed in order for the mod to run. (Without them I got "could not load library client" errors.)
FileSystem
{
SteamAppId 218
ToolsAppId 211
AdditionalContentId 420

SearchPaths
{
Game |gameinfo_path|.
Game |all_source_engine_paths|sourcetest
Game |all_source_engine_paths|ep2
Game |all_source_engine_paths|episodic
Game |all_source_engine_paths|hl2
}
}

If you can get the mod to run, you will also need to extract episode two content.gcf\ep2\models, and episode two materials.gcf\ep2\materials into the mod's directory. You will either want to rename the mod's \models and \materials folders before you do this, then copy them into the freshly extracted folder (overwrite existing files).

Or an easier way may be to reinstall the mod over the existing files. Without extracting the folders, there are so many missing models and textures that the mod is spoiled. With extracting the folders, there are still missing models and textures--I don't remember how many, but enough so that a patch is needed...

CatzEyes93
07-17-2010, 12:53 PM
didnt know about the extract episode two content.gcf\ep2\models, and episode two materials.gcf\ep2\materials.........

I will report back what I find. Also pm sent.

EDIT:
I did the models, materials and the windowed mode and it seems to work. Wow tho... so many broken images in the game. Gonna go re-install the mod over the top of the existing to see if that helps fix the broken stuff.

EDIT EDIT: Ok well... I installed the mod over the top of the ep2 models and materials. I think the windowed mode might be what did it but at least it is working. STill... all the missing and broken stuff. What a shame!

gorpie
07-17-2010, 01:50 PM
didnt know about the extract episode two content.gcf\ep2\models, and episode two materials.gcf\ep2\materials.........

I will report back what I find. Also pm sent.

EDIT:
I did the models, materials and the windowed mode and it seems to work. Wow tho... so many broken images in the game. Gonna go re-install the mod over the top of the existing to see if that helps fix the broken stuff.

EDIT EDIT: Ok well... I installed the mod over the top of the ep2 models and materials. I think the windowed mode might be what did it but at least it is working. STill... all the missing and broken stuff. What a shame!

Glad it's working! I'm guessing windowed is probably what made it run, because I can run it without copying the models/materials. Extracting/copying those folders just means there are fewer missing models/textures.

(Like I said in the listing, I'm hoping they fix that when part 2 is released.)

SilverMink
07-17-2010, 04:47 PM
So.. where are we having issuse in Eye of the Storm.

I just played the whole mod without fixes, and their were no issues.

Then again i do have the the pre-update game files.

gorpie
07-17-2010, 05:49 PM
So.. where are we having issuse in Eye of the Storm.

I just played the whole mod without fixes, and their were no issues.

Then again i do have the the pre-update game files.

I had to make all the suggested Ep2 changes to gameinfo.txt in order for it to run. When I try it again, I'll give it 10 minutes to load, and see if it will load without changes... (I would prefer to make that recommendation, actually.)

I have the pre-update game files (didn't try extracting any from my OB disk though).

As soon as I started a new game the missing models were evident. After extracting (Ep2 materials & models from the current .gcfs), many of the missing models and textures were gone, but enough were left to ruin immersion. (I don't remember where they first appeared, but before I got the melee weapon.)

I could try extracting the files from the install disk and see if that fixes things--but since I'm really low on disk space it's going to be a couple of days.


EDIT - Do you think I should put a "try the mod before any changes" statement at the beginning? I know they work differently on different systems.

Do you bypass self-installers? Do you have a custom config file?

SilverMink
07-17-2010, 06:04 PM
I got the mod from planetphillip.com, and played that's it.

.. I didn't make any changes, just extracted the folder.

Do you have all the games listed in the gameinfo.txt installed ?.

gorpie
07-17-2010, 06:10 PM
I got mine from moddb...

I'll DL the one from PP and see what the difference is.

Do you want to pick another mod and see what happens?

I'm going to send you a PM.

derrman0426
07-18-2010, 02:51 AM
Wow Gorpie, wow!
You are doing such a great job at helping people on these forums, Valve should offer you a job in support :D.

gorpie
07-18-2010, 04:57 AM
Wow Gorpie, wow!
You are doing such a great job at helping people on these forums, Valve should offer you a job in support :D.

Now, why would they want to pay me when I offer help for free on the forumz... :p

ThatoneJeff
07-18-2010, 05:11 AM
Now, why would they want to pay me when I offer help for free on the forumz... :p

gabetrollface.jpeg

gorpie
07-18-2010, 05:23 AM
gabetrollface.jpeg

?

5?s

ThatoneJeff
07-18-2010, 05:30 AM
?

5?s

sigh... here.
http://www.youtube.com/watch?v=RAg1v53tpfQ

gorpie
07-18-2010, 05:36 AM
sigh... here.
http://www.youtube.com/watch?v=RAg1v53tpfQ

Thanks, Jeff.

I obviously don't get out enough... ;)

ThatoneJeff
07-18-2010, 05:58 AM
Thanks, Jeff.

I obviously don't get out enough... ;)

Thats not the outcome I wanted...

Crew
07-18-2010, 01:38 PM
In skill.cfg and in scripts folder i changed ammo mag size and ammo clip , but in hl2 those changes dont working, but in episdoes working , what to do ?

gorpie
07-18-2010, 02:14 PM
In skill.cfg and in scripts folder i changed ammo mag size and ammo clip , but in hl2 those changes dont working, but in episdoes working , what to do ?

I would start a thread for this in the Half-Life 2 forum (http://forums.steampowered.com/forums/forumdisplay.php?f=43).

Maybe someone will wander in here with an answer, but a new thread in that forum is your best bet.

ikar
07-19-2010, 02:48 AM
about Eye of the Storm

1 the page has moved - http://eots.half-life2.sk/
2 if i play without changes - work fine(except broken skybox mapping (i see tiling textures, and broken HDRI effects), but in console log get errorrs:
Unable to remove \steamapps\sourcemods\half-life 2 - ep2 - eye of the storm ep1\gamestats.log!
maxplayers set to 1
Steam config directory: \steamapps\\half-life 2 episode two\platform\config
ILocalize::AddFile() failed to load file "resource/Half-Life 2 - EP2 - Eye of the Storm EP1_english.txt".
ILocalize::AddFile() failed to load file "resource/Half-Life 2 - EP2 - Eye of the Storm EP1_russian.txt".
Hud element 'CMapOverview' doesn't have an entry 'overview' in scripts/HudLayout.res
GetAllManifestFiles: Unable to load maplist.txt
GetAllManifestFiles: Unable to load maplist.txt
Touched 0 cached files
GetAllManifestFiles: Unable to load maplist.txt
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
Redownloading all lightmaps
--- Missing Vgui material vgui/BitmapImagePanel
--- Missing Vgui material vgui/medals/medal_00_none
exec: couldn't exec userconfig.cfg
Host_WriteConfiguration: Wrote cfg/config.cfg
env_cubemap used on world geometry without rebuilding map. . ignoring: maps/eots_111/nature/blendmudmud001a_wvt_patch
Error! Flag "$vertexcolor" is multiply defined in material "overlays/rationpapers04"!
Error! Flag "$vertexalpha" is multiply defined in material "overlays/rationpapers04"!
Redownloading all lightmaps
SV_StartSound: npc\roller\code2.wav not precached (0)
CSceneEntity choreo_sup unable to find actor named "!target1"
CSceneEntity choreo-end1 unable to find actor named "!target1"
CSceneEntity choreo-end2 unable to find actor named "!target1"
env_cubemap used on world geometry without rebuilding map. . ignoring: maps/eots_131/concrete/blenddebris001a_wvt_patch
prop_dropship_container has a health specified in model 'models/combine_dropship_container.mdl'. Use prop_physics or prop_dynamic instead.
Redownloading all lightmaps
VehicleType:class C_PropVehicleChoreoGeneric:
Redownloading all lightmaps
Dropped from server (Server shutting down)

if i use HL2EP2 basic fix(change ID) - i get mod totally broken: missing textures, models, events, scripts...

Nightmare House (2005) - ~3Mb original mod don't work as mod (saying Could not load library client) but perfect work as map for me (this mod use many models and textures from CS:S!)
Nightmare House Remake (2007) - 25MB how say authors: Note: You need both HL2 and CS:S installed to run this mod.

Yes, I have CS:S installed but have problem - very strange

SilverMink can you create fix from old CS:S? - i'm try different way for getting this work but get error Cant load library(think client.dll or server.dll from old CS:S(before 2009engine))?

one of last played mod use sky box from DoD:S - when i start it first steam DL 18Mb to dod\materials\skybox\sdk_sky_example_hdrbk.vmt etc/ - i don't remeber which, probably EOTS?

gorpie
07-19-2010, 06:53 AM
Nightmare House (2005) - ~3Mb original mod don't work as mod (saying Could not load library client) but perfect work as map for me (this mod use many models and textures from CS:S!)
Nightmare House Remake (2007) - 25MB how say authors: Note: You need both HL2 and CS:S installed to run this mod.

SilverMink can you create fix from old CS:S? - i'm try different way for getting this work but get error Cant load library(think client.dll or server.dll from old CS:S(before 2009engine))?

one of last played mod use sky box from DoD:S - when i start it first steam DL 18Mb to dod\materials\skybox\sdk_sky_example_hdrbk.vmt etc/ - i don't remeber which, probably EOTS?

Nightmare House 2007 requires CSS to run. It says so on their DL page. (I installed my copy of CSS just to test this mod.) It ran fine for me once I changed the SteamAppId to 215.

Nightmare House 2005, run from within the 2007 mod, worked fine with no fixes. Haunted House (the "stolen mod" of the original maps) worked fine for me after I changed the SteamAppId to 215.

CatzEyes93
07-19-2010, 08:09 AM
(writing down the names of more mods that I am unaware of)

I am also downloading eots from planetphillip.com to see if that is any different than what I am seeing now. :shrug: worth a shot eh?

SilverMink
07-19-2010, 08:41 AM
I just played through Joutomaa and besides a few errors in console, and having the maps load with *Node graph out of date* it seemed to play find with no fixes.

ikar
07-19-2010, 09:04 AM
SilverMink - Joutomaa - got same for me

gorpie
07-19-2010, 01:49 PM
I just played through Joutomaa and besides a few errors in console, and having the maps load with *Node graph out of date* it seemed to play find with no fixes.

SilverMink - Joutomaa - got same for me

ikar's system is similar to mine, aside from his being dual-core and having a better gpu. What he does is bypass self-extractors. I do not. I also don't have a custom config file.

Catz's system is similar to yours, SilverMink. She has dual-core instead of quad, and half your RAM. Both on Win7-64.

Based on the system specs I've seen for the 4 of us, I cannot figure out what the difference is. Unless auto-update is not turned on for some of us.

ikar
07-20-2010, 03:21 AM
i have differences:
Localization - OS, steamUI, HL2 resources - RUS (i think Russian localization gcf - outdated and hold some old resources?) + different font (arial on diff OS'es very different)
GCF - i have both old and new, English and Russian (usually use RU)

last time im using Beta client with self-made localization (after realase 2010 client, Valve replase peoples in support with mad "lawn-mower" - GlaDOS :( (this stupid machine don't accept my translations anymore and to answer irrelevantly useless tips) and i must waiting some month when they translate few text string - 1word per month)

i use special installation OS "only for steam", where use only basic soft, +some tweaks for improving performance and security, i remove all file attributes from steam files and folders, also use special partition for steam only (defrag regular with defraggler)

that's all, compare and think of why we 4 get different results with different mods :confused:

gorpie
07-20-2010, 06:59 AM
That's what I'm saying. Your system and mine are very similar, except you're dual-core and I'm single. Your gpu is better, too.

Catz' and SilverMink's systems are also similar, with similar differences.

Since neither you or SilverMink had any problems with EotS--with no fixes--it might be something you both are doing.

(I would suggest maybe EotS would work for me, if I extracted from the original .gcfs--but you and Silver had it work fine with no fixes.)

Maybe he's changing file attributes or something, like you are...

gorpie
07-20-2010, 09:34 PM
Anyone know why a map load would cause me to crash to desktop?

In Coastline-to-Atmosphere, it happened to me twice when it was trying to load the map leonHL2-2c. (The map load after you first get the buggy and drive through the gate leaving the area.) It also crashed to desktop when I tried to load the map manually at the menu.

Thanks.

ThatoneJeff
07-20-2010, 09:40 PM
Lovely! I was going to bump this to the top of forum for quick-ling!

ikar
07-21-2010, 12:01 AM
Anyone know why a map load would cause me to crash to desktop?

In Coastline-to-Atmosphere, it happened to me twice when it was trying to load the map leonHL2-2c. (The map load after you first get the buggy and drive through the gate leaving the area.) It also crashed to desktop when I tried to load the map manually at the menu.

Thanks.

got same:

Coastline to Atmosphere
leonhl2-2c.bsp
27,1MB(28509308bytes)
md5:9a189213864743fdcab17b040f1a6aac
sha512:b9fb717379c7de7a6fdffb53c0d9d1d1bcf37afa94f 7accd5ae335ad55502d8ac5bf2a23b475ab723684e58ad1ad7 43bcb2a5d68f6f903e4fc265699d7905671

"... addres "0x12341b3f" -> "0x0ffcb018" Memory Couldn't be Written"

2d load fine

2c it's large non-optimized map, have some bugs when i play it half-year ago..

trying turn off DEP, decrease all settings to lighten - 640x480 all settings off or Low - nothing changed (when i play first time before i got BSOD's)

we really need help from SPY or SilverMink and hardware|software survey from other peoples - more testers, "Fresh meat!"(c)Blizzard :))

used fix: ID+bin+scenes

Yeahoo! with SilverMink fix it's works fine, some glitches in leonhl2-2d.bsp leonhl2-2e.bsp vanished! Thanks, SilverMink, CatzEyes93

Btw: when i strart Hammer, it show me splash:

Steam AppID should be changed from 220 to 215 for:
HL2- Abiss, Casuality Effect - A Red Letter Day Gone Wrong, City14, Coastline to Atmosphere, Combine Destiny

gorpie
07-21-2010, 07:05 AM
got same:

Coastline to Atmosphere
leonhl2-2c.bsp
27,1MB(28509308bytes)
md5:9a189213864743fdcab17b040f1a6aac
sha512:b9fb717379c7de7a6fdffb53c0d9d1d1bcf37afa94f 7accd5ae335ad55502d8ac5bf2a23b475ab723684e58ad1ad7 43bcb2a5d68f6f903e4fc265699d7905671

"... addres "0x12341b3f" -> "0x0ffcb018" Memory Couldn't be Written"

2d load fine

2c it's large non-optimized map, have some bugs when i play it half-year ago..

Which still doesn't give me any clues as to why... Well, maybe it's the "non-optimized" part...

The only thing I can say is the three people I know of who have had this problem are running WinXP.

CatzEyes93
07-21-2010, 02:18 PM
Plays fine for me now that I implemented the fixes. Ima win7 persun.

gorpie
07-21-2010, 02:32 PM
Plays fine for me now that I implemented the fixes. Ima win7 persun.

So you used the HL2 fixes? (You might have only had to change the gameinfo.txt--it doesn't look like CtoA uses any HL2 scenes.)

I changed the AppId for it and tried loading a save... Next thing it to start a new game...

DirectVic
07-23-2010, 02:54 AM
Can anyone help me out? Trying to fix Shantytown. Copied all the stuff into gameinfo, copied the scenes, but it crashes when I load the first map.

gorpie
07-23-2010, 06:32 AM
Can anyone help me out? Trying to fix Shantytown. Copied all the stuff into gameinfo, copied the scenes, but it crashes when I load the first map.

I'll try it. (Another mod I haven't gotten to before!)

Just know that I have no idea why, but some mods work fine for some people and not for others... (I got everyone's system specs, but that doesn't help explain anything along those lines.)

gorpie
07-23-2010, 08:31 AM
Can anyone help me out? Trying to fix Shantytown. Copied all the stuff into gameinfo, copied the scenes, but it crashes when I load the first map.

I started a new game just fine, without making any changes whatsoever.

However, it looks like the bottom part of the buildings isn't displaying, and I can't really move. (I think I can move--sorry, just closed it--but it's like I'm in a tiny box surrounded by invisible walls.)

I'll try some other things and let you know the results when I'm done.

Again, it's possible that someone with a different system could run it fine. (Even a WinXP SP3 system...)

gorpie
07-23-2010, 10:05 AM
Can anyone help me out? Trying to fix Shantytown. Copied all the stuff into gameinfo, copied the scenes, but it crashes when I load the first map.

I started it again (without changing anything) and I could move more than I'd thought--but I would walk through most walls, most of the buildings were still drawn above me, etc.

I changed the SteamAppId to 215. Started a new game, and I'm in a 3rd person mod. Ted wakes up Ellie. She needs to find her wrench, Ted heats up the water for her. I assume that's what's supposed to happen. (I exited at that point.)

I changed the AppId back to 220 and it actually started more like the Ted/Ellie 3rd-person thing, except I was in 1st-person mode and I didn't hear any dialog. There was no wrench, etc.

What I found especially interesting was that, with AppId 220, the Ep2 Valve-man displayed. With AppId 215, the HL2 Valve-man displayed... :confused: (Also, in AppId 220 the very first story text doesn't display--or it only displays for about a half second.)

---
Regarding your getting a crash on the first map load, I assume you mean when you start a New Game.

Have you recently reinstalled HL2 and/or Ep1 and not run them?

Maybe try running in windowed mode. (Game launch option -window, if you need that.)

ikar
07-24-2010, 03:03 AM
Coastline to Atmosphere

used full fix: changeID+bin+scenes pls, gorpie, add this, without full fix some maps maybe unplayable!

Shanty Town
extract mod content on virtual machine, clear all file attributes as usual, copy to sourcemods, load and work normal with this gameinfo:
{
FileSystem
{
SteamAppId 215
ToolsAppId 211
SearchPaths
{
Game |gameinfo_path|.
Game hl2
Game sourcetest
}
}
}
! don't reset keybinding to default - it's get this mod broken! (otherwise for other mod that solve some problems)
start playing .. but i can't boil kettle? i can firing TED only :)
and have errors in console like *citizen*.vcd

Btw:
valve move and split gcf content?
i have some gcf backups between december 2009 to jule 2010 +half-life 2 content.gcf 2008 and notice after latest updates added some new gcf:

episode one 2007 content.gcf
half-life 2 2007 base content.gcf
multiplayer ob binaries.gcf
source 2007 binaries 2.gcf

orangebox media.gcf - DL'ed in latest apdate o_O

DirectVic
07-24-2010, 05:16 AM
I started it again (without changing anything) and I could move more than I'd thought--but I would walk through most walls, most of the buildings were still drawn above me, etc.

I changed the SteamAppId to 215. Started a new game, and I'm in a 3rd person mod. Ted wakes up Ellie. She needs to find her wrench, Ted heats up the water for her. I assume that's what's supposed to happen. (I exited at that point.)

I changed the AppId back to 220 and it actually started more like the Ted/Ellie 3rd-person thing, except I was in 1st-person mode and I didn't hear any dialog. There was no wrench, etc.

What I found especially interesting was that, with AppId 220, the Ep2 Valve-man displayed. With AppId 215, the HL2 Valve-man displayed... :confused: (Also, in AppId 220 the very first story text doesn't display--or it only displays for about a half second.)

---
Regarding your getting a crash on the first map load, I assume you mean when you start a New Game.

Have you recently reinstalled HL2 and/or Ep1 and not run them?

Maybe try running in windowed mode. (Game launch option -window, if you need that.)

I also noticed the missing buildings.

I've got WinXP, btw.

I put HL2's scenes in Shantytown's scenes. That could be the problem.

Recently reinstalled HL2 and EP1? Nope.

gorpie
07-24-2010, 06:10 AM
I also noticed the missing buildings.

I've got WinXP, btw.

I put HL2's scenes in Shantytown's scenes. That could be the problem.

Recently reinstalled HL2 and EP1? Nope.

I didn't do anything EXCEPT change the SteamAppId.

I looked at your scenes folder, and since everything looked custom, I don't think copying the scenes would have any impact. (If you have any questions about doing this for other mods, you can always rename the mod's scenes folder, copy the one from HL2, then copy the mod's \scenes contents over the newly-copied HL2 ones.)

I have WinXP Service Pack 3. (Do you have SP3 or SP2???)

The only thing I forgot to ask is if you restarted Steam after changing gameinfo.txt.


EDIT - You can try clearing file attributes for some of the folders, as ikar suggested. I don't remember what all he's said about it (his posts are in the last few pages). I haven't yet included that with the a general fixes.

gorpie
07-24-2010, 06:26 AM
Coastline to Atmosphere

used full fix: changeID+bin+scenes pls, gorpie, add this, without full fix some maps maybe unplayable!

Shanty Town
extract mod content on virtual machine, clear all file attributes as usual, copy to sourcemods, load and work normal with this gameinfo:
{
FileSystem
{
SteamAppId 215
ToolsAppId 211
SearchPaths
{
Game |gameinfo_path|.
Game hl2
Game sourcetest
}
}
}
! don't reset keybinding to default - it's get this mod broken! (otherwise for other mod that solve some problems)
start playing .. but i can't boil kettle? i can firing TED only :)
and have errors in console like *citizen*.vcd

Btw:
valve move and split gcf content?
i have some gcf backups between december 2009 to jule 2010 +half-life 2 content.gcf 2008 and notice after latest updates added some new gcf:

episode one 2007 content.gcf
half-life 2 2007 base content.gcf
multiplayer ob binaries.gcf
source 2007 binaries 2.gcf

orangebox media.gcf - DL'ed in latest apdate o_O

For CtoA, I only played to the 3rd map load because that was reported as a problem (and I reproduced it). It's too long a mod for me to want to play right now... I'll update the comments--thanks for the info. Again! :)

Yeah, I noticed there are now more .gcfs, including the orangebox media.gcf... :sigh:


EDIT - Wait a second... I thought copying the HL2\bin folder was only advisable for mods that didn't have their own.

gorpie
07-24-2010, 06:35 AM
got same:

Coastline to Atmosphere
leonhl2-2c.bsp
27,1MB(28509308bytes)
md5:9a189213864743fdcab17b040f1a6aac
sha512:b9fb717379c7de7a6fdffb53c0d9d1d1bcf37afa94f 7accd5ae335ad55502d8ac5bf2a23b475ab723684e58ad1ad7 43bcb2a5d68f6f903e4fc265699d7905671

"... addres "0x12341b3f" -> "0x0ffcb018" Memory Couldn't be Written"

2d load fine

2c it's large non-optimized map, have some bugs when i play it half-year ago..

trying turn off DEP, decrease all settings to lighten - 640x480 all settings off or Low - nothing changed (when i play first time before i got BSOD's)

we really need help from SPY or SilverMink and hardware|software survey from other peoples - more testers, "Fresh meat!"(c)Blizzard :))

used fix: ID+bin+scenes

Yeahoo! with SilverMink fix it's works fine, some glitches in leonhl2-2d.bsp leonhl2-2e.bsp vanished! Thanks, SilverMink, CatzEyes93

Btw: when i strart Hammer, it show me splash:

Steam AppID should be changed from 220 to 215 for:
HL2- Abiss, Casuality Effect - A Red Letter Day Gone Wrong, City14, Coastline to Atmosphere, Combine Destiny


I almost missed all the stuff you added to this post. :blinks:

I think I would prefer if you make a new post... And please don't feel like you're double-posting! Or send me a PM, if you prefer. Either way, when you add info to a post I'm likely to miss it except by accident...

DirectVic
07-25-2010, 01:34 AM
I'll try only changing the gameinfo this time around. Thanks for all the help!

gorpie
07-28-2010, 06:06 AM
I'll try only changing the gameinfo this time around. Thanks for all the help!

Please let me/us know if you get it working! Especially if you had to try something else. :( Then I could pass on the info if/when other people run into a similar problem.

(Hey, I just learned that sometimes you may have to set comatibility mode to run Portal... :confused: Whatever works, though.)

Ice Burn 567
07-29-2010, 04:40 PM
Can you put up or PM me a fix for the HL2 mod Bloodstone: The Journey Home? The game is a third person rpg singleplayer.

When I try to play the game, there are no NPCs, AI, HUD, triggers, and the game is displayed in first person.

As soon as I start the game and the menu loads, I get a series of errors in my console.
maxplayers set to 1
Steam config directory: c:\program files (x86)\steam\steamapps\********\half-life 2 episode one\platform\config
Hud element 'CAchievementNotificationPanel' doesn't have an entry 'AchievementNotificationPanel' in scripts/HudLayout.res
Hud element 'CMapOverview' doesn't have an entry 'overview' in scripts/HudLayout.res
Hud element 'CHudPosture' doesn't have an entry 'HudPosture' in scripts/HudLayout.res
Hud element 'CHudLocator' doesn't have an entry 'HudLocator' in scripts/HudLayout.res
Hud element 'CHudHintKeyDisplay' doesn't have an entry 'HudHintKeyDisplay' in scripts/HudLayout.res
Unknown command "cl_thirdperson"
Can't use cheat cvar cam_snapto in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_ideallag in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdelta in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdist in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdistright in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdistup in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_collision in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_minpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_minyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxdistance in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_mindistance in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_orthowidth in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_orthoheight in multiplayer, unless the server has sv_cheats set to 1.
Unknown command "sv_backspeed"
GetAllManifestFiles: Unable to load maplist.txt
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_startskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_endskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_color in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_colorskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
This map is not final!! Needs to be rebuilt without -keepstalezip and without -onlyents
SOLID_VPHYSICS static prop with no vphysics model! (models/props_valley/mdl_valley_cavedoorexterior.mdl)
Attempted to create unknown entity type g_chest!
Can't init g_chest
Attempted to create unknown entity type g_chest!
Can't init g_chest
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/tx_riversideskyclear_hdrrt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/tx_riversideskyclear_hdrbk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/tx_riversideskyclear_hdrlf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/tx_riversideskyclear_hdrft)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/tx_riversideskyclear_hdrup)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/tx_riversideskyclear_hdrdn)
119 gametitle fade
Redownloading all lightmaps


Anyways, I tried the fix for the EP1 games with the gameinfo.txt, because the game runs on the EP1 engine, and I got an error window saying "Could not load library client"

I'd really like to know how to fix it, because the game looks really good, kind of similar to Oblivion, only on the Source engine.

gorpie
07-29-2010, 04:43 PM
Can you put up or PM me a fix for the HL2 mod Bloodstone: The Journey Home? The game is a third person rpg singleplayer.

When I try to play the game, there are no NPCs, AI, HUD, triggers, and the game is displayed in first person.

As soon as I start the game and the menu loads, I get a series of errors in my console.

Anyways, I tried the fix for the EP1 games with the gameinfo.txt, because the game runs on the EP1 engine, and I got an error window saying "Could not load library client"

I'd really like to know how to fix it, because the game looks really good, kind of similar to Oblivion, only on the Source engine.

Please post the original gameinfo.txt file, if you can.

Ice Burn 567
07-29-2010, 05:34 PM
Here you go

"GameInfo"
{
// This is what shows up in the 'Third Party Games' area of the Steam games list.
name "Bloodstone: The Journey Home"
game "Bloodstone: The Journey Home"
title "Bloodstone: The Journey Home"
title2 "Bloodstone: The Journey Home"
type singleplayer_only

nodifficulty true
nocrosshair true

developer "Greenhorn Productions"
developer_url "http://www.bloodstone-thejourneyhome.com"

manual "Readme.pdf"

icon "resource/bloodstone"

nodegraph false

version "1.0.1.1317"

FileSystem
{
SteamAppId 380 // GCF for Source SDK Base
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.

//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//

//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game episodic
Game hl2
}
}
}

gorpie
07-29-2010, 08:48 PM
I tried everything I could think of and couldn't get it to work.

You probably know it will run and start a new game if you make no changes, but then you got all the errors you first posted. I saw at moddb that there are supposed to be other people in the village, and it's not supposed to be in first person, so I didn't really try playing.

As soon as I made any changes to gameinfo.txt, I got continual "Could not load library client" errors. I even "borrowed" a \bin folder from a 3rd person mod that worked for me, and still got the error.

Unless someone can come up with a decent workaround, I think this mod is broken until the modders or someone makes a patch.

There is a forum for the mod, and a few people have posted about the problem (http://www.bloodstone-thejourneyhome.com/e107_plugins/forum/forum_viewtopic.php?96.0#post_97). I don't know if the modders will be doing anything or not.

If I do manage to find something that works, I'll send you a PM (if I remember). You may also want to check back occasionally (in case I don't remember). I will add Bloodstone the next time I update the list. Any fixes found will be posted there.

Ice Burn 567
07-29-2010, 09:52 PM
Yeah, I'm the last person that posted there because I was looking for some help. In fact, that's where I got all the details in my description from.

Also, I really appreciate you helping me out. Thanks :)

ThatoneJeff
08-03-2010, 06:06 PM
bumped for quick linking.

gorpie
08-03-2010, 08:12 PM
Thanks, Jeff! :)

Mystopia
08-08-2010, 10:28 AM
bumping

deathtospam10
08-17-2010, 11:47 AM
Man, I hate to keep flogging a dead horse, but none of the fixes (Changed ID, restarted Steam, put in sourcetest, restarted steam, extracted scenes, restarted, extracted maps, restarted) have seemed to work for me on CotA, even caused the load screen to freeze at around 85-90% on the bars, which it wouldn't do before. I had 2 hard shutdowns last night alone.
In between those and this morning I am getting the Application error:

{Instruction at "0x241f94f7" referenced memory at "0x0da9cba8". The memory could not be "read".
Click on OK to terminate the program.]

I finished playing Strider Mountain last week with zero issues, so I know my machine is not suspect.
I really don't want to uninstall and lose all my progress up to map 2c, but I will if I can be assured it won't happen all over again.
I could just go and join Strider Mountain forum for any input there. Either that or try another mod and forget CotA altogether.
Any ideas?

gorpie
08-17-2010, 02:55 PM
Coastline to Atmosphere?

Wait, are you having a crash during the loading of map 2c?

One person had that problem, but they could load the map from the main menu. (It crashed on me the first time I tried that.)

I reproduced the crash in-game, but managed to get a successful load of the map just by changing the SteamAppId to 215.

I also tried virtually everything else, but changing only the SteamAppId worked. I still ended up having to reload saves just to get past lock ups. There were a few glitches in the battles before then, though--sometimes the APC wouldn't go to the gate, other times some of the Overwatch soldiers at the garage wouldn't show up. (I didn't really care, the map loaded.)

The APC does not have to go to the gate, just so you know.

That's as far as I played it. I need to play it through, but it's a long mod and I want to save the long ones for last... (It would be nice if Leon fixes this, since a lot of people like it.)


Ikar had to change the SteamAppId, plus copy/extract the bin folder and copy/extract the scenes folder.

Coastline to Atmosphere

used full fix: changeID+bin+scenes pls, gorpie, add this, without full fix some maps maybe unplayable!

There is a link near the top of the first post (http://forums.steampowered.com/forums/showthread.php?t=1289845), where you can download a pre-update version of the \bin and \scenes folders from half-life 2 content.gcf. You can try just extracting your \bin folder, first, to see if it helps you. If you still have problems, then take the link.


EDIT: Last week when I was playing Mistake of Pythagoras, it took 2-3 minutes(!!!) for a map to load, which didn't happen before the update. It took that long for several loads in that section of the mod, and then went back to normal.

If you're not getting an error message (which I know you get in CtoA), you can try just waiting.

deathtospam10
08-17-2010, 03:36 PM
Yeah I did all that last night, and nada worked for me.

I just now uninstalled and saved my games to a new folder. Then when I reinstalled, added the saves and restarted Steam, I got a white overlay message saying "AI Disabled" and it still gave the application error code when I went thru the gate.
I posted over at Leon's and hopefully he'll see it and give some feedback.

deathtospam10
08-17-2010, 04:20 PM
ID to 215 creates a lockup like last night where it stops at 85-90% load. If I change it back, it loads but never reaches map 2c and I get the "read" error. ????

gorpie
08-17-2010, 05:49 PM
If you've changed the ID and added Game sourcetest to the end of the SearchPaths, and if you've copied/extracted both HL2\bin and HL2\scenes I can only suggest trying to use one of the two download links in the first post.

(Some systems are just different. Both ikar and SilverMink could run Eye of the Storm without any problems and without making any changes. Both CatzEyes and I did everything and still had missing models and textures.)

Or, you can look at this thread (http://forums.steampowered.com/forums/showthread.php?t=1363081) and try some of the mods mentioned there. :)

Leon also made a map pack (http://www.planetphillip.com/posts/leons-mappack-1-half-life-2/) that's worth playing. I think he could just as easily call it a mod, but maybe he doesn't because it's not of epic length. :) (He'd also want to transition the map changes differently. I think he said something like that himself--I didn't really pay much attention.)

Ice Burn 567
08-17-2010, 05:53 PM
I wish they would fix it so that mods would work correctly :/

ThatoneJeff
08-17-2010, 06:05 PM
I wish they would fix it so that mods would work correctly :/

Can't all be winners now can't they?

deathtospam10
08-17-2010, 07:49 PM
just get p.o. when in the middle of playing and then a shutdown like this happens. I've haven't got to play anything for 24 hours while working on fixing this.
Finally nuked it today after posting over at SM.
Maybe a fix will be forthcoming. I want to play, dammit, not code or transfer files!!
But thanks all, good suggestions and a gob of help here.

gorpie
08-17-2010, 08:40 PM
I wish they would fix it so that mods would work correctly :/

Gee, did you look at post #1 and post #2? There's quite a list of mods there, and many of them don't need anything done in order to run. (Yes, I need to edit the beginning of the first post so people don't go tl;dr.)

just get p.o. when in the middle of playing and then a shutdown like this happens. I've haven't got to play anything for 24 hours while working on fixing this.
Finally nuked it today after posting over at SM.
Maybe a fix will be forthcoming. I want to play, dammit, not code or transfer files!!
But thanks all, good suggestions and a gob of help here.

Did you try downloading from the link? In the current half-life 2 content.gcf, many of the entries are grayed out, which means they're not really there. In the downloaded version, they aren't grayed out (okay, I didn't check every file).

Not saying you need to do it. I completely understand wanting to play and feeling like you've done enough to try to get a mod to work! Trust me. :)

EDIT - Actually, the scenes folder should have absolutely nothing to do with the map load crash in CtoA. But keep it in mind for other mods you might need it for... :rolleyes:

derrman0426
08-17-2010, 09:30 PM
I wish they would fix it so that mods would work correctly :/

They DO work if you follow what the threads says to do!
Stop whining and hope for Valve to fix it, just follow what is instructed and you will be alright.

deathtospam10
08-21-2010, 10:29 AM
They DO work if you follow what the threads says to do!
Stop whining and hope for Valve to fix it, just follow what is instructed and you will be alright.

No they don't work! If you got to jump through hoops to play a frackin game (I don't care if it's free or costs $50) then must spend countless hours trying to do/undo something that shouldn't have happened in the first place, It Don't Work. It's why you beta test.

I have had serious crashes and errors with the following games this past 2 weeks:

The Citizen - got about half way through and it refuses to respond to any file switching or ID change.

Coastline to Atmosphere- same

Mistake of Pythagorus- same, crashes and have hard shutdowns from lockups.

Rock 24- first wouldn't load sound for first scene and got stuck not being able to leave wheelhouse. Found SMink's patch and installed it- game started only to have no transition from Overboard, it locked the screen after boat blowing up.

In fairness, I've played entirely through Strider Mountain and Minerva with ZERO issues. What is it about those maps that work while these others struggle?

Here's the point I am trying to get across, if I were an employer and wanted to hire a free lance modder, one of my first questions would be, "Does your shuyte work or have you fixed any problems that make the game playable when it's discovered that there are in game errors and freezes? and- "What did you learn?"

And Steam, if it's you doing this with your updates, when are you guys gonna get a clue about where your money comes from? Keep jacking with stuff that makes these games less enjoyable and no more money will be coming from me or my household. Period.

There are too many good games and mods out there to be stuck with these substandard performers.

gorpie
08-21-2010, 01:54 PM
No they don't work! If you got to jump through hoops to play a frackin game (I don't care if it's free or costs $50) then must spend countless hours trying to do/undo something that shouldn't have happened in the first place, It Don't Work. It's why you beta test.

I have had serious crashes and errors with the following games this past 2 weeks:

The Citizen - got about half way through and it refuses to respond to any file switching or ID change.

Coastline to Atmosphere- same

Mistake of Pythagorus- same, crashes and have hard shutdowns from lockups.

Rock 24- first wouldn't load sound for first scene and got stuck not being able to leave wheelhouse. Found SMink's patch and installed it- game started only to have no transition from Overboard, it locked the screen after boat blowing up.

In fairness, I've played entirely through Strider Mountain and Minerva with ZERO issues. What is it about those maps that work while these others struggle?

Here's the point I am trying to get across, if I were an employer and wanted to hire a free lance modder, one of my first questions would be, "Does your shuyte work or have you fixed any problems that make the game playable when it's discovered that there are in game errors and freezes? and- "What did you learn?"

And Steam, if it's you doing this with your updates, when are you guys gonna get a clue about where your money comes from? Keep jacking with stuff that makes these games less enjoyable and no more money will be coming from me or my household. Period.

There are too many good games and mods out there to be stuck with these substandard performers.

I played almost every single mod on that list before the update. All of them worked before the update (except for the four that didn't like my system for various reasons).

After the update, there were several threads and several comments in various threads that "Vavle broke all teh mods!"

That is what Jeff, derrman and I were responding to--that sentiment resurfacing again, and in this thread.

I know some of the reasons for why mods don't work--those built on one of the SDK bases have fewer problems than those built on HL2 or Ep1. It also depends on how NPC-scripted events were done. I think I said that it also depends on your system to some extent, and I haven't been able to figure out why.

If people are using their mods in order to get a job, then they should fix whatever problems have arisen. But otherwise, hearing people complain about free stuff not working is annoying--especially when all they're doing is complaining. (Not one of the complainers has helped test.)

mes_gots_its
08-21-2010, 03:15 PM
ATTENTION: SMOD patch link is broken.

Stu Alpha
08-21-2010, 03:15 PM
To make a note, SMOD Redux doesn't work when playing the original HL2 maps (Node graph errors and AI doesn't work). None of the fixes solve the problem at the moment.

gorpie
08-21-2010, 06:03 PM
ATTENTION: SMOD patch link is broken.

I'll check again tomorrow morning (about 12-13 hours from now). Maybe the server's just down at the moment. If it's still down then, I'll post a new link.

To make a note, SMOD Redux doesn't work when playing the original HL2 maps (Node graph errors and AI doesn't work). None of the fixes solve the problem at the moment.

It's possible that for SMOD you need to download the maps (download link (http://www.megaupload.com/?d=7YJCM2GL)).

However, someone did post on August 17 that SMOD Redux was broken by the update on the 17th - before that it worked fine with the fixes. :( (Here's the thread (http://forums.steampowered.com/forums/showthread.php?t=1403764).)

Stu Alpha
08-21-2010, 11:58 PM
Well some tests later and I sorta fixed it. Extracted the entire map/graphs folder to the SMOD Redux directory and tried a new fresh game. The AI was on and working. Then I tried loading my old game, and strted experiencing the existing problems again. The disabled AI stuck on, even after starting a new game again until I did AI_disable 0.

In short:

*Extract the Graphs folder (maps/graphs) from the old HL2 GCF to the SMOD/maps directory.
*Delete your old saves (from before Aug 14) as the last update broke them and start new again

gorpie
08-22-2010, 06:18 AM
In short:

*Extract the Graphs folder (maps/graphs) from the old HL2 GCF to the SMOD/maps directory.
*Delete your old saves (from before Aug 14) as the last update broke them and start new again

Did you copy the maps, too, or just the graphs? (I'm updating the SMOD entry with your info.) :)

gorpie
08-22-2010, 06:21 AM
ATTENTION: SMOD patch link is broken.

I'll check again tomorrow morning (about 12-13 hours from now). Maybe the server's just down at the moment. If it's still down then, I'll post a new link.

The link is working for me now. Please let me know if you're still having problems.

mes_gots_its
08-22-2010, 06:07 PM
The link is working for me now. Please let me know if you're still having problems.

Okay, it works now. Probably just some server problems.

On a completely unrelated note, this thread should be stickied, dammit.

gorpie
08-22-2010, 08:29 PM
Okay, it works now. Probably just some server problems.

On a completely unrelated note, this thread should be stickied, dammit.

Thank you. :) I asked for a sticky. I was told they'd get back to me... ... ... ... ... ... ... ... ... ... ... ... ...

Stu Alpha
08-22-2010, 09:51 PM
Did you copy the maps, too, or just the graphs? (I'm updating the SMOD entry with your info.) :)

Let me put it this way.

On top of copying the maps over, you will also have to copy over the Graphs folder (maps/graphs) as well.

EDIT: Valve updated the nodemaps with that last update, causing a mismatch error when loaded with the old maps, which means that any mods that use the HL2 maps will have to use this fix as well.

DirectVic
08-23-2010, 04:18 PM
Does anyone know if Flipside is still working?

gorpie
08-23-2010, 06:09 PM
Does anyone know if Flipside is still working?

You want me to check a platformer? :eek:

(I had never heard of this mod before... Downloading now. Will try to check it tomorrow.)

gorpie
08-24-2010, 07:27 AM
Does anyone know if Flipside is still working?

It starts fine (without changes). I got to the first flip and had to attack an enemy. I died. Pressing a movement key restarted me at the beginning. Is that supposed to happen? (Seems reasonable, just don't want to make any assumptions.)

Hey, since it seems like you've actually played it, maybe you could see if it works as you remember. :)

Jottle
08-24-2010, 05:48 PM
Been awhile since I've played any mods (or checked into this thread :) Thanks for your continued hard work Gorpie.

gorpie
08-24-2010, 08:26 PM
Thanks Jottle. :)


(I've slowed down a bit since I'm retesting now. And I discovered CSS. :cool:)

Jinoruizraged
08-24-2010, 09:21 PM
/sticky

even though I'm not going to use this thread much, I must give my support. :D

ThatoneJeff
08-24-2010, 09:22 PM
/sticky

even though I'm not going to use this thread much, I must give my support. :D

I second this motion.

gorpie
08-25-2010, 06:36 AM
Thank you both, Jinoru and Jeff. :)

StefanMajonez
08-25-2010, 06:41 AM
I agree, make it sticky.
It worked for me to around middle of Ravenholm (It's team measurement :P) then I get hl2.exe errors and all. Or it's just me.

gorpie
08-25-2010, 06:47 AM
I agree, make it sticky.
It worked for me to around middle of Ravenholm (It's team measurement :P) then I get hl2.exe errors and all. Or it's just me.

Sorry, I've been waiting to retest the longer mods until I finish the shorter ones. But maybe I'll check this out after I finish Appeltaart.

What errors are you getting - just hl2.exe has stopped responding?

Are you getting the actual error window, or does it say that in Task Manager? (If it just tells you that in Task Manager, try just letting the map load for awhile... I'm not sure if it said that when I played Mistake of Pythagoras, but I did have to wait a good 2-3 minutes for some loads in one section of the mod.)

DirectVic
08-25-2010, 08:37 AM
Trying to see if Flipside is OK, since Gorpie doesn't like them platformers =P

Yes, this needs to be made into a sticky.

StefanMajonez
08-25-2010, 11:18 AM
What errors are you getting - just hl2.exe has stopped responding?hl2.exe crash + Windows send/not send error info.
I did everything as it says in the 1st and 2nd post again, nothing works.
And BTW, it's SMOD Tactical Delta 5.56 and don't care about the fast it was in Ravenholm, I get crashes no matter of a map.

EDIT : Server Crashes

Seems like you messed something up :V

Server has been all day repeatedly crashing etc etc. You know the drill.

This problem was eventually traced down to an old version of ‘sourcemod’

Determined the problem to be sourcemod/mm. Not sure what is exactly causing it, hopefully someone releases a quickfix.

Anyone running sourcemod download the lastest linux snapshot and grab the gamedata from it.
http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3038-linux.tar.gzGood thing I look up Garry's Mod forums, I guess that'll fix the problem. Or it made the problem. I don't use Linux

EDIT2 : I guess this actually MADE the problem thus it's for Garry's Mod. Damn.

gorpie
08-25-2010, 01:30 PM
Trying to see if Flipside is OK, since Gorpie doesn't like them platformers =P

Yes, this needs to be made into a sticky.

I used to do platformers just fine. My fingers and brain don't work quite like they used to, though. :)

But I hope you have fun! :D

hl2.exe crash + Windows send/not send error info.
I did everything as it says in the 1st and 2nd post again, nothing works.
And BTW, it's SMOD Tactical Delta 5.56 and don't care about the fast it was in Ravenholm, I get crashes no matter of a map.

EDIT : Good thing I look up Garry's Mod forums, I guess that'll fix the problem. Or it made the problem. I don't use Linux

EDIT2 : I guess this actually MADE the problem thus it's for Garry's Mod. Damn.

An hl2.exe has stopped responding error message is actually significant on its own. I don't think I meant "just", I think I meant "only"--like, were you getting other errors. Oops, sorry.

Wait a second - are you saying that your problem is in SMOD, not the mod Ravenholm? I've never played SMOD and can't be of any help beyond posting the patches that pizzahut provided... :(

StefanMajonez
08-25-2010, 03:54 PM
But what about the Garry's Mod update? I guess it modified sourcemod which is added to gameinfo.txt . Do you think this could be the problem?

gorpie
08-25-2010, 08:54 PM
But what about the Garry's Mod update? I guess it modified sourcemod which is added to gameinfo.txt . Do you think this could be the problem?

I would ask in the Garry's Mod forum. I don't own it, so can't really address anything about it. And I don't have the disk space to download the older, free version...

As far as SMOD, this post (http://forums.steampowered.com/forums/showpost.php?p=16653422&postcount=178) may or may not help--it's about SMOD Redux. (It's on page 12 (http://forums.steampowered.com/forums/showthread.php?t=1289845&page=12) in this thread, if you want to look at posts 176 and 177, too.)

StefanMajonez
08-26-2010, 07:01 AM
Thanks! And about that, older version won't work. Updates are only for new.

EDIT : Works!

gorpie
08-26-2010, 07:21 AM
Thanks! And about that, older version won't work. Updates are only for new.

I'd facefalm myself, but I don't want to... Instead, I'll just say "durr"... :rolleyes:

Thanks for being nice about my moment of durr! :)

Stu Alpha
08-26-2010, 07:43 PM
For anyone asking about SMOD, just redownload and reextract the fix in the first post.

If you have GCFscape, you can do this (http://yfrog.com/ncgraphsp) as well.

gorpie
08-27-2010, 07:13 AM
Is there a way that I can play mods on HL2 anymore? Ever since the update, all my mods stopped working. Dear Esther, Eternal Silence, Strider Mountain and Smod have all stopped working since the engine update.

Is there a way I can get the old Source engine back so i can play these mods?

The only problem is that, until now, no one has reported problems with Dear Esther or Strider Mountain. Maybe the fixes listed will help you, though. (Version 2 of Dear Esther will be released sometime soon, but I have no idea when. Strider Mountain does have its own forum--any bugs encountered would likely have been posted there; I haven't checked.)

There are some patches for SMOD; you should also check out posts 176-178 on page 12 (http://forums.steampowered.com/forums/showthread.php?t=1289845&page=12), because the update last week caused more issues...

I haven't heard of Eternal Silence before now but, again, the fixes might work. :)

Just posting/moving these here from the original thread (http://forums.steampowered.com/forums/showthread.php?t=1414399) in the HL2 forum.

Oliver Jolley
08-28-2010, 02:23 PM
So can you help with my smod problems like where do I put the update?

derrman0426
08-28-2010, 02:50 PM
So can you help with my smod problems like where do I put the update?

In the other thread you never answered where you installed the patch, just say where you installed it and don't make Gorpie have to ask again and again!

gorpie
08-28-2010, 03:06 PM
So can you help with my smod problems like where do I put the update?

Someone else who has downloaded might have to answer. I DLed the patch and ran it - it looks like it goes directly into your SMOD folder within Steam\SteamApps\SourceMods (I don't have SMOD installed).

From what StuAlpha said (the links I posted in your thread in the HL2 forum), you needed to extract the entire half-life 2 content.gcf\maps folder to the SMOD maps folder.

Here is the post (http://forums.steampowered.com/forums/showpost.php?p=16653422&postcount=178) in which StuAlpha describes what he did. You will need GCFScape in order to extract the folders, but I think you already have that.

WeAreNotAlone
08-28-2010, 09:50 PM
From the opening post of the thread:
It is probably best to try a mod before making any fixes. A few people are not encountering problems with mods in which I discover problems. (The opposite is also true.)


gorpie,

First of all I'd like to thank you for creating /maintaining this thread and all those who having been working on the patches.

Noticed the date of the thread creation was 05-31-2010, Can you amend your opening post on WHY the mods are broken?

(With the mindset that you are a regular customer who does not know everything "Valve" as some do here. You have a mod that was working P-E-R-F-E-C-T, and all of the sudden it's not.)

There are people are out there thinking they have OS, driver, virus or hardware problems who have spent an inordinate amount of time trying various things without success. They deserve to know what screwed up their installs.


******
(To save yourself a bunch of time amend your opening post with maybe just link to this post, save yourself some typing..;)
http://forums.steampowered.com/forums/showpost.php?p=16772186&postcount=206

Looks like smod-tactical mod page has some info:
Latest News: May 26th-2010 Source Engine Update Issues with SMOD: Tactical
http://www.moddb.com/mods/smod-tactical

******
I feel that it's important that the opening post contain some info about WHAT has broken alot of mods because alot of sites that host mods (And that SELL the required host engine), NO mention is made that the Mac-Enabled-Post May-2010 engine "update" has broken alot of mods.) It's business as usual.

As a example: On the homepage of the excellent Minerva Metastasis there is NO mention of people having problems.
http://www.hylobatidae.org/minerva/

(Seems to me that if a mod is having a problem, there should be info on what is causing the problem, along with info on what is being done to get it working again.)


On SteamPowered Store link, There are no footnotes warning persons that Minerva Metastasis has been problematic since May-2010. http://store.steampowered.com/app/90000/


Then on Moddb.com, the "NEWS" section of the mod has no info about problems at all- It is only if you read thru the comments posted (some by me) that you find out what is causing the problem, info on the unofficial patch, and info about a patch that Adam Foster, Creator of Metastasis is supposedly working on.
http://www.moddb.com/mods/minerva


******

PS: From my research on this subject (my impressions as a customer in which most all my mods are screwed up):

Valve in a move to be able to SELL Source powered games to Macintosh "gamers" (A very small market compared to the PC market) re-wrote the Source engine. With the post May-2010 engine the engine works differently, referencing files, assets differently- Hence the reason why alot of mods are broken.

I call this the:
May-2010 Mac Enabled engine update
May-2010 Macintosh Friendly, PC Unfriendly, To heck with your existing customer base engine "update".
May-2010 Mac Enabled Source 2009 engine

*Even if the reason was not Mac Compatibility, Valve still should provide some way to revert to a previously working state.

If I sound angry (not at you, but at Valve) It's because I've wasted more hours than I care to admit trying various things to get Metastasis and other mods working again -that's why I'm sort of miffed (displeased). Valve should be ashamed of themselves, the game keeps a log of how many times it has crashed.
After a MAJOR engine re-write-after so may crashes it should prompt the user with the question:

Do you want to revert to a previously working state? /revert to previous software revision?, Click here and select from the list.

(In situations in which the game is not crashing enough to make this error message pop up, but the customer has noticed that the game is all of the sudden not running correctly, when it previously was running P-E-R-F-E-C-T there should be a way to manually revert to a previously working state.
There should be a tab within Steam? that when clicked shows the update history (Major updates especially) that you could click and it shows the history along with options to "ROLL-BACK" to a previous date and time.)

Valve knew when the re-wrote the engine that the engine operated differently, they KNEW it would break mods. While it is true mods are not official Valve products, it's the mods that keep people interested in the product. (For us single player persons). If not a roll-back feature there should be a option to run the post May-2010 engine in some sort of compatibility mode in which it looks at the gameinfo.txt file, configures itself with the proper parameters automatically.

Hope Valve is happy with the additional Macintosh users they have been able to SELL product to. While I understand the need to advance engine technology, how hard would it be for them to code the "new" engine to look for pointers in the gameinfo file (or whatever) and have the new engine load the correct parameters?

Either that or have options to let the end user "roll-back" a problematic update...

There needs to be a tab that has options on it that LISTS updates, that gives the CUSTOMER the option to PICK a date to roll-back to. It's BS that the "update" can't be uninstalled.

PS: I do have Metastasis back up and running after applying SilverMink /Draftmink? V4 patch.

Minerva Fix v4.zip
CRC32: 49AEBDDF
MD5: EB3F5B30486D53CE7978A40D72E2B114
SHA-1: 43CAE9A112DD41D86D8A8A794F5B93D886BAE67D
http://forums.steampowered.com/forums/showpost.php?p=15662934&postcount=51

.

Oliver Jolley
08-29-2010, 04:56 AM
Well I did put it in the smod folder but it came as a compressed file does that have anything to do with it?

Oliver Jolley
08-29-2010, 05:03 AM
because compressed files dont seem to work on steam

DirectVic
08-29-2010, 05:52 AM
FYI, Dear Esther worked perfectly for me.

I then uninstalled it because of my frustration at the game slaughtering me when I walk on the beach because apparently, anyone except for myself can realize a small rocky hill with texture bugs is the main path.

The game then changed the awesome opening speech, which annoyed me to no end.

Also, why is anyone having this debate? The May 26th engine update broke the mods, and no one ever said or should say otherwise.

derrman0426
08-29-2010, 06:00 AM
So the files were in a zip or a rar file? did you actually UNcompress them using winrar? Steam has no problems with compressed files as long as they ARE uncompressed.

gorpie
08-29-2010, 06:34 AM
gorpie,

First of all I'd like to thank you for creating /maintaining this thread and all those who having been working on the patches.

Noticed the date of the thread creation was 05-31-2010, Can you amend your opening post on WHY the mods are broken?

(With the mindset that you are a regular customer who does not know everything "Valve" as some do here. You have a mod that was working P-E-R-F-E-C-T, and all of the sudden it's not.)

There are people are out there thinking they have OS, driver, virus or hardware problems who have spent an inordinate amount of time trying various things without success. They deserve to know what screwed up their installs.


******
(To save yourself a bunch of time amend your opening post with maybe just link to this post, save yourself some typing..
http://forums.steampowered.com/forum...&postcount=206

Looks like smod-tactical mod page has some info:
Latest News: May 26th-2010 Source Engine Update Issues with SMOD: Tactical
http://www.moddb.com/mods/smod-tactical

******
I feel that it's important that the opening post contain some info about WHAT has broken alot of mods because alot of sites that host mods (And that SELL the required host engine), NO mention is made that the Mac-Enabled-Post May-2010 engine "update" has broken alot of mods.) It's business as usual.

As a example: On the homepage of the excellent Minerva Metastasis there is NO mention of people having problems.
http://www.hylobatidae.org/minerva/

(Seems to me that if a mod is having a problem, there should be info on what is causing the problem, along with info on what is being done to get it working again.)


On SteamPowered Store link, There are no footnotes warning persons that Minerva Metastasis has been problematic since May-2010. http://store.steampowered.com/app/90000/


Then on Moddb.com, the "NEWS" section of the mod has no info about problems at all- It is only if you read thru the comments posted (some by me) that you find out what is causing the problem, info on the unofficial patch, and info about a patch that Adam Foster, Creator of Metastasis is supposedly working on.
http://www.moddb.com/mods/minerva


******

PS: From my research on this subject (my impressions as a customer in which most all my mods are screwed up):

Valve in a move to be able to SELL Source powered games to Macintosh "gamers" (A very small market compared to the PC market) re-wrote the Source engine. With the post May-2010 engine the engine works differently, referencing files, assets differently- Hence the reason why alot of mods are broken.

I call this the:
May-2010 Mac Enabled engine update
May-2010 Macintosh Friendly, PC Unfriendly, To heck with your existing customer base engine "update".
May-2010 Mac Enabled Source 2009 engine

*Even if the reason was not Mac Compatibility, Valve still should provide some way to revert to a previously working state.

If I sound angry (not at you, but at Valve) It's because I've wasted more hours than I care to admit trying various things to get Metastasis and other mods working again -that's why I'm sort of miffed (displeased). Valve should be ashamed of themselves, the game keeps a log of how many times it has crashed.
After a MAJOR engine re-write-after so may crashes it should prompt the user with the question:

Do you want to revert to a previously working state? /revert to previous software revision?, Click here and select from the list.

(In situations in which the game is not crashing enough to make this error message pop up, but the customer has noticed that the game is all of the sudden not running correctly, when it previously was running P-E-R-F-E-C-T there should be a way to manually revert to a previously working state.
There should be a tab within Steam? that when clicked shows the update history (Major updates especially) that you could click and it shows the history along with options to "ROLL-BACK" to a previous date and time.)

Valve knew when the re-wrote the engine that the engine operated differently, they KNEW it would break mods. While it is true mods are not official Valve products, it's the mods that keep people interested in the product. (For us single player persons). If not a roll-back feature there should be a option to run the post May-2010 engine in some sort of compatibility mode in which it looks at the gameinfo.txt file, configures itself with the proper parameters automatically.

Hope Valve is happy with the additional Macintosh users they have been able to SELL product to. While I understand the need to advance engine technology, how hard would it be for them to code the "new" engine to look for pointers in the gameinfo file (or whatever) and have the new engine load the correct parameters?

Either that or have options to let the end user "roll-back" a problematic update...

There needs to be a tab that has options on it that LISTS updates, that gives the CUSTOMER the option to PICK a date to roll-back to. It's BS that the "update" can't be uninstalled.

PS: I do have Metastasis back up and running after applying SilverMink /Draftmink? V4 patch.

Minerva Fix v4.zip
CRC32: 49AEBDDF
MD5: EB3F5B30486D53CE7978A40D72E2B114
SHA-1: 43CAE9A112DD41D86D8A8A794F5B93D886BAE67D
http://forums.steampowered.com/forum...4&postcount=51

.

I appreciate your post.

I do need to update post #1 so that it's more "reader-friendly". Maybe I should email Valve and ask for causes. I don't know if that would belong in post #1 though--I assume when most people come into the thread they are going "mod's broke, how can I get it to run" and they don't really care WHY it's broken. I may be reserving post #3 for that kind of information--or maybe I'll need another post... :)

The problems are not entirely due to Mac compatibility. People have also blamed "the people who wanted achievements and HDR". I think there were several reasons Valve changed file structure/paths--I don't think OS has anything to do with why files that used to be in half-life 2 content.gcf have been moved to half-life 2 2007 base content.gcf. (And I don't think that's the only cause of problems.)

As for mod info updates, some will make updates at moddb or their own page, some obviously won't. As for fixing mods, some modders will patch their mod, others won't--they may feel that they did what they did and that's it; they may no longer be modding, or they may be working on the next. Updating info on moddb (or wherever) may be an oversight for an active mod. What I would strongly recommend is that people who create mods in the future do so on an SDK base rather than one of the games--those mods seem to have the fewest problems.

It would be nice if Valve could come up with something that fixes all of the mods, but I don't know if that will be possible because what is "broken" for one mod may not be broken for another. Remember that these are made, for free, in the modders' spare time.

(Take The Citizen before the unofficial patch was made. The modder thought just one of the fixes needed was to redo all the facial animations in face poser--that would have required hundreds of fixes that they felt weren't worth it. Rather than spend the time to make those changes, they instead decided to focus on continuing work on The Citizen 2.)

gorpie
08-29-2010, 06:52 AM
Well I did put it in the smod folder but it came as a compressed file does that have anything to do with it?

because compressed files dont seem to work on steam

So the files were in a zip or a rar file? did you actually UNcompress them using winrar? Steam has no problems with compressed files as long as they ARE uncompressed.

Oliver - the patch is a WinZip file. If you don't have WinZip, you can either download a demo version, or it's possible that 7Zip or WinRAR will uncompress it for you.

When you extract the file's contents, it seems to default to your SMOD directory. Just make sure the extraction path says Steam\SteamApps\SourceMods\SMOD (or whatever the SMOD directory is actually called). There is also a README.TXT file within the patch that may be helpful.

I think if you installed it correctly (which includes restarting Steam after applying the patch), you should use GCFScape (download link (http://nemesis.thewavelength.net/index.php?p=26)) to extract the maps folder from half life 2 content.gcf to the SMOD\maps folder. (If you extract the maps folder, the graphs folder will be included.)

Below are Stu Alpha's posts about what he did that worked for him:
Well some tests later and I sorta fixed it. Extracted the entire map/graphs folder to the SMOD Redux directory and tried a new fresh game. The AI was on and working. Then I tried loading my old game, and strted experiencing the existing problems again. The disabled AI stuck on, even after starting a new game again until I did AI_disable 0.

In short:

*Extract the Graphs folder (maps/graphs) from the old HL2 GCF to the SMOD/maps directory.
*Delete your old saves (from before Aug 14) as the last update broke them and start new again

For anyone asking about SMOD, just redownload and reextract the fix in the first post.

If you have GCFscape, you can do this (http://yfrog.com/ncgraphsp) as well.

WeAreNotAlone
08-29-2010, 11:24 PM
I appreciate your post.

I do need to update post #1 so that it's more "reader-friendly". I don't know if that would belong in post #1 though--I assume when most people come into the thread they are going "mod's broke, how can I get it to run" and they don't really care WHY it's broken.

The problems are not entirely due to Mac compatibility. People have also blamed "the people who wanted achievements and HDR". I think there were several reasons Valve changed file structure/paths--I don't think OS has anything to do with why files that used to be in half-life 2 content.gcf have been moved to half-life 2 2007 base content.gcf. (And I don't think that's the only cause of problems.)

When I was talking about amending the opening post I thinking along the lines of a public service announcement than a IN-DEPTH explanation of the various changes to the engine and file structure.

Something like: (EDIT as needed)

May-26-2010 Valve migrated Half-Life 2 onto the Orange Box engine. This "new" engine being the first with MAC support. Due to changes within the engine a high percentage of HL2 "Mods", that ran smooth are broken.

AFFECTED PERSONS?: Anyone who has gone on-line via STEAM and allowed auto-update, or manually applied updates AFTER May-26-2010.

Symptoms:
1: Refusal to load
2: Crashing /locking up, lock-ups
3: Actor Scripting, Events not triggering properly.
4: Various video/ audio glitches, missing textures
5: Inability to proceed past a certain section
6: Instability
7: ED_Alloc: no free edicts error message.

Changes to engine:
1: Valve changed file structure/paths.
2: Half-Life 2 and Episode 1/2 no longer supports mods that load their AppID directly through the gameinfo.txt.
3: A handful of Half-Life 2 maps were recompiled with HDR lighting. These maps will have broken lighting when played if the mod does not support the HDR lighting.

The workaround for (most) mods is:

1: Editing the gameinfo.txt file so it loads the Source SDK Base

2: Extraction of the pre-update maps into the mods installation folder.

*****************

WeAreNotAlone
08-30-2010, 06:22 PM
I don't know if that would belong in post #1 though--I assume when most people come into the thread they are going "mod's broke, how can I get it to run" and they don't really care WHY it's broken.

I agree that the main thing is to get the mod to run, but the thread title, nor the opening post gives no clue to a time-frame of when the problems started nor info on the cause of the problem. Beyond the time stamp of the post itself someone who is looking for a fix would not know the current problems are being caused due to the May-2010 engine rewrite.

Valve's actions on applying a re-write of the engine without a way to revert to a previously working state is stupid at best and shows they do not value the existing customer base. Valve profits from CONTENT they don't have to PAY for, and they KNEW the post May-2010 would break most mods.
If we were talking about a piece of office productivity software or OS "update" here in which people could not access their files or work that gained success thru various "free" plug-ins I bet people would be demanding a roll-back, or a option to roll-back- or run both versions as needed.



As for mod info updates, some will make updates at moddb or their own page, some obviously won't. As for fixing mods, some modders will patch their mod, others won't--they may feel that they did what they did and that's it; they may no longer be modding, or they may be working on the next. Updating info on moddb (or wherever) may be an oversight for an active mod.

Yes some will update, some won't... I used Minerva Metastasis as a example as the author is aware of the problems and has direct connections with Valve. Author has their own website, Game is listed on SteamPowered Store and there has been no info posted on either. Seeing how Minerva Metastasis was good enough to garner Mr Foster a job with Valve there should at least be a footnote on the Steam Store page about the May-2010 "update" causing problems. I can see someone visiting the SteamPowered Store page and purchasing the host game engine to be able to run the mod only to find out later the mod won't run correctly unless tweeked.

While it is true as I pointed out before these mods are not official Valve products, these mods do contribute to the profitability and the bottom line of the series. Looking at it another way, with these mods Valve is getting CONTENT that they don't have to PAY for that they PROFIT from. I wish my business was like that...(customers doing the work for me creating content... If they were I for sure would code the new engine so it could access files created by/for the previous software version. If I "had-to" push that "new" engine I'd provide the tools to convert their work to a format the new engine needed transparently.)


It would be nice if Valve could come up with something that fixes all of the mods, but I don't know if that will be possible because what is "broken" for one mod may not be broken for another. Remember that these are made, for free, in the modders' spare time.

(Take The Citizen before the unofficial patch was made. The modder thought just one of the fixes needed was to redo all the facial animations in face poser--that would have required hundreds of fixes that they felt weren't worth it. Rather than spend the time to make those changes, they instead decided to focus on continuing work on The Citizen 2.)

RE: It would be nice if Valve could come up with something that fixes all of the mods,

Q: If the mod was running P-E-F-E-C-T before the May-26-2010 changeover it should still be working if the correct engine is loaded, correct?

No "fix would be needed if:
There was some kind of "stub" that loads before the engine actually loads that LOOKS for a gameinfo.txt. With mods being in the SourceMods directory how hard would it be?

If a gameinfo.txt is found: /mod lauched contains a gameinfo.txt

A: The post May-2010 "new" Mac enabled engine is loaded with the correct parameters so it emulates the game engine referenced.

OR

B: The Pre-May-26-2010 engine is loaded.

The engine /stub should be "smart-enough" to load mods that are in the SourceMods folder correctly. Either that or the CUSTOMER should be given the option to choose a previous engine if needed.

.

gorpie
08-30-2010, 07:32 PM
Q: If the mod was running P-E-F-E-C-T before the May-26-2010 changeover it should still be working if the correct engine is loaded, correct?

No "fix would be needed if:
There was some kind of "stub" that loads before the engine actually loads that LOOKS for a gameinfo.txt. With mods being in the SourceMods directory how hard would it be?

If a gameinfo.txt is found: /mod lauched contains a gameinfo.txt

I will respond more fully tomorrow. I am too tired to do so today.

Most of the mods in the list "ran perfect" before the update. There are 4 that would not allow me to play all the way through--one may have, but on my system it really lags. Another, inexplicably, has let me play after the update even though it always locked up on me before. Aside from 3rd person mods, G-Mod, SMOD and Korin, I have played every other mod in the list.

Also, all mods have a gameinfo.txt file. The gameinfo.txt file is read when Steam loads (otherwise, changes made to the file wouldn't have any effect).

gorpie
08-31-2010, 05:54 AM
When I was talking about amending the opening post I thinking along the lines of a public service announcement than a IN-DEPTH explanation of the various changes to the engine and file structure.

Something like: (EDIT as needed)

May-26-2010 Valve migrated Half-Life 2 onto the Orange Box engine. This "new" engine being the first with MAC support. Due to changes within the engine a high percentage of HL2 "Mods", that ran smooth are broken.

AFFECTED PERSONS?: Anyone who has gone on-line via STEAM and allowed auto-update, or manually applied updates AFTER May-26-2010.

Symptoms:
1: Refusal to load
2: Crashing /locking up, lock-ups
3: Actor Scripting, Events not triggering properly.
4: Various video/ audio glitches, missing textures
5: Inability to proceed past a certain section
6: Instability
7: ED_Alloc: no free edicts error message.

Changes to engine:
1: Valve changed file structure/paths.
2: Half-Life 2 and Episode 1/2 no longer supports mods that load their AppID directly through the gameinfo.txt.
3: A handful of Half-Life 2 maps were recompiled with HDR lighting. These maps will have broken lighting when played if the mod does not support the HDR lighting.

The workaround for (most) mods is:

1: Editing the gameinfo.txt file so it loads the Source SDK Base

2: Extraction of the pre-update maps into the mods installation folder.

*****************

I agree that the main thing is to get the mod to run, but the thread title, nor the opening post gives no clue to a time-frame of when the problems started nor info on the cause of the problem. Beyond the time stamp of the post itself someone who is looking for a fix would not know the current problems are being caused due to the May-2010 engine rewrite.

Valve's actions on applying a re-write of the engine without a way to revert to a previously working state is stupid at best and shows they do not value the existing customer base. Valve profits from CONTENT they don't have to PAY for, and they KNEW the post May-2010 would break most mods.
If we were talking about a piece of office productivity software or OS "update" here in which people could not access their files or work that gained success thru various "free" plug-ins I bet people would be demanding a roll-back, or a option to roll-back- or run both versions as needed.




Yes some will update, some won't... I used Minerva Metastasis as a example as the author is aware of the problems and has direct connections with Valve. Author has their own website, Game is listed on SteamPowered Store and there has been no info posted on either. Seeing how Minerva Metastasis was good enough to garner Mr Foster a job with Valve there should at least be a footnote on the Steam Store page about the May-2010 "update" causing problems. I can see someone visiting the SteamPowered Store page and purchasing the host game engine to be able to run the mod only to find out later the mod won't run correctly unless tweeked.

While it is true as I pointed out before these mods are not official Valve products, these mods do contribute to the profitability and the bottom line of the series. Looking at it another way, with these mods Valve is getting CONTENT that they don't have to PAY for that they PROFIT from. I wish my business was like that...(customers doing the work for me creating content... If they were I for sure would code the new engine so it could access files created by/for the previous software version. If I "had-to" push that "new" engine I'd provide the tools to convert their work to a format the new engine needed transparently.)




RE: It would be nice if Valve could come up with something that fixes all of the mods,

Q: If the mod was running P-E-F-E-C-T before the May-26-2010 changeover it should still be working if the correct engine is loaded, correct?

No "fix would be needed if:
There was some kind of "stub" that loads before the engine actually loads that LOOKS for a gameinfo.txt. With mods being in the SourceMods directory how hard would it be?

If a gameinfo.txt is found: /mod lauched contains a gameinfo.txt

A: The post May-2010 "new" Mac enabled engine is loaded with the correct parameters so it emulates the game engine referenced.

OR

B: The Pre-May-26-2010 engine is loaded.

The engine /stub should be "smart-enough" to load mods that are in the SourceMods folder correctly. Either that or the CUSTOMER should be given the option to choose a previous engine if needed.

.

I do not think having the "reasons why your mod may not work" information is important to have in the first post. That would be like asking people to read about how electricity works before they can flip a light switch.

That kind of information may be important only to modders and geeks (I don't mean that in a bad way since I'm kind of a geek myself). The best I can do there is have a link in post #1 to a analysis/overview of what changed. And before I post that kind of info, I would want to understand more of the changes myself.

As far as your fixes go, not all mods need to be changed (gameinfo.txt) to run on the Source Base. Some will run that way, but actually run better without any changes. That's one reason I'm now playing the mods all the way through rather than just playing through an NPC script and Loading screen.

As far as the maps go--the old maps only need to be extracted for mods that use HL2 maps (which haven't been used for any mods I've played). More often, the old scenes folder needs to be extracted.


I cannot change the thread title--I have to have a moderator do it for me. I think that's a good idea, but I'll wait a bit. (One reason is that after the May update, patches were made for SMOD. The August 17 update caused those to not work quite right.) But again, if a mod is "broken", some people won't know that it's because of the May 2010 update--people who are new to the game or who are just starting to play mods.

I don't know how Valve profits from mods. It may keep interest alive in HL2 to some extent, but if I hadn't started playing mods, I would just be playing other games until Ep3 is released. Which is probably what a lot of other people are doing.

derrman0426
08-31-2010, 06:00 AM
Wow so many long posts o_o
You can't give Gorpie bullet points instead of an essay?!

pizzahut
08-31-2010, 06:04 AM
I cannot change the thread title--I have to have a moderator do it for me.
It might be possible that you can do this now.
http://forums.steampowered.com/forums/showthread.php?t=1415165

gorpie
08-31-2010, 06:11 AM
It might be possible that you can do this now.
http://forums.steampowered.com/forums/showthread.php?t=1415165

Woohoo! (I'll see later.) Thanks pizzahut! :)


EDIT - Looks like I can't. :( (Or else I'm just being oblivious again... What a shock.)

pizzahut
08-31-2010, 06:22 AM
Just tested, it doesn't work, so it's only possible within the first five minutes after thread creation as someone pointed out.

gorpie
08-31-2010, 06:26 AM
Well I did put it in the smod folder but it came as a compressed file does that have anything to do with it?

You might want to look at this thread (http://forums.steampowered.com/forums/showthread.php?t=1419122) - especially my posts #5 and #8.

You can try using GCFScape to extract the maps from your existing half-life 2 content.gcf. But you may need to download the zip file. If you do that, you don't need GCFScape--just download a 7Zip demo and extract the files to a temporary location, then copy the maps folder from there into your SMOD folder (overwrite the existing maps folder).

gorpie
08-31-2010, 06:27 AM
Just tested, it doesn't work, so it's only possible within the first five minutes after thread creation as someone pointed out.

It would be so handy if you could edit... Maybe it worked out for the best, but I wanted it changed to "FIXES for Broken Mods". Whatever. (I'm just happy a mod finally changed it and gave me room.) :)

WeAreNotAlone
08-31-2010, 11:42 AM
Wow so many long posts o_o
You can't give Gorpie bullet points instead of an essay?!

Let me tell you, it's easier to read thru them... than to type them.


.

WeAreNotAlone
08-31-2010, 12:42 PM
I do not think having the "reasons why your mod may not work" information is important to have in the first post. That would be like asking people to read about how electricity works before they can flip a light switch.

That kind of information may be important only to modders and geeks (I don't mean that in a bad way since I'm kind of a geek myself). The best I can do there is have a link in post #1 to a analysis/overview of what changed. And before I post that kind of info, I would want to understand more of the changes myself.

Like I said edit as needed. Something like the below (Synopsis) then link to in-depth info. (Notice I use the word MAJOR revamp as the May-2010 engine update put in place a NEW engine.- the Aug 17 update you mentioned I'm assuming it's a minor update)

May-26-2010 Valve migrated Half-Life 2 onto the Orange Box engine. With this MAJOR re-vamp of the engine, the first Source engine with MAC support a high percentage of older (Created Pre-May-2010) HL2 "Mods", that ran smooth are broken.

As far as your fixes go, not all mods need to be changed (gameinfo.txt) to run on the Source Base. Some will run that way, but actually run better without any changes. That's one reason I'm now playing the mods all the way through rather than just playing through an NPC script and Loading screen.

That info was gleaned from the net, Edit as needed- Reference to the gameinfo.txt was how it relates to the post May-26-2010 engine... (On a SMOD page info was posted that stated the new engine does not use the gameinfo.txt file.)

As far as the maps go--the old maps only need to be extracted for mods that use HL2 maps (which haven't been used for any mods I've played). More often, the old scenes folder needs to be extracted.

That section was from a site that was linked thru via the SMOD page on Moddb. There was a explanation of the May-2010 engine rewrite, how it was affecting SMOD, then it listed about 20 maps. If that is incorrect edit as needed.


I cannot change the thread title--I have to have a moderator do it for me. I think that's a good idea, but I'll wait a bit. (One reason is that after the May update, patches were made for SMOD. The August 17 update caused those to not work quite right.) But again, if a mod is "broken", some people won't know that it's because of the May 2010 update--people who are new to the game or who are just starting to play mods.

I think with each "update" a certain mod might be affected. The point of all my posts is there was a MAJOR engine rewrite that broke allot of mods that was released May-26-2010 and if you had been online and let a update occur the "old" (working) engine that older mods depended on was replaced with the post May-2010 engine.

Major release=Post May-26-2010 engine.
Minor release= Aug-17-2010 update to the May-2010 engine.

if a mod is "broken", some people won't know that it's because of the May 2010 update--people who are new to the game or who are just starting to play mods.

I agree- a person won't know... Mod pages for the various mods are not being maintained with info about the post May-2010 engine rewrite.
(That's sort of the point for posting some kind of info about that here... somewhere)

How about this, I'm sure we can agree that mods being broken due to a minor update is different than mods being broken due to a MAJOR rewrite of the engine. right?

I'm sure we could also agree that there WAS a MAJOR RE-WRITE of the source engine that broke "older" mods that referenced the HL2 engine.


I don't know how Valve profits from mods. It may keep interest alive in HL2 to some extent, but if I hadn't started playing mods, I would just be playing other games until Ep3 is released. Which is probably what a lot of other people are doing.

You can't see how Valve profits from having free CONTENT created for them which greatly expands the amount of game play?:confused:

Business 101 is you do not want your customers to go to a competing product. With the LONGGGGGG time periods between episodic releases in the Half-Life series having a myriad of FREE CONTENT (modifications) to the base game keeps people interested in your product /and or draws them into other products you may be marketing.

They profit alright...


PS: Above you had mentioned persons that are just now starting to play xyz mod who may be having problems....

Having the symptoms listed would help them FIND this thread...

That's what I was sort of trying to do here:

Symptoms:
1: Refusal to load
2: Crashing /locking up, lock-ups
3: Actor Scripting, Events not triggering properly.
4: Various video/ audio glitches, missing textures
5: Inability to proceed past a certain section
6: Instability
7: ED_Alloc: no free edicts error message


The above could all be streamed together at the BOTTOM of a post:
Partial list:
Refusal to load will not load, can't get it to start, click on it and nothing happens, start game and blank screen, crashing, burning, lock-up locking up, stops working, freezing, actors not working, talking, no sound from actors, will not, script, scripting not working, video freezes, video freezing, audio looping, loops then freezes. missing textures after update.... etc

DirectVic
08-31-2010, 01:48 PM
There is no need to fill this thread with inane blabber on symptoms or background.

Valve switched engines, now mods won't work anymore. It is as simple as that.

For everything else, quite frankly, TL;DR.

Back ontopic...

Sorry Gorpie, but my enthusiasm to test out Flipside has been somewhat damaged by the fact that it has giant trees with eyes instead of leaves.

That, and work on LG and another project I'm tackling at the moment has been taking up most of my time.

I will try to get around to it as soon as I can.

gorpie
09-02-2010, 05:39 PM
Sorry Gorpie, but my enthusiasm to test out Flipside has been somewhat damaged by the fact that it has giant trees with eyes instead of leaves.

That, and work on LG and another project I'm tackling at the moment has been taking up most of my time.

I will try to get around to it as soon as I can.

I'll try to remember what I typed last time!

What, you don't like eyes on trees? :confused: ;)

Not a problem at all! Sounds like you have enough going on--I really don't want you to think this is something that you have to do and have it add any stress. I appreciate you're being willing to do it.

Who knows, maybe I'll finish testing all the other mods and beat you to it! ;)

gorpie
09-06-2010, 02:06 PM
bumping

DirectVic
09-08-2010, 03:45 AM
Flipside works perfectly for me.

I'm also playing Get a Life, which I played just before May 26th. I'll let you know about any scripted NPC events.

gorpie
09-08-2010, 05:22 AM
Yay! I'd say I love you, but I don't want you to get the wrong idea. :p

(I haven't been looking forward to playing Get a Life again--long, dark, spiders. Otherwise it's a really good mod! Oh, except for the flashlight!)

DirectVic
09-08-2010, 07:09 AM
Yay! I'd say I love you, but I don't want you to get the wrong idea. :p

(I haven't been looking forward to playing Get a Life again--long, dark, spiders. Otherwise it's a really good mod! Oh, except for the flashlight!)

And long, dark, plotholes. =P

I thought using the flashlight is as easy as turning it on in the subway chapter before you get knocked unconscious. :confused:

Always works for me.

gorpie
09-08-2010, 10:09 AM
And long, dark, plotholes. =P

I thought using the flashlight is as easy as turning it on in the subway chapter before you get knocked unconscious. :confused:

Always works for me.

The flashlight works fine. It's the fact that it's taped to the stupid flare gun (which should do SOME damage to, oh, spiders) and the only time you can use it is when you're holding the useless flare gun!

If it were real life, I'd have that untaped so fast (and at least tape it to something more useful, like a weapon)! :cool:

DirectVic
09-08-2010, 04:21 PM
The flashlight works fine. It's the fact that it's taped to the stupid flare gun (which should do SOME damage to, oh, spiders) and the only time you can use it is when you're holding the useless flare gun!

If it were real life, I'd have that untaped so fast (and at least tape it to something more useful, like a weapon)! :cool:

Weird, I remember having my flashlight on for most of the post-subway areas, even though I didn't have the flaregun.

Ironically, it sounds like you've played farther than me.

In that case, the mod seems to be fine, though I'll give it a try.

Do Rock 24 and The Citizen still have problems, by the way?

gorpie
09-08-2010, 06:21 PM
I tried the patch for Rock 24 today. The NPC scripts worked fine, but it locked up near the beginning (second gunship). I tried everything else and nothing worked. EDIT - The mod did not lock up, it had three 90 second loads.

The Citizen worked (with changes) as far as I played it. I still need to play it all the way through to make sure it's really working.

Are we playing the same mod (Get a Life)? You get the flaregun pretty early on, I thought... :confused: Maybe I had a glitch or maybe I'm a dork (but I think other people at their forum had the same complaint--or maybe not). I actually did finish, though I had god mode on at the very end. :rolleyes: Wut? ;)

DirectVic
09-09-2010, 01:21 PM
I tried the patch for Rock 24 today. The NPC scripts worked fine, but it locked up near the beginning (second gunship). I tried everything else and nothing worked.

The Citizen worked (with changes) as far as I played it. I still need to play it all the way through to make sure it's really working.

Are we playing the same mod (Get a Life)? You get the flaregun pretty early on, I thought... :confused: Maybe I had a glitch or maybe I'm a dork (but I think other people at their forum had the same complaint--or maybe not). I actually did finish, though I had god mode on at the very end. :rolleyes: Wut? ;)

I can try Rock 24 and The Citizen out, been meaning to replay them as May 26th caught me in the middle of a playthrough on both.

Maybe my memory's just bad. The mod does seem to be working well, though. I just never made it too far into the game.

gorpie
09-09-2010, 02:20 PM
Rock 24 wasn't actually locking up. It was just taking 90 seconds to load the next segment. I haven't yet run into it since the second map loaded (I'm on the third or fourth map now).

kingxelas
09-09-2010, 05:14 PM
Can anyone tell me if the Human Error subtitles work? Because I've installed the mod + patch and I enabled them but they don't show up.

gorpie
09-09-2010, 09:33 PM
Can anyone tell me if the Human Error subtitles work? Because I've installed the mod + patch and I enabled them but they don't show up.

Maybe someone else can answer.

The best I can do is to suggest you ask at their forum (http://www.moddb.com/mods/half-life-2-short-stories/forum/board/human-error). (It's at moddb. Here's the link to their website (http://hlssmod.net/).)

DirectVic
09-10-2010, 04:51 AM
Ok, tried out Rock 24.

Everything seems to be working fine, except for the lack of subtitles, and the horribly messed up HUD.

EDIT: Wacky, the HUD's alright now.

kingxelas
09-10-2010, 05:09 AM
Maybe someone else can answer.

The best I can do is to suggest you ask at their forum (http://www.moddb.com/mods/half-life-2-short-stories/forum/board/human-error). (It's at moddb. Here's the link to their website (http://hlssmod.net/).)

ok thanks gorpie ;)

gorpie
09-10-2010, 06:36 AM
Ok, tried out Rock 24.

Everything seems to be working fine, except for the lack of subtitles, and the horribly messed up HUD.

EDIT: Wacky, the HUD's alright now.

HUD is fine for me, so I'm glad yours got magically fixed? :confused: The only problems I had (so far) were the three 90-second loads near the beginning...

I even had subtitles just at the beginning for the rebels (not the captain), even though I don't think I turned them on. (Didn't think of checking, and I think I should leave something for the modders to do... ;))


(Can't give you rep again yet. :) And I'll get around to adding Flipside to the OP this weekend.)

DirectVic
09-10-2010, 11:45 AM
I definitely have quite some lockup's, which don't occur on any other games. Seems to be a problem with the SDK Base, as it's happened to me before.

Don't know of any loading sequences, other than the one right after you get shot into the water.

That one's pretty bad, and I almost alt+f4'd out of it.

gorpie
09-10-2010, 08:33 PM
I don't know what it's doing... It seems to be "loading" (or calculating) something, though it's not loading a map.

Same thing happened to me several times in one section of Mistake of Pythagoras. (And I rebooted my computer a couple of times because neither Alt-Tab or Task Manager seemed to work, so I thought it was locked up. Those were 2-3 minute loads... :sigh: )

Crew
09-15-2010, 11:18 AM
How can i make this working in half-Life 2 ?
http://www.pixhost.org/show/1396/3779524_hl2-2010-09-13-14-06-21-90.jpg
http://www.pixhost.org/show/1396/3779525_hl2-2010-09-13-14-07-57-65.jpg


its working in Episode one and Two but not in HL2 : /

gorpie
09-15-2010, 01:50 PM
How can i make this working in half-Life 2 ?
http://www.pixhost.org/show/1396/3779524_hl2-2010-09-13-14-06-21-90.jpg
http://www.pixhost.org/show/1396/3779525_hl2-2010-09-13-14-07-57-65.jpg


its working in Episode one and Two but not in HL2 : /

You should ask this in the Half-Life 2 forum (http://forums.steampowered.com/forums/forumdisplay.php?f=43). Unless you're playing it in a mod of some sort.

Crew
09-16-2010, 05:27 AM
You should ask this in the Half-Life 2 forum (http://forums.steampowered.com/forums/forumdisplay.php?f=43). Unless you're playing it in a mod of some sort.

I just modified skill.cfg file and weapon_ files from script folder .
Nah i tried but nobody helped me and i trying here
And i dont know why this is not working . In Episodes working fine, but after update to orange box engine in HL2 not working -.-

gorpie
09-16-2010, 05:45 AM
I just modified skill.cfg file and weapon_ files from script folder .
Nah i tried but nobody helped me and i trying here
And i dont know why this is not working . In Episodes working fine, but after update to orange box engine in HL2 not working -.-

I have never tried to change the default weapons/damage settings of a game/mod. I can't help you.

I looked in the Half-Life 2 forum, and I don't see a thread where you asked for help. You may have posted in an existing thread, but I think you should start a new thread. There are plenty of people around who know this stuff and will try to help.

Crew
09-16-2010, 07:21 AM
I have never tried to change the default weapons/damage settings of a game/mod. I can't help you.

I looked in the Half-Life 2 forum, and I don't see a thread where you asked for help. You may have posted in an existing thread, but I think you should start a new thread. There are plenty of people around who know this stuff and will try to help.

Thread was there i just deleted it
And i only changed ammo mag size and clip size .
But if u can please help. I u want i can send you those files and u can try it

DirectVic
09-16-2010, 10:46 AM
This really isn't the thread for this, and we have no idea how to help you.

gorpie
09-16-2010, 11:00 AM
Thread was there i just deleted it
And i only changed ammo mag size and clip size .
But if u can please help. I u want i can send you those files and u can try it

I have never tried to change the default weapons/damage settings of a game/mod. I can't help you.

Again, I can't help you. And, as DirectVic said, this is not the thread for your problem.

This thread is to help people having problems with mods, not HL2 itself.


Maybe the reason people couldn't help in the HL2 forum is that you deleted the thread too soon. Some people only check the forums every week or two. Here, people have been on vacation before school starts. Maybe they just weren't around to read your thread.

derrman0426
09-18-2010, 07:00 AM
This thread is doing great, its helping a lot of people with their broken mods.

I think this thread should be stickied!

gorpie
09-18-2010, 07:55 AM
Thank you derrman.

I asked for it to be stickied when I had a moderator change the title and give me more room. Several other people have asked for it, too, for a grand total of seven of us (and 8 other complimentary posts).

I'm going to ask again, when it's more complete or rearranged (post #1 has always needed to be reorganized) or something.