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View Full Version : Episode One Mod / mounting EP1 content


Au-heppa
06-15-2007, 07:22 AM
Okay, I want to use the pine tree models from EP1. The gameinfo.txt of my mod says

SteamAppId 380

and

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

and in Hammer I can see all the models, and if I run the map with EP1 I can see the models, but still when I run it with my mod all I see is error models. What's the problem? do I have to compile my code differently as well?

If so, how do you determine in the source code that it's episodic, and not hl2. I have sometimes seen an if function that says something "if (IsEpisodic.GetBool())" or "#ifdef EPISODIC" or something like that. What's the correct file to determine these things, what's the "main" .cpp file where I should add the "#define EPISODIC" line or the one that sets the IsEpisodic to true?

Marine
06-15-2007, 09:27 AM
http://developer.valvesoftware.com/wiki/Mounting_Other_Content

Use that to mount the content, put SteamAppId 215 in your gameinfo.txt.

Varsity
06-16-2007, 01:30 AM
If you use 215, you won't get Episode One.

An easy way of finding out if your code is at fault is to move it out of the /bin folder. That way when you next launch your mod Source will fall back to the game code found in your AppId: if it works, you know that your binaries are causing the problems.

Marine
06-16-2007, 10:15 AM
If you use 215, you won't get Episode One.


Err... Yes he will... I get Episode one content on 215 (Do the GCF Mounting as i posted and it will)...

Learn to read please.