Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3

This post should help get some of those mods that stopped working with the recent Half-Life 2 and Episode One update, working again.

Fingers crossed.

1. Does the mod run on HL2 (SteamAppId 220)?

If yes go to 2. If not stop. The game does not need patching.

2. Does the mod have its own custom scenes (is there a scenes folder)?
AND/OR
Does the game have its own libraries (client/server dlls) (is there a bin folder)?
If yes to either or both go to 3. If not the mod will probably run without patching.

3. Change the gameinfo.txt file as follows:

FileSystem
{
SteamAppId 215
ToolsAppId 211

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

4. Extract the scenes folder from the half-life 2 content.gcf and copy this to the mod’s scenes directory.

I would like to thank Peter AKA fitzroy_doll for writing and clarifying the above.

Mod Specific Information

Gorpie is testing all the mods individually and is updating a thread on the Steam Forums.
http://forums.steampowered.com/forums/showthread.php?t=1289845

Published

30th May 2010

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80 Comments
  1. ollo83

    30th May 2010

    thanks philipp!

  2. civanT 166 comments

    30th May 2010

    Now I can’t compile maps, just great.

    • civanT 166 comments

      30th May 2010

      I don’t mean because of this post of course, I’m sure this will be helpful to others :) My problem is a little different.

  3. I tried this with Minerva: Metastasis and it didn’t fix the problem for me. It just loads a video stress test meny, though the Minerva: Metastasis title and background remain unchanged. I tried only editing the SteamAppID to 215 but when I tried running the mod through steam it would give me an Engine Error stating : Could not Load Library Client.

    I really want to play this mod, I’ve heard so much about it. Any help would be much appreciated!

    • fitzroy_doll

      31st May 2010

      Minerva does not need fixing. It runs on EP1 (380).

    • fitzroy_doll

      31st May 2010

      Although…looking at the Moddb page for Minerva it looks as though many people are having trouble with it. Luckily it looks like Adam is on the case:

      “A patched version is coming – with larger graphical bugs and entity limits fixed, along with various more subtle gameplay and scripting bugs squished.

      A news item will be posted here when it’s ready!”

      • Kyouryuu

        31st May 2010

        Yeah, I’m trying to figure that out too.

        Minerva used to mount SteamAppId 380. But right now, if you Create a Mod under Source 2006, you get SteamAppId 215.

        I looked it up and all the Valve wiki says is that SteamAppId 215 is a way to use Episode 1, though it comes with the note that it is a “Temporary ID.”

        But if SteamAppId 215 is right, I can’t figure out how to mount episodic props. “Game episodic” as Minerva did doesn’t seem to work because Minerva had the theoretically wrong 380.

        Man, such a mess.

        • fitzroy_doll

          1st June 2010

          You need to mount the 2007 SDK Base.

          So, to mount Episode 1 content your gameinfo.txt would look like this:

          FileSystem
          {
          SteamAppId 218
          ToolsAppId 211
          AdditionalContentID 380

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

          Tom Edwards has posted a similar guide here, which shows the difference between mounting the SDK base (2006) and the SDK base 2007: http://www.moddb.com/groups/source-developers/news/has-your-mod-broken

          All mods should be based on one or the other.

          • Kyouryuu

            2nd June 2010

            I understood the AdditionalContentId parameter.

            My concern with it was that in Valve’s wiki, it is described as a “New with Orange Box” feature. I had been trying to configure this mod for Episode 1 (which I now presume to be visually competitive with Orange Box games) and so I naturally went for 2006. So, I guess under 2007, this concern is irrelevant.

            Furthermore, it sounds like the mod will still run even if AdditionalContentId’s game is missing. So if you don’t have one of the Episodes, you end up with a mod filled with ERROR models.

            I guess what I’m getting at is, with the above configuration, what does the end-user need to run the mod? My hope is that it is Half-Life 2 and one of the Episodes.

            • Kyouryuu

              2nd June 2010

              One other thing – I set up a mod using that gameinfo.txt and one problem I ran into is that the model browser isn’t reading things in from episodic.

              When I start Hammer, it is trying to use the Search Paths:
              c:\program files (x86)\steam\steamapps\sourcemods\serenity\
              c:\program files (x86)\steam\steamapps\kyouryuu\half-life 2\hl2\
              c:\program files (x86)\steam\steamapps\kyouryuu\sourcesdk\bin\source2007\episodic\
              c:\program files (x86)\steam\steamapps\kyouryuu\sourcesdk\bin\source2007\hl2\

              Those last two folders don’t actually exist. So do I have to copy the content over from somewhere else?

              • Kyouryuu

                2nd June 2010

                Man, hate to spam like this. ^_^

                I think I got this working. Can someone sanity check me here?

                For this mod, I need the hospital props from Episode 1. I believe these props are episodic and shared between the two episodes. At least, that’s how they were classified when I looked into this a month ago. I went and I used GCFScape to open “episode 1 shared.gcf” and I extracted everything in there to c:\episodic, some temporary folder to hold this. I then went into gameinfo.txt and added:

                Game c:\episodic

                To the list. I now have the props showing up in the Model Browser.

                Does that sound kosher?

  4. EP2 mods.Copied from MDB for DangerousWorld I believe and should work on others also

    t can be fixed in the file GameInfo.txt by rewriting of the following values.

    Quote:
    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
    }
    }

    • Full quote of TiiM

      Since the last update for the mod, a lot of things happened at Steam, first the SteamUI then the source engine 2007 and last of all, mod isn’t running. It keeps showing up an error

      Quote:
      setupArrayProps_R: array prop (null) is at index zero.

      It can be fixed in the file GameInfo.txt by rewriting of the following values.

      Quote:
      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
      }
      }

      Without these changes you won’t be able to launch the mod (This applies to most of the older mods for EP2, which use own server.dll and client.dll.)
      And while I’m issuing a new update for the mod I added a few icons for the SteamUI as well as a little bonus.
      Everything has to be copied directly into the mod (Steam/SteamApps/SourceMods/DangerousWorld)

      • Jasper 567 comments

        31st May 2010

        Brilliant. Thanks andyb. Copied and saved against need.

      • fitzroy_doll

        31st May 2010

        It’s worth noting that this won’t help older mods, as this mounts Source 2007, not Source 2006.

  5. Kyouryuu

    31st May 2010

    Okay so, there are a couple of things I’m confused about.

    For me, HL2: Episode Two shows up as a mod in both Source Engine 2007 and 2009 in Source SDK. Valve’s release notes explicitly point out that Episode 2 is on 2007, so is the 2009 entry just ghost data or does it have a purpose? All of my previous Ep. 2 mods are now automatically under 2009.

    I’ve heard conflicting things about creating a mod. I used to start Source SDK and use the Create a Mod button with the appropriate engine selected below. Now I’m hearing that I’m supposed to be using the Source SDK Base 2007, which just seems to launch a stripped down game, and mounting the volumes in gameinfo.txt manually.

    And then, to boot, Hammer’s grid is broken just like it was earlier in May in the 2007 build. I know the same solution apparently works, it’s all quite a mess.

  6. Berrie

    31st May 2010

    Phillip to the rescue.

  7. Jasper 567 comments

    31st May 2010

    Thanks fitzroy_doll. Copied and saved.

  8. great that this info comes to the people, because as we all know are there quit a few mods out there now, that don’t work (properly) anymore. and it would be a HUGE waste of time and effort when that can’t be fixed again.

    great post this!

    leon

  9. Hardcore

    31st May 2010

    Does this apply to EP2 mods..? cause Human Error doesnt work I get an engine error like this “SetupArrayProps_R:array prop “(null)”is at index zero.”

  10. Doh. copied and pasted your text (relevant bits) and now it works…then a patch is released ? Doesn’t matter anyway really, I’m stuck now I have the tank..what am I supposed to do with it ? (fun though it is shooting everything up)

  11. Rikersbeard

    5th June 2010

    I am playing “The Citizen” mod and thoroughly enjoying it, but due to unforeseen circumstances, I neglected to finish on the day that my steam got ” that” update.
    Now it crashes out every time I move to a new map, character actions and voices have gone and I have no weapons!

    I tried the fix supplied on here but I can’t seem to figure out how to open the ” pcf” file to copy the scene folder.

    Can anybody help?
    Or is it time to wait for patched versions of nearly all the mods I like the sound of!

    • Kasperg

      5th June 2010

      The fix supplies should get all the custom scenes in the mod working again. The Citizen doesn’t use scenes from the actual HL2 game, so no gcf extracting is required.

      • Rikersbeard

        6th June 2010

        Thanks for the reply.

        I tried the fix again, but I would not say it has been a success.
        I have my weapons back on my saved games but the ai is disabled and using “ai_disable 0″ does not change this. And I can see all the “trigger” areas! But they do not trigger any events or loading of new maps.

        Starting a new game almost looks right but some dialogue is missing and key character scenes do not appear as before.

        • Kasperg

          6th June 2010

          The Source Engine version for 215 apparently doesn’t accept WAV files embedded into VCD scenes and will only work if they are scripted and the WAVs are precached in the game_sounds_manifest (this is what we are doing for the sequel and it works fine).
          That means that for scenes like the ones in The Citizen to work, a script would have to be made for each WAV and every scene would have to be modified in Faceposer to reference the script and not the WAV.

          There are around 160-180 WAVs and scenes in The Citizen, and I’m not about to get to the task. Unfortunately, for the time being, Valve’s update has ruined our mod.

          • Rikersbeard

            7th June 2010

            Thanks for the help and explanation. And I thought only “windows” updates could cause such trouble!
            “The Citizen” was a damn fine mod. Loved the various characters and the game play right up to the point when I donned the combine suit, (very nice touch), and had it rudely taken away! The updates arrival ended my fun.
            But I am looking forward to the sequel…..

            • eeVee 289 comments

              30th June 2010

              The Citizen works if you extract the \bin folder from half-life 2 content.gcf and change the SteamAppID (in gameinfo.txt) to 215.

              I haven’t gotten very far in the mod, but the NPC scripts are working fine!

  12. gcvorcaro

    5th June 2010

    this not fix the korin mod

  13. men, how I HATE steam updates.
    over the years we have quit a lot of them with errors, but it seem that this last big update is the biggest one.
    the last half year I have been mapping on a new mod, and now it is all ONE BIG MESS!!!!
    i can compile old maps that are huge of size, but when I add a few things the game crashes. I can make new maps, but only with about 40% of the size I am used to make maps in. normaly you had to stop when the enddata came around 100%, now maps do crash when they are around 45% enddata !!! one of our team members his mod version does look like ep2, but he misses blood and or had black blood splatters. my mod version of the same mod looks still like hl2.

    what the hell is going on here !!!!!!!!

    from the day that the update came I am not mapping again, I am fixing stuff, and everything I try isn’t working.

    the mapping fun is compleatly GONE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    I HATE THOSE FRICKING UPDATES !!!!!!!!!

    leon

    (i realy lrealy realy hope this can be fixed soon !!!!!!)

    • Kasperg

      5th June 2010

      I completely agree. The engine version seems more limited and I’m getting brushes dissapearing because of engine limitations in maps where there had been no such problems for about two years now.

      Even though I fixed the problem I had with scenes not playing, my computer still has trouble with scripted sequences, erratic NPC behaviour, missing animations etc, even with a clean installation of Steam, HL2 and the tools (Should I guess that Windows XP or my Intel CPU is what’s malfunctioning here?)

      Fortunately, Chris Fox doesn’t have all the problem’s I’m having and some progress can be made to our mod. Even if I can’t even playtest that progress properly…

      For all the supposed benefits of a game engine that could be periodically updated, Valve sure has made a mess out of things with their multiple engine versions, changes of name for engine versions, changes of engine versions for games etc.

  14. joeylawn

    6th June 2010

    Thanks Phillip – got SMOD 3.2 working (I prefer this version over 4.0) by using GCFScape to copy scene and map files to the smod folder. Before this, the game would not load scene and map files. Also changed gameinfo.txt with “215” and “sourcetest”

    Haven’t playtested the whole game yet, so I don’t know about Bugs. But all weapons load now.

  15. Jasper 567 comments

    8th June 2010

    I needed to check something out on HL2 retail and found that only Chapter 1 was open. All the others could not be loaded – like as if for the very first play.
    Same for EP1 but not EP2.

    I seem to remember that for mods to play (some anyway) that you needed to have at least, if only momentarily, to have played the relevant game for the mod.

    Ive no idea if this still applies but it might be worth checking and opening the games.
    At least that would be one potential source of problems obviated.

    • Kasperg

      8th June 2010

      You can easily enable the game chapters by opening the config.cfg in te half-life 2\hl2\config folder and searching for a line that says sv_unlockedchapters “1”

      Change the “1” to the number of the latest chapter you wish to have available (14 to get all of them)
      This should apply to Ep1 too.

      • Jasper 567 comments

        8th June 2010

        Thanks Kaspberg. I can get to what I need with playing the whole game again.
        Especially EP1. I dislike the early parts after escaping the Citadel although the wife loves them.
        Strange girl.

        • Jasper 567 comments

          8th June 2010

          I really must put my comments into my wordprocessor in glorious Arial 12 first. Then I might not make these silly mistakes.
          ‘what I need with playing” should read “without playing’.
          Sorry about that

  16. eeVee 289 comments

    12th June 2010

    What are you supposed to do if the mod does have a bin folder?

    I am going through the mods and updating a list at the Steam forums

  17. OK this patch for CTA goes into the SDK base or CTA game info note pad? I tried it in the CTA game info note pad and steam would not start at all. Where does this go?

    I don’t see how Steam figures this isn’t their problem. There were no problems with ANY of the mods prior to their new sucky platform.

    I am here due to CTA, it just freezes after you change levels right after you get through the gate with the jeep.

    Other mods that used to run off of HL2 like Manerva are not working either. If I am getting this the

    FileSystem
    {
    SteamAppId 215
    ToolsAppId 211

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

    goes into the SDK NOT the mod “game info”

    • Wish I knew what the hell I was supposed to do with that info and where I was supposed to “change” it.

  18. Eventually those who know will have to create a patch for us illiterates..lol…jeeeezuz!

  19. OH GOD!
    I looked and found:
    SDK
    SDK 2006
    SDK 2007

    IS that part of the problem or do I patch all of them if this patch goes into the SDK?

  20. Sorry for all the posts but there is also this one

    sixense truemotion sdk

    What ever Steam has done they seem to have destroyed modding forever.

  21. Do you know how to fix the Portal mods affected by this?

    Several of them, including Portal Multiplayer Beta 2 and Portal: Aperture Deja Vu run the error: SetupArrayProps_R: array prop “(null)” is at index zero.

    I am very sad now.

    • This is the first time I’ve heard of a Portal mod having trouble. Hopefully somebody will be able to help.

    • You just have to delete the bin folder within the mod’s directory, then it’ll work :)

  22. Olrick 140 comments

    28th August 2010

    I think I find something for simple maps associated with scenes file (.vcd).
    I noticed that the trilogy Dr’Breen Quest for Holy Grail doesn’t work maybe due to the update. The game can’t find the vcd file in HL2.
    I retry after installing the files into Lost Coast instead of HL2 and surprisingly, it works!
    Lost Coast seems to still running under the “old” source engine. Maybe it could be interesting.

  23. So if you are just someone who plays games and does not know anythign about programming, are you just screwed until some new version of the mod comes out, because I was trying to figure out how to play SMOD 40 and not alot of the “easy” fixes made a damn bit of sense to me. I think some people need to rememebr that most people are not as familiar with this stuff as they are.

    • For instance, is a 7z file not a file for 7Zip, because my 7Zip won’t open it.

    • People do remember that but not every process is as simple as we would like it to be. Please don’t blame the people trying to help you, it’s not their fault that the developer changed this and stopped the mods from working.

      • What I am saying is that it would help if each fix description was as detailed as possible and it was not assumed that everyone knew where to look for what needed to be changed.

  24. Anon_244240

    24th February 2011

    i’ve got a problem when I get into the meeting room breen wont say anything and neither does barney/threepwood please help cos I was looking forward to this

  25. Anon_266220

    28th July 2011

    I am playing a mod called Dayhard and it got crash on gunshop scene. I used this method above and now when I load a saved game in Dayhard and when it is about 90% done, a message appears: hl2.exe has stopped working. And I have to close that game. I need help here!

  26. qua 2 ngày bị lá»—i ở các mod Haft – Life2 cuối cÅ©ng fix được lá»—i could not load library client. trình Ä‘á»™ tiếng anh thì bằng không ở vietnamese thì không thấy có ai hÆ°á»›ng dẫn. thank you very much!!! :D

    • Xin lá»—i nhÆ°ng tôi không biết của má»™t hÆ°á»›ng dẫn bằng tiếng Việt

  27. I having problem installing the mod. I click the Setup.exe (after manually extracting the files from the zip file) and it does nothing is there a manual way to install the mod?

    Thanks,
    Josh

  28. I want to mount portal content to ep2, so I changed GameInfo.txt of it by adding:
    AdditionalContentId 400

    and in gameinfo search path I added

    game portal

    Problem is, Hammer doesn’t load portal’s content when I want to make maps for ep2, I don’t know what to do. I’m working on 2009 engine, because after certain Valve’s updates 2007 engine’s hammer is a complete mess, it’s broke. Help!

    ReplyEdited at 10:17 AM, 21st April 2012
  29. Philip, I hope that at least you will read this:

    (I posted it in Striderville but got no answer)

    What is going on with Steam?

    I played this mod (= Striderville) one/two years ago and it worked perfect.

    Now I want to play it again and I get the message: Can’t find backgroudn image materials/console/startup_loading.vtf

    I get this message also playing other mods. (sometimes it is: couldn’t find Materials\console\background01_widescreen.vtf )

    So what is going on and what can I do ? ?

    • Hi, I thought I already posted a reply to you on the StriderVille page but it looks like it didn’t work. The issue is down to SteamPipe breaking mods. I tried posting a link to a fix before, I’m guessing that’s what blocked my comment.

      What you need to do is open the gameinfo.txt file in the mod folder. Select everything from the SearchPaths header downwards, and delete. Copy and paste the code below in its place:

      SearchPaths
      {
      game+mod |gameinfo_path|.
      platform |gameinfo_path|.
      game_lv hl2/hl2_lv.vpk
      game+mod ep2/ep2_english.vpk
      game+mod ep2/ep2_pak.vpk
      game |all_source_engine_paths|episodic/ep1_english.vpk
      game |all_source_engine_paths|episodic/ep1_pak.vpk
      game |all_source_engine_paths|hl2/hl2_english.vpk
      game |all_source_engine_paths|hl2/hl2_pak.vpk
      game |all_source_engine_paths|hl2/hl2_textures.vpk
      game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
      game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
      game |all_source_engine_paths|hl2/hl2_misc.vpk
      platform |all_source_engine_paths|platform/platform_misc.vpk
      mod+mod_write+default_write_path |gameinfo_path|.
      game+game_write |gameinfo_path|.
      gamebin episodic/bin
      game |all_source_engine_paths|episodic
      game |all_source_engine_paths|hl2
      platform |all_source_engine_paths|platform
      }
      }
      }

      Hope this helps!

    • Gilbert, I had seen the other comment, but just hadn’t had time to respond. Above this comment, MisterAddy has kindly replied and provide you with the solution. I works for many other mods too.

      • ENER36912

        23rd January 2014

        I set the installer patch for Human Error, and now I am getting an error from the Desktop Icon of “Human Error” Error: Couldn’t find background04.vtf
        Its completely white when I start it. I cant start the “Human Error” directly from steam, it won’t open. So I use the Icon on the desktop.

  30. G R E A T – I T W O R K S ! !

    And I’m gone a try it for other mods too ! Thank you very much!

    Just one question: there are things as:
    ame |all_source_engine_paths|episodic/ep1_english.vpk

    some of my mods have made some dutch submaps – do I have (for those mods) to replace “english” by ‘dutch” ?

  31. My problem when trying some older mods just now (e.g. Tangent, Shantytown) is that everything is rotated ninety degrees anticlockwise! Even the mouse movement is affected. Anybody else have this issue and is there a fix?

    ReplyEdited at 4:32 AM, 8th November 2013
    • Me too. A ton of older mods do this. IT’s DISASTROUS!!

      This still happens after fixing gameinfo.txt and copying in the Scenes folder, as per the instructions here

      ReplyEdited at 9:36 AM, 30th January 2014
    • An example of this is Compromised (HL2 ep2)

  32. Well, that’s sadly an underwhelming response. Did everyone leave?

    • Andrew, I’m sorry you didn’t get the responses your wanted. The truth of the matter is that the site has less visitors because there is hardly anything being released.

      Couple that with the fact that Valve have made changes on at least two occasions that really screwed up older mods and you’ll begin to see why players have stopped playing mods that haven’t recently been released.

      We just have to face the fact that some mods have been broken and probably will never work again.

  33. The ugly face of The Cloud revealed. One’s at the mercy of a centralised authority. If only Steam weren’t required…or at least we were given the option to roll back our Steam versions.

  34. Hey guys, I have been looking into getting the older mods working and am having some success but I need to ask some questions of people with some experience with mod compiling. Especially ‘scenes.image” and the bin .dll files. Could you point me to a forum that is currently active and I am very confident we’ll be able to repair some of these older mods. Cheers.

  35. In the meantime I have come up with a quick dirty fix to get the scenes working but I had a necessary “prop” not load which I think might be to do with the bin .dll files. I think I am close to a solution to the main problems we are having but being able to communicate with some people with some relevant knowledge/experience would mean the fixes are made properly.

  36. Ade 903 comments

    16th February 2014

    this helped me with ep2 mods:

    FileSystem
    {
    SteamAppId 420 // This will mount all the GCFs we need (240=CS:S, 220=HL2).

    //
    // The code that loads this file automatically does a few things here:
    //
    // 1. For each “Game” search path, it adds a “GameBin” path, in \bin
    // 2. For each “Game” search path, it adds another “Game” path in front of it with _ 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
    {
    // First, mount all user customizations. This will search for VPKs and subfolders
    // and mount them in alphabetical order. The easiest way to distribute a mod is to
    // pack up the custom content into a VPK. To “install” a mod, just drop it in this
    // folder.
    //
    // Note that this folder is scanned only when the game is booted.
    game+mod |gameinfo_path|.
    platform |gameinfo_path|.

    // We search VPK files before ordinary folders, because most files will be found in
    // VPK and we can avoid making thousands of file system calls to attempt to open files
    // in folders where they don’t exist. (Searching a VPK is much faster than making an operating
    // system call.)
    game_lv hl2/hl2_lv.vpk
    game+mod ep2/ep2_english.vpk
    game+mod ep2/ep2_pak.vpk
    game |all_source_engine_paths|episodic/ep1_english.vpk
    game |all_source_engine_paths|episodic/ep1_pak.vpk
    game |all_source_engine_paths|hl2/hl2_english.vpk
    game |all_source_engine_paths|hl2/hl2_pak.vpk
    game |all_source_engine_paths|hl2/hl2_textures.vpk
    game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
    game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
    game |all_source_engine_paths|hl2/hl2_misc.vpk
    platform |all_source_engine_paths|platform/platform_misc.vpk

    // Now search loose files. We’ll set the directory containing the gameinfo.txt file
    // as the first “mod” search path (after any user customizations). This is also the one
    // that’s used when writing to the “mod” path.
    mod+mod_write+default_write_path |gameinfo_path|.

    // Add the HL2 directory as a game search path. This is also where where writes
    // to the “game” path go.
    game+game_write |gameinfo_path|.

    // Where the game’s binaries are
    gamebin episodic/bin

    // Last, mount in shared HL2 loose files
    game |all_source_engine_paths|episodic
    game |all_source_engine_paths|hl2
    platform |all_source_engine_paths|platform
    }
    }

  37. This is normally how I manage to solve most of the problems I have with Half-Life 2 modifications that don’t work for me. I try to direct all paths available or that can be used.

    Hope this helps!

    FileSystem
    {
    SteamAppId 215
    ToolsAppId 211
    AdditionalContentId 420

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

    game+mod |gameinfo_path|.
    platform |gameinfo_path|.

    game_lv hl2/hl2_lv.vpk
    game+mod ep2/ep2_pak.vpk
    game+mod ep2/ep2_english.vpk
    game+mod ep2/ep1_pak.vpk
    game+mod ep2/ep1_english.vpk

    game |all_source_engine_paths|hl2/hl2_misc.vpk

    game |all_source_engine_paths|hl2/hl2_english.vpk

    game |all_source_engine_paths|episodic/ep1_pak.vpk

    game |all_source_engine_paths|hl2/hl2_textures.vpk

    game |all_source_engine_paths|episodic/ep1_english.vpk

    game |all_source_engine_paths|hl2/hl2_sound_misc.vpk

    platform |all_source_engine_paths|platform/platform_misc.vpk

    game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk

    mod+mod_write+default_write_path |gameinfo_path|.

    game+game_write |gameinfo_path|.

    game+game_write hl2

    game+game_write sourcetest

    game+game_write episodic

    game+game_write ep2

    gamebin hl2/bin

    gamebin ep2/bin

    gamebin episodic/bin

    game |all_source_engine_paths|hl2

    game |all_source_engine_paths|episodic

    platform |all_source_engine_paths|platform
    }
    }
    }

  38. I have tested this, and I have found one of the main problems that I think is happening is part of the Source code either no longer works or has been completely removed.

    I can no longer use the (AdditionalContentId) in the Game Info script, so I can’t pull assets such as Models, Textures, or Sound files from say Half-Life 2 Episode 2.

    This bit of code no longer works! I have attempted to try putting the code in like this, but Steam will only allow one Steam AppId. Which makes it not possible for some of the modifications to work, and have missing textures or models ect.

    Since many modifications use assets from Half-Life 2 Episode 1 or Half-Life 2 Episode 2.

    FileSystem
    {

    SteamAppId 215
    SteamAppId 218
    ToolsAppId 211

    Another common mistake I have seen people make is when they alter the
    Game Info Sheet you have to “Fully Log Out Of Steam Before The Changes
    Will Take Effect”!

    The Game Info Sheet won’t work until you completely log out of Steam first.

    SteamAppId: The Steam App Id dictates which version of SDK you are using.

    215: SDK
    218: Source SDK Base 2006
    220: Source SDK Base 2007
    320: Half-Life 2 Death Match
    380: Half-Life 2 Episode 1
    420: Half-Life 2 Episode 2

    Search Paths: Searches each folder for the necessary files needed to launch
    each modification. Each Source SDK Base folder in the Common folder has a
    Source Test folder in it.

    SearchPaths
    {
    Game |gameinfo_path|.//Short-form for Game Information Pathway
    Game sourcetest
    Game ep2//Half-Life 2 Episode 2
    Game episodic//Half-Life 2 Episode 1
    Game hl2//Half-Life 2

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