1. Post #1
    comedown's Avatar
    November 2012
    16 Posts
    I'm in some serious trouble right now and need some help.
    Currently I'm developing my first full mod, Domus http://www.moddb.com/mods/domus
    I've come to the point where I have that much custom content, that I can't work with Episode 2 anymore, so I must set up a proper mod.
    Believe, I've tried this hundred times but I never get it work. Either Hammer Editor viewports are black OR all the Ep2-content is missing.
    Here are the following Gameinfo.txts I've tried it...
    SteamAppId 218 // Uses source sdk base?
    ToolsAppId 211 // Tools Id
    AdditionalContentId 420 // Adds EP2 as the main addition

    SearchPaths
    {
    Game |gameinfo_path|.
    Game |all_source_engine_paths|ep2
    Game |all_source_engine_paths|episodic
    Game |all_source_engine_paths|sourcetest
    Game |all_source_engine_paths|hl2
    ^With this one Hammer editor looks normal but ALL the Episode 2-contet is missing!
    SteamAppId 420 // Uses source sdk base?
    ToolsAppId 211 // Tools Id

    SearchPaths
    {
    Game |gameinfo_path|.
    Game |all_source_engine_paths|ep2
    Game |all_source_engine_paths|episodic
    Game |all_source_engine_paths|sourcetest
    Game |all_source_engine_paths|hl2
    ^This one compiles perfectly with all custom and ep2-contet, BUT Hammer Editor doesn't work! (viewports are black etc)

    So what's the deal here? Have anyone of you worked with a HL2 mod using ep2-content? How did you set up your Gameinfo.txt and Hammer Editor configurations?
    Please help me here, otherwise I'm never gonna finish this project. Thanks.
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  2. Post #2
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Making a mod with 2009 setup is broken. You might be able to port the content you want out of the ep2 gcf into the 2007 mod setup.

  3. Post #3
    comedown's Avatar
    November 2012
    16 Posts
    Making a mod with 2009 setup is broken. You might be able to port the content you want out of the ep2 gcf into the 2007 mod setup.
    I know, I'm working on 2007. I have thought of that, it just seems so troublesome extracting all the specific materials, models, soundscapes etc.
    There's got to be another way. If not... fuck.

  4. Post #4
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    I know, I'm working on 2007. I have thought of that, it just seems so troublesome extracting all the specific materials, models, soundscapes etc.
    There's got to be another way. If not... fuck.
    Well...you could try and get valve to fix 2009.
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  5. Post #5
    V3cT0r's Avatar
    November 2007
    43 Posts
    If I recall correct there was a way to load content from an external folder
    somewhere on your harddrives using TestPath, Test or something like this in your gameinfo.txt .
    You could extract ep2 content in there and use it in hammer
    and delete the entry in the gameinfo.txt when your mod was ready for release.

    Oh sorry I can't find it anymore must have been deleted from code.

    maby you can make a folder named "content" in your mod folder with the content of ep2 in it and then use

    Game |gameinfo_path|content

    in your gameinfo.txt and delete it when you release your mod.

  6. Post #6
    comedown's Avatar
    November 2012
    16 Posts
    If I recall correct there was a way to load content from an external folder
    somewhere on your harddrives using TestPath, Test or something like this in your gameinfo.txt .
    You could extract ep2 content in there and use it in hammer
    and delete the entry in the gameinfo.txt when your mod was ready for release.

    Oh sorry I can't find it anymore must have been deleted from code.

    maby you can make a folder named "content" in your mod folder with the content of ep2 in it and then use

    Game |gameinfo_path|content

    in your gameinfo.txt and delete it when you release your mod.
    Sound doable, I might just try that. Thanks!

  7. Post #7
    Gold Member
    Strider_07's Avatar
    July 2006
    3,889 Posts
    Let me know if you find a way because I've been trying to do exactly that for ages

  8. Post #8
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,150 Posts
    SteamAppId 420 // Uses source sdk base?
    ToolsAppId 211 // Tools Id

    SearchPaths
    {
    Game |gameinfo_path|.
    Game |all_source_engine_paths|ep2
    Game |all_source_engine_paths|episodic
    Game |all_source_engine_paths|sourcetest
    Game |all_source_engine_paths|hl2
    I remember that from my gmod mapping years.
    Just comfigure your mod to use source 2009 hammer.
    And that should work, unless i forgot something.

  9. Post #9
    comedown's Avatar
    November 2012
    16 Posts
    Let me know if you find a way because I've been trying to do exactly that for ages
    Sure thing. It's weird because there's like tons of ep2-modders but no one seems to share their information.

  10. Post #10
    Gold Member
    Strider_07's Avatar
    July 2006
    3,889 Posts
    Sure thing. It's weird because there's like tons of ep2-modders but no one seems to share their information.
    I've tried everything to fix it short of a solution I saw on interlopers that involved a lot of code modification to force it to load content from other games. Didn't seem worth the trouble.

  11. Post #11
    comedown's Avatar
    November 2012
    16 Posts
    I remember that from my gmod mapping years.
    Just comfigure your mod to use source 2009 hammer.
    And that should work, unless i forgot something.
    Tried it with these settings:

    Hammer Editor worked fine, with ep2 and custom content, but got bunch of errors in compile window and the game didn't start at all.
    This was in compile process window:
    KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file c:\program files (x86)\steam\SteamApps\sourcemods\Domus\gameinfo.tx t
    GameInfo, (*FileSystem*), (*SearchPaths*),
    KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file c:\program files (x86)\steam\SteamApps\sourcemods\Domus\gameinfo.tx t
    GameInfo, (*FileSystem*), (*SearchPaths*),
    KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file c:\program files (x86)\steam\SteamApps\sourcemods\Domus\gameinfo.tx t
    GameInfo, (*FileSystem*), (*SearchPaths*),
    And this window appeared when the game should've pop up:
    Engine Error
    SetupArrayProps_R: array prop '(null)' is at inder zero.
    If I can't get this work this way I'm probably just gonna work with ep2 hammer editor, compile the maps and place them in my mod's "maps" folder.
    And use this gameinfo:
    SteamAppId 420
    ToolsAppId 211

  12. Post #12
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,150 Posts
    Change game executable to ep2/hl2.exe

  13. Post #13
    comedown's Avatar
    November 2012
    16 Posts
    Change game executable to ep2/hl2.exe
    No change, exactly same errors showing...

  14. Post #14
    comedown's Avatar
    November 2012
    16 Posts
    Okay I think I finally got it to work with following configurations:


    These were the only suspicious lines in compile process window:
    Placing detail props : 0...1...2...3...4...5...6..Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01! Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
    Material NATURE/BLENDGRASSDIRT01 uses unknown detail object type forest_floor_01!
    Material NATURE/BLENDGRASSMUD01 uses unknown detail object type forest_floor_01!
    Material NATURE/BLENDGRAVELDIRT01 uses unknown detail object type forest_floor_01!
    Otherwise everything worked fine, thanks Oskutin!
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  15. Post #15
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,150 Posts
    Those are for detailsprites, they won't affect at all.
    But you can fix that by editing the .vmt file or changing detail.VBSP from map properties.
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  16. Post #16
    comedown's Avatar
    November 2012
    16 Posts
    Those are for detailsprites, they won't affect at all.
    But you can fix that by editing the .vmt file or changing detail.VBSP from map properties.
    Should I replace the default detail.vsb with ep2's one?