SteamPipe update released - what does it mean for us?
Quote from Fluppy on June 25, 2013, 2:28 amSo it looks like an update for Portal has been released. It uses the Steampipe distribution system. I haven't tested Portal mods yet, but do we have to install them to another folder now? What about .vpk files? I know in Portal 2 it is very hard to modify existing content (portal gun texture, cube texture) because of .vpk. I always loved how easy was to override these files in older Source games. But it looks like now all of this is gone. Do you have any experience with the new update?
So it looks like an update for Portal has been released. It uses the Steampipe distribution system. I haven't tested Portal mods yet, but do we have to install them to another folder now? What about .vpk files? I know in Portal 2 it is very hard to modify existing content (portal gun texture, cube texture) because of .vpk. I always loved how easy was to override these files in older Source games. But it looks like now all of this is gone. Do you have any experience with the new update?
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Quote from Lpfreaky90 on June 25, 2013, 5:06 amvpk's aren't scary; the mods for left 4 dead 2 use 'em and they are great for custom content.
Unfortunately valve broke the addons folder in portal 2 for some weird reason. Afaik they only changed the gcf's to vpk's. And moved the game from /username/ to /common/
vpk's aren't scary; the mods for left 4 dead 2 use 'em and they are great for custom content.
Unfortunately valve broke the addons folder in portal 2 for some weird reason. Afaik they only changed the gcf's to vpk's. And moved the game from /username/ to /common/
Quote from Fluppy on June 25, 2013, 8:11 amSo I tried to launch several mods and all of them were broken. Then I tried to move one folder (I used Rexaura mod folder) and put it into steamapps/common/portal/custom (new path for custom stuff). What happens after that is when you launch Portal, it will override the files and Rexaura will load instead. But I haven't tried to install more mods at once.
I would really appreciate if anyone else could take a look at this.
So I tried to launch several mods and all of them were broken. Then I tried to move one folder (I used Rexaura mod folder) and put it into steamapps/common/portal/custom (new path for custom stuff). What happens after that is when you launch Portal, it will override the files and Rexaura will load instead. But I haven't tried to install more mods at once.
I would really appreciate if anyone else could take a look at this.
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Quote from josepezdj on June 25, 2013, 9:02 amSo, Fluppy, you're saying that the mods into SteamApps/sourcemods for Portal don't work anymore, right? Well, since Portal has changed from location, I think that it might be simply a problem in the paths that each od has into their GameInfo.txt files. Check that out, I can't do it myself right now, but I'll do as soon as I get back home (within 3 hours :p) and let you know, mate.
So, Fluppy, you're saying that the mods into SteamApps/sourcemods for Portal don't work anymore, right? Well, since Portal has changed from location, I think that it might be simply a problem in the paths that each od has into their GameInfo.txt files. Check that out, I can't do it myself right now, but I'll do as soon as I get back home (within 3 hours :p) and let you know, mate.
Quote from Lpfreaky90 on June 25, 2013, 11:44 amalso the appid *might* have changed.
also the appid *might* have changed.
Quote from Fluppy on June 25, 2013, 2:12 pmUPDATE
(Partly) Good news! Good guy and the hero Josepezdj found this Steam discussion where you can find edited gameinfo.txt for some Portal mods. I tried to open their "Rexaura" gameinfo.txt edit and it looks like this:
- Code: Select all
"GameInfo"
{
game "Rexaura"
title "Rexaura"
type singleplayer_only
nodifficulty 1
hasportals 1
icon "resource/icon"
developer "Ben Bryant (Mevious)"
developer_url "http://www.moddb.com/mods/rexaura"FileSystem
{
SteamAppId 400
SearchPaths
{
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 portal/portal_lv.vpk
game+mod portal/portal_english.vpk
game+mod portal/portal_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 mod 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 portal/bin// Last, mount in shared Portal loose files
game |all_source_engine_paths|portal// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform}
}
}So what does this mean? Well it looks like we don't have to pack mods into .vpk, but we have to edit paths in gameinfo.txt.
You will have to add these two sections:
- Code: Select all
game_lv portal/portal_lv.vpk
game+mod portal/portal_english.vpk
game+mod portal/portal_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.vpkand
- Code: Select all
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write |gameinfo_path|.
gamebin portal/bin
game |all_source_engine_paths|portal
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform(Both of these go into SearchPaths section).
Read the discussion for more info. Feel free to post here your discoveries!
UPDATE
(Partly) Good news! Good guy and the hero Josepezdj found this Steam discussion where you can find edited gameinfo.txt for some Portal mods. I tried to open their "Rexaura" gameinfo.txt edit and it looks like this:
- Code: Select all
"GameInfo"
{
game "Rexaura"
title "Rexaura"
type singleplayer_only
nodifficulty 1
hasportals 1
icon "resource/icon"
developer "Ben Bryant (Mevious)"
developer_url "http://www.moddb.com/mods/rexaura"FileSystem
{
SteamAppId 400
SearchPaths
{
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 portal/portal_lv.vpk
game+mod portal/portal_english.vpk
game+mod portal/portal_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 mod 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 portal/bin// Last, mount in shared Portal loose files
game |all_source_engine_paths|portal// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform}
}
}
So what does this mean? Well it looks like we don't have to pack mods into .vpk, but we have to edit paths in gameinfo.txt.
You will have to add these two sections:
- Code: Select all
game_lv portal/portal_lv.vpk
game+mod portal/portal_english.vpk
game+mod portal/portal_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
and
- Code: Select all
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write |gameinfo_path|.
gamebin portal/bin
game |all_source_engine_paths|portal
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
(Both of these go into SearchPaths section).
Read the discussion for more info. Feel free to post here your discoveries!
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Quote from SpAM_CAN on June 25, 2013, 6:06 pmSourceSDK is incompatible, so I'm having a go at getting the Alien Swarm SDK to work with my mod. Not coming along so great at the moment, but I'll get there eventually.
SourceSDK is incompatible, so I'm having a go at getting the Alien Swarm SDK to work with my mod. Not coming along so great at the moment, but I'll get there eventually.
Quote from josepezdj on June 26, 2013, 12:56 amOK, I managed to do it... it's easier than before!
Once we have updated the game, Portal, all wehave to do is to launch the hammer editor directly without the tools launcher. We've got all tools into the bin folder:
Steam/SteamApps/common/Portal/bin
So go there and find your hammer.exe file and just execute it It's very cute now: it asks you what game are you going to map for
(I haven't tried any compile or such... please try)
OK, I managed to do it... it's easier than before!
Once we have updated the game, Portal, all wehave to do is to launch the hammer editor directly without the tools launcher. We've got all tools into the bin folder:
Steam/SteamApps/common/Portal/bin
So go there and find your hammer.exe file and just execute it It's very cute now: it asks you what game are you going to map for
(I haven't tried any compile or such... please try)
Quote from SpAM_CAN on June 26, 2013, 5:43 amCool, that works. Building cubemaps doesn't work though, it saves everything as a TGA (this is in a mod rather than in the portal folder)
Cool, that works. Building cubemaps doesn't work though, it saves everything as a TGA (this is in a mod rather than in the portal folder)
Quote from josepezdj on June 26, 2013, 7:39 amI think that this is similar as when the Portal2 DLC updates broke the cubemaps. From each DLC on, to be able to build cubemaps, it's required to have a copy of the map (and run THIS copy) here: from DLC1, your map needed to be into portal2_dlc1/maps folder, from DLC2 into portal2_dlc2/maps and so this will be like for future DLCs.
So, I bet this is somewhat what's happening here
Can you confirm where is the map you are trying to build cubemaps for?
I'll do some tests later today in order to go deeper into this as well.
I think that this is similar as when the Portal2 DLC updates broke the cubemaps. From each DLC on, to be able to build cubemaps, it's required to have a copy of the map (and run THIS copy) here: from DLC1, your map needed to be into portal2_dlc1/maps folder, from DLC2 into portal2_dlc2/maps and so this will be like for future DLCs.
So, I bet this is somewhat what's happening here
Can you confirm where is the map you are trying to build cubemaps for?
I'll do some tests later today in order to go deeper into this as well.