Archive for May, 2011

Source engine anuisances…

Posted in Source Mod on May 19, 2011 by skaruts

Now I remember why I kinda gave up my horror mod a bit before I lost my internet and before my graphics card blew up. It was when this “Black Windows of Death” bug appeared on Valve’s editor, Hammer, and at the time almost no one knew how the hell to fix that. Well, I’m NOT back on building that mod, but I found a solution for it now. This bug is the one that makes your 2D windows have no grid and the 3D window selections be weirdly highlighted by a black wireframe.

Well, I’m not making that mod, but I’m starting another mod. I think the Dungeon Keeper Source stuff I’ve been doing could probably become a very nice thing as a mod, if I ever get to make it work as intended. Not much done, just created the mod and went through all those annoying issues that creating a mod grants you as a developer aspirant. Compiling successfully under – and launching a debug session from – Visual C++ Express has took me a good amount of reading – and problem solving – through the wiki docs from Valve and I can happily say that everything is working great (except the Release builds – still getting an error).

Mapping for the mod was another pain in the butt… There’s an issue with one of gameInfo.txt‘s lines where the “toolsAppID” is by default 211 (Source 2006), and that makes the “Black Windows of Death” (BWD) bug come into play. Changing the value from 211 to 218 (Source 2007) solves the BWD bug, but then you see certain editor entities like info_player_start and move_rope, etc, as a big ERROR text model. Tried 45781135 solutions, but none of them worked for me. The only thing that helped was some guy in the steam forums that had a great idea – Extract/copy the files from sourcesdk.gcf at /hl2/models/editor to mymod/models/editor. Works perfectly, at least so far.

So for now I have the mod working, I will proceed to get some more content done, but especially to sketch out the plans and script (as in movie-scripts) for the mod in more depth.
Wish me luck.


Ok, heading for a new path…

Posted in Bla bla bla... on May 15, 2011 by skaruts

Good news, and bad news. Good news is, I’m back on my own super-computer (yea, right) and I’m feeling like doing something again. Bad news is, since HL2dm has been upgraded I feel like my jump maps aren’t good for anything anymore… I feel sad for this. The themes may serve some purpose in the future, but the straightforward jumping is pretty much obsolete, due to a Sprint bug that popped out of Valve’s (not surprisingly) really intelligent upgrading of the game. So all my maps have suddenly turned from stand-by mode into a full halt.
I won’t be developing them for AG2 either, mostly because of the lack of active players, and because the active ones play Pro-mode mostly, which I don’t at all.
My horror story mod, is pretty much left aside too. I may come back to it sometime in the future, probably when chicken start laying omelets. 😀 Due to a complete reinstall of my PC’s OS I now have the mod… somewhere… and I’d need to get everything organized again in order to be able to continue with it. But to be honest, I lost most of the inspiration I had back then, so probably only when those omelets come.
I have, however, a good amount of will to start exploring an idea I had some time ago, before my PC broke down. The original idea was to make a CTF map for HL2dm, based on that amazing game from my youth era, Dungeon Keeper. I did a fair amount of stuff back then. It’s not much compared to my goals, but considering all the work I had, it was already a very significant amount for me.
I’m currently catching up and recapping on source stuff and blas, hammer crashes and bugs, and all those nice annoyances from Valve, and I’m already sketching up some ideas and doing some 3D modeling. I made a video back then from the results of my experiments. I have yet no advancements to show off, but if all goes well, I may soon show some neat stuff, and maybe even what my goal is. Meanwhile, I need to start going to the beach, and do some more sketching in the process.