Archive for the Source Mod Category

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.


Oh no! Another Horror Story!

Posted in Source Mod on January 19, 2010 by skaruts

The latest adventure I got myself into is a mod for Half-Life 2. It doesn’t yet have a title nor it has any real thought given into it due to its experimental aproach. So far so good, but I had to go around some wicked bugs it was having envolving cameras (point_viewcontrol), rain and point_spotlights. The cameras were there to make a short intro to the story of the mod, but I’ve decided to come up with it in video format and display it on the beggining of the map. So the intro is taken care of.

After that I had to look into the source code in order to change the player walk and run speeds, and also to deactivate the crosshairs. No, the game will not have a crosshair. It’s supposed to become a survival horror mod, and IF the player ever has any weapons they will be some kind of casual everyday intrument like and axe or a fry-pan. I have some other ideas for certain weapons or defensive systems that I’ll only be able to implement if I find a good and generous programmer that is willing to help me.

The final product should be a short/medium playable mod, as much scary as I can make it, and with a nice amount of interaction and little bit of freedom of choice. And since I’m a perfectionist by nature, some easter-eggs will surely be lurking from the shadows as well.

It will not be the typical haunted mansion type of horror story, even though you may thing that by looking at the photos. The mansion is a simple house in the woods, from a missing famous writter, and you are going in to investigate about his absence. What will happen after you get into his life (death?) or what lurks inside his house? Or… oh, wait!  Is it outside looking at you as you go in? That’s something you’ll be able to find out once you take your investigation forward.

I’ll be posting more details about it’s deving and my ideas as I make it grow.