Re: loading mod level
Posted by KungFuSquirrel on
Fri Mar 19th 2004 at 10:05pm
Posted
2004-03-19 10:05pm
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As for the first part, I can't say for sure what would cause that. Can you load the map normally from console? If not, there's your problem :smile:
There is no need to include a lights.rad in the install anywhere. It's only used by HLRad and as long as a) it's in the same directory as hlrad.exe and/or b) you specify a specific .rad file for the map, you don't need it anywhere else.
As for any other part of your mod, the directory structure is the same as it would be under the valve directory (i.e. valve/sound is identical to yourmod/sound). Half-Life goes through 4 steps to find any content it finds referred to: mod/(subdirectory)/, mod/pak(x).pak, valve/(subdirectory)/, valve/pak(x).pak. This means that if you use a file models/world/steve.mdl, HL will first search yourmodname/models/world/, then in any .pak files included in yourmodname/, then valve/models/world/, then any of the valve .pak files. Files outside of .pak files override files in .pak files, and mod directories override the valve game directory.
Sound quality is 8bit mono, don't remember the bitrate. I think 11k and 22k might both work? I'll have to double check.
Hopefully at least part of this is informative and/or useful :razz:
Re: loading mod level
Posted by JFry on
Sat Mar 20th 2004 at 1:27am
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Hmm not sure about the first part without more info. Does it load your splash screen at least? A screen shot of the console right before it freezes might help. Also you could try loading a different bsp as your first map just in case it is a problem with intro.bsp specifically. If nothing is showing up in the console however I am guessing it is a problem with your liblist.gam. As for the second part I think KFS explained it pretty well.
Re: loading mod level
Posted by omegaslayer on
Sat Mar 20th 2004 at 5:42am
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I really dont know s**t about mods, but when you start a new game from the menu, it loads the map that its told to load, like in HL case map c0a0, if you dont tell it what map to load, then how can you expect the engine to magically know that its suppost to load the map intro. My suggestion is rename your intro map to c0a0, or whatever map that HL load straight from the begining.
Ps sorry if it sounds loke im a jackass, it kinda just came out that way.
Re: loading mod level
Posted by JFry on
Sat Mar 20th 2004 at 6:34am
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Half-life is told what to load by the liblist.gam file. The line should read:
startmap "intro"
Re: loading mod level
Posted by Crono on
Sat Mar 20th 2004 at 9:16pm
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If I'm not mistaken you need the ".bsp" as the extention of the map in the liblist.gam file.
Re: loading mod level
Posted by JFry on
Sun Mar 21st 2004 at 5:39am
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I thought that might be what he was doing wrong so I tried that. Strangely it doesn't seem to matter whether you have the .bsp on the end as it loaded for me both ways.