loading mod level

loading mod level

Re: loading mod level Posted by half-dude on Fri Mar 19th 2004 at 9:44pm
half-dude
580 posts
Posted 2004-03-19 9:44pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey all it's me :leper: Half-dude,

I got a problem, ok my first level is called "intro.bsp" in my mod folder liblist.gem the game directory is xenophobia, which is the mod folder name and it's set to use the hl.dll and most importantly the start map is "intro" but when I activate the mod and start a new game it does'nt load, it just sits there then freezes I hope this is enough information to let you guys solve my problem :smile: :sad:

Now onto the packing questions, I'm nor using a pak file for my mod so knowing that, where should I put my edited lights.rad? And if I make a custom amb sound I have to put on copy of it in my valve/sound folder (to hear it after I compile and on in my mod folder right? but if so where in my mod folder, and what sound propertys should the amb have to work?
Re: loading mod level Posted by KungFuSquirrel on Fri Mar 19th 2004 at 10:05pm
KungFuSquirrel
751 posts
Posted 2004-03-19 10:05pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
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
JFry
369 posts
Posted 2004-03-20 1:27am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
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
omegaslayer
2481 posts
Posted 2004-03-20 5:42am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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
JFry
369 posts
Posted 2004-03-20 6:34am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Half-life is told what to load by the liblist.gam file. The line should read:

startmap "intro"
Re: loading mod level Posted by omegaslayer on Sat Mar 20th 2004 at 8:29pm
omegaslayer
2481 posts
Posted 2004-03-20 8:29pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
JFry said:
Half-life is told what to load by the liblist.gam file. The line should read:

startmap "intro"
There this is what I was trying to get at.
Re: loading mod level Posted by Crono on Sat Mar 20th 2004 at 9:16pm
Crono
6628 posts
Posted 2004-03-20 9:16pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
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
JFry
369 posts
Posted 2004-03-21 5:39am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
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.