HL2 mod Created 6 years ago2018-01-09 16:38:35 UTC by Screamernail Screamernail

Created 6 years ago2018-01-09 16:38:35 UTC by Screamernail Screamernail

Posted 6 years ago2018-01-09 16:38:35 UTC Post #338596
I'm trying to make a mod. But it isn't working.

Might just get the standalone Half Life 2
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-09 16:47:49 UTC Post #338597
What steps have you followed so far?
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-01-09 16:54:36 UTC Post #338598
https://developer.valvesoftware.com/wiki/Create_a_Mod

Creating a mod Manually I followed. Now what? And hurry because I'm on my way to install the standalone version.

Steam isn't something for me anymore.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-09 17:29:15 UTC Post #338600
But I wanted to make a mod on the 2006 branch.

EDIT: Why NOT make a CD version?
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-09 17:54:19 UTC Post #338602
I suggest you follow the steps involved with making a Source 2013 mod, that's the best and easiest way to make a Source mod.
This

Download Steam, Get the tool kit (IT'S FREE) and then you have a Mod - simple.

Then you need to code in your entities, and add your own assets.
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-01-09 18:00:47 UTC Post #338603
What tool kit?
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-09 18:10:43 UTC Post #338604
In Steam, go to the Tools tab, and search for [b]Source SDK[/b] and Install it.

When you launch the Source SDK, there will be a Utility for creating a mod.

1) Choose your Engine (Use 2013 version)
2) Create a Mod
3) Follow the prompts
3a) Here you choose if it's single or multiplayer and other options


EDIT------

I'm wrong, valve changed it. My book is now wrong forever.

https://developer.valvesoftware.com/wiki/Create_a_Mod

Read that.
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-01-09 18:37:22 UTC Post #338605
I did but I still didn't get it.

Whatever I should focus on raycasters instead.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-09 19:50:20 UTC Post #338607
You seem to change your mind a lot
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-01-11 15:47:23 UTC Post #338621
Yeah. Maybe It comes from the autism of mine. I don't know why I have it.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-11 16:15:43 UTC Post #338622
It'll be hard to complete anything if you get stuck and change topic.
Raytracers are difficult as well - you basically have to code your entire engine from scratch unless you have some base code to go off of.
Which... That's kinda what making your own Half-Life 2 mod entails. You get the base code that runs the game, but you need to code in any additional monsters and effects you want that aren't already included in the base code.

Downloading the code and getting the base code compiled is a pain the butt. It probable won't compile as-is and you'll have to trace down and fix errors and bugs, but that's Step 1.

Have you considered creating a Game Design Document for any of your projects? They're very helpful in organizing your ideas and outlining the scope of the project. It doesn't matter if it's a Map, a Mod, or an entire game, the document will help you focus your ideas and let you decide on what to work on next.

There's a good chance that if you don't have the desire and drive to actually flesh out a GDD, you don't have the desire and drive to actually complete the project.

Here's an example of a GDD that I have used on multiple maps:
https://docs.google.com/document/d/1ct5-qyUZC9cAKn-iLUgtOczDkERmPzNNwPLDfT9Hgjs/preview

Fill out whatever section you can, and leave the rest blank. It's a great tool for brainstorming - you can let your mind run wild with ideas and organize them later. I usually take it a step further and create a folder in my Google drive that contains reference images and other notes in addition to the GDD.

Good luck
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-01-20 19:38:45 UTC Post #338689
I've come to a conclusion. The reason I can't make a mod is because I can't get Visual Studios to work. So it might work if I take all the Half Life 2 assets. It will work right?
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-20 19:44:27 UTC Post #338690
What exactly are you having trouble with when getting Visual Studio to work?
Posted 6 years ago2018-01-20 19:56:01 UTC Post #338691
It say's that it expired.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-20 20:10:37 UTC Post #338692
Which version are you using? Like VS 2015 Community, or VS 2015 Enterprise, etc. The community edition should never expire.
Posted 6 years ago2018-01-21 16:16:13 UTC Post #338707
That must be the reason why it doesn't work actually.

I'll try again.

EDIT: Nope. doesn't work. Won't ever make a Half-Life 2 mod because of this.
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-01-21 16:32:56 UTC Post #338708
Just tell us which version you're using and what kind of errors you're getting. This isn't helping.
Posted 6 years ago2018-01-21 16:59:37 UTC Post #338709
My book is now wrong forever.
Along with the other things you left out maybe you can put out a second edition ;)
Posted 6 years ago2018-02-17 08:13:29 UTC Post #338846
Okay I have an idea. I'll take and grab things from the original game into my total conversion mod. Works right? But I want to know, what files is the most critical for a Half-Life 2 mod?
Screamernail ScreamernailYour personal Fear
Posted 6 years ago2018-02-17 11:09:48 UTC Post #338847
Moved to Source Engine Discussion
monster_urby monster_urbyGoldsourcerer
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