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Wavelength | Your Game Editing Resource | Making Your HL2DM Mod a Perfect Clone of HL2DM
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Making Your HL2DM Mod a Perfect Clone of HL2DM [Print this Article]
Posted by: trepid_jon
Date posted: Apr 30 2005
User Rating: 5 out of 5.0
Number of views: 18648
Number of comments: 8
Description: This article let's you know how to setup your HL2DM mod to be exactly like HL2DM.
You might have noticed that when you create an HL2DM mod by selecting "Modify Half-Life 2 Multiplayer" in the Source SDK's "Create a Mod" tool, you'll get the HL2DM source code but not actually get HL2DM itself to base your mod off of. By this I mean when you compile your HL2DM mod's source code and run the mod, you won't actually be playing an accurate HL2DM mod. Instead, you'll be playing this mod that uses a lot of wrong content, which makes it appear to be very buggy. But the bugs are with the mod's content, not with the mod's code.

The solution to this problem is so simple that you'll wonder why in the world the "Create a Mod" tool didn't do something like this in the first place. In order to get your HL2DM mod to pretty much be a perfect clone of HL2DM for you to modify, all you have to do is extract and copy almost all of the contents of HL2DM's GCF into your HL2DM mod's directory.

Step 1: Go into your HL2DM mod's directory ("Steam\SteamApps\SourceMods\<mod name>") and just move everything that's in there into a new folder called "!OLD_INITIAL_FILES!" or whatever you want to call it. I think you could just delete everything in your initial HL2DM mod's directory, but just move it to keep a backup of everything.

Step 2: Open the HL2DM GCF with GCFScape. If you don't have GCFSCape, then get the latest version from Nem's Tools web site. Once you have GCFScape, run it and open the HL2DM GCF ("Steam\SteamApps\half-life 2 deathmatch.gcf").

Step 3: Extract the "hl2mp" directory along with its contents from the HL2DM GCF to wherever you want. I only say to extract the "hl2mp" directory, because I don't think you need the "reslists" directory. Feel free to correct me if I'm wrong. Actually, that last statement is true for this entire article.

Step 4: Delete the "bin" directory and the "steam.inf" file from the "hl2mp" directory you just extracted from the HL2DM GCF. You won't need the "bin" directory since you'll be creating your own, and I don't think you need "steam.inf" at all for your mod.

Step 5: Copy all the contents from that extracted "hl2mp" directory into your HL2DM mod's directory.

That should do it. Now when you run your HL2DM mod, it should be just like running HL2DM. And now that you actually have a clone of HL2DM to modify, you can go about adding, deleting, and editing the files to make your mod not just another HL2DM clone. I mean, you should eventually have completely different maps, models, materials, and other content in your mod than HL2DM has. You better eventually have different content than HL2DM, or I will bring you down, baby. I will bring you down to Chinatown.

Anyways, feel free to correct me if I'm wrong on this stuff. But as far as I can tell, following these steps will make your initial HL2DM mod a perfect clone of HL2DM.

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User Comments Showing comments 1-8

Posted By: Persuter on May 14 2005 at 19:02:49
Sorry for taking so long to approve the article. Short but useful. It's worth noting that GCFscape is useful for pulling any of the assets for the Steam games, and so far as I know you may use assets from any of the Source games in your mods.

Posted By: trepid_jon on May 15 2005 at 00:12:06
Yeah, definitely short, simple, and useful. I was getting annoyed with how buggy my mod seemed to be, and yet it was such a simple fix to get it working fine. So figured other people might want to know about this simple fix.

Posted By: ts2do on May 15 2005 at 04:53:42
the steam.inf specifies the version that it if hl2dm had an update, you would get "Your game isn't up to date" messages in the console

this method is useful for specifying your own custom models, and making it so you don't have to update when hl2dm does to play...also reslist files are referred to by the client blob files I think

Posted By: trepid_jon on Jun 05 2005 at 00:46:35
The latest sdk update makes the initial HL2DM mod a more like HL2DM from the start. So this article isn't as useful as it was a few weeks ago. However, it's still nice to extract the HL2DM content so you know exactly what you need to edit in order to make your mod different from HL2DM. It also let's you see what Valve added/changed to make HL2DM different from HL2. So I guess this article's not completely useless just yet.

Posted By: ts2do on Jun 15 2005 at 07:25:07
don't you still get the hl2dm spraypaints and playermodels in the options still?

Posted By: Unknown on Aug 23 2005 at 19:09:56
Um, this is useful, but, in "scripts" where there used to be .txt files for weapons so you could change the damage they do, they've all been replaced with .ctx files and i don't have the program to edit them, how do you edit the damage a weapon does now?

Posted By: RaccoonKing on Sep 06 2005 at 19:58:03
It looks like a typo in the GCF extractor to me. Just take the .cxt's out and put your old .txt's back in and you should be golden.

Posted By: Unknown on Sep 16 2008 at 04:14:46
THIS IS AN INCREADIBLY USEFUL THING TO KNOW. I spent days trying to figure out why i couldnt get any animation when i switched to 3rd person view, my model would not move at all. It was very frustrating, I tried these steps to see if it would at least fix some bugs, I edited the code so i could switch to third person and i actually had animation on my model!

Definitely worth doing these steps when you start off coding.

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