diff --git a/GO mapfolder.cmd b/GO mapfolder.cmd index ec0b67f..100e369 100644 --- a/GO mapfolder.cmd +++ b/GO mapfolder.cmd @@ -1,3 +1,3 @@ @cd /d "%~dp0" -@call config.bat +@call common.cmd @explorer "%mapfolder%" \ No newline at end of file diff --git a/GO sourcesdk_bin.cmd b/GO sourcesdk_bin.cmd index d0a6fa9..8589d0d 100644 --- a/GO sourcesdk_bin.cmd +++ b/GO sourcesdk_bin.cmd @@ -1,3 +1,3 @@ @cd /d "%~dp0" -@call config.bat +@call common.cmd @explorer "%sourcesdk%\bin\" \ No newline at end of file diff --git a/LAUNCH commandline.cmd b/LAUNCH commandline.cmd index 23bc974..c80777b 100644 --- a/LAUNCH commandline.cmd +++ b/LAUNCH commandline.cmd @@ -1,5 +1,5 @@ @cd /d "%~dp0" -@call config.bat +@call common.cmd @cd /d "%~dp0" @echo Loaded map compiler environment @cmd \ No newline at end of file diff --git a/LAUNCH compile NOW.cmd b/LAUNCH compile NOW.cmd index 06ccb72..6ebf02a 100644 --- a/LAUNCH compile NOW.cmd +++ b/LAUNCH compile NOW.cmd @@ -1,4 +1,4 @@ @cd /d "%~dp0" -@call config.bat +@call common.cmd @cd /d "%~dp0" @call "LAUNCH compile.cmd" b \ No newline at end of file diff --git a/LAUNCH compile.cmd b/LAUNCH compile.cmd index 1508ddd..b310f62 100644 --- a/LAUNCH compile.cmd +++ b/LAUNCH compile.cmd @@ -8,30 +8,25 @@ @set ORIGFOLDER=%CD% @rem Store current folder @set CMD_LC_ROOT=%~dp0 +@set bspzipexe=bspzip @cd /d "%CMD_LC_ROOT%" -@call config.bat +@call common.cmd @cd /d "%CMD_LC_ROOT%" @title Map Batch Compiler +@set compilers_dir=%sourcesdk%\bin -@set CUSTOMCOMPILERS="%CMD_LC_ROOT%bin" - - -@DEL "%CUSTOMCOMPILERS%" /S /Q /F >nul -@xcopy "%sourcesdk%\bin" "%CUSTOMCOMPILERS%" /k/r/e/i/s/c/h/f/o/x/y/q -@xcopy "%CMD_LC_ROOT%extras\compilers" "%CUSTOMCOMPILERS%" /k/r/e/i/s/c/h/f/o/x/y/q - -@call build_version.bat 1 +@call build_version.cmd 1 @cd /d "%CMD_LC_ROOT%" -@call config.bat +@call common.cmd @cd /d "%CMD_LC_ROOT%" @echo Version to build: %BUILD_VERSION% @echo In: %mapfile%.vmf @echo Out: %mapname%.bsp -@call build_version.bat -1 +@call build_version.cmd -1 @cd /d "%CMD_LC_ROOT%" -@call config.bat +@call common.cmd @cd /d "%CMD_LC_ROOT%" @del /S /Q "%CMD_LC_ROOT%\bspzip_out.log" @@ -71,16 +66,16 @@ set TESTBUILD=1 :buildnext @cd /d "%CMD_LC_ROOT%" -@call build_version.bat 1 +@call build_version.cmd 1 @cd /d "%CMD_LC_ROOT%" -@call config.bat +@call common.cmd @cd /d "%CMD_LC_ROOT%" @goto dobuild :buildprev -@call build_version.bat +@call build_version.cmd @cd /d "%CMD_LC_ROOT%" @echo Rebuilding version %BUILD_VERSION%. @goto dobuild @@ -116,7 +111,7 @@ set TESTBUILD=1 :vmfii @echo ================= VMF Merging ================= -vmfii "%targetvmf%" "%targetvmf%" --fgd "%FGDS%" +extras\vmfii "%targetvmf%" "%targetvmf%" --fgd "%FGDS%" @if ERRORLEVEL 1 goto failed @@ -133,8 +128,8 @@ vmfii "%targetvmf%" "%targetvmf%" --fgd "%FGDS%" @echo ================= VBSP ==================================================== - -"%CUSTOMCOMPILERS%\vbsp.exe" -AllowDynamicPropsAsStatic -leaktest -low "%mapfolder%\%mapname%" +@echo VProject %VProject% +"%compilers_dir%\vbsp.exe" -allowdynamicpropsasstatic -leaktest -low "%mapfolder%\%mapname%" @if ERRORLEVEL 1 goto failed @@ -143,7 +138,7 @@ vmfii "%targetvmf%" "%targetvmf%" --fgd "%FGDS%" :vvis @echo ================= VVIS ==================================================== -if not %TESTBUILD%==1 "%CUSTOMCOMPILERS%\vvis.exe" -low "%mapfolder%\%mapname%" +if not %TESTBUILD%==1 "%compilers_dir%\vvis.exe" -low "%mapfolder%\%mapname%" @if ERRORLEVEL 1 goto failed @@ -153,13 +148,13 @@ if not %TESTBUILD%==1 "%CUSTOMCOMPILERS%\vvis.exe" -low "%mapfolder%\%mapname%" :vradldr @echo ================= VRAD LDR ================================================ -if not %TESTBUILD%==1 "%CUSTOMCOMPILERS%\vrad.exe" -AllowDynamicPropsAsStatic -AllowDX90VTX -IgnoreModelVersions -low %VRADLDR% -ldr "%mapfolder%\%mapname%" +if not %TESTBUILD%==1 "%compilers_dir%\vrad.exe" -low %VRADLDR% -noskyboxrecurse -ldr "%mapfolder%\%mapname%" @if ERRORLEVEL 1 goto failed :vradhdr @echo ================= VRAD HDR ================================================ -if not %TESTBUILD%==1 "%CUSTOMCOMPILERS%\vrad.exe" -AllowDynamicPropsAsStatic -AllowDX90VTX -IgnoreModelVersions -low %VRADHDR% -noskyboxrecurse -hdr "%mapfolder%\%mapname%" +if not %TESTBUILD%==1 "%compilers_dir%\vrad.exe" -low %VRADHDR% -noskyboxrecurse -hdr "%mapfolder%\%mapname%" @if ERRORLEVEL 1 goto failed @@ -191,7 +186,7 @@ COPY "%mapfolder%\%mapname%.bsp" "%GameDir%\maps\%mapname%.bsp" extras\reslister.exe "--format=bspzip" "%mapfolder%\%mapname%.vmf" "%mapdata%" "%GameDir%\maps\%mapname%.bsp.reslister" @if ERRORLEVEL 1 goto failed @cd "%mapdata%" -bspzip -addlist "%GameDir%\maps\%mapname%.bsp" "%GameDir%\maps\%mapname%.bsp.reslister" "%GameDir%\maps\%mapname%.bsp.new" >> "%CMD_LC_ROOT%\bspzip_out.log" +"%bspzipexe%" -addlist "%GameDir%\maps\%mapname%.bsp" "%GameDir%\maps\%mapname%.bsp.reslister" "%GameDir%\maps\%mapname%.bsp.new" >> "%CMD_LC_ROOT%\bspzip_out.log" @if ERRORLEVEL 1 goto failed @cd /d "%CMD_LC_ROOT%" @@ -220,7 +215,7 @@ move "%GameDir%\maps\%mapname%.bsp.newx" "%GameDir%\maps\%mapname%.bsp" @echo Bspzipping the potentially missing @cd "%GameDir%\data" -bspzip -addlist "%GameDir%\maps\%mapname%.bsp" "%GameDir%\data\addlist.txt" "%GameDir%\maps\%mapname%.bsp.new" >> "%CMD_LC_ROOT%\bspzip_out.log" +"%bspzipexe%" -addlist "%GameDir%\maps\%mapname%.bsp" "%GameDir%\data\addlist.txt" "%GameDir%\maps\%mapname%.bsp.new" >> "%CMD_LC_ROOT%\bspzip_out.log" @if ERRORLEVEL 1 goto failed move "%GameDir%\maps\%mapname%.bsp.new" "%GameDir%\maps\%mapname%.bsp.newx" @@ -249,7 +244,7 @@ move "%GameDir%\maps\%mapname%.bsp.newx" "%GameDir%\maps\%mapname%.bsp" @if not exist "%mapfolder%\%mapfile%.bspzip" @goto extrabspzip_skip @cd "%mapdata%" -bspzip -addlist "%GameDir%\maps\%mapname%.bsp" "%mapfolder%\%mapfile%.bspzip" "%GameDir%\maps\%mapname%.bsp.new" +"%bspzipexe%" -addlist "%GameDir%\maps\%mapname%.bsp" "%mapfolder%\%mapfile%.bspzip" "%GameDir%\maps\%mapname%.bsp.new" @rem >> "%CMD_LC_ROOT%\bspzip_out.log" @if ERRORLEVEL 1 goto failed diff --git a/LAUNCH game.cmd b/LAUNCH game.cmd index f45d36f..4f24688 100644 --- a/LAUNCH game.cmd +++ b/LAUNCH game.cmd @@ -1,3 +1,3 @@ -@call config.bat +@call common.cmd cd /D %GameExeDir% hl2.exe -game %SteamGame% %* diff --git a/LAUNCH hammer map.cmd b/LAUNCH hammer map.cmd index 3000138..218e17a 100644 --- a/LAUNCH hammer map.cmd +++ b/LAUNCH hammer map.cmd @@ -1,4 +1,4 @@ @cd /d "%~dp0" -@call config.bat +@call common.cmd @call "LAUNCH hammer.cmd" "%mapfolder%\%mapfile%.vmf" diff --git a/LAUNCH hammer.cmd b/LAUNCH hammer.cmd index 38d28e3..4d9a301 100644 --- a/LAUNCH hammer.cmd +++ b/LAUNCH hammer.cmd @@ -1,5 +1,5 @@ @cd /d "%~dp0" -@call config.bat +@call common.cmd @echo Tweaking max draw distances... reg ADD "HKCU\Software\Valve\Hammer\3D Views" /v BackPlane /t REG_DWORD /d 20000 /f @@ -8,13 +8,10 @@ reg ADD "HKCU\Software\Valve\Hammer\3D Views" /v DetailDistance /t REG_DWORD /d reg ADD "HKCU\Software\Valve\Hammer\2D Views" /v RotateConstrain /t REG_DWORD /d 1 /f reg ADD "HKCU\Software\Valve\Hammer\Splitter" /v "DrawType0,0" /t REG_DWORD /d 9 /f -@cd /D "%sourcesdk%\bin" -@set SteamAppId=243750 -@set SteamGameId=211 -@set VProject=%VProject_Hammer% +@rem @set VProject=%VProject_Hammer% -@echo Project: %VProject% +@rem @echo Project: %VProject% -start hammer.exe %HammerParams% %* -dxlevel 96 +start "Hammer" "%VProject_Hammer%\..\bin\hammer.exe" %HammerParams% %* -@ping 127.0.0.1 -n 3 > nul +@ping 127.0.0.1 -n 6 > nul diff --git a/LAUNCH propperall.cmd b/LAUNCH propperall.cmd index 1d35891..02557c9 100644 --- a/LAUNCH propperall.cmd +++ b/LAUNCH propperall.cmd @@ -2,17 +2,29 @@ @set CMD_LC_ROOT=%~dp0 @cd /d "%CMD_LC_ROOT%" -@call config.bat +@call common.cmd @cd /d "%CMD_LC_ROOT%" @title Propper Batch Compiler @set QC_STORAGE=%mapfolder%\propper -@set VBSPNAME=vbsp_propper -@call config.bat +@mkdir "%QC_STORAGE%" >nul 2>nul + +@set VBSPNAME=%CMD_LC_ROOT%\extras\propper\bin\vbsp_propper.exe +@set PROPPER_TARGET=%mapdata% + + +@call common.cmd @cd /d "%CMD_LC_ROOT%" +@set GameDir=%CMD_LC_ROOT%\game_compiling\garrysmod +@set GameExeDir=%CMD_LC_ROOT%\game_compiling +@set sourcesdk=%CMD_LC_ROOT%\game_compiling + +@set PATH=%CMD_LC_ROOT%\extras\propper\bin;%PATH% @%VBSPNAME% >nul 2>nul @if ERRORLEVEL 9009 goto nofound + + @goto found @@ -25,10 +37,17 @@ @cd /d "%mapfolder%\propper" @echo. @for /r %%i in (*.vmf) do @( - @echo Processing %%i - @%VBSPNAME% %%i > "%%i.log" + @echo Processing %%i Log: %%i.log + %VBSPNAME% %%i 1>"%%i.log" + @if ERRORLEVEL 1 goto failed ) -@if ERRORLEVEL 1 goto failed + +@echo "====== Copying files also for hammer usage =======" +ROBOCOPY "%GameDir%\materials\models\mspropp" "%PROPPER_TARGET%\materials\models\mspropp" /MOV /s /NFL /NDL /NJS /NJH /NP /is /it +ROBOCOPY "%GameDir%\models\props\metastruct" "%PROPPER_TARGET%\models\props\metastruct" /MOV /s /NFL /NDL /NJS /NJH /NP /is /it + + + @goto win diff --git a/README.md b/README.md index fb5c183..3effa22 100644 --- a/README.md +++ b/README.md @@ -93,13 +93,3 @@ game_hammer/gameinfo.txt: tf2_misc is a folder where tf_misc has been extracted with GCFScape and from materials folder the "backpack" folder has been removed. Something else may need to be removed in the future. - - - -Metastruct specific ------ -The map files are in read-only mode. - This is to prevent unmergeable changes. To make it writeable again, lock it. - After doing your changes, commit them and unlock the file again. - You can read more about this in the svn book, section "Locking" (you should already know this !!): - http://svnbook.red-bean.com/en/1.5/svn-book.html#svn.advanced.locking diff --git a/build_version.bat b/build_version.cmd similarity index 100% rename from build_version.bat rename to build_version.cmd diff --git a/config.bat b/common.cmd similarity index 89% rename from config.bat rename to common.cmd index f9116f3..efb8c18 100644 --- a/config.bat +++ b/common.cmd @@ -31,7 +31,7 @@ @call user_config.cmd -@call "%~d0%~p0\build_version.bat" +@call "%~d0%~p0\build_version.cmd" @rem input vmf @set mapfile=metastruct_3 @@ -62,11 +62,13 @@ @set FGDS=%sourcesdk%\bin\base.fgd,%sourcesdk%\bin\halflife2.fgd,%mapfolder%\metastruct.fgd @rem REQUIRED configuration folder, needs gameinfo.txt at least -@set VProject=%~d0%~p0 -@set VProject_Hammer=%VProject%game_hammer -@set VProject=%VProject%game_compiling +@set toolkit_root=%~d0%~p0 +@set VProject_Hammer=%toolkit_root%\game_hammer\garrysmod +@set VProject=%toolkit_root%\game_compiling\garrysmod +@set compilers_dir=%toolkit_root%\game_compiling\bin\win64 -@IF EXIST "%VProject_Hammer%"\gameinfo.txt @GOTO VProject_Hammer_fixskip + +@IF EXIST "%VProject_Hammer%\gameinfo.txt" @GOTO VProject_Hammer_fixskip @set VProject_Hammer=%VProject% @echo Missing %VProject_Hammer%\gameinfo.txt :VProject_Hammer_fixskip @@ -74,6 +76,7 @@ @call user_config.cmd + @rem Where garrysmod locates @set GameDir=%SteamPath%\steamapps\common\GarrysMod\garrysmod @set GameExeDir=%SteamPath%\steamapps\common\GarrysMod @@ -105,7 +108,7 @@ @IF NOT EXIST "%TESTPATH%" @GOTO fail @set TESTPATH=%GameExeDir%\bin @IF NOT EXIST "%TESTPATH%" @GOTO fail -@set TESTPATH=%GameDir%\bin +@set TESTPATH=%GameDir%\addons @IF NOT EXIST "%TESTPATH%" @GOTO fail @set TESTPATH=%GameDir%\maps @IF NOT EXIST "%TESTPATH%" @GOTO fail diff --git a/extras/GameConfig.txt b/extras/GameConfig.txt deleted file mode 100644 index 911ca84..0000000 --- a/extras/GameConfig.txt +++ /dev/null @@ -1,101 +0,0 @@ -"Configs" -{ - "Games" - { - "Half-Life 2: Deathmatch" - { - "GameDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2mp" - "Hammer" - { - "GameData0" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\hl2mp.fgd" - "TextureFormat" "5" - "MapFormat" "4" - "DefaultTextureScale" "0.250000" - "DefaultLightmapScale" "16" - "GameExe" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2.exe" - "DefaultSolidEntity" "func_detail" - "DefaultPointEntity" "info_player_deathmatch" - "BSP" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" - "Vis" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" - "Light" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" - "GameExeDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer" - "MapDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcesdk_content\hl2mp\mapsrc" - "BSPDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2mp\maps" - "CordonTexture" "tools\toolsskybox" - "MaterialExcludeCount" "0" - } - } - "Half-Life 2" - { - "GameDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2" - "Hammer" - { - "GameData0" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\halflife2.fgd" - "TextureFormat" "5" - "MapFormat" "4" - "DefaultTextureScale" "0.250000" - "DefaultLightmapScale" "16" - "GameExe" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2.exe" - "DefaultSolidEntity" "func_detail" - "DefaultPointEntity" "info_player_start" - "BSP" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" - "Vis" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" - "Light" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" - "GameExeDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer" - "MapDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcesdk_content\hl2\mapsrc" - "BSPDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\maps" - "CordonTexture" "tools\toolsskybox" - "MaterialExcludeCount" "0" - } - } - "SourceTest" - { - "GameDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcetest" - "Hammer" - { - "GameData0" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\halflife2.fgd" - "TextureFormat" "5" - "MapFormat" "4" - "DefaultTextureScale" "0.250000" - "DefaultLightmapScale" "16" - "GameExe" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2.exe" - "DefaultSolidEntity" "func_detail" - "DefaultPointEntity" "info_player_start" - "BSP" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" - "Vis" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" - "Light" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" - "GameExeDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer" - "MapDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcesdk_content\sourcetest\mapsrc" - "BSPDir" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\sourcetest\maps" - "CordonTexture" "tools\toolsskybox" - "MaterialExcludeCount" "0" - } - } - "Garry's Mod MDK" - { - "GameDir" "c:\location_of_game_hammer" - "Hammer" - { - "GameData0" "x:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\halflife2.fgd" - "GameData1" "location_of/metastruct.fgd" - "GameData2" "X:/g/steamlib/steamapps/common/GarrysMod/bin/garrysmod.fgd" - "TextureFormat" "5" - "MapFormat" "4" - "DefaultTextureScale" "0.250000" - "DefaultLightmapScale" "16" - "GameExe" "X:\g\steam\steamapps\common\GarrysMod\hl2.exe" - "DefaultSolidEntity" "func_detail" - "DefaultPointEntity" "info_light" - "BSP" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" - "Vis" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" - "Light" "X:\g\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" - "GameExeDir" "x:\g\steam\steamapps\common\GarrysMod" - "MapDir" "x:\g\steam\steamapps\common\GarrysMod\garrysmod\maps" - "BSPDir" "X:\g\steam\steamapps\common\GarrysMod\garrysmod\maps" - "CordonTexture" "tools\toolsskybox" - "MaterialExcludeCount" "0" - } - } - } - "SDKVersion" "5" -} diff --git a/bzip2.dll b/extras/bzip2.dll similarity index 100% rename from bzip2.dll rename to extras/bzip2.dll diff --git a/bzip2.exe b/extras/bzip2.exe similarity index 100% rename from bzip2.exe rename to extras/bzip2.exe diff --git a/extras/compilers/vbsp.exe b/extras/compilers/vbsp.exe deleted file mode 100644 index 8c2b36e..0000000 Binary files a/extras/compilers/vbsp.exe and /dev/null differ diff --git a/extras/compilers/vbsp_propper.exe b/extras/compilers/vbsp_propper.exe index a57529e..fd69689 100644 Binary files a/extras/compilers/vbsp_propper.exe and b/extras/compilers/vbsp_propper.exe differ diff --git a/extras/compilers/vrad.exe b/extras/compilers/vrad.exe deleted file mode 100644 index 928f918..0000000 Binary files a/extras/compilers/vrad.exe and /dev/null differ diff --git a/extras/compilers/vrad_dll.dll b/extras/compilers/vrad_dll.dll deleted file mode 100644 index c0003d7..0000000 Binary files a/extras/compilers/vrad_dll.dll and /dev/null differ diff --git a/extras/compilers/vvis.exe b/extras/compilers/vvis.exe deleted file mode 100644 index 880d030..0000000 Binary files a/extras/compilers/vvis.exe and /dev/null differ diff --git a/extras/compilers/vvis_dll.dll b/extras/compilers/vvis_dll.dll deleted file mode 100644 index 6217e5f..0000000 Binary files a/extras/compilers/vvis_dll.dll and /dev/null differ diff --git a/extras/gameinfo.txt b/extras/gameinfo.txt deleted file mode 100644 index c857b67..0000000 --- a/extras/gameinfo.txt +++ /dev/null @@ -1,52 +0,0 @@ -"GameInfo" -{ - game "GMod" - type multiplayer_only - nodegraph 0 - GameData "X:/g/steamlib/steamapps/common/Team Fortress 2/bin/tf.fgd" - InstancePath "maps/instances/" - - "GameData" "X:/do/gmod/metastruct/mapfiles/metastruct.fgd" - "GameData0" "X:/g/steamlib/steamapps/common/GarrysMod/bin/garrysmod.fgd" - "GameData1" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/base.fgd" - "GameData2" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/cstrike.fgd" - "GameData3" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/halflife2.fgd" - "InstancePath" "X:/do/GMod/metastruct/mapfiles" - - FileSystem - { - SteamAppId 4000 - ToolsAppId 211 - SearchPaths - { - game "X:/do/GMod/metastruct/mapdata/" - - game "X:/g/steam/steamapps/common/Counter-Strike Source/cstrike/cstrike_pak.vpk" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_textures.vpk" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_sound_misc.vpk" - - // KEEP below // for game_compiling/gameinfo.txt but REMOVE for game_hammer/gameinfo.txt - //game "X:/g/steamlib/SteamApps/common/Team Fortress 2/tf_misc" - - // KEEP below // for game_hammer/gameinfo.txt but REMOVE for game_compiling/gameinfo.txt - //game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_misc.vpk" - - game "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/garrysmod.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_textures.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_sound_misc.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_misc.vpk" - platform |all_source_engine_paths|platform/platform_misc.vpk - - mod+mod_write+default_write_path |gameinfo_path|. - - game+game_write "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod" - - gamebin "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/bin" - - game |all_source_engine_paths|hl2 - platform |all_source_engine_paths|platform - - game+download "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/download" - } - } -} diff --git a/extras/gmodcommander.cmd b/extras/gmodcommander.cmd index 77998bb..097ad49 100644 --- a/extras/gmodcommander.cmd +++ b/extras/gmodcommander.cmd @@ -1,6 +1,8 @@ @cd /d "%~dp0" @cd .. -@call config.bat +@call common.cmd +@set GAME_EXE=%GameExeDir%\bin\win64\gmod.exe +@call common.cmd @cd /d "%~dp0" @@ -30,28 +32,28 @@ @goto out :missing -start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GameExeDir%\hl2.exe" -game "%GameDir%" -multirun -disableluarefresh -noworkshop -windowed %GCNOADDONS% -insecure -nohltv -condebug -textmode -toconsole +map %2 +exec gmodcommander +con_nprint_bgalpha writemissing +start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GAME_EXE%" -game "%GameDir%" -multirun -disableluarefresh -noworkshop -windowed %GCNOADDONS% -insecure -nohltv -condebug -textmode -toconsole +map %2 +exec gmodcommander +con_nprint_bgalpha writemissing @goto win :cubemaps_ldr -@rem start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GameExeDir%\hl2.exe" -game "%GameDir%" -multirun -w 1024 -h 768 -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 0 +mat_specular 0 -buildcubemaps -start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GameExeDir%\hl2.exe" -game "%GameDir%" -multirun -w 1024 -h 1024 -noworkshop %GCNOADDONS% -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 0 +mat_specular 0 +exec gmodcommander +con_nprint_bgalpha cubemaps +@rem start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GAME_EXE%" -game "%GameDir%" -multirun -w 1024 -h 768 -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 0 +mat_specular 0 -buildcubemaps +start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GAME_EXE%" -game "%GameDir%" -multirun -w 1024 -h 1024 -noworkshop %GCNOADDONS% -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 0 +mat_specular 0 +exec gmodcommander +con_nprint_bgalpha cubemaps @goto win :cubemaps_hdr -@rem start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GameExeDir%\hl2.exe" -game "%GameDir%" -multirun -w 1024 -h 768 -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 2 +mat_specular 0 -buildcubemaps -start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GameExeDir%\hl2.exe" -game "%GameDir%" -multirun -w 1024 -h 1024 -noworkshop %GCNOADDONS% -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 2 +mat_specular 0 +exec gmodcommander +con_nprint_bgalpha cubemaps +@rem start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GAME_EXE%" -game "%GameDir%" -multirun -w 1024 -h 768 -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 2 +mat_specular 0 -buildcubemaps +start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GAME_EXE%" -game "%GameDir%" -multirun -w 1024 -h 1024 -noworkshop %GCNOADDONS% -windowed -console -disableluarefresh -insecure -nohltv -condebug -toconsole +map %2 +sv_cheats 1 +mat_hdr_level 2 +mat_specular 0 +exec gmodcommander +con_nprint_bgalpha cubemaps @goto win :navmesh -start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GameExeDir%\hl2.exe" -game "%GameDir%" -multirun -console -noworkshop %GCNOADDONS% -windowed -disableluarefresh -insecure -nohltv -condebug -textmode -toconsole +map %2 +exec gmodcommander +con_nprint_bgalpha navmesh +start "AUTOMATION" /D "%GameExeDir%" /wait /min "%GAME_EXE%" -game "%GameDir%" -multirun -console -noworkshop %GCNOADDONS% -windowed -disableluarefresh -insecure -nohltv -condebug -textmode -toconsole +map %2 +exec gmodcommander +con_nprint_bgalpha navmesh @goto win @goto win :fail @echo SUBTASK FAILED @pause > nul -@goto out +exit 1 :win @echo Subtask finished diff --git a/extras/navmesh.lua b/extras/navmesh.lua index 86bcc4f..98a46d7 100644 --- a/extras/navmesh.lua +++ b/extras/navmesh.lua @@ -9,14 +9,25 @@ end if GetConVar("con_nprint_bgalpha"):GetString()=="quit" then print "quitting..." RunConsoleCommand("exitgame") - if CLIENT then - LocalPlayer():ConCommand('exitgame',true) - else - player.GetHumans()[1]:ConCommand('exitgame',true) - end if game.ConsoleCommand then game.ConsoleCommand( "exitgame\n" ) - end + end + if CLIENT then + FindMetaTable"Player".ConCommand(NULL,'exitgame',true) + end + + timer.Simple(5,function() + + RunConsoleCommand("exitgame") + if game.ConsoleCommand then + game.ConsoleCommand( "exitgame\n" ) + end + if CLIENT then + FindMetaTable"Player".ConCommand(NULL,'exitgame',true) + end + + end) + return end @@ -79,7 +90,7 @@ hook.Add("Think","agwegwegg",function() else err="landmark missing or invalid" end else err="could not parse name" end if err then - system.FlashWindow() + system.FlashWindow = system.FlashWindow or function() print("WTF?",SERVER,CLIENT,MENU) end print(("Adding seed did not succeed: %s %q"):format(err,lm)) end end @@ -87,6 +98,7 @@ hook.Add("Think","agwegwegg",function() hook.Add("ShutDown","agwegwegg",function() print"Quitting...?" + system.FlashWindow = system.FlashWindow or function() print("WTF?",SERVER,CLIENT,MENU) end system.FlashWindow() RunConsoleCommand("exitgame") if CLIENT then diff --git a/plink.exe b/extras/plink.exe similarity index 100% rename from plink.exe rename to extras/plink.exe diff --git a/extras/propper.fgd b/extras/propper.fgd deleted file mode 100644 index 62852fd..0000000 --- a/extras/propper.fgd +++ /dev/null @@ -1,283 +0,0 @@ -// Purpose: Easy entity definitions for Propper. v0.3 -// See http://developer.valvesoftware.com/wiki/Propper -@include "base.fgd" - - -@BaseClass = Propper -[ - my_model(target_destination) : "Model to apply to" : "" : "Pick a propper_model entity for this property to apply to." -] -@PointClass base(Targetname, Origin, Angles, Propper) studio("models/editor/axis_helper.mdl") = propper_attachment : "An attachment is an arbitrary point you can define in a model. They have several uses." -[] - -@SolidClass base(Propper, Origin) = propper_lod : "A low-res version of the model to show at long distance." -[ - weldvertices(float) : "Welding threshold" : ".01" : "Vertices will be snapped together if within this tolerance. Larger numbers will merge vertices together, and may be useful for optimizing your model." - distance(integer) : "LOD switch distance" : 0 : "The distance for the LOD to appear. This is actually a combination of how far the player is from the model and their screen resolution (100*units/pixel). Bigger numbers are farther away." -] -@PointClass base(Propper) iconsprite("editor/logic_case.vmt") = propper_bodygroup : "Bodygroups allow you to swap between parts of a mesh. For example, you could have a door with several different knobs and allow the mapper to pick one." -[ - groupname(string) : "Bodygroup name" : "" : "A name for the bodygroup. This is required." - body01(target_destination) : "Body Part 01" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body02(target_destination) : "Body Part 02" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body03(target_destination) : "Body Part 03" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body04(target_destination) : "Body Part 04" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body05(target_destination) : "Body Part 05" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body06(target_destination) : "Body Part 06" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body07(target_destination) : "Body Part 07" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body08(target_destination) : "Body Part 08" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body09(target_destination) : "Body Part 09" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body10(target_destination) : "Body Part 10" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body11(target_destination) : "Body Part 11" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body12(target_destination) : "Body Part 12" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body13(target_destination) : "Body Part 13" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body14(target_destination) : "Body Part 14" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body15(target_destination) : "Body Part 15" : "" : "Pick a brush entity (such as func_brush)to be the body group" - body16(target_destination) : "Body Part 16" : "" : "Pick a brush entity (such as func_brush)to be the body group" -] -@PointClass base(Angles, Propper) iconsprite("editor/env_physexplosion.vmt") = propper_physgun_interactions : "Defines non-standard interactions with the Gravity Gun. Used for physics props only." -[ - preferred_carryangles(choices) : "Use angles when carrying" : "0" : "The player will always carry the prop at this entity's angles if possible" = - [ - 0 : "No" - 1 : "Yes" - ] - stick(choices) : "Stick to walls" : "0" : "" = - [ - 0 : "No" - 1 : "Yes" - ] - bloodsplat(choices) : "Create blood splatter" : "0" : "" = - [ - 0 : "No" - 1 : "Yes" - ] - break(choices) : "Always break when launched" : "0" : "" = - [ - 0 : "No" - 1 : "Yes" - ] - paintsplat(choices) : "Create paint splatter" : "0" : "" = - [ - 0 : "No" - 1 : "Yes" - ] - impale(choices) : "Impale enemies" : "0" : "" = - [ - 0 : "No" - 1 : "Yes" - ] - onlaunch(choices) : "Spin on launch?" : "default" : "" = - [ - "default" : "Random (default behavior)" - "spin_none" : "no spin" - "spin_zaxis" : "Spin on z-axis (horizontal)" - ] - explode_fire(choices) : "Ignite nearby enemies" : "0" : "When this breaks, NPCs such as combine soldiers and zombies will light on fire." = - [ - 0 : "No" - 1 : "Yes" - ] -] -@PointClass base(Propper) studio("models/editor/cone_helper.mdl") = propper_particles : "Attach a particle emitter to this prop. This is for 2007 or 2009 engines only. Does not work with prop_static." -[ - name(string) : "Particle system" : "" : "The name of a particle system. NOT the name of a .pcf file!" - attachment_type(choices) : "Attachment Type" : "follow_origin" : "'Spawn at' choices will start the particle system at the prop's position, but if the prop moves, the particle emitter stays in place. Good for short-term effects like explosions" = - [ - "start_at_origin" : "Spawn at prop origin" - "start_at_attachment" : "Spawn at prop attachment" - "follow_origin" : "Follow prop's origin" - "follow_attachment" : "Follow prop at attachment" - ] - attachment_point(string) : "Attachment point" : "" : "The attachment point at which the particle system should spawn. Use a propper_attachment for this." -] -@PointClass base(Propper) iconsprite("editor/multi_manager.vmt") = propper_cables : "Attach a visual cable to the selected prop. Does not work on static props." -[ - StartAttachment(string) : "Cable Start Point" : "" : "The name of a propper_attachment" - EndAttachment(string) : "Cable End Point" : "" : "The name of a propper_attachment" - Width(float) : "Width" : 3 : "The width of the cable in units " - Material(material) : "Cable material" : "" : "The VMT (material) to use. Cable materials are located in 'materials/cables'." - NumSegments(integer) : "Cable segments" : 4 : "The number of segments in the cable. More segments make the cable more 'smooth'. Should be increased if the cable bends a lot." - Length(integer) : "Cable Length" : 4 : "The length of cable between the two attachment points. If the length is shorter than the distance between the two points then the cable will remain permanently straight. Note: Finding the optimal length between two points can be a frustrating task. Cables can go from super tight to extremely slack within a difference of just 10 units." -] -@PointClass base(Propper) iconsprite("editor/gibshooter.vmt") sphere(fademindist) sphere(fademaxdist) = propper_gibs : "When a prop breaks, You can cause one or more custom-made broken pieces to spawn in its place." -[ - model(studio) : "Gib model" : "" - ragdoll(choices) : "Model Type" : "model" : "If the chosen gib model supports ragdoll physics, Use this setting to enable it." = - [ - "model" : "Physics" - "ragdoll" : "Ragdoll" - ] - debris(choices) : "debris" : "1" : "Debris won't collide with the player or other dynamic objects. Use if the gib is small" = - [ - 0 : "No" - 1 : "Yes" - ] - burst(integer) : "Burst Strength" : 0 : "The gib will receive a force out from the center of the prop if this is set." - fadetime(integer) : "Fade away time" : 0 : "The gib will begin to disappear after this many seconds." - fademindist(integer) : "Min Fade Distance (units)" : 0 : "Gib will begin to disappear at this distance from the player" - fademaxdist(integer) : "Max Fade Distance (units)" : 0 : "Gib will not render at this distance from the player" -] -@PointClass base(Propper) iconsprite("editor/color_correction.vmt") = propper_skins : "Propper can create alternate skins by replacing a texture that is on your prop. If you have multiple textures on your model that you want to change, you can use this entity more than once." -[ - mat0(material) : "Material to replace" : "" : "Pick a texture that's present in the original model. This will be skin 0." - mat1(material) : "Skin 1" : "" : "This texture will replace the original when you pick skin 1." - mat2(material) : "Skin 2" : "" : "This texture will replace the original when you pick skin 2." - mat3(material) : "Skin 3" : "" : "This texture will replace the original when you pick skin 3." - mat4(material) : "Skin 4" : "" : "This texture will replace the original when you pick skin 4." - mat5(material) : "Skin 5" : "" : "This texture will replace the original when you pick skin 5." - mat6(material) : "Skin 6" : "" : "This texture will replace the original when you pick skin 6." - mat7(material) : "Skin 7" : "" : "This texture will replace the original when you pick skin 7." - mat8(material) : "Skin 8" : "" : "This texture will replace the original when you pick skin 8." - mat9(material) : "Skin 9" : "" : "This texture will replace the original when you pick skin 9." - mat10(material) : "Skin 10" : "" : "This texture will replace the original when you pick skin 10." - mat11(material) : "Skin 11" : "" : "This texture will replace the original when you pick skin 11." - mat12(material) : "Skin 12" : "" : "This texture will replace the original when you pick skin 12." - mat13(material) : "Skin 13" : "" : "This texture will replace the original when you pick skin 13." - mat14(material) : "Skin 14" : "" : "This texture will replace the original when you pick skin 14." -] -@SolidClass base(Targetname, Origin) = propper_model : "This will create a model when Propper is run." -[ - modelname(string) : "Model Name" : "props/generated_prop" : "The directory and name of the finished model. Relative to /models" - materialpath(string) : "Material path" : "models/props/generated_prop" : "Where the model's textures will be. Relative to /materials." - scale(float) : "Scale" : "1.0" : "Scale the model up or down by this factor." - surfaceprop(choices) : "Surface property" : "no_decal" : "The physical properties of the model--affects impact sounds and weight for physics props." = - [ - "no_decal" : "no_decal" - "boulder" : "boulder" - "brick" : "brick" - "concrete" : "concrete" - "concrete_block" : "concrete_block" - "gravel" : "gravel" - "rock" : "rock" - "metal" : "metal" - "solidmetal" : "solidmetal" - "metalgrate" : "metalgrate" - "metalvent" : "metalvent" - "wood" : "wood" - "dirt" : "dirt" - "grass" : "grass" - "gravel" : "gravel" - "mud" : "mud" - "sand" : "sand" - "slipperyslime" : "slipperyslime" - "ice" : "ice" - "snow" : "snow" - "alienflesh" : "alienflesh" - "bloodyflesh" : "bloodyflesh" - "flesh" : "flesh" - "foliage" : "foliage" - "asphalt" : "asphalt" - "glass" : "glass" - "tile" : "tile" - "paper" : "paper" - "cardboard" : "cardboard" - "plaster" : "plaster" - "plastic" : "plastic" - "rubber" : "rubber" - "carpet" : "carpet" - "ceiling_tile" : "ceiling_tile" - "computer" : "computer" - "pottery" : "pottery" - ] - physmodel(target_destination) : "Physics mesh" : "" : "Pick any brush entity (including this one) to represent the physical shape of the model. Leave this field blank for a non-solid model. If you leave this blank while making a physics prop, Propper will automatically use this entity for collisions." - mass(float) : "Mass" : "0.0" : "Weight of the prop in kg. Enter zero or lower to automatically calculate mass." - concave(choices) : "Concave collisions" : "1" : "Used to make a concave collision model. If you choose no, the model will be 'shrink-wrapped'." = - [ - 0 : "No" - 1 : "Yes" - ] - smoothing(choices) : "Smoothing mode" : "1" : "Determines how vertex normals are computed for lighting" = - [ - 0 : "completely faceted" - 1 : "auto-smooth" - 2 : "Use Hammer's smoothing groups only" - ] - smoothangle(integer) : "Smoothing threshold" : 45 : "If auto-smooth is enabled, Edges flatter than this angle will appear smooth. Pick from 0 to 180." - snaptogrid(choices) : "Snap to Hammer grid" : "0" : "Causes every vertex to be snapped to the nearest grid point." = - [ - 0 : "No" - 1 : "Yes" - ] - weldvertices(float) : "Welding threshold" : ".01" : "Vertices will be snapped together if within this tolerance. A value of 0 is not recommended because there may be visible gaps in the mesh. Larger numbers will merge vertices together, and may be useful for optimizing your model." - autocenter(choices) : "Auto-Center" : "0" : "The model's origin point defines how it is lit and is how the prop is positioned in a map. Auto-center moves the model's origin to the center of its bounding box and is recommended for physics props. For static props, put the origin somewhere that lets you align the prop easily." = - [ - 0 : "No" - 1 : "Yes" - ] - mat_nonormal(choices) : "Disable normal mapping" : "0" : "This option removes all bump map info from the converted materials. This is useful if you wish to use -StaticPropLighting to light your props" = - [ - 0 : "No" - 1 : "Yes" - ] - disp_nowarp(choices) : "Don't warp displacement textures" : "0" : "In Hammer, when you move a displacement point, the texture moves with it. If you pick yes, the texture will not move." = - [ - 0 : "No" - 1 : "Yes" - ] -] -@PointClass base(Origin, Propper) iconsprite("editor/phys_ballsocket.vmt") = propper_physics : "Propper configuration for physics props. Using this entity will make your prop suitable for use as prop_physics." -[ - base(choices) : "Health preset" : "Stone.Medium" : "Dictates how strong the prop is vs. different weapons." = - [ - "Cardboard.Small" : "Cardboard.Small" - "Cardboard.Medium" : "Cardboard.Medium" - "Cardboard.Large" : "Cardboard.Large" - "Cloth.Small" : "Cloth.Small" - "Cloth.Medium" : "Cloth.Medium" - "Cloth.Large" : "Cloth.Large" - "Wooden.Tiny" : "Wooden.Tiny" - "Wooden.Small" : "Wooden.Small" - "Wooden.Medium" : "Wooden.Medium" - "Wooden.Large" : "Wooden.Large" - "Wooden.ExtraLarge" : "Wooden.ExtraLarge" - "Wooden.Huge" : "Wooden.Huge" - "Stone.Small" : "Stone.Small" - "Stone.Medium" : "Stone.Medium" - "Stone.Large" : "Stone.Large" - "Stone.Huge" : "Stone.Huge" - "Glass.Small" : "Glass.Small" - "Glass.Window" : "Glass.Window" - "Metal.Small" : "Metal.Small" - "Metal.Medium" : "Metal.Medium" - "Plastic.Small" : "Plastic.Small" - "Item.Small" : "Item.Small" - "Plastic.Medium" : "Plastic.Medium" - "Item.Medium" : "Item.Medium" - "Plastic.Large" : "Plastic.Large" - "Item.Large" : "Item.Large" - "Pottery.Small" : "Pottery.Small" - "Pottery.Medium" : "Pottery.Medium" - "Pottery.Large" : "Pottery.Large" - "Pottery.Huge" : "Pottery.Huge" - "Flesh.Tiny" : "Flesh.Tiny" - "Flesh.Small" : "Flesh.Small" - ] - health(integer) : "Health" : -1 : "Overrides the prop's health. Set this to zero to give infinite health." - flammable(choices) : "Flammable" : "0" : "Will it burn? Picking this enables the 'ignite' options." = - [ - 0 : "No" - 1 : "Yes" - ] - ignite_at_half_health(choices) : "Ignite at half-health" : "0" : "Just like those barrels in HL2." = - [ - 0 : "No" - 1 : "Yes" - ] - explosive_resist(choices) : "Ignite from explosions" : "0" : "Won't break right away if something explodes near it, but will ignite."= - [ - 0 : "No" - 1 : "Yes" - ] - explosive_damage(float) : "Explode damage" : "0.0" : "Damage to do when breaking" - explosive_radius(float) : "Explode radius" : "0.0" : "Radius of explosion" - breakable_model(choices) : "Gibs" : "ConcreteChunks" : "Generic shards to spawn when the prop breaks" = - [ - "WoodChunks" : "Wood" - "GlassChunks" : "Glass" - "ConcreteChunks" : "Concrete" - "MetalChunks" : "Metal" - ] - breakable_count(integer) : "Gib count" : 5 : "How many gibs?" - breakable_skin(integer) : "Gib skin" : 0 : "Which skin to use on the gib models, if applicable." -] \ No newline at end of file diff --git a/scp.exe b/extras/scp.exe similarity index 100% rename from scp.exe rename to extras/scp.exe diff --git a/extras/vbsp patcher.exe b/extras/vbsp patcher.exe deleted file mode 100644 index 87520eb..0000000 Binary files a/extras/vbsp patcher.exe and /dev/null differ diff --git a/extras/vbsp_patched.exe b/extras/vbsp_patched.exe deleted file mode 100644 index 0d2369f..0000000 Binary files a/extras/vbsp_patched.exe and /dev/null differ diff --git a/extras/vbsp_propper.exe b/extras/vbsp_propper.exe deleted file mode 100644 index a57529e..0000000 Binary files a/extras/vbsp_propper.exe and /dev/null differ diff --git a/vmfii.exe b/extras/vmfii.exe similarity index 100% rename from vmfii.exe rename to extras/vmfii.exe diff --git a/game_compiling/gameinfo.txt b/game_compiling/gameinfo.txt deleted file mode 100644 index a91360a..0000000 --- a/game_compiling/gameinfo.txt +++ /dev/null @@ -1,95 +0,0 @@ -"GameInfo" -{ - game "Garry's Mod - Compiling" - type multiplayer_only - nomodels 1 - nohimodel 1 - nocrosshair 0 - hidden_maps - { - "test_speakers" 1 - "test_hardware" 1 - } - nodegraph 0 - GameData "X:/g/steamlib/steamapps/common/Team Fortress 2/bin/tf.fgd" - InstancePath "maps/instances/" - advcrosshair 1 - - "GameData" "X:/do/gmod/metastruct/mapfiles/metastruct.fgd" - "GameData0" "X:/g/steamlib/steamapps/common/GarrysMod/bin/garrysmod.fgd" - "GameData1" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/base.fgd" - "GameData2" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/cstrike.fgd" - "GameData3" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/halflife2.fgd" - "InstancePath" "X:/do/GMod/metastruct/mapfiles" - - FileSystem - { - SteamAppId 4000 // 218 - ToolsAppId 211 - - // - // Setup engine search paths. - // - // If a search path contains "_english", and the current language is not english, then - // another search path will be inserted above the english one by replacing "_english" with - // the appropriate language. - // - // To debug how the engine has parsed this file, type "path" at the console. - // - // Search paths are relative to the base directory, which is where hl2.exe is found. - // - // |gameinfo_path| points at the directory where gameinfo.txt is. - // |all_source_engine_paths| points at the directory cintaining HL2 shared content. - // - SearchPaths - { - game "X:/do/GMod/metastruct/mapdata/" - - // We search VPK files before ordinary folders, because most files will be found in - // VPK and we can avoid making thousands of file system calls to attempt to open files - // in folders where they don't exist. (Searching a VPK is much faster than making an operating - // system call.) - game "X:/g/steam/steamapps/common/Counter-Strike Source/cstrike/cstrike_pak.vpk" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_textures.vpk" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_sound_misc.vpk" - - //game "X:/g/steamlib/SteamApps/common/Team Fortress 2/tf_misc" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_misc.vpk" - - game "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/garrysmod.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_textures.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_sound_misc.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_misc.vpk" - platform |all_source_engine_paths|platform/platform_misc.vpk - - // Now search loose files. We'll set the directory containing the gameinfo.txt file - // as the first "mod" search path (after any user customizations). This is also the one - // that's used when writing to the "mod" path. - mod+mod_write+default_write_path |gameinfo_path|. - - // Add the TF directory as a game search path. This is also where where writes - // to the "game" path go. - game+game_write "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod" - - // Where the game's binaries are - gamebin "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/bin" - - // Last, mount in shared HL2 loose files - game |all_source_engine_paths|hl2 - platform |all_source_engine_paths|platform - - // Random files downloaded from gameservers go into a seperate directory, so - // that it's easy to keep those files segregated from the official game files - // or customizations intentially installed by the user. - // - // This directory is searched LAST. If you visit a server and download - // a custom model, etc, we don't want that file to override the default - // game file indefinitely (after you have left the server). Servers CAN have - // custom content that overrides the default game files, it just needs to be - // packed up in the .bsp file so that it will be mounted as a map search pack. - // The map search pack is mounted at the top of the search path list, - // but only while you are connected that server and on that map. - game+download "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/download" - } - } -} diff --git a/game_compiling/lights.rad b/game_compiling/lights.rad deleted file mode 100644 index cac32b8..0000000 --- a/game_compiling/lights.rad +++ /dev/null @@ -1,57 +0,0 @@ -lights/fluorescentcool001a 189 231 232 350 -lights/fluorescentcool001b 236 255 182 350 -lights/fluorescentcool002a 189 231 232 400 -lights/fluorescentcool002b 236 255 182 400 -lights/fluorescentcool003a 189 231 232 300 -lights/fluorescentwarm001a 239 216 193 350 -lights/fluorescentwarm002a 239 216 193 400 -lights/fluorescentwhite001a 245 245 245 350 -lights/fluorescentwhite002a 245 245 245 400 - - -lights/hazzardred001a 228 37 0 300 -lights/hazzardyellow001a 250 215 74 300 - -lights/HIDcool001a 145 222 172 650 -lights/HIDcool001b 205 232 255 650 -lights/HIDwarm001a 255 201 116 650 - -lights/white001 250 250 250 70 -lights/white002 189 233 247 425 -lights/white003 232 246 190 350 -lights/white004 170 228 247 425 -lights/white005 234 235 220 375 -lights/white006 234 235 220 100 - -lights/white001_nochop 250 240 205 100 -lights/white002_nochop 189 233 247 425 -lights/white003_nochop 232 246 190 350 -lights/white004_nochop 170 228 247 425 -lights/white005_nochop 234 235 220 375 -lights/white006_nochop 234 235 220 100 - -lights/incandescentcool001a 235 235 235 300 -lights/incandescentwarm001a 250 226 129 300 - - -glass/glassscreen001a 172 192 161 225 -glass/glasspipe001f 214 72 44 200 -glass/glassscreen001c 172 192 161 225 -glass/glassscreen001d 211 187 134 225 -glass/glassblock001a 70 194 209 200 -composite/citadelfloor001a 103 143 203 200 -props/tvscreen006a 196 0 0 200 -shadertest/gooinglass 149 49 15 50 - -glass/glasswindow002e 189 233 247 425 -glass/glasswindow035a 145 222 172 100 - -dev/DEV_INTERIORLIGHT02B 151 176 204 225 - -plaster/plasterwall029h 189 223 227 125 -building_template/Building_Trainstation_Template001d 230 230 200 65 -building_template/Building_Trainstation_Template001e 230 230 200 150 -building_template/Building_Trainstation_window002d 230 230 200 300 -building_template/Building_Trainstation_window002e 230 230 200 300 - -lights/physgunlight 189 231 232 20 diff --git a/game_compiling/steam.inf b/game_compiling/steam.inf deleted file mode 100644 index fe8ad56..0000000 --- a/game_compiling/steam.inf +++ /dev/null @@ -1,3 +0,0 @@ -PatchVersion=14.07.10 -ProductName=garrysmod -appID=4000 diff --git a/game_hammer/gameinfo.txt b/game_hammer/gameinfo.txt deleted file mode 100644 index 11ea86d..0000000 --- a/game_hammer/gameinfo.txt +++ /dev/null @@ -1,95 +0,0 @@ -"GameInfo" -{ - game "Garry's Mod - Compiling" - type multiplayer_only - nomodels 1 - nohimodel 1 - nocrosshair 0 - hidden_maps - { - "test_speakers" 1 - "test_hardware" 1 - } - nodegraph 0 - GameData "X:/g/steamlib/steamapps/common/Team Fortress 2/bin/tf.fgd" - InstancePath "maps/instances/" - advcrosshair 1 - - "GameData" "X:/do/gmod/metastruct/mapfiles/metastruct.fgd" - "GameData0" "X:/g/steamlib/steamapps/common/GarrysMod/bin/garrysmod.fgd" - "GameData1" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/base.fgd" - "GameData2" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/cstrike.fgd" - "GameData3" "x:/g/steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin/halflife2.fgd" - "InstancePath" "X:/do/GMod/metastruct/mapfiles" - - FileSystem - { - SteamAppId 4000 // 218 - ToolsAppId 211 - - // - // Setup engine search paths. - // - // If a search path contains "_english", and the current language is not english, then - // another search path will be inserted above the english one by replacing "_english" with - // the appropriate language. - // - // To debug how the engine has parsed this file, type "path" at the console. - // - // Search paths are relative to the base directory, which is where hl2.exe is found. - // - // |gameinfo_path| points at the directory where gameinfo.txt is. - // |all_source_engine_paths| points at the directory cintaining HL2 shared content. - // - SearchPaths - { - game "X:/do/GMod/metastruct/mapdata/" - - // We search VPK files before ordinary folders, because most files will be found in - // VPK and we can avoid making thousands of file system calls to attempt to open files - // in folders where they don't exist. (Searching a VPK is much faster than making an operating - // system call.) - game "X:/g/steam/steamapps/common/Counter-Strike Source/cstrike/cstrike_pak.vpk" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_textures.vpk" - game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_sound_misc.vpk" - - game "X:/g/steamlib/SteamApps/common/Team Fortress 2/tf_misc" - //game "X:/g/steamlib/steamapps/common/Team Fortress 2/tf/tf2_misc.vpk" - - game "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/garrysmod.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_textures.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_sound_misc.vpk" - game "X:/g/steamlib/steamapps/common/GarrysMod/sourceengine/hl2_misc.vpk" - platform |all_source_engine_paths|platform/platform_misc.vpk - - // Now search loose files. We'll set the directory containing the gameinfo.txt file - // as the first "mod" search path (after any user customizations). This is also the one - // that's used when writing to the "mod" path. - mod+mod_write+default_write_path |gameinfo_path|. - - // Add the TF directory as a game search path. This is also where where writes - // to the "game" path go. - game+game_write "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod" - - // Where the game's binaries are - gamebin "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/bin" - - // Last, mount in shared HL2 loose files - game |all_source_engine_paths|hl2 - platform |all_source_engine_paths|platform - - // Random files downloaded from gameservers go into a seperate directory, so - // that it's easy to keep those files segregated from the official game files - // or customizations intentially installed by the user. - // - // This directory is searched LAST. If you visit a server and download - // a custom model, etc, we don't want that file to override the default - // game file indefinitely (after you have left the server). Servers CAN have - // custom content that overrides the default game files, it just needs to be - // packed up in the .bsp file so that it will be mounted as a map search pack. - // The map search pack is mounted at the top of the search path list, - // but only while you are connected that server and on that map. - game+download "X:/g/steamlib/steamapps/common/GarrysMod/garrysmod/download" - } - } -} diff --git a/game_hammer/noremove b/game_hammer/noremove deleted file mode 100644 index e69de29..0000000 diff --git a/publish_map.cmd b/publish_map.cmd index e8fe1b8..ab6bdb9 100644 --- a/publish_map.cmd +++ b/publish_map.cmd @@ -1,7 +1,7 @@ @set CMD_LC_ROOT=%~dp0 @cd /d "%CMD_LC_ROOT%" -@call config.bat -@call build_version.bat +@call common.cmd +@call build_version.cmd @cd /d "%CMD_LC_ROOT%" @if not exist "%mapfolder%\%mapfile%" @mkdir "%mapfolder%\%mapfile%" diff --git a/upload map.cmd b/upload map.cmd deleted file mode 100644 index 36491d0..0000000 --- a/upload map.cmd +++ /dev/null @@ -1,31 +0,0 @@ -@cd /d "%~dp0" -@call config.bat - -@echo off -set HOST=g3.metastruct.org - -echo Uploading version '%BUILD_VERSION%' target bz2: %GameDir%\maps\%mapname%.bsp.bz2 - -@if exist %GameDir%\maps\%mapname%.bsp.bz2 goto upload -@cd %GameDir%\maps\ -@goto fail - -:upload -cd %GameDir%\maps\ -@echo Uploading -@echo on -scp -l python %mapname%.bsp.bz2 %HOST%:gserv/Maps/maps -scp -l python graphs/%mapname%.ain %HOST%:gserv/Maps/maps/graphs -@echo Decompressing on remote... -plink -l python %HOST% bunzip2 gserv/Maps/maps/%mapname%.bsp.bz2 -@echo off -@goto win - -:fail -@echo FILE %GameDir%\maps\%mapname%.bsp.bz2 MISSING!!? -@goto die -:win -@echo success -@goto die -:die -@pause > nul \ No newline at end of file diff --git a/user_config_example.cmd b/user_config_example.cmd deleted file mode 100644 index 3291fa5..0000000 --- a/user_config_example.cmd +++ /dev/null @@ -1,14 +0,0 @@ -@rem see config.cfg for potential configuration options - -@set SteamAppUser=Python132o -@set SteamPath=x:\g\steam - -@set SteamPathAlt=x:\g\steamlib - -@set mapfolder=X:\do\gmod\metastruct\mapfiles -@set version_file=%mapfolder%\ver_meta3.txt -@set mapdata=X:\do\gmod\metastruct\mapdata -@set mapwsid=123 - -@set GameDir=%SteamPathAlt%\steamapps\common\GarrysMod\garrysmod -@set GameExeDir=%SteamPathAlt%\steamapps\common\GarrysMod