Any way to disable workshop downloads in a sourcemod ?
Quote from CosmicD on March 7, 2013, 9:13 amHello,
I've been releaseing updated maps of my mod "THE CORE" on the workshop lately. I'm almost finished and would like to revamp the last map together with a friend.
I heard that some people who still play the sourcemod version (old 1.1 version) have major issues loading the game. I can understand because it tries to update some files because they are old since the workshop/pti updates came.
I tried to build a template from scratch and it appears to be that I need a bare minimum of:
gameinfo.txt
maps folder with maps and soundcache submap with _master.cache (done from snd_rebuildaudiocache)
scenes/scenes.image
Scripts folder with game manifest and my soundscript file . But a sidenode with that is that now I built in all my sounds in the bsp and call them raw, instead of from script files, i needed to do that for the workshop)
pak01_dir.vpk , handmade with the resource / ui dirs, loading screens etc: for custom stuff)
/media folder to read bik files for the elevators.The rest it will all autocreate , like cfg , saves etc.
It seems to go well; The only silly problem is that it will download all my workshop files inside the mod's maps/workshop folder. This is ofcourse a bit unnescecery and I wonder if there's a way to dissallow workshop for this mod in gameinfo.txt (or wherever it's needed?)
You might think, why would you create another mod template. But there's people who have it installed that way and I would like to provide them with an update.
But a big reason is because there's no good way to play my custom elevator movies inside the workshop bsp's. Pakrat-ing the /media folder is simply not supported and worn't work. Also I use the old video splitter file, for some reason it had been updated and didn't somhow work together very well with the pti update on my maps. (I'm doing something wrong I guess)..
Anyway, the big question remains: can you configure to disable workshop in sourcemods ?
Hello,
I've been releaseing updated maps of my mod "THE CORE" on the workshop lately. I'm almost finished and would like to revamp the last map together with a friend.
I heard that some people who still play the sourcemod version (old 1.1 version) have major issues loading the game. I can understand because it tries to update some files because they are old since the workshop/pti updates came.
I tried to build a template from scratch and it appears to be that I need a bare minimum of:
gameinfo.txt
maps folder with maps and soundcache submap with _master.cache (done from snd_rebuildaudiocache)
scenes/scenes.image
Scripts folder with game manifest and my soundscript file . But a sidenode with that is that now I built in all my sounds in the bsp and call them raw, instead of from script files, i needed to do that for the workshop)
pak01_dir.vpk , handmade with the resource / ui dirs, loading screens etc: for custom stuff)
/media folder to read bik files for the elevators.
The rest it will all autocreate , like cfg , saves etc.
It seems to go well; The only silly problem is that it will download all my workshop files inside the mod's maps/workshop folder. This is ofcourse a bit unnescecery and I wonder if there's a way to dissallow workshop for this mod in gameinfo.txt (or wherever it's needed?)
You might think, why would you create another mod template. But there's people who have it installed that way and I would like to provide them with an update.
But a big reason is because there's no good way to play my custom elevator movies inside the workshop bsp's. Pakrat-ing the /media folder is simply not supported and worn't work. Also I use the old video splitter file, for some reason it had been updated and didn't somhow work together very well with the pti update on my maps. (I'm doing something wrong I guess)..
Anyway, the big question remains: can you configure to disable workshop in sourcemods ?
Quote from Lpfreaky90 on March 7, 2013, 9:50 amVery good question; I had the same problem.
The way I find easiest to fix it is by making a sourcemod, but dumping the contents in the actual portal 2 folder: portal2/portal2_dlc3; once the game is closed you can re-name the folder again to revert to the original content.You could write a custom program that basically puts the game into that folder and on exiting removes/renames it. Otherwise I wouldn't know
Very good question; I had the same problem.
The way I find easiest to fix it is by making a sourcemod, but dumping the contents in the actual portal 2 folder: portal2/portal2_dlc3; once the game is closed you can re-name the folder again to revert to the original content.
You could write a custom program that basically puts the game into that folder and on exiting removes/renames it. Otherwise I wouldn't know
Quote from TopHATTwaffle on March 7, 2013, 10:16 amLpfreaky90 wrote:You could write a custom program that basically puts the game into that folder and on exiting removes/renames it. Otherwise I wouldn't knowFor my Wibi!Data project that's exactly what I did. I used a portal2_dlc3 folder, and had Ben write me a custom launcher to rename the folder when you launched the EXE. Then once Portal 2 closed, it would name it back.

For my Wibi!Data project that's exactly what I did. I used a portal2_dlc3 folder, and had Ben write me a custom launcher to rename the folder when you launched the EXE. Then once Portal 2 closed, it would name it back.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

Quote from BenVlodgi on March 7, 2013, 10:29 amTopHATTwaffle wrote:For my Wibi!Data project that's exactly what I did. I used a portal2_dlc3 folder, and had Ben write me a custom launcher to rename the folder when you launched the EXE. Then once Portal 2 closed, it would name it back.woo my name was mentioned.
We did this to allow coop in mods. it does also bypass the workshop downloads, because its technically not a sourcemod, its an unofficial DLC_03.
tldr: from the title is sounds like you want to not get copies of all the workshop maps in your sourcemods folder. I dont know of a way to do that right off the bat, but I'll ask around
woo my name was mentioned.
We did this to allow coop in mods. it does also bypass the workshop downloads, because its technically not a sourcemod, its an unofficial DLC_03.
tldr: from the title is sounds like you want to not get copies of all the workshop maps in your sourcemods folder. I dont know of a way to do that right off the bat, but I'll ask around
Quote from CosmicD on March 8, 2013, 2:54 amYes, that's the problem, 280 mb of data (workshop dir) just wastefully forced in the sourcemods mod dir.
I don't want to sound like a dick but I'd prefer not to do you know... shenanigans on the user's main portal 2 dir. At the time I made my campaign a mod just to have everything sepparated from the player's main dir.
It would be cool if it's possible to do it completely sepparate, something could happen that leaves clutter in the user's main dir and then their game is "broke".
Yes, that's the problem, 280 mb of data (workshop dir) just wastefully forced in the sourcemods mod dir.
I don't want to sound like a dick but I'd prefer not to do you know... shenanigans on the user's main portal 2 dir. At the time I made my campaign a mod just to have everything sepparated from the player's main dir.
It would be cool if it's possible to do it completely sepparate, something could happen that leaves clutter in the user's main dir and then their game is "broke".

Quote from josepezdj on March 8, 2013, 6:26 amI guess everyone has the same issue. It's really annoying that the game automatically synchronizes the maps/workshop folder with the player's cloud. I'd like to know how does this process work... is it coded into the portal2.exe file? wouldn't it be possible to distribute our mods with an old Portal2.exe previous to the DLC2 and still capable to load the new version of files? (because we can take it from our game's original CD
)
I guess everyone has the same issue. It's really annoying that the game automatically synchronizes the maps/workshop folder with the player's cloud. I'd like to know how does this process work... is it coded into the portal2.exe file? wouldn't it be possible to distribute our mods with an old Portal2.exe previous to the DLC2 and still capable to load the new version of files? (because we can take it from our game's original CD )
Quote from FelixGriffin on March 8, 2013, 8:50 amWait, could I have a copy of that old EXE? I wanted to compare adhesion gel and reflection gel but I don't have a good backup of the executable.
Wait, could I have a copy of that old EXE? I wanted to compare adhesion gel and reflection gel but I don't have a good backup of the executable.

Quote from josepezdj on March 8, 2013, 11:04 amOf course, I jusr forgot that most of you surely bought the code via Steam
and don't have a CD... but I don't really know how to extract it!
As it's an installation CD, all files are compressed and I don't know where could the .exe file be or how to do to extract it, unless I install the game again in a different computer and avoid updating...
This is the content in the raw folder:
Of course, I jusr forgot that most of you surely bought the code via Steam and don't have a CD... but I don't really know how to extract it!
As it's an installation CD, all files are compressed and I don't know where could the .exe file be or how to do to extract it, unless I install the game again in a different computer and avoid updating...
This is the content in the raw folder:
Quote from Lpfreaky90 on March 8, 2013, 11:18 amwow; there's actually stuff on the disk. I thought it would be a setup for steam with a command line to register a product and then download it.
And no cd here
wow; there's actually stuff on the disk. I thought it would be a setup for steam with a command line to register a product and then download it.
And no cd here

Quote from josepezdj on March 8, 2013, 2:29 pmOK, I installed the game in my old computer. I went to the game properties and set it to not update while it was still in the process of installation. I doubt this file is much different than the rest though. Felix, if it is please tell me.
Also I doubt that the process of updating the workshop maps folder has to do with this file. Anybody knows how is this process fired? I sincerely think it's related to each one's steam account... is it possible to avoid updating by including something in the Autoexec.cfg or Config.cfg files?
OK, I installed the game in my old computer. I went to the game properties and set it to not update while it was still in the process of installation. I doubt this file is much different than the rest though. Felix, if it is please tell me.
Also I doubt that the process of updating the workshop maps folder has to do with this file. Anybody knows how is this process fired? I sincerely think it's related to each one's steam account... is it possible to avoid updating by including something in the Autoexec.cfg or Config.cfg files?