• Team Fortress 2 1.0.1.8 - Source 2013 Port
    92 replies, posted
As a reference, for Linux client users, you need to open a terminal in the "tf_port" directory, and enter this command line: [code] find . | sort -r | sed 's/\(.*\/\)\(.*\)/mv "\1\2" "\1\L\2"/' | sh [/code] It'll rename files to be lowercase, otherwise you'll get lots of missing assets because Source doesn't handle case-sensitive file systems well. Doubt there's any point in sorting files before renaming them but it works. That was taken from [url=https://steamcommunity.com/app/221410/discussions/0/828938532638150996/]this post[/url].
[QUOTE=Nabile13;52445611]As a reference, for Linux client users, you need to open a terminal in the "tf_port" directory, and enter this command line: [code] find . | sort -r | sed 's/\(.*\/\)\(.*\)/mv "\1\2" "\1\L\2"/' | sh [/code] It'll rename files to be lowercase, otherwise you'll get lots of missing assets because Source doesn't handle case-sensitive file systems well. Doubt there's any point in sorting files before renaming them but it works. That was taken from [url=https://steamcommunity.com/app/221410/discussions/0/828938532638150996/]this post[/url].[/QUOTE] I'm pretty sure that's not needed here since I actually went ahead and changed all material paths to lowercase and models and sounds are already lowercase. It seems to work fine based on my brief testing on linux. [editline]8th July 2017[/editline] [QUOTE=Ott;52444702]Now it's just segfaulting. [code]tf2p@vps61090:~/tf2$ ./srcds_run -game tf_port +map ctf_2fort Auto detecting CPU Using default binary: ./srcds_linux Server will auto-restart if there is a crash. Using Breakpad minidump system. Version: 4016097 AppID: 232250 Setting breakpad minidump AppID = 232250 Using breakpad crash handler Loaded 1217 VPK file hashes from /home/tf2p/tf2/hl2/hl2_textures.vpk for pure server operation. Loaded 574 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_vo_english.vpk for pure server operation. Loaded 383 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_misc.vpk for pure server operation. Loaded 449 VPK file hashes from /home/tf2p/tf2/hl2/hl2_misc.vpk for pure server operation. Loaded 5 VPK file hashes from /home/tf2p/tf2/platform/platform_misc.vpk for pure server operation. server_srv.so loaded for "Team Fortress" Segmentation fault Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem Fri Jul 7 20:29:59 EDT 2017: Server restart in 10 seconds Fri Jul 7 20:30:00 EDT 2017: Server Quit [/code][/QUOTE] Turns out you need to do the same thing with scenefilecache_srv.so although I didn't get a segfault because of that one. [QUOTE] nicknine@ubuntu-vm:~/tfserver$ ./srcds_run -game tf_port +map ctf_2fort Auto detecting CPU Using default binary: ./srcds_linux Server will auto-restart if there is a crash. Using Breakpad minidump system. Version: 4014252 AppID: 244310 Setting breakpad minidump AppID = 244310 Using breakpad crash handler Loaded 1222 VPK file hashes from /home/nicknine/tfserver/hl2/hl2_textures.vpk for pure server operation. Loaded 574 VPK file hashes from /home/nicknine/tfserver/hl2/hl2_sound_vo_english.vpk for pure server operation. Loaded 383 VPK file hashes from /home/nicknine/tfserver/hl2/hl2_sound_misc.vpk for pure server operation. Loaded 446 VPK file hashes from /home/nicknine/tfserver/hl2/hl2_misc.vpk for pure server operation. Loaded 5 VPK file hashes from /home/nicknine/tfserver/platform/platform_misc.vpk for pure server operation. server_srv.so loaded for "Team Fortress" CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' maxplayers set to 24 Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Unknown command "r_decal_cullsize" ConVarRef dev_loadtime_map_start doesn't point to an existing ConVar Network: IP 127.0.1.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL Initializing Steam libraries for secure Internet server [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 243750 Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Setting breakpad minidump AppID = 244310 No account token specified; logging into anonymous game server account. (Use sv_setsteamaccount to login to a persistent account.) Error loading cfg/trusted_keys_base.txt Error loading cfg/pure_server_minimal.txt ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file server.cfg Using map cycle file 'cfg/mapcycle_default.txt'. ('cfg/mapcycle.txt' was not found.) CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '', expecting 'file' SV_BroadcastMessage: Recipient Filter for message type 23 (reliable: no, init: no) with bogus client index (0) in list of 1 clients Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.) Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.) 'server.cfg' not present; not executing. 'ctf_2fort.cfg' not present; not executing. Server is hibernating Connection to Steam servers successful. Public IP is REDACTED. Assigned anonymous gameserver Steam ID [A:1:2386043913:8806]. VAC secure mode is activated. [/QUOTE]
It would be cool to see people make a weapons testing client that includes weapons from the live game, and introduces new weapons purely for stat testing and tweaking without relying on a server mod to modify the stats.
[QUOTE=Ott;52444702]Now it's just segfaulting. [code]tf2p@vps61090:~/tf2$ ./srcds_run -game tf_port +map ctf_2fort Auto detecting CPU Using default binary: ./srcds_linux Server will auto-restart if there is a crash. Using Breakpad minidump system. Version: 4016097 AppID: 232250 Setting breakpad minidump AppID = 232250 Using breakpad crash handler Loaded 1217 VPK file hashes from /home/tf2p/tf2/hl2/hl2_textures.vpk for pure server operation. Loaded 574 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_vo_english.vpk for pure server operation. Loaded 383 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_misc.vpk for pure server operation. Loaded 449 VPK file hashes from /home/tf2p/tf2/hl2/hl2_misc.vpk for pure server operation. Loaded 5 VPK file hashes from /home/tf2p/tf2/platform/platform_misc.vpk for pure server operation. server_srv.so loaded for "Team Fortress" Segmentation fault Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem Fri Jul 7 20:29:59 EDT 2017: Server restart in 10 seconds Fri Jul 7 20:30:00 EDT 2017: Server Quit [/code][/QUOTE] [QUOTE]AppID: 232250[/QUOTE] Explain why you are using TF2 Dedicated Server. The instructions clearly say to use app 244310.
[QUOTE=Nicknine;52446679]Explain why you are using TF2 Dedicated Server. The instructions clearly say to use app 244310.[/QUOTE] Oops. I followed the wiki and then followed your instructions.
[QUOTE=Ott;52446818]Oops. I followed the wiki and then followed your instructions.[/QUOTE] Added VDC wiki SteamCMD article link to OP, it has more info on SteamCMD.
IMPORTANT: If you're running the client on Linux or Mac, Steam client currently has a bug where it doesn't attach -steam parameter when running Source mods like it's supposed to and launch parameters in Library don't work for Source mods either. You need to run <Steam>/steamapps/common/Source SDK Base 2013 Multiplayer/hl2.sh directly with the following parameters: -game "<full_path_to_mod>" -steam
holy shit, the game runs so smoothly when it isn't trying to render 3000 hats, get over double the FPS in this as I get in TF2 today. Hopefully the mod starts picking up more players because I feel like this is gonna be super fucking fun
We really need a Steam Group to organize events and such.
[QUOTE=MarkkusBoi;52447698]We really need a Steam Group to organize events and such.[/QUOTE] There's this old group dedicated to 1.0.0.9 build: [url]https://steamcommunity.com/groups/TeamNostalgia2[/url]
Can we make a list with available servers? Im hosting one for europe(wasnt any so far).
[QUOTE=Dragonisser;52447839]Can we make a list with available servers? Im hosting one for europe(wasnt any so far).[/QUOTE] Why? The server browser works just fine.
[QUOTE=Nicknine;52447955]Why? The server browser works just fine.[/QUOTE] Nvm. it didnt worked on my side.
[QUOTE=Nicknine;52446332]I'm pretty sure that's not needed here since I actually went ahead and changed all material paths to lowercase and models and sounds are already lowercase. It seems to work fine based on my brief testing on linux. [editline]8th July 2017[/editline] Turns out you need to do the same thing with scenefilecache_srv.so although I didn't get a segfault because of that one.[/QUOTE] I remember seeing a "materials/VGUI" folder in the files I extracted from the archive I downloaded yesterday. I don't have it anymore, so I can't double check. Here's a screenshot before I fixed the issue: [t]https://nabile.s-ul.eu/BCO42RC8.png[/t] I can't get the Steam overlay to show either for some reason.
[QUOTE=Nabile13;52448109]I remember seeing a "materials/VGUI" folder in the files I extracted from the archive I downloaded yesterday. I don't have it anymore, so I can't double check. Here's a screenshot before I fixed the issue: [t]https://nabile.s-ul.eu/BCO42RC8.png[/t] I can't get the Steam overlay to show either for some reason.[/QUOTE] Steam Overlay doesnt work on (technically) non-steam games iirc.
[QUOTE=Nabile13;52448109]I remember seeing a "materials/VGUI" folder in the files I extracted from the archive I downloaded yesterday. I don't have it anymore, so I can't double check. Here's a screenshot before I fixed the issue: [t]https://nabile.s-ul.eu/BCO42RC8.png[/t] I can't get the Steam overlay to show either for some reason.[/QUOTE] Aw, crape, I've checked the package and it seems that it indeed has uppercase symbols in material paths. Strange, I could swear I fixed that. Gonna re-upload soon. EDIT: What's even weirder is that the server package has the corrected case but not client package. [editline]9th July 2017[/editline] Re-uploaded the client package, now with lowercase material paths so it should work properly on Linux and Mac now.
[QUOTE=Toro;52448197]Steam Overlay doesnt work on (technically) non-steam games iirc.[/QUOTE] It does work, as long as you start a game within your library and have the Steam overlay option checked. It could be a Linux Source mod issue, I don't know. [QUOTE=Nicknine;52447539]IMPORTANT: If you're running the client on Linux or Mac, Steam client currently has a bug where it doesn't attach -steam parameter when running Source mods like it's supposed to and launch parameters in Library don't work for Source mods either. You need to run <Steam>/steamapps/common/Source SDK Base 2013 Multiplayer/hl2.sh directly with the following parameters: -game "<full_path_to_mod>" -steam[/QUOTE] [DEL] Works for me:[/DEL] [IMG]https://nabile.s-ul.eu/xHHUEVbM.png[/IMG] Talked too soon. That was an illusion. [QUOTE=Nicknine;52448233]Aw, crape, I've checked the package and it seems that it indeed has uppercase symbols in material paths. Strange, I could swear I fixed that. Gonna re-upload soon. EDIT: What's even weirder is that the server package has the corrected case but not client package. [editline]9th July 2017[/editline] Re-uploaded the client package, now with lowercase material paths so it should work properly on Linux and Mac now.[/QUOTE] I do hope you have also lowercased the models folder, because I'm pretty sure I've seen ERROR models back then.
Do I need to install the update into the server package or no?
Here's the [URL="https://facepunch.com/showthread.php?t=1066631"]TF2 TIP - The Texture Improvement Project[/URL]. The project died because it just couldn't keep up with the amount of new items and weapons to retexture for consistency, but in a [I]stock[/I] TF2 setting, it's perfect. How does it improve upon Valve's textures? [URL="http://tf2tip.maxofs2d.net/"]See for yourself here.[/URL] I can't take credit for these textures, so here's the original credit list: [QUOTE][B]Crew and Credit:[/B] Blaholtzen: Project Leader, Texture Artist, Texture Editor. NassimO: Project Leader, Texture Artist. Hecates: Blood department. Texture Artist. AO/Texport Baker Murphy: Modeler, Normal Mapper, Texture Artist, AO Baker. NeoDement: Modeler, Texture Artist, AO Baker. Agent Fedora: Model editor, Texport Baker. Chaofanatic: Particle Wizard. Shugo: Invulnerability Textures. Sexy robot: AO Baker.[/QUOTE] This version of the TIP is a rather quick fix, as I just deleted the vmt files included in the original release. Not to worry, I'm looking into it and they may return. This package also includes [B]mat_picmip -10 textures of most props.[/B] Furthermore, this does not include any of Chaofanatic's fantastic particles, as some of them (flames in particular) are having some issues. You know how to install, either overwrite your client's files (not recommended) or make a folder in the mod's custom folder. [URL="https://mega.nz/#!785FgYwa!hgXyc4UmYd3n5gndp5og7fqfRbb7_12VQasRAnkXHwU"][img]http://img15.hostingpics.net/pics/662993262316Untitled3.png[/img][/URL]
TF2 TIP Fixes the annoying phong issue! by chance, it is a version matching the OB one or it is more "modern"? [editline].[/editline] nvm, since it is your own version, the official banner gives a bad impression
[QUOTE=chipsnapper2;52448742]Here's the [URL="https://facepunch.com/showthread.php?t=1066631"]TF2 TIP - The Texture Improvement Project[/URL]. The project died because it just couldn't keep up with the amount of new items and weapons to retexture for consistency, but in a [I]stock[/I] TF2 setting, it's perfect. How does it improve upon Valve's textures? [URL="http://tf2tip.maxofs2d.net/"]See for yourself here.[/URL] I can't take credit for these textures, so here's the original credit list: This version of the TIP is a rather quick fix, as I just deleted the vmt files included in the original release. Not to worry, I'm looking into it and they may return. This package also includes [B]mat_picmip -10 textures of most props.[/B] Furthermore, this does not include any of Chaofanatic's fantastic particles, as some of them (flames in particular) are having some issues. You know how to install, either overwrite your client's files (not recommended) or make a folder in the mod's custom folder. [URL="https://mega.nz/#!785FgYwa!hgXyc4UmYd3n5gndp5og7fqfRbb7_12VQasRAnkXHwU"][img]http://img15.hostingpics.net/pics/662993262316Untitled3.png[/img][/URL][/QUOTE] By the way, Engie's glove viewmodel when he's holding a wrench is a missing texture, dunno if thats a problem on my side or with this. [img]http://i.cubeupload.com/z7mTbj.png[/img]
Could you add a way to disable crits?
[QUOTE=Nicknine;52447539]IMPORTANT: If you're running the client on Linux or Mac, Steam client currently has a bug where it doesn't attach -steam parameter when running Source mods like it's supposed to and launch parameters in Library don't work for Source mods either. You need to run <Steam>/steamapps/common/Source SDK Base 2013 Multiplayer/hl2.sh directly with the following parameters: -game "<full_path_to_mod>" -steam[/QUOTE] Turns out this doen't work. Instead, do this to launch the mod on Linux/Mac: run ~/.steam/steam.sh with the following params: -applaunch 243750 -steam -game <full_path_to_mod>. Not the prettiest way but it's the only workaround I could find.
Is tf_port/materials/models/player/engineer/engineer_handR_blue.vtf and engineer_handR_blue.vmt missing for anyone else? for some reason I don't have them and I [I]think[/I] its whats causing my blue engi wrench viewmodel to have a missing glove texture. edit: it is the reason I didn't have a blu engie wrench viewmodel glove texture
[QUOTE=Toro;52450490]Is tf_port/materials/models/player/engineer/engineer_handR_blue.vtf and engineer_handR_blue.vmt missing for anyone else? for some reason I don't have them and I [I]think[/I] its whats causing my blue engi wrench viewmodel to have a missing glove texture. edit: it is the reason I didn't have a blu engie wrench viewmodel glove texture[/QUOTE] It's indeed missing, however, the wrench viewmodel does not use such material. You must have installed a modified model intended for a newer version of the game where blue glove texture was already added.
[QUOTE=Nicknine;52450528]It's indeed missing, however, the wrench viewmodel does not use such material. You must have installed a modified model intended for a newer version of the game where blue glove texture was already added.[/QUOTE] huh, weird, because adding the blue files actually did fix my problem with the viewmodels, so it was probably the fact that the TF2TiP above has the blue versions of the files. Alright
The TIP release above includes some textures, nothing more. The phong issues remain for now. On another note, it may actually be easier to overwrite this mod's textures folder with that of TF2 Classic, since they were using the TIP as base textures last time I heard. I will look into this.
[QUOTE=Nicknine;52450053]Turns out this doen't work. Instead, do this to launch the mod on Linux/Mac: run ~/.steam/steam.sh with the following params: -steam -game <full_path_to_mod>. Not the prettiest way but it's the only workaround I could find.[/QUOTE] Works fine here, I can connect to VAC servers so it means the parameters are taken into account. My .desktop file: [code] [Desktop Entry] Name=Team Fortress 2 Icon=steam_icon_440 Terminal=false Exec='/media/nabile/Windows 7/Program Files (x86)/Steam/steamapps/common/Source SDK Base 2013 Multiplayer/hl2.sh' -game '/home/nabile/.local/share/Steam/steamapps/sourcemods/tf_port' -steam Type=Application Categories=Game; [/code]
[QUOTE=Nabile13;52451714]Works fine here, I can connect to VAC servers so it means the parameters are taken into account. My .desktop file: [code] [Desktop Entry] Name=Team Fortress 2 Icon=steam_icon_440 Terminal=false Exec='/media/nabile/Windows 7/Program Files (x86)/Steam/steamapps/common/Source SDK Base 2013 Multiplayer/hl2.sh' -game '/home/nabile/.local/share/Steam/steamapps/sourcemods/tf_port' -steam Type=Application Categories=Game; [/code][/QUOTE] Strange, when I tried launching hl2.sh via terminal it didn't work saying that it failed to load engine.so. Some guy on Reddit got the same issue.
Anyone interested in starting up a game?
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