blackmesa_publish.exe

(X-posted from https://steamcommunity.com/app/362890/discussions/0/458604254427168583/ )

I seem to have broke my workshop submission.

Could someone elaborate on how this tool works? Specifically, what the “User Generated Content Folder Path” is supposed to be? I tried pointing it to a folder where I have a /maps subfolder containing the .bsp and /graphs, then I hit Apply Changes to UGC. It seemed to compile a VPK and upload it, but when I go to subscribe and get my content, BM registers that I have it, but it can’t find the .bsp. I relaunch the tool and find that the UGC Content Folder path has changed itself to D:\Steam\steamapps\workshop\content\362890\449141574.

Am I correct that this tool generates the VPK automatically? I see no option to upload an individual file, only point to a folder. Since I apparently have it wrong, what should this folder be and how should it be set up relative to Black Mesa’s folders?

Ah, good, I’m not the only one having some trouble.

So, it looks like what’s going on is that after uploading my content using the tool and then Subscribing to it, Steam is putting the unpacked files in D:\Steam\steamapps\workshop\content\362890\449141574, but it puts the JPG preview in bms/addons/workshop. There is no VPK to speak of anywhere. I can tell this because when I Unsubscribe, the contents and the JPG disappear. Understandably, because the BSP isn’t in addons, BM can’t find it and therefore can’t load it.

As I said, when I ran blackmesa_publish.exe, I provided a UGC folder containing /maps (the BSP) , /maps/graphs (the AIN) and /mapsrc (the VMF, optional) subfolders. I hit Apply Changes to UGC and it seemed to pack them into a VPK and upload it.

The user JamaicanDave kindly helped me look into this and it’s repeatable on his end. He was already a subscriber and got the content update for Bravado. He still has access to the previous version’s content, which hasn’t been overwritten. He also gets the same incorrectly placed folder at steamapps\workshop\content\362890\449141574.

So it looks like potentially we have two main issues here:

  • A VPK is not being generated for one reason or another.
  • The unpacked files are getting put in the wrong location.

In the same boat here with an updated submission. Glad to know it at least didn’t remove the old version for everyone who had it downloaded.

I’m not so lucky, I don’t think it overwrote the old version, but CU2 broke the old version so that’s actually probably worse.

I made my first mod and then this happens -.-

I hope it gets fixed soon…

Alright, so.

I just looked into this and all that. Sorry for not getting back sooner, Christmas family stuff and all that.

First: Yes, you’re correct. You’re kind of locked out of old mods. I’m asking about if there is something we can do about this, so bear with me.
Secondly: Mods are not currently being placed in the Black_mesa/bms/addons folder like they did previously. They will still download to the workshop/content/362890 folder (362890 being our AppID, if I recall correctly). You should be able to then just copy/paste everything from that, into the black_mesa/bms/addons folder, assuming it’s a pack .vpk, which leads me into point #3.
Thirdly: the uploader at the moment does not automatically generate content into the .vpk. I double checked this myself by uploading a .vpk and a non-vpk. If you wish to have people use your mod by copy/pasting into the addons folder (and then be easily able to update it later!) you’ll want to continue to use .vpk’s.** If you’re not sure how to make .vpk’s, just make a folder of all the content you want, in the appropriate file structure. Drag that folder ontop of vpk.exe in black_mesa/bin and it’ll automatically generate a vpk for you.

** I just checked this. this might not be working (uh oh).

To be honest, we’re 100% unsure what happened. This was working fine when we were testing it a month or so ago, and again when we were testing it directly via a steam branch. I’ll let you know how things are going, as I can.

Sorry guys, as a modder, this is a major bummer. Sorry!

Thanks for the heads up. In the meantime should we upload new versions, or would it be best to wait and see if you guys can get the old ones to be able to update?

We’re not sure. A few things broke that we weren’t expecting to break (looking at you MP spawning system!), so we’re kind of trying to figure out whats made things all borked.

Alright, so the OFFICIAL guide on how to use the uploader will come tomorrow, after I test a couple more things. Until then, here is what I have so far.

  • Navigate to whereyou have Black Mesa installed in the SteamApps folder.
  • Double click on the black_mesa/bin folder.
  • Double click on“blackmesa_publish.exe” - this is the mod uploader for the BlackMesa Workshop.

In the “UserGenerated Content Title:” field, put the name of your mod.

In the “UserGenerated Content Description:” field, put a description of yourmod. You will be able to edit this later, in steam. You won’t have toworry about it being just one line, there.

In the “UserGenerated Content Tags:” field, put tags that describe your mod.These will help players find your mod! You can put whatever tagsyou’d like in, but it helps to put the ones we have supported on theworkshop. If you’re going to be adding multiple tags, seperate themwith a comma. For example, Single Player or Multiplayer tags willautomatically be picked up by our workshop system. When someoneselects “Multiplayer” as a search term, your map will be in listwith all other mods of the same tag.

User GeneratedContent folder path:

  • Place the .vpk ofyour addon into it’s own folder.
  • Click “ChooseContent Folder” in the Black Mesa Content Publishing Tool.Navigate to thefolder where your addon’s .vpk is.
  • When you open thatfolder, you will see that it is empty. THIS IS NORMAL. When you’re inthe folder, click “Select.”
  • Click “upload.”
  • The file will beuploaded to the Black Mesa workshop, as a hidden file.
  • Go to your SteamProfile, click “Workshop Items” on the right hand side of yourprofile. You will see your mod on the list of uploaded files!
  • Click on it to betaken to it’s page. From here, you can upload screenshots, edit thedescription and more!
  • When you’re mod isready to be seen by the world, change the visibility settings topublic, and it will show up for everyone on the workshop.Congratulations!

Please note, thatyou can upload non-.vpk compressed mods with the new uploader, but ithighly recommended that you do so. It may actually be required, and is currently broken. I am unsure.

Known bugs with theworkshop
Thumbnails are notuploadable at the moment.
When you subscribeto a workshop mod, it’s not placed in the black_mesa/bms/addonsfolder like before. It is put in theSteamapps/Workshop/content/362890 folder. It will appear in anumbered folder. We’re aware of this issue and we are looking forsolutions to solve it.

Thanks for the preliminary guide. Despite your spacebar being jammed :stuck_out_tongue:

I assume this means the user has to manually find, extract and install the package themselves for the time being?

If it’s compressed with a vpk, they’ll have to extract. if it’s not a vpk, no. Yes, they’ll need to manually move to the addons folder (I think), or they’ll have to put them in the folders.

(Also, I do need a new keyboard)

So, uh, any update on this in terms of the files getting put in the wrong location?

There’s a test build on the public beta, if you’d like to try it. There’s still some wonkyness with it, but it should be working better than it is now.

Patch note given to me: “- WIP re-implementation of workshop. Note: The current workshop UI is non-functional and will be updated soon.”

Check it out, and let me know how it goes.

I’d assumed they were going to stay quiet until they figured it out, otherwise there probably won’t be much to report. “We’re working on it.”

Edit: I stand ninja’d and corrected.

I opted into the public beta, but it looks like blackmesa_publish.exe is still timestamped 12/22/2015 while other things carry today’s date (presumably because I updated it today). I’m not seeing the GUI issues you warned about either - it looks the same as it did before. Maybe the exe itself didn’t need to change? May be better to just hold off. I Just want to be sure since when I make an update, I end up giving 3,000 people a 30 MB file. It’s something I want to be confident about.

I think it was just the backend stuff, so that things you upload are put in the right place. I’ll double check.

Alright.

So I double checked with the programmer in charge of this, and could use your help to isolate bugs. (You be you, or anyone else who wants to).

in the PUBLIC BETA branch of Black Mesa on steam (anyone can opt into it), the bms_publish.exe is updated so that when you upload a mod, it will recognize the mods added, and place them in the (as I understand) current place where they are downloading now. If you uploaded a mod on the new tool, then everything should be fine. Just unsubscribe, then resubscribe to the mod and it should be recognized ingame, as I understand it. This should be the fix. I’ll be running my own tests on it, to confirm. If everyone else could try and break it too, that’d be sweet.

Right now, we know for a fact that there is no way to upload thumbnail images (whoops) and that you can’t sync the workshop with dedicated servers.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.