blackmesa_publish.exe

Thumbnails could be uploaded through the Workshop web page itself though, right?

This isn’t the most straightforward thing to test because it looks like bms.exe fails to launch in the public beta. So, I got the beta, used the publish tool to update the Bravado mod as a VPK this time (since I thought it automatically did it last time), and then I reverted back to the normal version of BM to run the game.

Nothing appears to have been fixed. The VPK shows up in /steam/steamapps/workshop/content/362890/449141574 as before. It is a VPK now, though, so I know the changes I applied went through. It just continues to be placed in the wrong spot. Unsubscribing, resubscribing, launching the game in between, doesn’t seem to help unfortunately. Maybe I will need to do that on the beta BM, but like I said, it doesn’t launch.

The new place is where it should be put now. The question is: Does it now show up and launch in-game. If not, then we have problems and I’ll go back to the programmer.

To follow up on the not launching thing: I replicated the issue, but then relaunching the game (after re-opting into the beta), it worked and it looked like it wasn’t launching. I’m just doubling checking some things related to it, but we think it’s an issue on steams end where the game has to connect to steam, so if the connection is slow, it takes a while to launch. Etc. etc.

Nice that things are slowly starting to function. Will keep watching for updates.

Alright, so I had a chat with the programmer. He’s currently working on something else at the moment, and won’t be able to get things fixed up for a few weeks at the earliest.

Until then, I’m here to help get you guys set up with workarounds. At the moment, it is possible to safely upload mods with blackmesa_publish.exe and to distribute them via the workshop. I’ll list the issues that we know of now, and then the stuff that works.

Clarification:

  • All mods will now download to the SteamApps/Workshop/Content/362890 folder. This is now how Steam wants everyone to do it, and so here we are having to us it.
  • Uncompressed mods will NOT be compressed into a .vpk. I am unsure if this is intended behavior, but as it stands, it’s a thing that makes it possible to use the workshop. (More on that after the dramatic plottwist)
  • Any mods uploaded on the old uploader, will need to be uploaded again. Sorry about that.

The broken:

  • Thumbnail uploading, you’re supposed to do it via the publish tool. It was left out during development of the tool due to some miscommunication/misunderstandings. This is something that you can’t change via the workshop page. It’s kind of silly, in my opinion. I’ll see if I can get in contact with a Valve employee who’s working on the workshop stuff and see if I can figure out why it is the way it is.
  • If you’re on the public beta branch of the game and click “Workshop addons” on the main menu, it will not do anything. This was the UI issue I mentioned earlier, Maki. I misunderstood what the programmer said, so I conveyed the wrong info. My apologies.
  • If you upload a multiplayer map, it doesn’t show up under the Host Online Game > Maps list (see below for additional information about uploaded mods).
  • Blackmesa_publish.exe - it can get all jumbled when you’re uploading/clicking on things. This is known. I was able to restore its look just by resizing the publishers window.
  • If you use a .vpk for your mod, it will not be recognized by the game. We’re not sure why this is, but it is how it is right now. This is something that we’ll be working on fixing soon. To reiterate: mods that use .vpk’s WILL NOT WORK.


    HOWEVER THE NOT BROKEN… PLOTTWIST! … DUH DUH DUUUUUUUUH

    If you upload a mod that isn’t using a .vpk; that is, it’s uncompressed and just of the file structure: MyModsName/maps (and/or materials and/or models and/or scripts) it will be accurately and correctly read by the game. Your mod will be downloaded and recognized by those who subscribe to your mod. Players CAN use your mod, if you upload it uncompressed. Again: DO NOT TURN YOUR MOD INTO A .VPK AT THE PRESENT MOMENT.

So, tl;dr: Upload your mod normally, don’t make it a .vpk, mods will work fine.

If you have questions, please DO NOT HESITATE TO ASK… It’s rough right now, but it works. We will be working on getting fixes out as we can. I’m here to help you all (the modders of black mesa) get answers to what you need and help make the tools something that works for your.

Thanks for bearing with us. I’m pretty stoked to see what everyone comes up with. Again, if you’re making a mod, please do not hesitate to share it! Post it on the forums, tweet it to @BlackMesaDevs, facebook us it… Hell, send a carrier Pidgeon with a link to it. If I see mods, I will look at them and there’s a very good chance that I’ll have it shared on twitter or facebook.

  • :s nark:

… PS: We need a snark emote.

Okay so, what you’re saying is that if I have the uncompressed, non-VPK files in their own folder, such as:
SteamApps/Workshop/Content/362890/449141574/bm_bravado/ (even though 449141574 should be a unique folder for the mod already?)

Then the game should be able to read it, if not now, then in the next update? Because it doesn’t read it in this one. The console can’t find the map.

It would be now. So it would be SteamApps/Workshop/Content/362890/449141574/<maps/materials/models/etc> folder.

If you want, you can upload it, send it to me, and I can check.

Okay, so I have Bravado in the Workshop set up as you describe now. It’s the individual files, not a VPK, laid out in /maps (along with /mapsrc for the VMF and a TXT read me). For me, Steam is placing them in SteamApps/Workshop/Content/362890/449141574. So, we have:

SteamApps/Workshop/Content/362890/449141574/maps/bm_bravado.bsp (and the .ain in /graphs)
SteamApps/Workshop/Content/362890/449141574/mapsrc/bm_bravado.vmf
SteamApps/Workshop/Content/362890/449141574/readme.txt

However, Black Mesa is not finding the map to load. Get a generic “map not found” error when you try to do “map bm_bravado.”

could you PM me the link to the workshop page? (I’m admin on teh workshop, so you can keep it private and I can see it still. I think).

I’m working on Russian localization and began work on the location of files in the workshop.

I am trying to load the interface localization and subtitles, through p2map_publish.exe and blacmesa_publish.exe, packed in VPK, and unpacked. No subtitles are not a menu translation is not working.

List of files:

\ admin \ admin_english.txt
\ admin \ server_english.txt
\ resource \ bmsmp_english.txt
\ resource \ bms_english.txt
\ resource \ bootup_english.txt
\ resource \ clientscheme.res
\ resource \ closecaption_english.dat
\ resource \ credits_english.txt
\ resource \ gameui_english.txt
\ resource \ gameui_loading_screen.txt
\ resource \ optionssubblackmesa.res
\ resource \ optionssubmouse.res
\ resource \ platform_english.txt
\ resource \ sourcescheme.res
\ resource \ valve_english.txt
\ resource \ vgui_english.txt
\ resource \ gameui \ gameui_scheme.res
\ resource \ ui \ mainmenu.res
\ scripts \ credits.txt
\ servers \ serverbrowser_english.txt

After installing the game does not change anything, maybe I’m doing something wrong?

\ Resource \ clientscheme.res
\ Resource \ optionssubblackmesa.res
\ Resource \ optionssubmouse.res
\ Resource \ sourcescheme.res
\ Resource \ gameui \ gameui_scheme.res
\ Resource \ ui \ mainmenu.res

These files have to be replaced due to the fact that the font supplied in the game does not support the Cyrillic layout.

It can not be that the addon refuses to work because of the fact that I’m trying to replace these files?

It is possible that those files may be on a list that you can’t replace. The CC files aren’t working at the moment with menu’s, so that may be connected.

Sorry to bump this thread, but I seemed to be having a different problem here.

One of my submission is having the problem of not being rendered properly. (The Muzzleflash could be seen on the shooting animation)
And the shooting sound are heard, but somehow the sounds in which I needed to change with my submission couldn’t be played.

I tried moving it outside of the .vpk, and it still have the same problem.

This is the error report regarding the sound modification.

Cannot figure out which search path sound\weapons\mp5\reload.wav came from. Absolute path is d:\steam\steamapps\workshop\content\362890\563270266\sound\weapons\mp5\reload.wav
Cannot figure out which search path sound\weapons\mp5\reload.wav came from. Absolute path is d:\steam\steamapps\workshop\content\362890\563270266\sound\weapons\mp5\reload.wav
Failed to load sound “)weapons\mp5\reload.wav”, file probably missing from disk/repository
Cannot figure out which search path sound\weapons\mp5\reload.wav came from. Absolute path is d:\steam\steamapps\workshop\content\362890\563270266\sound\weapons\mp5\reload.wav

And somehow, blackmesa_publish.exe didn’t want to work.
I tried double clicking it, but it doesn’t want to show up.
I checked the task manager, and it shows 3 different blackmesa_publish.exe is running, but no window is being shown.
I even tried to end the process, but it didn’t want to end it.

Is there somewhere where I have to do something?
Did I miss a memo?

The publishing tools wont’ run if the game is running, so that might have been it.

The Absolute sound path thing is a known bug, I will be making a bug report for it.

My game isn’t running though.
But steam is running, is that might be the cause?

Steam should be running for the tool. I don’t know about anyone else, but I need to run the publish tool as an administrator for it to work. Works fine other than that, though.

Run as Admin may be what you need to do. At the moment, thats the only thing I can think of. That or the window is erroring out when launches.

I tried running as an administrator.
Somehow Windows just says (Not Responding).

Here’s my specifications:

Intel Core i5-4660 @3.2GHz
8GB RAM
Nvidia GeForce GTX960 4GB
Windows 7 Ultimate SP1 64-bit

Hmmm

Check your workshop submissions on your steam profile. Look at see if you have an empty black mesa upload, if you do, delete it.

Is an empty black mesa submission something that’s just 0.098MB file?
If it isn’t then I don’t have any empty workshop submission.

But even though, it seemed that any of the programs in the .bin folder isn’t working.
I tried running the hlmv but it just going by the same problem.

Trying to validate the game file, it says that 1 file needs to be redownloaded.
But it doesn’t seemed to be fixing the problem.
All the SDK files is still problematic.

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.