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.
… PS: We need a snark emote.