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[TF2C] New-Old Weapons Pack: Basic Troubleshooting (6-27-22)

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  1. Heya! If you're having issues, here's a few helpful tidbits;
  2.  
  3.  
  4.  
  5. //----------------------------------------------
  6.  
  7. - "How do I open this mod? It says it's a .RAR / .ZIP / .7z file!"
  8. Most TF2 / TF2C / Source Game mods come packaged within .rar, .zip, or .7z files. These are NOT the mods themselves - merely the containers. Think of it like a delivery box, you open the file to find the folders inside!
  9. But, how do you open these? Grab a free program that opens these. Two programs, called 7zip and WinRAR, will do.
  10.  
  11. 7zip (recommended, completely free):
  12. https://www.7-zip.org/
  13.  
  14. WinRAR (alternative, free trial for it lasts forever):
  15. https://www.win-rar.com/
  16.  
  17. Install one (or both) of these, and they should automatically set any .rar, .zip, or .7z files on your computer to be opened with them. If the icon changes, you're good!
  18. To open an archived file, double-click it, or right click it to bring up a context menu.
  19.  
  20. Inside is a folder or two. Extract those out to match the directory!
  21.  
  22.  
  23.  
  24.  
  25.  
  26. //----------------------------------------------
  27.  
  28. - "Is it in the right place? I'm not sure."
  29. Make sure you throw the .VPK files into the "custom" folder - it should be located like this:
  30.  
  31. [.../Steam/steamapps/sourcemods/tf2classic/custom/ -the mod content goes here-]
  32.  
  33. Make sure it's set up correctly! Notice how, the folder right above this is 'tf2classic', and the tf2c game directory is 'sourcemods/tf2classic/'?
  34. Put two-and-two together, you can merge them.
  35.  
  36. |-----
  37.  
  38. - "...No, I'm still not sure. Did I do it right?"
  39. Look, at the end, your files should look something like this;
  40.  
  41. [.../Steam/steamapps/sourcemods/tf2classic/custom/custom_objector_decals_go_here!/]
  42. [.../Steam/steamapps/sourcemods/tf2classic/custom/tf2c_newoldweapons_itemsgame_scripts/]
  43. [.../Steam/steamapps/sourcemods/tf2classic/custom/tf2c_newoldweapons_killicons/]
  44. [.../Steam/steamapps/sourcemods/tf2classic/custom/tf2c_loadoutmenu_itemsgrid.vpk]
  45. [.../Steam/steamapps/sourcemods/tf2classic/custom/tf2c_newoldweapons_assets_000.vpk]
  46. [.../Steam/steamapps/sourcemods/tf2classic/custom/tf2c_newoldweapons_assets_001.vpk]
  47. [.../Steam/steamapps/sourcemods/tf2classic/custom/tf2c_newoldweapons_assets_dir.vpk]
  48.  
  49. Just, make sure there's no weird stuff like, ".../tf2classic/custom/tf2classic/custom/", capiche?
  50.  
  51. "custom_objector_decals_go_here!" is totally optional, and just if you want to customize your Conscientious Objector decal a little (it's clientside only!)
  52.  
  53.  
  54.  
  55.  
  56.  
  57. /----------------------------------------------
  58.  
  59. - "Is it working? How do I check if it's working?"
  60. Boot up the game! If everything is installed and working correctly, you should see the big "Team Fortress 2 Classic" logo up at the top-left now has a little "New-Old Weapons Pack" title box to the left of it.
  61.  
  62. Additionally, head into your loadout - ideally, new weapons should appear as soon as you choose any class' weapon selection screen. Everyone -does- have something new, after all!
  63.  
  64. Regardless of most circumstances, too, the weapons should appear on the maps "itemtest_4team" or "itemtest_4expanse", if you load either up by the Create a Server button or Developer Console.
  65. (If it comes down to it that you just wanna check if you even have the Assets installed right, enter "playgamesound weapons/gas_can_explode.wav" without quotes in your Dev. Console while in a Map. It should play a sound, and if it does, you installed the assets right at least.)
  66.  
  67.  
  68.  
  69.  
  70.  
  71. //----------------------------------------------
  72.  
  73. - "No items are showing up! What gives?"
  74. There's several potential answers to what gives, and they depend on a few factors!
  75.  
  76. 1.) This weapons pack will only work either on LAN (creating a server or loading a map locally), or joining servers explicitly running the pack.
  77. You MIGHT be able to still join servers that are NOT running the pack, and may see the new weapons, but you'll be forced to use stock. Keep this in mind!
  78. Crashes are very likely if you join a server that isn't running the NOWP, so it'd be a good idea to remove "tf2c_newoldweapons_itemsgame_scripts" to play on other places!
  79.  
  80. |-----
  81.  
  82. 2.) Something might be conflicting with the Weapons Pack, because it has its own items_game.txt!
  83. If you want to see if you have it installed right, go to the maps "itemtest_4team" or "itemtest_4expanse" - the weapons should be present on both maps.
  84. If they load fine there, something's conflicting. Conflicting mods can be difficult to spot, but check your .VPKs first (with GCFScape!)
  85.  
  86. Here's an incomplete and probably outdated list of stuff that -might- conflict without compatibility fixes;
  87. Note; It's not their fault, nor is it mine! Just due to how items_game.txt mods work, we all share the same file! Guh...
  88. [Servers]
  89. -Knockout! Custom Weapons [Uses their own version of NOWP + other CW mods!]
  90. -Flower Paradise / WONDERLAND.TF [Same deal as Knockout! Custom Weapons]
  91. -Custom Weapons: Classic [Not entirely sure why but people report crashes when joining with NOWP installed]
  92.  
  93. [Other Weapons Packs]
  94. -Fred's Fight-Starters! [https://gamebanana.com/mods/382141]
  95. -Beta Weapons Pack [https://gamebanana.com/mods/380606]
  96. -"Civilized" Weapons Pack [https://gamebanana.com/mods/380497]
  97.  
  98. [Mods that modify 'scripts/items_game.txt']
  99. -TF2Cx10 [https://gamebanana.com/gamefiles/12713]
  100. -TF2Cx100 [https://gamebanana.com/mods/370506]
  101. -The Overhauler [https://gamebanana.com/gamefiles/12469]
  102.  
  103. [Mods that modify 'scripts/items_game.txt' and it isn't obvious they do!!]
  104. -Improved Sound Effects [https://gamebanana.com/sounds/44608]
  105. -The Original for Rocket Launcher [https://gamebanana.com/skins/152191]
  106. -Live Huntsman VM [https://gamebanana.com/skins/179570]
  107. -S.P.U.D Rocket Launcher [From the Discord]
  108.  
  109. |-----
  110.  
  111. 3.) Check if it's the right version, and / or if a TF2C update happened recently.
  112. While they should at least temporarily work with new updates, after major TF2C updates I'll generally release a "patch" to add-in features
  113. that the update might have newly introduced, or otherwise clean up and tidy my existing weapons with the new features in mind.
  114.  
  115. If you're missing new -official- weapons, check back ASAP for an update to my pack!
  116.  
  117.  
  118.  
  119.  
  120.  
  121. //----------------------------------------------
  122.  
  123. - "The game is crashing when I join an online game or server!"
  124. This may or may not be the fault of my Weapons Pack - given the nature of the stuff it changes, there might be some mismatch between you and the Server. Thus, crashes.
  125. First, in the main menu, try to see if you can reset your loadout to all-default weaponry, then join the server.
  126. If it still crashes, I recommend temporarily uninstalling this pack to join..!
  127.  
  128. Be aware that this pack will also most likely crash on servers running other Weapons Packs, especially since (as of writing) most custom wep. servers don't report which Custom Weapons they run from the browser!
  129.  
  130.  
  131.  
  132.  
  133.  
  134. //----------------------------------------------
  135.  
  136. - "The weapons aren't making sounds!" / "The weapons used to make sound, but don't anymore?" / "There's some loud static that plays when I use these weapons."
  137. Most likely a sound.cache issue - TF2 & TF2C build these files automatically for mods, but are somewhat sluggish to update them for new sounds over time.
  138. The files can cause some errors for basically no reason. Classic Source.
  139.  
  140. You can try deleting ALL of your sound.cache files in the "custom" folder, then launching the game again and joining a map - this will force the game to rebuild the sound.cache,
  141. and hopefully fix any weird sound issues that were cropping up! This goes for other mods' sound.cache files, too. Delete & regenerate those as well.
  142.  
  143.  
  144.  
  145.  
  146.  
  147. //----------------------------------------------
  148.  
  149. - "When I kill someone, the kill-icons are missing and just show up as skulls!"
  150. It's kinda rare, but in the event my kill-icons stop working, it's -most likely- to be someone else has a mod that uses a file called "mod_textures.txt" or "hud_textures.txt"
  151. These files controls all the game's icons - including Kill Icons! You'll have to either remove their hud / mod_textures.txt, or merge both my and their variants of the file.
  152.  
  153. Additionally, mod_textures.txt specifically might cause problems if TF2C updates to include new icons for other things - so if you're missing kill-icons for new official weps,
  154. or other HUD elements aren't showing up, please check for updates to the Weapons Pack!
  155.  
  156.  
  157.  
  158.  
  159.  
  160. //----------------------------------------------
  161.  
  162. - "The classes don't say any of the new lines!" / "I can't do a newly-added taunt with this weapon, why?"
  163. This would -probably- be due to some files I shipped experimentally - a modified "talker/Pyro.txt", that is. Mind you, nothing was added to that file proper, save for
  164. several new #includes that point to other Response Rule files.
  165.  
  166. All of this is to say, though - most likely Pyro.txt updated in some way, shape, or form. Check back for updates, or try to fix it yourself if you're confident!
  167. All the changes are in one block at the top - after all! The rest of the file is the same.
  168.  
  169.  
  170.  
  171.  
  172.  
  173. //----------------------------------------------
  174.  
  175. - "The TFBots don't seem to use some of the weapons right! Is there any way to fix this?"
  176. Short answer, beside maybe disabling the items for custom games if you're a spectator, not really! They use the AI they have "on-hand" for a given weapon "type" -
  177. If you give a Medic TFBot the Coilgun, for instance, he'll know how to charge it. A Sniper Rifle, and he'll try to snipe! This does have minor drawbacks for a few weapons, though.
  178.  
  179. They know how to use most, but I've confirmed they don't yet know how to use;
  180.  
  181. |Bonk! Atomic Punch
  182. |Thermal Thruster
  183. |The Warsaw Fact
  184. |The Arms-Deal Armament
  185. |The Super Nailgun
  186. |The Dispenserizer
  187. |PDA: Jump Pad
  188. |PDA: Remote Deploy
  189. |PDA: Rush Order
  190. |The Speedy Recovery
  191. |Trap: Concussive Tripmine
  192. |The Rocket Jumper
  193. |The Sticky Jumper
  194. |The Grenade Jumper
  195.  
  196. Not at the lack of trying, as you probably noticed by now, but these are weapons that generally the TFBots don't excel at using. Keep these in mind!
  197.  
  198.  
  199.  
  200.  
  201.  
  202. //----------------------------------------------
  203.  
  204. If you have any other sorts of questions, double-check they don't fall into any one of the things I just described,
  205. you should ask on the TF2C Discord's '#community-discussion' channel (recommended), or on the Gamebanana page.
  206.  
  207. Hope this helps!
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