Is it possible to add additional contributors to the project in SW? There are some hints towards this, for example in "author's private comments" it states that comments are visible to contributors and game's developers.
Also, adding "alpha", "beta", etc. in title (same place where you change the description) should be ok, as it doesn't rename the .level file?
Can the Workshop also be for visual/GUI mods? I think it would be a lot easier to install those from the Steam Workshop, but I'm not sure if it's possible because I don't see anything but maps in the Workshop page.
I found an additional problem with Steam Workshop a few days ago. When I reinstalled windows on my machine (but moved over the app data/roaming files from the previous installation), NS2 kept crashing at the main menu until I disabled all the mods I had enabled on Steam Workshop and loaded it with no mods enabled... A strange test case I know but one that took me a while to work out!
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited August 2012
<!--quoteo(post=1963554:date=Aug 15 2012, 07:23 PM:name=CobraCommander)--><div class='quotetop'>QUOTE (CobraCommander @ Aug 15 2012, 07:23 PM) <a href="index.php?act=findpost&pid=1963554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can the Workshop also be for visual/GUI mods? I think it would be a lot easier to install those from the Steam Workshop, but I'm not sure if it's possible because I don't see anything but maps in the Workshop page.<!--QuoteEnd--></div><!--QuoteEEnd--> There is only map download support right now. Server mod support could be possible for release, but I doubt they have any plans whatsoever to support client side mods (at least for 1.0).
The problem with client side mods is that since NS2's gameplay code is not separate from the UI code, you can access almost any kind of information you want and also display them in any way you want. You could make a (not omniscient, but still useful) wallhack or an aimbot as a client side mod. There is no way to prevent cheating with client side mods other than just banning them, unless UWE wants to give someone the job to work through all the mods available and approve them for public use before being downloadable. Another option would be to give server admins the power to allow specific client side mods from the workshop, but that would give a very inconsistent experience across different servers.
I'm also curious whether UWE would support multiple mods with load orders similar to how the Elder Scrolls games do it. Conflicts are a much bigger problem in NS2.
<!--quoteo(post=1962991:date=Aug 14 2012, 02:04 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 14 2012, 02:04 PM) <a href="index.php?act=findpost&pid=1962991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...5. Add the map names to your mapcycle.txt file<!--QuoteEnd--></div><!--QuoteEEnd-->
is this a necessary step or do you only do this if you want the maps on the rotation? i skipped this because i just want to be able to change to said maps, don't want them on my rotation yet.
i followed all the steps except 5 for the above reason, and when i add the mods tag to my xml file my server won't load our show up on the server list. what am i missing?
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1963365:date=Aug 15 2012, 03:48 AM:name=perso)--><div class='quotetop'>QUOTE (perso @ Aug 15 2012, 03:48 AM) <a href="index.php?act=findpost&pid=1963365"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it possible to add additional contributors to the project in SW? There are some hints towards this, for example in "author's private comments" it states that comments are visible to contributors and game's developers.
Also, adding "alpha", "beta", etc. in title (same place where you change the description) should be ok, as it doesn't rename the .level file?<!--QuoteEnd--></div><!--QuoteEEnd--> As long as map file name is the same, its fine.
<!--quoteo(post=1963554:date=Aug 15 2012, 10:23 AM:name=CobraCommander)--><div class='quotetop'>QUOTE (CobraCommander @ Aug 15 2012, 10:23 AM) <a href="index.php?act=findpost&pid=1963554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can the Workshop also be for visual/GUI mods? I think it would be a lot easier to install those from the Steam Workshop, but I'm not sure if it's possible because I don't see anything but maps in the Workshop page.<!--QuoteEnd--></div><!--QuoteEEnd--> This is the eventual goal, but its currently only working for downloading custom maps.
<!--quoteo(post=1964087:date=Aug 16 2012, 01:34 PM:name=method.)--><div class='quotetop'>QUOTE (method. @ Aug 16 2012, 01:34 PM) <a href="index.php?act=findpost&pid=1964087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is this a necessary step or do you only do this if you want the maps on the rotation? i skipped this because i just want to be able to change to said maps, don't want them on my rotation yet.
i followed all the steps except 5 for the above reason, and when i add the mods tag to my xml file my server won't load our show up on the server list. what am i missing?<!--QuoteEnd--></div><!--QuoteEEnd--> Ah, you're correct, #5 is optional if you don't want the maps in your rotation.
Also, if I understand you, the server starts up/runs fine without the <mods></mods> line but doesn't when you add it? Would you mind posting your xml file and tell me what the location of it is? One possible problem is that the shortcut your using to launch the server is being passed parameters that conflict with what's in the server.xml file.
<!--quoteo(post=1964111:date=Aug 16 2012, 02:11 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 16 2012, 02:11 PM) <a href="index.php?act=findpost&pid=1964111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, if I understand you, the server starts up/runs fine without the <mods></mods> line but doesn't when you add it? Would you mind posting your xml file and tell me what the location of it is? One possible problem is that the shortcut your using to launch the server is being passed parameters that conflict with what's in the server.xml file.<!--QuoteEnd--></div><!--QuoteEEnd-->
yep, exactly.
my server.xml file is currently stored in C:\UserFiles\*steamname*\GameServers\TC84226271238630173224164\
works fine without the <mods> tag, then when i add it the server won't boot and doesn't show up on the server list. before i was getting some errors saying i didn't have the map installed and that it was automatically shutting down the server, now i don't seem to be getting any errors but it still isn't working.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
You may want to just try putting your server.xml file in your %APPDATA%/Natural Selection 2/ directory, instead of the custom directory you have. Steam Workshop is still pretty buggy, such that it might not be able to find your Workshop map files if the server.xml is outside of the APPDATA directory.
my current GSP doesn't really know what he's doing and the way he has everything setup doesn't allow me much access to anything at all, even the important stuff. so i can't even confirm if he put everything in the right directories and configured everything properly even though he says he did (he's messed this up several times before).
anyways, i'm switching providers soon and going to somebody that actually knows what they're doing, so i'll get it figured out then.
I'm still running into issues with mod auto-loading. It works fine when I run a server from my home machine, which has Steam installed and is using a regular NS2 install. When I try and do it on SN's server I get this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Changing settings file to: C:\Documents and Settings\snadmin\Application Data\Natural Selection 2\server_combat.xml Changing setting 'game' to: 'NS2Combat'... Press Tab to open the console window Press Ctrl-C to exit --------------------------------------------------------------------------------
Error: Unable to initialize the steam API Mods cannot be auto-updated, falling back to manual mod management.
Error: An uninstalled mod, "89357291", was specified. Shutting down server.
C:\ns2server0>pause Press any key to continue . . .<!--c2--></div><!--ec2-->
I checked that steamapi.dll is installed in the same folder as folder the Server.exe and we are launching it while in that working directory. I've also moved the server.xml file to c:\Documents and Settings\<user>\Application Data\Natural Selection 2 and made sure there are no permissions issues.
One thing we are doing that might be non-standard is keeping SteamCmd in a different folder to the server folder and using force_install_dir to get NS2's files installed in the right place.
endar's just pointed out a solution that might work - I'm going to copy the Workshop folder from my home workstation to the server and then see if that allows me to run the mods, even if auto-updating doesn't work.
I've solved the problem with the SN server... at last! I experimented for hours with all kinds of different configurations but as I was beginning to suspect, the problem was PEBKAC... They now work fine after <b>I removed the commas from between the mod ids</b> in the XML file.
The mod IDs have to be like this: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><mods>83722196 90083491 88975689</mods><!--c2--></div><!--ec2-->
Also, because we are running two servers on that box, instead of running each server as a different user account as previously I've used the following method to launch the server, I'm not sure if this actually makes a difference to whether the workshop works though. Each server has its own prefix like this:
Also, one thing that's not obvious but might really help, is it possible to change the logic so that "any non-number character" is the delimiter between mod numbers in the xml file, rather than only a space? I am probably not the only one who is going to be gotcha'ed by not reading the instructions clearly. As the steam workshop stuff isn't in the dedicated server guide on the wiki yet I think I'll put this info there now that I know what the easier pitfalls are :]
Due to a reformat of my computer, when I published a new build of my map (NS2_Goliath), instead of updating the original it made an entirely new mod with the same name. Should I remove the old one? Or is there a way to get it so all my future updates go to the original? Obviously removing the old one will mean that everyone who was previously subscribed will have to add the new one, but I do understand if that is the only solution.
EDIT: Okay so it turns out if you replace the ID in your info.xml in the folder you use to publish mods to the ID of the map on workshop, you can continue to publish updates.
I want to publish my crosshair mod (as I see there are other crosshair mods as well), but I can't figure out how to tell the publish tool: a) Where does it take the files that are part of the mod b) How does it know what files to take c) How does it know where to put the files.
<!--quoteo(post=1984598:date=Sep 29 2012, 07:48 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Sep 29 2012, 07:48 AM) <a href="index.php?act=findpost&pid=1984598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't figure out this mod publishing thing.
I want to publish my crosshair mod (as I see there are other crosshair mods as well), but I can't figure out how to tell the publish tool: a) Where does it take the files that are part of the mod b) How does it know what files to take c) How does it know where to put the files.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's a brief "tutorial". Some things may have changed since this thread was started. We'll be putting together some more comprehensive information on making mods and cleaning up the LaunchPad UI a bit.
1) Run LaunchPad 2) Select "Create Mod" 3) Give it a name and specify the output directory as any directory on your HD (kind doesn't matter) 4) Put your mod files into the output directory 5) Click "Publisher" 6) Enter a title and description 7) Click "Publish All"
<!--quoteo(post=1984602:date=Sep 29 2012, 05:58 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Sep 29 2012, 05:58 PM) <a href="index.php?act=findpost&pid=1984602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a brief "tutorial". Some things may have changed since this thread was started. We'll be putting together some more comprehensive information on making mods and cleaning up the LaunchPad UI a bit.
1) Run LaunchPad 2) Select "Create Mod" 3) Give it a name and specify the output directory as any directory on your HD (kind doesn't matter) 4) Put your mod files into the output directory 5) Click "Publisher" 6) Enter a title and description 7) Click "Publish All"<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>An expanded tutorial for releasing your mod is:</b><!--sizec--></span><!--/sizec--> <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--> 1) Run LaunchPad 2) Select "Create Mod" 3) Give it a name and specify the output directory as any directory on your HD. Preferrably nothing under "natural selection 2\ns2\". 4) What kind the mod is doesn't matter right now. 5) Put your mod files into the output directory, nothing else. - This output directory needs to have the folder structure as if you were copying its contents into "natural selection 2\ns2\". So if you want to change a file in "natural selection 2\ns2\ui\", you would have a folder called "ui" in the output folder and the file inside it. 6) Click "Publisher" 7) Enter a title and description, optionally an image as well. 8) Select visibility. To test out your mod, just set it to "Private" first. 9) Click "Publish All" 10) To test your mod, go to Steam Community -> Workshop -> Your Workshop Files, select your mod and click on +Subscribe 11) Load up the game, go to Mods and enable your mod. Create a server. It will first fail, but it will work on the second time. 12) If you are satisfied and the mod works, go to your mod page in the workshop and change its visibility.<!--sizec--></span><!--/sizec-->
I just published my map per the instructions and it doesn't seem to work. The map show up instantly for me in steam workshop and the publisher says the process was successful, but a friend of mine could not find it on steam workshop. Its already set at friends only and Its not the first time I publish something, so what is different this time, has something changed? Or does it take a while for the level to show up for others even if it showed up instantaneously for me? He even looked directly at my workshop profile page, steam said 1 item in the list, but found nothing inside.
Will it be possible to publish another Mod? So if you make the mod you could make some friends to Admins of your Mods and when you're away, then can publish new things for you?
<!--quoteo(post=1984603:date=Sep 29 2012, 07:08 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Sep 29 2012, 07:08 AM) <a href="index.php?act=findpost&pid=1984603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>An expanded tutorial for releasing your mod is:</b><!--sizec--></span><!--/sizec--> <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--> 1) Run LaunchPad 2) Select "Create Mod" 3) Give it a name and specify the output directory as any directory on your HD. Preferrably nothing under "natural selection 2\ns2\". 4) What kind the mod is doesn't matter right now. 5) Put your mod files into the output directory, nothing else. - This output directory needs to have the folder structure as if you were copying its contents into "natural selection 2\ns2\". So if you want to change a file in "natural selection 2\ns2\ui\", you would have a folder called "ui" in the output folder and the file inside it. 6) Click "Publisher" 7) Enter a title and description, optionally an image as well. 8) Select visibility. To test out your mod, just set it to "Private" first. 9) Click "Publish All" 10) To test your mod, go to Steam Community -> Workshop -> Your Workshop Files, select your mod and click on +Subscribe 11) Load up the game, go to Mods and enable your mod. Create a server. It will first fail, but it will work on the second time. 12) If you are satisfied and the mod works, go to your mod page in the workshop and change its visibility.<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
I'm having troubles here, and perhaps I'm missing something obvious.
After step 3, I don't see any option to actually trigger the creation of the mod (i.e. after I've selected name, output folder and mod type). There's just nothing more to do in the dialog box except closing it (which is modal and won't let me click anything while open). Launch Pad does not remember the data I entered if I press Create Mod again.
When I manually run the mod through launch options:
-game MyMod -hotload
the mod loads fine. However using steamworks always produces a "Client and Server differ" error when I create a server. Have I missed something?
Edit: The appData folder contains all the related files for the mod, so it has uploaded and downloaded fine. I see it being loaded in the console, but it fails to mount it.
I have a few skins up on the workshop that need some updates. However, though I have scoured this thread and the forums, I have been unable to figure out how to update a cosmetic mod other than unpublishing it and republishing a new mod entirely. Is there any way to update a cosmetic mod besides remaking it?
So...how exactly are you supposed to build/test server-side mods without publicly publishing them on Workshop? The server won't download the mod if it's visibility is set to anything other than public.
In fact, how the hell do you build server-side scripts at all? Do you just add a Script.Load at the bottom of Server.lua? Would help if there was more documentation for server-side mods.
*grumble grumble* The ingame mod selector seems to completely ignore my mod when making a server. It claims to mount it in the debugger, but nothing has changed.
Hotloading the mod outside of steam workshop works fine.
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
After following the steps in the modding forum, I cannot play the map I published on the Steam Workshop. After publishing it, subscribing and enabling the map, I get a "file not found" error.
I tried publishing another map, and I am getting the same error. My buddy also tried publishing, and he is getting the same error.
I was having the same problem that Xenosource reported. When I run Launchpad and click the "Create Mod" button, I get a modal dialog box with fields for Name, Output Directory, and Kind... but no Okay or Cancel buttons!
I think I figured out the problem, though. The Okay and Cancel buttons actually do exist, they just don't render inside the dialog box. It may be due to my screen resolution and/or Windows text size. Anyway, by pressing tab to step through the fields, I was able to get to the invisible "Okay" button and then press it by pressing the space bar.
*grumble grumble* The ingame mod selector seems to completely ignore my mod when making a server. It claims to mount it in the debugger, but nothing has changed.
Hotloading the mod outside of steam workshop works fine.
Comments
Also, adding "alpha", "beta", etc. in title (same place where you change the description) should be ok, as it doesn't rename the .level file?
There is only map download support right now.
Server mod support could be possible for release, but I doubt they have any plans whatsoever to support client side mods (at least for 1.0).
The problem with client side mods is that since NS2's gameplay code is not separate from the UI code, you can access almost any kind of information you want and also display them in any way you want. You could make a (not omniscient, but still useful) wallhack or an aimbot as a client side mod.
There is no way to prevent cheating with client side mods other than just banning them, unless UWE wants to give someone the job to work through all the mods available and approve them for public use before being downloadable. Another option would be to give server admins the power to allow specific client side mods from the workshop, but that would give a very inconsistent experience across different servers.
I'm also curious whether UWE would support multiple mods with load orders similar to how the Elder Scrolls games do it. Conflicts are a much bigger problem in NS2.
is this a necessary step or do you only do this if you want the maps on the rotation? i skipped this because i just want to be able to change to said maps, don't want them on my rotation yet.
i followed all the steps except 5 for the above reason, and when i add the mods tag to my xml file my server won't load our show up on the server list. what am i missing?
Also, adding "alpha", "beta", etc. in title (same place where you change the description) should be ok, as it doesn't rename the .level file?<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as map file name is the same, its fine.
<!--quoteo(post=1963554:date=Aug 15 2012, 10:23 AM:name=CobraCommander)--><div class='quotetop'>QUOTE (CobraCommander @ Aug 15 2012, 10:23 AM) <a href="index.php?act=findpost&pid=1963554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can the Workshop also be for visual/GUI mods? I think it would be a lot easier to install those from the Steam Workshop, but I'm not sure if it's possible because I don't see anything but maps in the Workshop page.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the eventual goal, but its currently only working for downloading custom maps.
<!--quoteo(post=1964087:date=Aug 16 2012, 01:34 PM:name=method.)--><div class='quotetop'>QUOTE (method. @ Aug 16 2012, 01:34 PM) <a href="index.php?act=findpost&pid=1964087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is this a necessary step or do you only do this if you want the maps on the rotation? i skipped this because i just want to be able to change to said maps, don't want them on my rotation yet.
i followed all the steps except 5 for the above reason, and when i add the mods tag to my xml file my server won't load our show up on the server list. what am i missing?<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, you're correct, #5 is optional if you don't want the maps in your rotation.
Also, if I understand you, the server starts up/runs fine without the <mods></mods> line but doesn't when you add it? Would you mind posting your xml file and tell me what the location of it is? One possible problem is that the shortcut your using to launch the server is being passed parameters that conflict with what's in the server.xml file.
yep, exactly.
my server.xml file is currently stored in C:\UserFiles\*steamname*\GameServers\TC84226271238630173224164\
it's configured like this:
<options>
<mapName>ns2_rockdown</mapName>
<address>173.234.253.22</address>
<playerLimit>16</playerLimit>
<webadminActive>false</webadminActive>
<webadminPort>27018</webadminPort>
<game>C:\UserFiles\*steamname*\GameServers\TC84226271238630173224164</game>
<lanGame>0</lanGame>
<password></password>
<port>27015</port>
<serverName>nc | NorCal NS2</serverName>
<webadminDirectory>C:\UserFiles\*steamname*\GameServers\TC84226271238630173224164\ns2/web/</webadminDirectory>
<webadminDomain>173.234.253.22</webadminDomain>
</options>
works fine without the <mods> tag, then when i add it the server won't boot and doesn't show up on the server list. before i was getting some errors saying i didn't have the map installed and that it was automatically shutting down the server, now i don't seem to be getting any errors but it still isn't working.
my current GSP doesn't really know what he's doing and the way he has everything setup doesn't allow me much access to anything at all, even the important stuff. so i can't even confirm if he put everything in the right directories and configured everything properly even though he says he did (he's messed this up several times before).
anyways, i'm switching providers soon and going to somebody that actually knows what they're doing, so i'll get it figured out then.
appreciate the help and suggestions ScardyBob.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Changing settings file to: C:\Documents and Settings\snadmin\Application Data\Natural Selection 2\server_combat.xml
Changing setting 'game' to: 'NS2Combat'...
Press Tab to open the console window
Press Ctrl-C to exit
--------------------------------------------------------------------------------
Error: Unable to initialize the steam API
Mods cannot be auto-updated, falling back to manual mod management.
--------------------------------------------------------------------------------
Error: An uninstalled mod, "89357291", was specified. Shutting down server.
C:\ns2server0>pause
Press any key to continue . . .<!--c2--></div><!--ec2-->
I checked that steamapi.dll is installed in the same folder as folder the Server.exe and we are launching it while in that working directory. I've also moved the server.xml file to c:\Documents and Settings\<user>\Application Data\Natural Selection 2 and made sure there are no permissions issues.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->cd c:\ns2server0
server.exe -game NS2Combat -file "C:\Documents and Settings\snadmin\Application Data\Natural Selection 2\server_combat.xml"<!--c2--></div><!--ec2-->
One thing we are doing that might be non-standard is keeping SteamCmd in a different folder to the server folder and using force_install_dir to get NS2's files installed in the right place.
Can anyone think of what I'm doing wrong here?
The mod IDs have to be like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><mods>83722196 90083491 88975689</mods><!--c2--></div><!--ec2-->
Also, because we are running two servers on that box, instead of running each server as a different user account as previously I've used the following method to launch the server, I'm not sure if this actually makes a difference to whether the workshop works though. Each server has its own prefix like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->server.exe -game "NS2Combat" -adminpath "combat" -file "C:\Documents and Settings\snadmin\Application Data\Natural Selection 2\combatserver.xml"<!--c2--></div><!--ec2-->
Also, one thing that's not obvious but might really help, is it possible to change the logic so that "any non-number character" is the delimiter between mod numbers in the xml file, rather than only a space? I am probably not the only one who is going to be gotcha'ed by not reading the instructions clearly. As the steam workshop stuff isn't in the dedicated server guide on the wiki yet I think I'll put this info there now that I know what the easier pitfalls are :]
EDIT: Okay so it turns out if you replace the ID in your info.xml in the folder you use to publish mods to the ID of the map on workshop, you can continue to publish updates.
You can get the ID in the URL of the mod page.
I want to publish my crosshair mod (as I see there are other crosshair mods as well), but I can't figure out how to tell the publish tool:
a) Where does it take the files that are part of the mod
b) How does it know what files to take
c) How does it know where to put the files.
I want to publish my crosshair mod (as I see there are other crosshair mods as well), but I can't figure out how to tell the publish tool:
a) Where does it take the files that are part of the mod
b) How does it know what files to take
c) How does it know where to put the files.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's a brief "tutorial". Some things may have changed since this thread was started. We'll be putting together some more comprehensive information on making mods and cleaning up the LaunchPad UI a bit.
1) Run LaunchPad
2) Select "Create Mod"
3) Give it a name and specify the output directory as any directory on your HD (kind doesn't matter)
4) Put your mod files into the output directory
5) Click "Publisher"
6) Enter a title and description
7) Click "Publish All"
1) Run LaunchPad
2) Select "Create Mod"
3) Give it a name and specify the output directory as any directory on your HD (kind doesn't matter)
4) Put your mod files into the output directory
5) Click "Publisher"
6) Enter a title and description
7) Click "Publish All"<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>An expanded tutorial for releasing your mod is:</b><!--sizec--></span><!--/sizec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->
1) Run LaunchPad
2) Select "Create Mod"
3) Give it a name and specify the output directory as any directory on your HD. Preferrably nothing under "natural selection 2\ns2\".
4) What kind the mod is doesn't matter right now.
5) Put your mod files into the output directory, nothing else.
- This output directory needs to have the folder structure as if you were copying its contents into "natural selection 2\ns2\". So if you want to change a file in "natural selection 2\ns2\ui\", you would have a folder called "ui" in the output folder and the file inside it.
6) Click "Publisher"
7) Enter a title and description, optionally an image as well.
8) Select visibility. To test out your mod, just set it to "Private" first.
9) Click "Publish All"
10) To test your mod, go to Steam Community -> Workshop -> Your Workshop Files, select your mod and click on +Subscribe
11) Load up the game, go to Mods and enable your mod. Create a server. It will first fail, but it will work on the second time.
12) If you are satisfied and the mod works, go to your mod page in the workshop and change its visibility.<!--sizec--></span><!--/sizec-->
So if you make the mod you could make some friends to Admins of your Mods and when you're away, then can publish new things for you?
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->
1) Run LaunchPad
2) Select "Create Mod"
3) Give it a name and specify the output directory as any directory on your HD. Preferrably nothing under "natural selection 2\ns2\".
4) What kind the mod is doesn't matter right now.
5) Put your mod files into the output directory, nothing else.
- This output directory needs to have the folder structure as if you were copying its contents into "natural selection 2\ns2\". So if you want to change a file in "natural selection 2\ns2\ui\", you would have a folder called "ui" in the output folder and the file inside it.
6) Click "Publisher"
7) Enter a title and description, optionally an image as well.
8) Select visibility. To test out your mod, just set it to "Private" first.
9) Click "Publish All"
10) To test your mod, go to Steam Community -> Workshop -> Your Workshop Files, select your mod and click on +Subscribe
11) Load up the game, go to Mods and enable your mod. Create a server. It will first fail, but it will work on the second time.
12) If you are satisfied and the mod works, go to your mod page in the workshop and change its visibility.<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
I'm having troubles here, and perhaps I'm missing something obvious.
After step 3, I don't see any option to actually trigger the creation of the mod (i.e. after I've selected name, output folder and mod type). There's just nothing more to do in the dialog box except closing it (which is modal and won't let me click anything while open). Launch Pad does not remember the data I entered if I press Create Mod again.
Thanks in advance for any help.
The issue is, I do not get these buttons in my version.
-game MyMod -hotload
the mod loads fine. However using steamworks always produces a "Client and Server differ" error when I create a server. Have I missed something?
Edit: The appData folder contains all the related files for the mod, so it has uploaded and downloaded fine. I see it being loaded in the console, but it fails to mount it.
In fact, how the hell do you build server-side scripts at all? Do you just add a Script.Load at the bottom of Server.lua? Would help if there was more documentation for server-side mods.
Hotloading the mod outside of steam workshop works fine.
I tried publishing another map, and I am getting the same error. My buddy also tried publishing, and he is getting the same error.
output directory: common/natural selection 2/ns2_Jambi1_mod/maps/ns2_Jambi1.level
common/natural selection 2/ns2_Jambi1_mod/maps/overviews/(overview files)
I think I figured out the problem, though. The Okay and Cancel buttons actually do exist, they just don't render inside the dialog box. It may be due to my screen resolution and/or Windows text size. Anyway, by pressing tab to step through the fields, I was able to get to the invisible "Okay" button and then press it by pressing the space bar.
Same thing here. What do I do?