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Soure Mult-Tool Testers SourceMulti
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Soure Mult-Tool Testers SourceMulti
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All Discussions > Builds > Topic Details
Wazanator 22 Mar, 2015 @ 4:30pm
Version 2.0 Build #02
Build#:02
Changes:
  • Fixed an issue with the options menu browse button
  • Added more instructions to the options menu
Downloadlink: Google Drive Download[drive.google.com]

Current Supported games/mods:
  • Alien Swarm
  • Blade Symphony
  • Contagion
  • CSGO
  • CSS
  • DoD
  • Dino D-day
  • Dota 2
  • Garrys Mod
  • Half-Life 2
  • Half-Life 2 Deathmatch
  • Insurgency
  • Left 4 Dead
  • Left 4 Dead 2
  • Nuclear Dawn
  • Portal
  • Portal 2
  • SFM
  • Team Fortress 2

Notes:
Half-Life 1 Source and Half-Life 1 Source Deathmatch do not currently work but are present
Last edited by Wazanator; 30 Jun, 2015 @ 3:47pm
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Showing 1-15 of 26 comments
Brad$ 22 Mar, 2015 @ 4:38pm 
Options menu makes sense now. Autofill works. Can launch appropriate hammer afterwards.

Suggest adding a fourth step to the instructions to close the options afterwards. It's obvious, but people.

After this I get an appropriate list of games in the tool. However, Garry's mod does not show up. Went back to the options and configured what seemed to be needed for Garry's mod, vmf/bsp folders, but afterwards no change. The "Save" button is greyed out the whole time, even if I select / unselect fgds or games content to mount. "How to use" button also nonfuncitonal, though I assume that's intentional at the moment (only point it out in case it's not).
zelpa 26 Mar, 2015 @ 4:44am 
Some of the text in Hammer is using a werid font that makes everything big.

https://a.pomf.se/sinlur.png
Wazanator 26 Mar, 2015 @ 3:43pm 
Originally posted by Zelpa:
Some of the text in Hammer is using a werid font that makes everything big.

https://a.pomf.se/sinlur.png

Weird, are you by chance using a custom style for Windows theme? The tool doesn't change anything to do with fonts.
Wazanator 26 Mar, 2015 @ 5:56pm 
Also which hammer are you launching?
zelpa 27 Mar, 2015 @ 6:14pm 
Running Garry's Mod hammer. I am using a windows theme, but it doesn't affect the old SMT.
Wazanator 27 Mar, 2015 @ 6:39pm 
Originally posted by Zelpa:
Running Garry's Mod hammer. I am using a windows theme, but it doesn't affect the old SMT.

That's strange. They are both opening the same hammer (sdk 2013 multiplayer) so I'm not sure why it would do that for one and not the other. I'll see if I can find out anything on why it might be doing that.
blah2355 4 Apr, 2015 @ 10:08am 
When I click the 'How To Use' button in the GarrysMod tab, it doesn't do anything.
Last edited by blah2355; 4 Apr, 2015 @ 10:09am
Wazanator 4 Apr, 2015 @ 10:19am 
Originally posted by blαh2355:
When I click the 'How To Use' button in the GarrysMod tab, it doesn't do anything.

It's WIP, it will eventually open up a steam guide.
blah2355 4 Apr, 2015 @ 1:38pm 
Originally posted by Wazanator:
Originally posted by blαh2355:
When I click the 'How To Use' button in the GarrysMod tab, it doesn't do anything.

It's WIP, it will eventually open up a steam guide.
Ah right, sorry for asking then.
Wazanator 4 Apr, 2015 @ 4:02pm 
Originally posted by blαh2355:
Originally posted by Wazanator:

It's WIP, it will eventually open up a steam guide.
Ah right, sorry for asking then.

No need to be sorry I'm not mad at you, I'm actually glad people are giving feedback and posting bugs :)
zerf 1 May, 2015 @ 5:32pm 
Garry's Mod has its own hammer.exe now, FYI.
Wazanator 1 May, 2015 @ 6:21pm 
Originally posted by Zerf:
Garry's Mod has its own hammer.exe now, FYI.

It's had one for awhile now but I've found users like it more when they have the option to mount other content like CSS and TF2. I could have it modify Garry's mods gameinfo.txt but that would cause issues when they go to play.
[GG]Tense! 24 Aug, 2015 @ 12:58pm 
For garrysmod content, it seems it needs to be on C:\ before being recognised. Is this a limitation of the Source engine or the SMT?
Wazanator 24 Aug, 2015 @ 1:58pm 
Originally posted by GGTense!:
For garrysmod content, it seems it needs to be on C:\ before being recognised. Is this a limitation of the Source engine or the SMT?

Probably SMT, I realized earlier today that most people are probably using SMT for Gmod so I started up a separate program just for Gmod. Which will hopefully mean since I can concentrate on just the one game it should mean all bugs like that get recognized and squashed instead of trying to debug for each game. First beta end of the week maybe? I'm reusing a lot of code but found a file in Steam that keeps track of install locations so that should probably fix that issue without me requiring the user to list each and every install location or the program trying to identify them on it's own.
zelpa 25 Aug, 2015 @ 3:08am 
Is there a reason why Episode 1's fgd isn't in the folder? It's got some nice assets.
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All Discussions > Builds > Topic Details
Date Posted: 22 Mar, 2015 @ 4:30pm
Posts: 26