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ILOVEPIE Feb 13, 2014 @ 5:26pm
Help us develop Synergy support for Research and Development
Hello everyone, I've decided i'm going to work on support for the mod Research and Development which is available here. I need people to help me find what needs to be fixed before I attempt to create edt files to fix the issues. The server should be visible on the server-list. In order to help test you need to create a file called researchanddevelopment.dat in SteamApps/common/Synergy/synergy/content/

the file should contain the following text:
"Research And Development" { "tag" "rnd" "path" "Research and Development" "sup" "0" "mod" "1" "maps" { level_1a "N.E.R.D.S. pt.1" level_1b "N.E.R.D.S. pt.2" level_2 "Acid Trap" level_3 "Aerial Bombardment" level_4a "Escape Velocity pt.1" level_4b "Escape Velocity pt.2" } }

After you have created this file, mount Research and Development and restart Synergy and join the server. Thanks for helping us support more mods!


if it won't let you mount Research and Development (i.e. when you check the mount menu and it says disabled after you mounted it and restarted synergy) try replacing the gameinfo.txt in Research and Development with the following:
"GameInfo" { game "Research and Development" title "Research and Development" title2 "Research and Development" developer "M. Bortolino" type singleplayer_only icon "icon" FileSystem { SteamAppId 420 // This will mount all the GCFs we need (240=CS:S, 220=HL2). // // The code that loads this file automatically does a few things here: // // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. // 3. For the first "Game" search path, it adds a search path called "MOD". // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH". // // // Search paths are relative to the base directory, which is where hl2.exe is found. // // |gameinfo_path| points at the directory where gameinfo.txt is. // We always want to mount that directory relative to gameinfo.txt, so // people can mount stuff in c:\mymod, and the main game resources are in // someplace like c:\program files\valve\steam\steamapps\half-life 2. // SearchPaths { // First, mount all user customizations. This will search for VPKs and subfolders // and mount them in alphabetical order. The easiest way to distribute a mod is to // pack up the custom content into a VPK. To "install" a mod, just drop it in this // folder. // // Note that this folder is scanned only when the game is booted. game+mod |gameinfo_path|. platform |gameinfo_path|. // We search VPK files before ordinary folders, because most files will be found in // VPK and we can avoid making thousands of file system calls to attempt to open files // in folders where they don't exist. (Searching a VPK is much faster than making an operating // system call.) game_lv hl2/hl2_lv.vpk game+mod ep2/ep2_english.vpk game+mod ep2/ep2_pak.vpk game |all_source_engine_paths|episodic/ep1_english.vpk game |all_source_engine_paths|episodic/ep1_pak.vpk game |all_source_engine_paths|hl2/hl2_english.vpk game |all_source_engine_paths|hl2/hl2_pak.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk // Now search loose files. We'll set the directory containing the gameinfo.txt file // as the first "mod" search path (after any user customizations). This is also the one // that's used when writing to the "mod" path. mod+mod_write+default_write_path |gameinfo_path|. // Add the HL2 directory as a game search path. This is also where where writes // to the "game" path go. game+game_write |gameinfo_path|. // Where the game's binaries are gamebin episodic/bin // Last, mount in shared HL2 loose files game |all_source_engine_paths|episodic game |all_source_engine_paths|hl2 platform |all_source_engine_paths|platform } } }

Required games to play Research and Development in Synergy:
Half Life 2, Half Life 2: Episode 2
Last edited by ILOVEPIE; Feb 15, 2014 @ 3:52pm
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Showing 1-6 of 6 comments
Dragoonseal Feb 14, 2014 @ 2:20am 
The very start was a little off. The opening cutscene didn't have any gunfire sounds playing for the combine, and I spawned on the level above being electrocuted by the wire instead of below the hole in the rubble where I was supposed to, which didn't hinder my ability to continue but bypassed the fire retardant bug corpse puzzle.

I got to the part where you have a crawling zombie hold down one end of a ramp to let you climb on top of a vent, I did that and got into the vent and into the next hallway which had second color coded keypad but then the server crashed and never came back up.
Dragoonseal Feb 15, 2014 @ 1:18am 
Alright after testing again last night:

We got most of the way through the tram on a rail part before I died with the gravity gun. It restarted at a close checkpoint but I respawned at the very start of the map with no more gravity gun and either of the other two had one either, we were stuck and had to use cheats to finish the map.

After that it worked again fine until the makeshift airboat part. When someone got in it the first time they would be in it normally and able to control it (horrible as the controls may be), with anyone else getting sucked inside the car and stuck viewing out of the first person's eyes. If the first person gets out then it's breaks pretty hilariously after that point. Getting back in it is very hard, you have to jump on top of it to use the inside of it. When you do manage to use it everyone is teleported to on top of the vehicle and you fall inside it, but you're not seated in it correctly your character is just standing in/on it, which gets the vehicle stuck and it won't move correctly. If you're quick when you use it at that point the driver can jump back out of the car before getting full control of it and then you can pilot it like a remote control car from a distance. Pretty hilarious, but makes that part pretty impossible to continue. Also the vehicle doesn't break things correctly like wooden fences and the explosive barrels blocking the window you're sposed to exit out of, which stops even your remote control adventuring.
ILOVEPIE Feb 15, 2014 @ 8:31am 
No EDTs have been made yet (except to fix the intro sequence) so i can officially say this is probably the mod that has had least bugs with synergy without any modificiation to it.
Last edited by ILOVEPIE; Feb 15, 2014 @ 8:31am
ILOVEPIE Feb 15, 2014 @ 11:50am 
The first map's EDT is complete so i need lots of people to help test it.
mega8972 Mar 29, 2014 @ 9:13am 
Was very interested when I heard about this, any news about this project?
DaftMink Mar 29, 2014 @ 7:53pm 
This is great and all but...
When can we start developing Synergy support for Synergy?.

The synergy maps need updated to support the new spawn system and weapons.
And the train station maps of HL2 seem to crash every map change.
Last edited by DaftMink; Mar 29, 2014 @ 7:53pm
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Synergy > General Discussion > Topic Details
Date Posted: Feb 13, 2014 @ 5:26pm
Posts: 6