So does that mean mods will be able to use a generic appid that will work
with whatever Source game a player has?  As in, um...maybe that appid will
mount a generic GCF that just has the Source engine EXEs and whatnot in it
while also mounting the shared Source content GCFs?  So we'd literally be
able to make "Source" mods and the players would just need any Source game?
Or instead, maybe a few specific Source games that aren't free (like HL2,
HL2DM, CS:S, DoD:S...and TF2, what?), so people wouldn't be able to just use
the free HL2 demo or something like that?  Also probably wouldn't want them
working with SiN Episodes, right?  Question mark?

Jon

----- Original Message -----
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, July 03, 2006 7:23 PM
Subject: RE: [hlcoders] SteamAppId Update


There will be a new, special, appid for multi-player Source engine apps
that don't directly derive from a particular game (so rather than using
the basic 220 you will have a new number). This new app depends on some
SDK work before it will be enabled.

- Alfred

Tony "omega" Sergi wrote:
So, what does this mena? There isn't going to be an hl2mp gcf anymore?

Cuz hl2sp is 220 and hl2mp is 320..

So are they going to share the same cache?

--------------
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
-----Original Message-----
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: July 3, 2006 6:51 PM
To: [email protected]
Subject: RE: [hlcoders] SteamAppId Update

You should wait for the next SDK update to make this change unless
you need to use functionality released in the recent Episode One
engine update. This SDK update will walk you through the update
process properly. Using 220 is still perfectly fine to do.

- Alfred

Justin Krenz wrote:
I just want to give everyone a heads up that the SteamAppId in your
mod's gameinfo.txt should be either 320 or 240, not 220.  I just
received an e-mail from Alfred Reynolds in reply to my inquiry
about a fix that was supposed to go into HL2 regarding my mod.  My
mod was still using 220 for it's SteamAppID, and thus, it was not
running off of the latest HL2 engine.  I know there are others out
there who are still using 220 and need to change it.

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