-- [ Picked text/plain from multipart/alternative ] We also did the same thing with GES, started with hl2mp ID then moved to HL2 ID. I am sure this has been answered before but the ID is the pre-req to run the mod, and the additional GCFs mounted are optional?
meaning if we develop using cstrike weapons, mount the gcf in the gameinfo.txt and then release; joe blow doesn't have cstrike gcf, what is the result? What is/will be the best practice for allowing someone w/ any engine game to play our mod? On 7/4/06, Jed <[EMAIL PROTECTED]> wrote: > > > 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 > > Just out of curiosity, the functionality in EP1 - does that include > the phong shading? > > I'm curious about what ID to use actually for our mod. It started > using 340 as it was a mod of HL2MP but after a while we realised we > weren't actually using anything from HL2MP or its GCF and switched to > 220 mainly to remove the pre-requisit of having HL2DM installed to > play our mod. > > When you've release the SDK I assume there will be an ID we can use to > get the latest HL2 engine stuff without having to have our users > install HL2DM as well? > > - Jed > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

