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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
>
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