Users need to own all the games that your mod depends upon. In your
example, using HL2MP and the CS:S caches the user would need to own
both.

- Alfred

Scott Loyd wrote:
> --
> [ 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
>>
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