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 >> >> _______________________________________________ >> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

