Is Ep2 on 2007 or 2009 now? I'd base your mod on SDK Base Orange Box 
(AppID 218) then mount Ep2 just below it with AdditionalContentId to be 
on the safe side, even if it isn't.

On 13/05/2010 5:27, Klaus Müller wrote:
> Hey list,
>
> I tried setting up a mini-mod for Ep2 today. Among other minor things, it's
> basically just supposed to suppress HudHints, etc. to make the game look
> cleaner. Anyway, I need the mod to be able to play demos that were recently
> recorded in Ep2 and that's where the problems occur. The mod is based on the
> SourceSDK 2007 version since I got a message that "support for creating
> total conversion using the source 2009 engine is not available at this time"
> when I tried to create the mod in SourceSDK. So I went with 2007, I mounted
> the ep2 gcf and have all the necessary search paths defined in gameinfo.txt
> as well. At first, I got a COM_CheckGameDirectory error saying that the demo
> (recorded to ep2) was in the wrong directory (ep2_mini). So, I just renamed
> the folder ep2_mini in sourcemods to ep2 and got rid of that error at least.
> Now, when I try to load the demo in my mod via demoui, I get:
>
> unrecognized conditional test lowfill?$minfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$maxfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$blendframes in particle/smoke1/smoke1
> unrecognized conditional test !lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$minfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$maxfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$blendframes in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test !lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$minfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$maxfadesize in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$blendframes in particle/smoke1/smoke1
> unrecognized conditional test !lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$depthblend in particle/smoke1/smoke1
> unrecognized conditional test lowfill?$minfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$maxfadesize in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$blendframes in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test !lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> unrecognized conditional test lowfill?$depthblend in
> particle/smoke1/smoke1_nearcull
> env_cubemap used on world geometry without rebuilding map. . ignoring:
> maps/ep2_outland_01/concrete/blendconcretedebris001a_wvt_patch
> env_cubemap used on world geometry without rebuilding map. . ignoring:
> overlays/bloodpool3
> Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass
> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
>
> I searched for the problem on the net and found a couple others having
> similar problems, but their solutions didn't work for me. Those included
> changing the class definition of CBaseGrenade in shared/basegrenade_shared.h
> to
>
> class CBaseGrenade :
>          #if defined( HL2_EPISODIC ) || defined ( HL2MP )        //Tony;
> HL2MP needs this too for tripmine grenades.
>                  public CBaseCombatCharacter
>          #else
>                  public CBaseAnimating
>          #endif
>          #if defined( GAME_DLL )
>                  , public CDefaultPlayerPickupVPhysics
>          #endif
> {
>          DECLARE_CLASS( CBaseGrenade, CBaseAnimating );
> //....
>
> as well as changing a return BaseClass::HandleInteraction( interactionType,
> data, sourceEnt ); in CGrenadeFrag::HandleInteraction in grenade_frag.cpp to
> return HandleInteraction( interactionType, data, sourceEnt );
>
> Do you guys have any other good ideas or am I trying to do something that is
> doomed to fail?
>
> Regards,
> Klaus
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>    

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