See this previous post:
http://list.valvesoftware.com/mailman/private/hlcoders/2009-August/030199.html

essentially I made a booboo, and the fix never got applied to the SDK.
-Tony


On Fri, May 14, 2010 at 1:51 AM, Tom Edwards <t_edwa...@btinternet.com>wrote:

> 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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> please visit:
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> >
> >
> >
>
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>


-- 
-Tony
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