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