Ah, oops. Well either way, if you applied that fix then the error shouldn't happen. unless the demo is not compatible with your build of the mod. Now, if you can launch your mod and get into a level without the issue, then the only thing i can think of is that the demo doesn't match. -Tony
On Fri, May 14, 2010 at 3:48 AM, Klaus Müller <tloeffl...@googlemail.com>wrote: > > 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. > > I tried that, but it didn't change anything unfortunately. > > Tony: that's the post I was referring to in my mail. I already applied that > fix in basegrenade_shared.h, but it didn't fix the problem for me. > > > > > 2010/5/13 Tony "omega" Sergi <omegal...@gmail.com> > > > 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 > > > > > _______________________________________________ > 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