It's not exactly the same, no.
I'm not sure why that it's erroring specifically on that network table, as
with the preprocessor definitions the way that I said, would make it compile
the same as it was before I modified it for the scratch SDK itself.
I would think it would be something else, but I honestly cannot tell you
concretely why that it isn't compatible as I'm not sure what is different
anymore, it's been a long time now since I've done anything with it or been
involved.
-Tony


On Fri, May 14, 2010 at 7:01 AM, Klaus Müller <tloeffl...@googlemail.com>wrote:

> Yeah, maybe I should have made it clearer that the mod itself runs fine.
> It's the demo recorded in Ep2 that doesn't run in the mod although it's
> basically the same game entirely; at least that's what I thought. It
> doesn't
> work the other way round either by the way, meaning a demo from my mod
> won't
> play in Ep2.
>
> Any idea what might cause this? I really just launched SDK, selected
> "create
> a new SP mod based on Ep2", compiled the binaries, and that's it. I guess
> that's not exactly what you guys shipped Ep2 as in the Orange Box, eh? ;)
>
>
> 2010/5/13 Tony "omega" Sergi <omegal...@gmail.com>
>
> > 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
> >
> >
> _______________________________________________
> 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

Reply via email to