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