Potentially stupid question: so who's working on the SDK now?

On 14/05/2010 12:09, Tony "omega" Sergi wrote:
> 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
>>>>>>> _______________________________________________
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>>>>>>>                
>>>> 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
>>>>>
>>>>>
>>>>>            
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>          
>>>
>>> --
>>> -Tony
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>        
>> _______________________________________________
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>> please visit:
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>>
>>
>>      
>
>    

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