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 >>>>>>> _______________________________________________ >>>>>>> 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 >> >> >> > >
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