Looks like Mike Durand is still working on it, he sent the email a few days
ago about the SDK update. :)

On Fri, May 14, 2010 at 9:46 AM, Tom Edwards <t_edwa...@btinternet.com>wrote:

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

Reply via email to