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