The only option here is to make sure your data maps are exactly the same as those old EP2 data maps. Unfortunately, that will probably be a tedious task.
On Thu, May 13, 2010 at 4:48 PM, Jonathan Murphy <nuclearfri...@gmail.com>wrote: > 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 > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders