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 )
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