Hmm, I guess I'm up for it, even if it's a tedious task. Problem is, I don't
really know how to check if data maps differ or what exactly you mean by
data maps for that matter. Sorry if this is obvious to you, but I never
dealt with such a complex project such as the source code of a game, hence
I'm not familiar with the term.


2010/5/14 Ryan Sheffer <darksk...@gmail.com>

> 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
>
>
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