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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders