If the only error you get is for the grenade, then presumably every other entity matches up already. Have you tried compiling it as an inheritor from CBaseCombatCharacter? Best thing to do is add HL2_EPISODIC to your preprocessor lists, which are somewhere in each project's properties window.
On 14/05/2010 10:05, Klaus Müller wrote: > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders