Which brings up the question... how do you test if it's owned? Or is there a
tech thing going on that blocks the mount if you don't own it?
Quoting Mike Durand <[EMAIL PROTECTED]>:
> Hi All-
>
> So the answer from Valve is: you must own Episode One in order to mount
> either 'episode 1 shared.gc
Hi All-
So the answer from Valve is: you must own Episode One in order to mount
either 'episode 1 shared.gcf' or 'half-life 2 episode one.gcf'.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Tuesday, August 08, 2006 2:53
I added a link to this from the SDK Known Issues page.
Also, I've moved all of the 8/4/2006 issues from the community list to
the SDK Known Issues page. Once the major fires are put out I intend to
go through the older SDK issues on that list and test whether these
problems still exist in the late
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Patch released to allow compiling in VS2002:
http://hl2sdk.gigcities.com/vs2002patch.zip
On 8/7/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> Right. I had heard that and forgot to put it on the known issues list.
> It's there now.
>
> -Mike
>
>
On Tue, 2006-08-08 at 23:52 +0200, Robbie Groenewoudt wrote:
> --
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> I never said I was only going to use some sounds. I want to mount this GCF
> because it saves like 100mb
>
> Second, according to some guys, you can mount the episode one shared
>
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I never said I was only going to use some sounds. I want to mount this GCF
because it saves like 100mb
Second, according to some guys, you can mount the episode one shared
gcf, without
owning EP1
I'd like to have some confirmation of someone who
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Am I missing something, or those functionalities have been removed in the
new SDK? When creating a vgui panel those options are not available anymore.
am I the only one who used those? :o
I haven't had time to verify the vgui code much, so excuse
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no...the file is called *episode 1 shared.gcf*
On 8/8/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
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> Well Wouldn't Episode One Shared mean that it is sharing with other
> episodes, so to
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If you haven't seen this, Mike:
http://developer.valvesoftware.com/wiki/Open_Source_Tools
--
ts2do
--
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To unsubscribe, edit your list preferences, or view the list archives, please
visit:
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Well Wouldn't Episode One Shared mean that it is sharing with other
episodes, so to legally use it you would have to own episode 1 2 or 3. Such
as Source Shared, you have to own a source game to get that .gcf
--
__
I'm not sure what you try to achieve with mounting GCFs of games you
don't own.
No, I'm not referring to any possible legal problems, but does it make
any sense to have players of your mod download a 1,2 GB file to make use
of a few sounds?
Ignoring the fact that they won't get the file on any of
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Are you people sure you can mount ep1 shared without owning EP1?
On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Mounting 213 doesn't work. No errors but I can't play any EP1 sounds
> (which works with 380)
>
> Also
> if ( !filesyste
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Mounting 213 doesn't work. No errors but I can't play any EP1 sounds (which
works with 380)
Also
if ( !filesystem->AddPackFile( "episode 1 shared.gcf", "GAME" ) )
return false;
Doesn't work. No errors but I don't have EP1 sounds...
On 8
380 is the actual game, so if it's not owned and decrypted, you'll probably
get errors.
According to http://developer.valvesoftware.com/wiki/Steam_Application_IDs,
213 is the content appid.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoud
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I had an another friend test it. Same error. Arg?!
On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Well, I've added the MountSteamContent for 380.
> However, I can use the ep1 maps (which should not happen when only
> mounting the sh
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Well, I've added the MountSteamContent for 380.
However, I can use the ep1 maps (which should not happen when only mounting
the shared gcf) and when a friend, without EP1, starts the mod, he get's the
following error: http://dutchmega.nl/mess/err.
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380
On 8/8/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
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> You need to mount the GCF first..
>
> filesystem->MountSteamContent( 220 );
>
> (I don't know what the real appid is)
>
>
>
> On 8/
Yeah, this was changed a couple of ways internally. I think in the
latest internal code we might have yanked the whole if statement and
body of code since it wasn't necessary. There was a bug I recall where
if you had it the old way demos would have jittery NPCs but if you
flipped the ! Then viewm
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You need to mount the GCF first..
filesystem->MountSteamContent( 220 );
(I don't know what the real appid is)
On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> According to so
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Yes.
On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
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> No, it isn't. Did you restart Steam after changing SteamAppId?
>
>
--
___
To un
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According to some, you can use content from episode one shared.gcf, without
actually owning EP1.
However, adding
filesystem->AddSearchPath("episodic", "GAME");
filesystem->AddSearchPath("sourcetest", "GAME");
filesystem->AddSearch
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No, it isn't. Did you restart Steam after changing SteamAppId?
On 8/8/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've already tried that. I changed both the GameInfo.txt and run_mod.bat
> to
>
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I've already tried that. I changed both the GameInfo.txt and run_mod.bat to
use AppId 320, but it still has the same problem.
I'm wondering if it's a code issue with the latest SDK, rather than a
materials issue?
Grant
(L. Duke)
On 8/7/06, Ste
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Hi guys,
I just wanted to point out something that I noticed in the latest SDK code,
in c_baseentity.cpp line 1934 (C_BaseEntity::PreDataUpdate) there is the
line
if ( !IsSelfAnimating() )
Which is changed from older code, which doesn't hav
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Cool cool, just reassuring to know that its coming :)
Matt
On 8/8/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> I don't have anything more to add on shaders yet. I'm trying to get some
> of the severe problems with this drop fixed and after tha
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Yeah, I get it when ducking.
On 8/7/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I made a new map with func_door_rotating, and it works fine.
>
> On another note, it seems im getting ra
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